There was no shortage of 20th century games at this year’s COW … WD Display Team North provided me with late entertainment both evenings, and I enjoyed my regular COW opportunity to play the Fletcher Pratt Naval Game with John Curry.
Graham Evans put on his much-anticipated Spanish Civil War game (Send Not to Know) with which regulars will be familiar, and Jonathan Crowe presented a neat little session on Villers Bocage … an illustrated examination of the evidence and a micro scale 1:1 canter through the engagement.
As far as ever is the case, Send Not to Know is finished now. Graham had a full complement of players so I dropped by occasionally to watch the game but was mostly absorbed in the Franco Prussian sessions in the nearby Beech Room.

A Full House for 'Send Not to Know'
Here are some more shots from the game …

SCW: Republican Artillery
I caught this artillery battering the Fascists: a coloured marker is used to tie up the batteries with the barrages they are delivering. Blast markers are liberally smothered over the target (according to how many guns, how many turns etc.) but the effect of these are only determined at the end of the barrage …

Moroccans under fire ..
These plucky Republicans also tried some experimental ‘combined arms’ operations, going into the attack with the direct support of a T26 … against the odds, it worked and got them some local advantage.

Unitat per la Victoria!: a brave assault charges home ...
The Fletcher Pratt naval game.
I have played in John Curry’s Fletcher Pratt games on a couple of previous occasions, but only with surface ships. This year John introduced the air power aspect so important by WW2. The mechanism is pretty much the same – though, due to having to guess a triangulated distance (with the bandits deliberately altering their height to confuse the gunners), the AA can be very random.

the convoy with air missions over head
The underlying mechanism is that players must place a targeting triangle beside their ship indicating the direction of fire, gunnery involved and the estimated distance …

gunnery markers: in this case, sending up flak at air missions (high up over those plinths)
… ship-to-ship, golf tees are placed to mark the splash … (here is a picture from an earlier game showing it working) …

blue tees are water splashes, red tees are hits
So something like this is not good … (this is what Tim Gow did to one of my brave little cruisers!)

some damage just can't be fixed!
The air missions were printed strips of aircraft pegged (as deceptively as the player can manage) on those big sticks. The relative illusions worked probably better than shows up in the pictures …

incoming air missions (I have left in the background of the Practical Room so as not to falsify the impression)
As a participation exercise amongst friends, the system worked rather well and felt quite realistic. Bombers were lethal to ships (lighter planes less so) and heavy flak was almost always lethal to fly into … but in-game play, hitting ships was quite hard, estimating the distances for the AA very random. You had that feeling that defenceless ships would have been sitting ducks.
In truth, I’m not convinced this game is anything but a bit of fun … it will always go to the best guesser (the best estimator of the distances involved of course, and I’m not saying that’s always guesswork ...), not the best tactician. And, of course, by the period modelled, genuine guesswork had been taken out of naval gunnery.
However, as a quick start ‘semi rational’ game mechanism it seems to give the right amount of variability without too much rules intrusion. So, a good game, and a good way to get people thinking.
Villers Bocage
I enjoyed this little game by Jonathan Crowe … 6mm tanks, but 1:1 and personalised …

Villers Bocage: overview
This session started with a short description of how the designer pieced the game (table, positions and orbats) together … including illustrating what the bombers did (making ‘piecing together’ exactly that …) and how he constructed a table effect from google ‘satellite’ images.

Villers Bocage: the miniature layout
(looks good, doesn’t it? Printed sheets and little toys – smoke and mirrors, almost …)
Then we got turns to take some rolls in the engagement. Clearly, it starts with Wittmann and co on the rampage, and with the British mixture of tanks and softskins set up like a coconut shy. However, there are chances that they will make a mistake and places to hide in the side streets (if your tank survives the opening sweeps).
So the game presented a challenge to both sides: to Wittmann, how much can you take out and how long will you stay in the game?; to the Brits … how plucky will you be with what you have left? Can you find that elusive ‘rear shot’?
In both run throughs, the Germans probably hung around too long, and the Brits were possibly a little to quick into the ‘cat and mouse’ (that said, there was bravery as well as incompetence on the day) …

a nice side shot!
I got to throw for the last shot of the session, and took out Wittmann’s Tiger at point-blank (still needed a 10, I think, on 2 D6) … it might not have been the last shot had I failed of course) … Still, I had also managed to sneak a Cromwell round the back to snipe on what I thought might be an obvious line of withdrawal …
I wouldn’t say this has changed my decisions about scales … nevertheless, I was pleasantly surprised by this intelligent and informative session, enjoyed the quick game and liked the little toys.
These are, of course, the first tiny tanks I have featured on P.B.Eye-Candy and the pictures have come out better than I expected …
For more about COW, there is a general report here, on Ancients on the Move …
… and a feature on the Naseby visit and game that I put on over the weekend (here, on ECW BATTLES)
See also
Tim Gow’s Megablitz and More (here), (here), (here) and (here)
Bob Cordery’s Wargaming Miscellany (here)
Trebian’s Wargaming for Grown Ups (here), (here) and (here)
Tom’s photopage (here)
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