Showing posts with label Toe-to-Toe. Show all posts
Showing posts with label Toe-to-Toe. Show all posts

11 April 2016

Great Solo Wargames

Amongst my other gaming meanderings over the years, I have played a number of solo boardgames.  This came up in the context of some other chatting but I thought it might be worth mentioning a few of my favourites here and seeking recommendations from others for new ones.
In no particular order:

B-17 Queen of the Skies.  A classic AH game.  Despite many a wound, crash landing and dreaded BIP (AA burst in plane, usually with fatal consequences), I don't believe I have ever finished 25 missions in the same plane or with anyone left from the original crew.  A great game, after a dozen missions or so it can however feel like there is too much chart filling and 'lap of the gods' destiny rolls.

BTW here are a range of great expansions for this game, for playing out of Italy or flying an RAF Lancaster in Bomber Command.  It also spawned a sequel game many years late B-29 Superfortress.  I helped play test that but it dodgiest have the same tension and excitement of the original game.


One of my 'bucket list' gaming activities is to be in one of those massed convention games where everyone plays bombers on the same mission together.
https://boardgamegeek.com/boardgame/1032/b-17-queen-skies

EDIT - looks like B-17 QotS has been updated as Target for Today by Legion Wargames here: http://www.legionwargames.com/legion_TFT.html


Ambush!  (and its sequels Move Out, Purple Heart, Silver Star).  A wonderfully narrative campaign system in which you command a squad of GIs through the latter stages of W2 in the ETO.  Strongly recommended but you'll need a bit of time to do this one right.
https://boardgamegeek.com/boardgame/1608/ambush

Patton's Best
Command a Sherman Tank in Patton's Third Army from Operation Cobra onwards.  Great mechanic for Tiger Fear - where any unidentified German tank/gun effects you as it it was a Tiger/88mm until you ID it otherwise.  Really drives scouting and pushing forward to recon properly and quickly ID new contacts.  Would love to see this game refreshed with a new version.

The was an expansion for driving a Sherman of the Canadian Amy and a home-brewed variant for commanding Panzers on the Russian front during the Fall of the Reich era that I haven't played but look rather good.

https://boardgamegeek.com/boardgame/4556/pattons-best

The Hunters and Silent Victory
My solo submarine games of choice that I've been blogging about lately. Love these.


Thunderbolt/Apache Leader
I know DVG did a refresh on this a few years back, but I still prefer my original GMT version.  Lots of other sequel games on this game mechanic too, though most seem rather lacklustre and less successful.
https://boardgamegeek.com/boardgame/2154/thunderboltapache-leader

Nemo's War
Play Captain Nemo and drive the Nautilus around the seven seas on your variable missions.  Discover Atlantis, defend yourself from the navies of the world's Great Powers and fight the giant squid! A new second edition was recently funded via KS and looks fantastic.
https://boardgamegeek.com/boardgame/39232/nemos-war

Wings over France
Command an RAF Squadron France during the Bloody April campaign of 1917.  Not for the faint of heart.  Duels, death spirals and getting jumped by Richthofen and his Aces in Jasta 11.  An excellent set of mechanics make up for the graphically dull game components and make for some exciting adventures over the trenches.
https://boardgamegeek.com/boardgame/5988/wings-over-france


Luftschiff
Command your own airship of the Imperial German Navy or Army during WW1.  Like Wings over France this is not a graphically impressive game but the game design and mechanics are well researched and captivating.
https://boardgamegeek.com/boardgame/959/luftschiff


Toe-to-Toe Nu'klr Combat with the Rooskies
A quick to play delightful game, this is a real hoot.  Definitely in the beer and pretzels category, its themed on the classic movie Dr Strangelove.  If you liked that then you will have a blast with this game.  And if you loved that movie then you are going to really love this game!  I'm definitely in the latter category so check the blog for more gaming notes and AARs here:
http://tasmancave.blogspot.com.au/search/label/Toe-to-Toe


In fact I love this game so much that I designed a follow up game to bomb Commie targets in other places too, but it never got up.  Fun though :-)


------
There are many others but these ones have been my favourites over the years.  There is a definite platform simulation trend to this collection too, which reflects my RPG/immersion preference for solo gaming.

I'm sure I missed many other favs, but I would welcome recommendations to expand my retinue

20 December 2013

Toe-to-Toe Nu'klr Combat Video Review

A new Dice Tower video review of this great, quick-to-play game by Victory Point Games.
I must admit I played it a bit this year while away and always really enjoy it!



Yee-Haw!

EDIT: And here is another:

21 February 2011

'Nuking the Kremlin

Reading an interesting book at the moment: US Strategic Attack Theory in the 1960s and its translation into SAC's targeting list under the Single Integrated Operational Plan (SIOP) for strategic targeting and nuclear warfighting.  

