Saturday 29 June 2019

Mig Alley for Blood Red Skies - Coming Soon!



OK Gents and Ladies. Warlord have confirmed the release date for their Blood Red Skies (BRS) Korean War expansion. I'll apologise in advance here as this is going to be a bit in depth and will use terms from BRS that non BRS players may not understand - then again why are you not playing BRS?? I should also add I pinched the pics from Warlord - hopefully they wont mind or this could be a short lived blog post.

Here's a little more info on MiG Alley that I have been able to extract from a Warlord employee whose battered body may one day be found, or maybe not...... 

Doing Korean War Jets is actually quite a challenge because these two planes in particular represent a real step change in capability over their prop driven predecessors. Swept wings, high speeds and superior high altitude capability means these planes are almost untouchable by others. It is true that prop planes did on occasion catch a Jet and get a kill, but almost always as a result of the Jet pilot making an error. 

So what do you get? The box is not a new starter set, rather it is designed to introduce BRS into the Korean War. It contains two of each MiG15 and F86, and the usual bases, trait cards and counters, plus decals covering both planes . You would still need the basic BRS rules to play and these are not in the box.



The rules are fully compatible with WW2 BRS in both directions - you can use the current planes like F4Us and P51s in Korea, and crucially for us WW2 fans, the Jet trait is designed to be compatible with WW2 era planes too, so you can start planning those 262 vs Meteor games - but more on that later. 

Also included are some new Traits - The obvious one is "Jet", but we also get "Buzzsaw" and "Rough Ride". 

Jet is probably the most powerful Trait in the game. Firstly, it is "always on", you don't play it as a card.  How it works is quite clever. When you activate a Jet you immediately gain a free advantage level.  Additionally non Jets cannot use the "Climb for Advantage" Pilot Action within 9" of a Jet - so if you want to catch a Jet you have to set yourself up quite a distance away or catch him at a lower advantage level or he will simply use his superior speed to leave you in the dust. If you miss him you probably wont get another chance as he will be gone! 

The really interesting part is that the Jet Trait is split into two generations. First Generation Jets like the 262 and Meteor can use this against prop driven planes, but Secord Generation Jets such as the MiG15 and F86 can also use it against First Generation Jets - like MiGs vs Meteors over Korea. 

Buzzsaw is a toned down Heavy Hitter, and Rough Ride is a negative trait (so always on) and represents those planes that could become harder to handle at high speeds and high G and also the lack of G suits in Korean era MiGs. Interesting aside, British and US pilots did get rudimentary G suits late in WW2, and there is a possibility they may make an appearance as an Equipment card later. One of reasons they're not already on the list is Andy Chambers is wary of making equipment restricted by Nationality. So far all the Equipment Cards in BRS have been generic, even if the names have not - so "Malcolm Hood" is technically a UK\US thing, but all the other nations had similar bubble style canopies so it can be used. Will be interesting to see what is decided there.  

Compression Issues is another new Doctrine card designed for Jets but backward compatible with WW2. This card can be played on an opponent attempting to burn advantage to dive, forcing an opponent to pass a Manoeuvre Test or lose their Pilot Action. This is a really interesting card because it can be used to represent the problems pilots found as their planes started to dive fast and approach what we would call the Sound Barrier.

The models themselves are very nice too, and I can see them being easy to paint (silver anyone?). Warlord are persisting with metal which has some problems associated with how they balance on the Advantage bases. They really need to be plastic or resin. One can hope.




With only a pair of planes each side small games will be over very fast and accumulation of boom chits will probably be the deciding factor, which is reasonably correct from a historical point of view as these are very thirsty planes with limited endurance, particularly when the throttle is open. I'd confidently expect the "Drop Tanks" equipment card being a must have. If you are playing points games then expect your jets to be badly outnumbered. Better yet buy more jets :-)

Lastly I mentioned Jets in WW2, and of course other Jets that fought or could have fought in Korea. As I explained, the Jet Trait is usable in WW2.  Later this year Warlord have plans to release the Me262 as a squadron set. I understand the "Air Strike" supplement will have stats for Meteors, Airacomets and Shooting Stars and hopefully some more, again due out later this year.  

It is fair to say I fancy this. I'm going to the Warlord Open Day on 20th July where I hope to get a game or two in. 

Mig Alley RRP is £20





Wednesday 26 June 2019

Denmark Straight - some Naval gazing

There was a suggestion in May that it would be nice to try out the Denmark Straights around the anniversary using different rules and compare results. True to form our gaming group managed to be so disorganised that it took until late June to hit the table at Asgard Wargames in Middlesbrough (purveyor of fine toys for the discerning war gamer).

We set up using Dave Manley's suggested start positions (see Dave's excellent Blog here) and we had three players. Player one - Mark playing Bismark\Eugen , player two (me) playing Hood (aka "the Big Firework") and Prince of Wales (PoW), and Paul playing the shadowing cruisers Norfolk and Suffolk. Rules are the venerable GQ2 - complete with rusted staples holding them together, models Navwar\Davco from Marks collection.

