Prufrock's Wargaming Blog

Prufrock's Wargaming Blog
Showing posts with label Compass Games. Show all posts
Showing posts with label Compass Games. Show all posts

Tuesday, July 14, 2026

July 1st continued, 8:15 am - 3:45pm.

The Gettysburg game continues with leisurely turns conducted in the evenings. It has been very enjoyable. Here is a record of what has happened.

Turn 2: 8:15 - 9:30

Heth's Division advances along the Chambersburg pike towards Pleasonton's cavalry who are set up on McPherson's Ridge and block the road. For the Union, I Corps reinforcements are beginning to arrive but are not yet concentrated.



Turn 3: 9:30 - 10:45

Heth's division launches an attack on the cavalry. Both sides take casualties but Calef's artillery and Devin's brigade are shattered in the effort to hold off the Rebels. 


The aftermath of Heth's attack. 


Gamble pulls back towards Seminary Ridge as reinforcements from I Corps come through the town. 

McPherson's Ridge is clear.


I Corps and XI Corps converge on the town. 


Turn 4: 10:45 - 12:00

Heth's Division reorganises after the fight and advances on Seminary Ridge. I Corps prepares for battle as XI Corps marches on. Pender's Division begins to come in behind Heth. 

A period of manoeuvre

Turn 5: 12:00 - 1:15

Heth's Division takes up position on Seminary Ridge. Pender's Division takes side roads in order to come in on Heth's right.



I Corps swings the door to hit Heth's division on its right. 



Breckenborough is shattered and Pettigrew is forced to retreat off the ridge. I Corps takes heavy casualties. 

Heth's men have been made to pay for their hard-marching, but the Iron Brigade has also been hurt.

Rodes's Division is coming in along the Carlisle Road; I and XI Corp organise a defensive line through the town and up to Seminary Ridge.

Turn 6: 1:15 - 2:30

The Rebels come in hard to attack I Corps on the ridge and left of the town. In bitter fighting both sides take casualties, fail morale checks and retreat. Pender's Division hits Biddle's brigade on McPherson's Ridge but is driven off. 

The Rebel yell is heard. 

Both sides are left somewhat dazed by the furious attacks. Early's Division is now also on the field and the Union is under pressure.

The battlefield at 2:30pm.

Turn 7: 2:30 - 3:45

Pender's Division regroups to overrun Biddle's brigade. The Union pulls back from Seminary Ridge and forms a line behind the town so as to force any imminent Confederate attack to come through unfavourable ground. They hope for XII Corps to begin appearing on the battle field sooner rather than later. 

Pender's Division is advancing recklessly to pressure the Union line while the rest of the line is scattered after the fight. 


The casualties so far have been fairly heavy. 





The position at 3:45. Objective hexes are marked with cubes.

The day is in the balance. Can the Confederates take Cemetery Hill and Ridge? It is not an impossibility, but there are only three turns in which to do it, and Union reinforcements under Slocum will be arriving soon. It will depend on how well the attacks can be coordinated and what fate has in store. 

It all lies ahead of us!

Thursday, September 26, 2024

The Lamps are Going Out - learning game

Earlier this year I was lucky enough to pick up a used copy of the The Lamps are Going Out, produced by Compass Games. I'd been keeping an eye out for it for a while after reading a review that struck a chord.

I set it up on Monday, have slowly worked through the sample game which takes you through the first two turns, and am carrying on from there myself to learn the rules and try to get a sense of how the game flows. It can be played solo, two-handed or four-handed. I think it will be a good one to get down: there is promise of replayability!


The map is pleasing. I like area maps for solo play, and it reminds of the Diplomacy board, which gives me the warm fuzzies. 

The game play is interesting. You have a fresh/spent model - familiar to me from Phil Sabin games - with a production model which allows replenishment of spent units, but production points are at a premium, and must also be used to do other things. 

Attacking units automatically become spent, but if they score equal or higher to the defender (with a few modifiers here and there as you would expect) the defender will also become spent. When all defenders in an area are spent, further successful attacks will either force retreats or cause casualties. 

You can probably imagine how the Western Front might go under such a system!

Alongside this you have event cards drawn each player turn which change the board situation in some way, and technology cards, which may introduce new types of units, or leave you with no advances at all, depending on what card your faction pulls.

There is 'chrome' to keep things interesting (trench rules, air rules, artillery rules, naval rules, U-boat rules, collapse-of-Russia rules, amphibious operation rules, a 'USA entry' track and so on) and allow players to put some Baldrickianly cunning plans into action.

I'm pleased with it so far and enjoying pottering around with it. It is satisfyingly large in scope, but without so many moving parts and so many decision points that you burn out playing it. 

The Schlieffen Plan - Germans in the Somme!

It has started well. Let's hope it continues that way!


Monday, November 9, 2020

A spot of shopping

In the grand tradition of wargamers who haven't done very much recent wargaming, I went and placed an order with a favourite online wargames shop on the weekend.

The games I'd had my eye on for a while, but as they were both in stock and the prufrockian coffers had been slightly swelled due to a bit of overtime, it seemed as if the wargaming stars had aligned. 

Dien Bien Phu is by Legion Wargames, a newish company I've heard good things about but not yet played a game from. A tense siege - modern but not too modern - easily soloable, and an epic situation fixed in the mind by boyhood reading of those collectible magazine sets from the '80s on famous last stands or some such thing. I missed out on the first edition so it was happy chance that NWS had a second edition left in stock just when I was there browsing.

Battle Hymn Volume 1: Gettysburg and Pea Ridge is by the legendary Eric Lee Smith, building upon his Across Five Aprils system from many years ago, published by Compass Games, and enjoyed by our own Norm Smith whose review of this system I remember reading but cannot find. 

For some unknown reason Gettysburg is a particularly important battle for me. It causes a weird emptiness in the stomach. I've played it out with Summer Storm, Thunder at the Crossroads, and Battle for Gettysburg: the First Day. They all have an honoured place on my shelf (especially the last - as it was a desk top published game with actual paper maps I put it in a Very Safe Place and have not been able to find it since!), but I'm still looking for that game you can set up and play solo (or with a friend) over a couple of evenings with components attractive enough, end point visible enough and game system engaging enough to see it through to the end.

Whether the games live up to my anticipation remains to be seen. Going by previous experience the answer is likely to be 'no' - I'll likely open them up, have a look, put them on the shelf with satisfaction and then never get round to playing them - but we'll do our best to change the pattern!

Anyway, it's a pleasure to deal with NWS again, and I'm looking forward to trying out the new games when they arrive.

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