One of the little treasures I found was in relation to estimated damage from nuclear strikes to Moscow, as a key command and control node, industrial target and political target.  With a few broad assumptions, mainly strategic surprise which would negate significant population relocation, the following casualty estimates were made for airburst detonations with a ground zero directly over the Kremlin in central Moscow:
Yield
Dead
Wounded
1MT
 373k (4.4%)       
708k (8.4%)
10MT 
1.58M (18.8%)   
3M (35.7%)
25MT  
3.5M (41.6%)     
4.9M (58.4%)

So when selecting your B-52 payloads to fight nu'klr war toe to toe with them Rooskies, and your boys have drawn the dreaded red route into Moscow, make sure its worth it - take a 50 megatonner and make it worth your while!  There wont be much left at any rate...
From: Strategic Nuclear War: What the Superpowers Target and Why, William C. Martel and Paul L. Savage, Greenwood Press, 1986, ISBN 0-313024192-9

13 January 2011

The Bomb Run

"The Bomb Run" from the Dr Strangelove Score (performed by The City Of Prague Philharmonic)

Its the ONLY thing to listen to when playin' Toe-to-Toe Nu'klr Combat with the Rooskies
I stick it on repeat on my iPod...but thats the kind of guy I am!!!

09 January 2011

Target: Moscow!

This last Mission is a toe curler boys - into the heart of Russia for some up close and personal Toe-to-Toe Nu’klr Combat!
Yep - the rest o' them missions is gonna look like a stroll through my Pa's fields compared to this one - we're on the RED Rout to Moscow! And Ivan's been prepping fur this one since them Nazis left so its gonna be a tight squeeze between all them SAM batteries and MiGs!

Secondary and tertiary targets have been allocated: Moscow Military District Air Defence Forces, and the 2nd Air Army Air Defence Force - but we're gonna try something a bit different this time: we'll take a 10Mt for the secondary (and neutralise the nasty MiG+3 defences there), ignore the tertiary and any targets o' opportunity, and I'm gonna take the big one - a 50 Megatonner - to drop smack bang into the middle o' Red Square.  That'll sort them Rooskies out! (and maximise VPs too.  Standard defensive stores of two chaff and two flares).

This is the big one boys - strap in and get ready for a wild ride!


Ingress
Zone 1: No sneakin' up this time boys- ther' Soviet radars everywhere and we cant jam 'em all - took a minor a hit (1 dam) from a MiG but punched through the border - Keep yer eyes peeled boys! (all threats at Mdm and maintaining high altitude to minimise them SAMs)

Zone 2:  Another interceptor took a little bit outta us (1 dam).  I also heard me some rumours that secur'ity ain't been so tight lately, so we gotta be careful (Event Card: "Ivan's Got the flight plan" - SAM attack, 3 damage - dumped 1 fuel unit).  The tertiary target below looks tempting, but I'm keepin' the payload for the Kremlin!

Zone 3: Avoided the mobile SAM launcher but got bushwacked by a MiG who took a big chunk outta the wing (3 dam - dumped another fuel unit)

Zone 4: (-1 fuel).  Those pesky MiGs are gonna be the death of us - another big chunk outta the other wing this time (4 dam, dumper another fuel unit), but at least them boys on the ground cant see us too well at high alittiude and keep missin'.  Dropped a 10Mt bomb on Moscow Military District Air Defence Forces so hopefully that scrambles their next few intercepts! 3 VPs

Zone 5: Getting real bumpy now.  Pounced by two MiGs - avoided one but hit by another - the old birds' getting rickety like ma Ma's old rockin' chair and pretty tough to fly! (3 more dam - down to only 10 damage points left).  We'll make it though, I just know it!

Zone 6: In we go!  Through the SAM belts on the outskirts of Moscow - first one missed....then POW - thats a big hit- you better not be horsing around back there you fellahs!  Whats that? Half the tail is missing? (6 damage).  Thats OK we're on the final approach now... 

Check Switches - Switches Correct!
Board Check - Board is Green!
3 miles, target in sight
Bomb bay doors open - 50Mt device selected
Bombs away - Take that Kremlin Comrades!  20VPs!
Well, boys, we got three engines out, we got more holes in us than a horse trader's mule, the radio is gone and we're leaking fuel so hold onto your saddles!
Egress

Zone 5: Them commies sure are mad at us now - particu'ly them two MiG jockeys coming up behind us...we're hit!  and hit again!
Time to bail out fellahs, its every man fur himself now....and we're deep behind enemy lines so dont forget yur combination Rooshin' phrasebook an' miniature bible!
(Mig+2 hits for 3 damage, leaving only 1 damage point left.  MiG+1 then took care of that, shooting the B-52 down.)

The crew are currently MIA, but have been awarded a unit presidential citation for destroying Red Square.   

Total VPs: 23                                         Mission Result: Minor Success
Campaign VPs: 120                                Campaign Result: Campaign Success!

Mission Summary- what a cruncher this mission is!  I'm going to have to play this one through a bit more - MiGs seem to be the primary threat until the end so maybe low alt then climb?Taking the 50Mt payload for the primary and ignoring the tertiary may not be the smartest thing, but it was fun

Campaign Summary:  What a complete hoot!  Totally loved it and it took about 1hr 20min total for all 4 missions, even taking fairly detailed notes for this write-up.  I HIGHLY recommend this game.

