Prufrock's Wargaming Blog

Prufrock's Wargaming Blog
Showing posts with label Undaunted Normandy. Show all posts
Showing posts with label Undaunted Normandy. Show all posts

Wednesday, January 17, 2024

December WWII gaming

Before Christmas I was lucky enough to be able to head over to Japan with the family for a short trip to catch up with some people and spend a bit of time back in the old haunts.  We had various trips planned and things to do, but as fate would have it two of the young ones (not so young really, given they are now sixteen and fourteen!)* caught influenza which kept as mostly housebound for about half of the time I was over there (the family is staying over there a bit longer). 

Still, I managed to catch up with some old friends in our old town, one of whom has become quite a collector of games. One of his favourites is Memoir '44. I asked if he had anything he wanted to play, and this was what he was most keen on. At the age of 49, therefore, I got to play my first games of Memoir '44.

Memoir is not a series that I had ever been particularly interested in. It looked like toys in a box, the tanks are out of scale to the figures, and I played Commands & Colors: Ancients. 

There did not seem any need.

Well, what do I know. It turns out it was great fun. Trust Richard Borg!

Ben quickly ran me through the rules. Of course, the mechanics were familiar from C&C:A, but the tweaks oozed class and induced that nodding satisfaction that comes when you encounter something, know where it came from, and can see how it has built upon earlier iterations.

We played a desert scenario called Sbeitla, Tunisia, which was part of preprinted pack, saving the need to set up the terrain on the map. 

I played as the attacking Germans first up. The tactical position was interesting. The field was dominated by strongly positioned US artillery in the centre, a forward left flank of infantry and armour, and a refused infantry-heavy right flank with anti-tank capability. 

To face this I had a centre of infantry complemented by mixed infantry and armour on the flanks, with my left, bolstered by a veteran (four tanks rather than three) unit, stronger than my right.

Five banners were needed to win, which could be achieved by occupying key positions and/or eliminating enemy units. 

My main concern initially was the artillery, and early moves were focused on neutralising it. While working to this end I was hit by a couple of devastating special cards which destroyed one of my infantry units immediately. Gradually however my armour got into advantageous positions that, in combination with good cards, created opportunies to take enemy units in a crossfire and threaten the terrain objectives. 

Mid-game from the German side. Three banners scored each, but with some excellent opportunites for German armour... 

As it happened, the Germans were able to squeeze out a win by hunting down the vulnerable infantry on the US right. 

We switched sides and played again. In this game the Germans took an early lead and appeared to have the game for the taking, but a US fight back with a special armour assault card combined with lucky dice allowed the double-whammy of destroying units and taking objectives to snatch a victory. 

Game two in progress, from the perspective of the US.

I was impressed enough by Memoir to research its availability in New Zealand.  The boy though is not interested in wargames at this stage. If he were, it would be a great option. But the fact that he would rather do other things and that the subject of the original game is Normandy, which I already have plenty of gaming options for, means that I will likely hold off. Unless of course I find a secondhand copy going, or just change my mind!

When I got back home just after Christmas I took advantage of the 'bachelor life' to get in a game of Undaunted Normandy with SP, just before he took off to go on a cruise with family.

As always, it provided a good game with numerous tactical challenges. I forget which scenario we played, but it was one from the base game that we'd enjoyed first time round. Playing as the US I had a corner position on a hill trying to take objectives in the middle of the battlefield, but with not much cover around. SP as the Germans played an excellent game, presenting multiple threats that forced me to respond. While attempting to prevent my troops being massacred I worked on setting up a machine gun fire base to first neutralise his mortar and then dominate the centre. In doing so I was distracted from what I needed to do to win, which was take ground. SP gave me too much to do and while I was stuck in a reactive cycle he advanced into jump off points. I tried to respond in kind, but it was a little too late. He punished my infantry as they tried to contest the centre, took the objectives from his forward positions and won in handsome style. 

The field at game end.



And they've done it!

