"Operation Jupiter game 14 in 20mm WW2 AAR on blog" Topic
5 Posts
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Shaun Travers | 22 Jan 2017 5:05 a.m. PST |
Game 14 of replaying the Briton Publishers Operation Jupiter skirmish scenario book. This is the second game I played over one day against the 12 year old son of a friend. A good game is was too with really good tactics by the 12 year old…and not so good on my side. The British have to hold for 7 turns while the Germans have to destroy over 50% of the British before the turn ends. I was the Germans and they didn't… A report can be found at this blog post: link Here is a shot of one German Zug (10 figures at 1:3 scale) that have just jumped a hedge:
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Just Jack | 22 Jan 2017 8:43 a.m. PST |
Shaun, Great stuff, as always, and the boy gotcha again ;) This stage of the book really gets deep into Point 112 and Maltot, can't wait to catch up. I may actually go out of order: play all the Point 112 battles, then play all of the Maltot battles, that way you we don't have to keep changing the maps. But here's the important part: so, these scenarios are written for Ben Lacy's rules "Final Combat" and "Micro Melee," which share a similar mechanism for activation/command and control. That aspect of the game is really built troop quality, and each troop (Final Combat) or squad (Micro Melee) has a quality score, 1-5, with 5 being the best. Each turn is broken down into phases, troops activate as many times per turn as their quality score. So, green, untrained troops will activate once per turn, but elite, veteran troops will activate five times per turn. So, what you need to keep in mind is that the six-turn limit is built off the idea that the German force would be activating 18 to 24 times in the game, not just six. Though the troops are ready, I believe we're still a couple weeks from being able to get back to Operation Jupiter. Unless I really aggravate the wife and play on weeknights; I could see playing a turn each night, but then when would I write them up? Later buddy. V/R, Jack |
Shaun Travers | 22 Jan 2017 1:28 p.m. PST |
Hello Jack, I have not looked ahead at any of the scenarios – i just play them as i came up! i have no idea what the next scenario will look like – not to keep me in suspense, just because I am too lazy to read ahead. Thanks for the info on the command control in Ben's rules. With the card based activation, it should really have been a lot closer to 10 turns or so rather than the 7 we allowed ourselves. For previous Operation Jupiter games, i have normally doubled the number of turns. I would not have won regardless of the number of turns thought! Do not aggravate! I can wait for the reports,even if you cannot wait to play. |
Just Jack | 22 Jan 2017 3:33 p.m. PST |
Shaun, Hey buddy! I've seen all the scenarios because I had to go through the whole book to see what I would need when I ordered the 3mm stuff. You use the Point 112 map and the Maltot map about six times each, but there are a couple other fights interspersed. I don't want to play one fight on point 112, one off, two on, one off, having to keep resetting the same table. I'm lazy ;) Yeah, I'd definitely plus up the number of turns, and you're right, I'll refrain from further aggravating the Missus ;) V/R, Jack |
Shaun Travers | 22 Jan 2017 7:16 p.m. PST |
Thanks for the tip – I will have to look at the scenarios then as it will be easier, as you say, to set up the table and play a few games on it rather than swapping back and forth. |
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