An aside here - Mark is of the general opinion we should follow each recorded decision \ event faithfully whereas the others tend to say "bugger that" and want to try other options. What happened tonight was really interesting. Up to the point in game events prevented it, both British players followed the historical decisions made by their historical counterparts and "Mr Scripted" tried to deviate. I think this was because when faced with the situation, the British made the right decisions but in real life they didn't pay off. When our RN players faced the same circumstances the decisions were remarkably similar to their historical counterparts.

Anyway back to our story. Hood sighted Bismark and Eugen and it was game on. The British immediately tried to close the range and Hood targeted the lead enemy (Eugen) and PoW shot at Bismark. This is of course historically accurate. Admiral Holland on Hood knew that his vessel was particularly vulnerable to long range plunging fire so wanted to get closer to avoid that. Of course that meant sacrificing half his firepower as he would have to steam straight at the Germans and mask his rear turrets, but that was a risk that had to be taken. As for shooting the wrong ship, Hood allegedly got confused because they were expecting Bismark to lead, and both German ships have remarkably similar outlines. With their first salvos the RN achieved nothing, and it was with some trepidation that I handed the shooting dice to Mark. Both his ships targeted Hood, and Bismark scored a critical hit. There was a sense of dread in the air as he rolled his crit result - it couldn't happen, could it?

Hood is hit


Actually no. Hood emerged from the pall of smoke and spray with some bulkhead damage and one turret out but refused point blank to blow up. This felt like a major victory. Norfolk tried a speculative long range shot at Eugen but missed.

Turn two and the Germans turned slightly towards the British, and again concentrated fire on Hood, and a second hit dropped her to half speed. Hood fired again at Eugen, and there was one of those "Ouch" moments when a couple of 15" shells tore through the cruiser inflicting serious damage to hull and turrets. To make matters worse for the Germans PoW landed a solid hit on Bismark that damaged a turret but the critical hit on the hull failed to penetrate the armoured belt. Norfolk missed, but Eugen got a straddle in return.

Norfolk is straddled
Turn three and Hood was now moving slow enough due to damage to force the Admiral to detach her. Mark was also thinking about detaching Eugen. Initially he had planned to deviate from the script and try a torpedo run but the damage suffered dissuaded him and Eugen starter to turn away. Hood and PoW now completed turns to open their A arcs and get all their guns to bear on the clearly identified bulk of Bismark, which was stolidly holding her course and still allowing the range to drop.  British gunnery now kicked in - big. Both Hood and PoW scored heavy hits on Bismark, and the range was short enough to ensure that this time they were getting through the German armour. Fires broke out but were quickly extinguished. Bismark fired at Hood again, and another hit saw her steam lines ruptured and speed fall away. Norfolk straddled the departing Eugen.

Eugen turns away

A arcs open - "Shoot!"
Turn 4 and it was clear pithy messages to the Fuhrer were going to be needed. Hood and PoW hammered Bismark with relentless accuracy, hitting turrets, Bridge and Fire Control. Return fire was now weak and caused no additional damage. Eugen and Norfolk exchanged fire as Eugen tried to disengage, but in doing so the German inadvertently ran towards Suffolk. Hood had got her boilers up again and was making a respectable 15 knots, even though the old lady had taken a beating. Bismark was now reduced to a single main turret and was low in the water.

That's a Paddlin! (tm) - British dice doing their thing

Turn 5 and it all ended for Bismark when again the British Battleships scored very damaging hits, and burning from stem to stern she slowly rolled over and sank. Eugen ran, but her top speed was reduced due to damage and she was outnumbered 2-1 by Suffolk and Norfolk. Both sides straddled the targets but with no hits.

The end
Turn 6 & 7 and Eugen was desperate to escape, and for a while it looked like she may just manage it, then a hit to her machinery slowed her again and the British Cruisers closed in to batter her into submission. The killing blow actually came from Hood, who landed what was now a very speculative shot from long range.




So a resounding victory for the Royal Navy. Tactically Mark made one mistake in trying to close the range when he would have been better served to have maintained it or even tried to open it a bit. That decision was with hindsight a crucial one as he sacrificed his better armour and weapon range. Stat wise Bismark is clearly better than both Hood and PoW, but the margins are not enough to allow her to shoot it out with both at the same time, and the early hits on Eugen that forced her to try and disengage meant that was the position she was in. Hood had managed to reach the point where she could start causing serious damage with most of her main battery intact, and after that the sheer weight of fire of two Battleships against one really told. Historically this was Admiral Holland's plan, though he never lived to complete it. British dice rolling was also very good \ lucky, German not so much.



What we left out. PoW entered the battle with some serious defects in her main battery and should have been firing with her main armament reduced by one level to represent this. When we thought about this we realised that this really would not have changed the result as due to a quirk in the rules if firing with full value (30) or reduced (24) the dice rolls PoW was making were so good the damage would not have been any different. We also didn't represent the apparent advantage the Germans had with their position  making it easier for them to spot targets.

Great game and a lot of fun. I feel dangerously motivated to try another.