It really is a fantastic game, and such a good option to pull out on a week night. Plays fast, is engaging all the way through, and you can have a couple of beers and a yarn beforehand and still have time to get through a game or two.

Anyway, happy new year to you all, and hope it's a good year for everyone. 

*Where did those years go?!


Tuesday, February 7, 2023

Undaunted once more

SP and I reconvened for another game of Undaunted Normandy last night. It was scenario 12, the last of the originals, so we have worked our way through the box. The Germans snuck it. But when asking SP what he would have done differently I realised that I'd not seen the Allied control marker on the zone I took to win, and that I had declared a victory prematurely. Red faces all round!

Never mind, the game was secondary to the chat anyway. 


The game itself continues to shine. As an indication of how much I am enjoying it, I have a few ideas for house rules...

Tuesday, June 21, 2022

More Undaunted Normandy - it's a winner, folks.

Well, to follow on from my previous posts on this game, I have to say that both myself and SP are sold on it. We've had, I think, three sessions playing it now, and have progressed through to scenario seven of twelve. All the bells and whistles are now in play - riflemen, scouts, snipers, machine gunners, mortars - and the mix of card play, board movement and dice rolling keeps you engaged throughout. I have not had this much fun with a boardgame since the early days of Commands & Colors: Ancients

Plenty of meat in scenario seven.

It seems simple, but as you work through the scenarios and more elements are added you start to see how well designed it is and how smoothly all the parts combine to create an immersive, easy to learn / hard to master game system. 

I have tried platoon and company level WWII wargames before and really wanted to like them, but as with most of my games, they have ended up on the shelf gathering dust. They take too long for dimishing returns, the enthusiasm wanes, the decisions pall. This one however just begs to be played. 

The mix of luck and planning is complex. The initiative comes and goes, fortunes ebb and flow, and you finish a scenario thinking about all the things you could have done differently, wondering whether they could have changed the result. There is a lovely tension between active and passive play, and because the scenarios are so tightly contested there is room for that wonderful thing 'player morale' to do its part. You can bluff your opponent and be bluffed; out-think and be out-thought; take the risk or defer it; make the play or resist it; drive for the win or deter it. 

In a part of the world where I routinely have to pay well over a hundred dollars for a boardgame, the games in this series cost about seventy. It is astoundingly good value. Not only on price but, crucially, on gameplay and enjoyment. I have gone ahead and bought both Undaunted expansions (Undaunted North Africa and Undaunted Reinforcements) and will no doubt get the upcoming Stalingrad set as well. 

Mortars are introduced in scenario five.

As I say, for me it is the best game since Commands & Colors: Ancients. As with C&C:A you can find your own style. By the time you get to the meatier scenarios you find you can switch the point of focus, find different ways to upset your opponent's play, try different ways to win. Skill is important, but it goes not guarantee victory. Undaunted sets up fast and moves fast, but packs a lot of decisionmaking into that time. It does not grind on or overstay its welcome. You do not come away thinking 'well, that was a bit pointless' or - worse - pack it up unfinished because you can't be bothered continuing. It is a light player, but a very good one, and that suits me down to the ground at the moment.  


It looks good on the table, the cards feel fine in the hand, and as you come to be able to read the board and the situation, the options become almost delicious. 

I recommend it without hesitation. 

Sunday, June 5, 2022

Short reviews: Undaunted Normandy

I had the chance to play through the first two scenarios of Undaunted Normandy with an opponent last night and (as promised) thought I would share some observations. See here for initial thoughts. Note that we have not used all troop options yet - only scouts, riflemen, machine gunners. There are still mortars and snipers to come.

1) Deck building. When opportunites arise you can add cards to the deck. It seems like quite a good way of stacking future options in your favour. In your turn you draw a random limited number of cards out of the deck you've built and play with what you draw. Once you know what's in your drawn hand you (obviously!) can plan and play accordingly. 

2) Card activation. Both games were won against the board position by runs of cards which gave the opposition no ability to interfere with the winning outcome. With no real time 'opportunity fire' deterrent, it gives certainty to actions which perhaps real life wouldn't.

3) Card removal. An interesting way to simulate casualties by removing activation cards.

4) Bidding for initiative. As per 1, 2 and 3, you can calculate odds, decide whether it's an action or holding turn, and bid based on that.

5) Line of sight. There is always line of sight, no matter the terrain. Rolling a ten is always a hit on the enemy, no matter how skewed the shooting odds. Intervening terrain matters only for range, and cover is only for the terrain the target is in: i.e., it is not cumulative.

6) Victory points. VPs are gained by controlling certain areas on the board. Scenarios and sides have differing objectives, but winning on VPs only takes into account the territorial objectives, not casualties sustained in achieving them.

So far it is proving to be an interesting light war-game. We are both keen to play more, but the game has its problems as does every other tactical game of its type. So far the fact that both games were won against the run of play by good immediate card hands which the opposition was powerless to interfere with once initiative was determined is a potential negative (but may turn out to be a strength). 

It certainly has something. Again, I came away with an urge to pick up the expansions but am still resisting until I see whether I really like it or not. At this stage I would rate it a 7 out of 10. More to follow once we get further through the scenarios.


Monday, April 11, 2022

Back on the horse(s)

Well, I stopped procrastinating, rearranged the garage, bought myself a lamp, and started prepping some Greeks for the Mantinea battle day project. I've jumped into cavalry and Theban hoplites first. The figures are a reminder of just how lovely the Xyston figures in this range are - beautifully sculpted, characterfully posed, and nicely proportioned; just slightly north of average for 15mm, they are not yet at the giant stage that the Hellenistics became - but also of how much of a pain it is to drill out hands for spears. 

The other problem of course it that they are intimidating. For a limited painter such as myself there is always the feeling that you won't be able to do them justice. 

Garage prep space.

But making a start is the thing. 

In other news I succumbed to an artfully placed ad while browsing TheBookDepository and ordered Undaunted Normandy. It arrived on Saturday (along with my Landmark Caesar, which is just as good as I'd hoped) and I opened it up for a wee test run on Sunday.

The first scenario in the game booklet

The first thing you notice is that the components look a lot nicer on the table than they do in photos. I was impressed enough to almost go and order the expansions on the strength of the look and feel alone. Better sense prevailed however, and I decided that I would force myself to discover whether I actually liked the game before ordering anything more (radical idea, I know!). 

How is the game? Well, I must preface my comments with the caveat that while I love the idea of squad level WWII games, in practice I mostly find them ho-hum. This one might turn out to be all right. It has a card management aspect to it that I think could be quite enjoyable with the right opponent. Solo it lacks a bit, but then that is true for most games. 

The essence of the game seems to be to build up the cards in your draw deck so as to allow you to string together move and fire sequences (or fire and move sequences, if you prefer) that will put your opponent under pressure. Interestingly, when you fire and hit an opponent's piece, you don't remove the piece, you remove one of the cards which could activate that piece. The piece is only removed when there are no accessible cards for it remaining.

So there is a natural attrition there, but it takes place in the card decks, not on the board itself. Your pieces become less able to act the more they are hit (i.e. there are fewer cards left in the deck left with which the piece can be activated), and the more pieces move, the more undesirable cards are introduced into the deck, thus making it less likely that you'll be able to pull the cards you want when you want them. This is presumably a mechanism to represent the difficulty of coordinating effectively over longer distances.

Pleasingly, Undaunted doesn't have those overpowered 'heroic leadership' pieces which seem to drive so many tactical WWII games. Leadership is abstracted into allowing you to choose cards to put in your deck, and is not the old '+2 to hit when Sergeant Skegg is stacked with your MG squad' type arrangement. 

Not an heroic NCO in sight!

I only played through about five or six turns, but will do a proper review when I've had the chance to mangle my way through a couple of games. 

A good weekend, then! I hope any readers who've got this far also had a productive Saturday and Sunday.

Cheers! 


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