08 January 2011

Target: Urals

The next Mission is gonna be a lot tougher fellahs - all the way into the Urals for some Toe-to-Toe Nu’klr Combat with the Rooskies!

We are going in on Route ORANGE into the Urals... Primary target is Soviet Strategic Rocket Forces HQ in Kosvinksky.  Secondary target is the 42nd Rocket Division at Nizhniy Tagil, and a tertiary target exists at Pechora Kamenka, from which Ivan operates strategic bombers. 

Loaded up with a 30Mt, a 20Mt and a 10Mt for the three targets.  Defensive stores wise, we loaded up two each of chaff and flares. Its the longest mission on the "Big Board" so fuel management is going to even more critical than last mission.

C'mon now - we gotta smash all them targets to protect folks at home, so lets get on the hump - we got some flyin' to do!

Ingress
Zone 1: Crossed into Commie airspace and got painted up like a Christmas Tree by Ivan's raders (all threats at Mdm and maintaining high altitude to minimise them SAMs)

Zone 2: Sure 'nuff, them radar boys got a MiG on our tail - tried to shake him with flares but he's on us like flies on a horse's rear end! Took a bit of damage (2) but kept goin' 

Zone 3: Managed to fool them Interceptors they had await'n for us, but Ivan's goin' nuts - we gotta take out his nukes or its gonna get messy (event card - Mutually Assured Destruction) 

Zone 4: (-1 fuel).  Resistance getting thicker now - took minor damage from interceptors again (1) but it didnt shake us from the bomb run - dropped a 10Mt bomb on Pechora Kamenka so them Rooskie bombers aint goin' nowhere now!  2 VPs

Zone 5: Little quieter now, all crew check contents of yur Survival Kits (event card)
....Shoot! A fella could have a pretty good weekend in Vegas with all that stuff!



Zone 6: Skirted the local air defence based and evaded both them MiGs and a mobile SAM launcher.  You'll have to do better than that Ivan!

Zone 7: Goddam commies got a MiG on our tail after all!  The flares didnt do the trick and he chewed a bit out of us (3 damage - dumped 1 unit of fuel) but it didnt stop us warming up them Rooskie boys from the 42nd Rocket Division with 20 Megatonnes of Luv!  He he. 8 VP.

Zone 8: We shure stirred up a hornet's nest now fellahs - had to dump both chaff and flares to avoid the local defences.  That was a close one!

Zone 9:  Another MiG took a chunk out of us (3 dam, dumped 1 fuel) but the SAMs werent no good.  Nearing the Primary target...

Zone 10: There aint no Reds here boys - its easy pickens! (Event Card: Herr Dokter +4VPs)
Dropped a 30Mt ground burst (delay factor yellow-3) on Kosvinksky, with love from Uncle Sam!  18 VPs

Now to get home...it sure seems a long way!

Egress

Zone 9: Them commies 'r good and mad now - a MiG chewed more off our tail, as did a SAM (3 damage)



Zone 8:  We was too wily for the SAM belt here - neither the mobile nor the fixed site didnt got a lock on us at high altitude and we slipped on through like cattle rusters in the night!



Zone 7: Got me some nice snaps of the impact zone and crater at Nizhniy Tagil.  Makes your heart (and them ruins) glow.


Zone 6:  Avoided the SAM but got bounced by a Commie pilot dropping out of the cloud bank (3 dam - only 10 left.  Getting nervous now, keep a hold 'o them survival kits!)


Zone 5: Burn baby burn!


Zone 4: Seems the local air defence network hasnt been as clobbered as we might think - another MiG successfully got on our tail (3 Damage - dumped fuel, down to just 2 left now)


Zone 3: Goddam it! Another of them hotshot Rooshin' pilots tore a chink outta the wing (2 damage - ditched survival kits).

Zone 2: Get we're through the thick of it boys - should be clear all the way home now!

Zone 1:  Landed with only 1 fuel and 5 damage points left.  Those folks at Boeing really know how to make an air-o-plane!  (+3VPs for B-52 survival, +3VPs for crew surviving)

Total VPs: 36                                         Mission Result: Major Success!
Campaign VPs:  97

Summary- much tougher mission, right down to the wire. Loved getting the survival kits and only ditched them out of necessity.  The MAD event card really made me press home the attacks and grab the Doktor's VPs to avoid loosing more at the end.

Next mission: the dreaded Route RED into Moscow!

07 January 2011

Target: 27th Guards Missile Army

Our next Mission is gonna be a lot tougher fellahs - time for some more Toe-to-Toe Nu’klr Combat with the Rooskies!

We are going in on the YELLOW route to take out the 27th Guards Missile Army and its strong retaliatory capability.  Secondary target is the airbase at Krasnoyarsk, and the Sary Shagan military complex is the tertiary.

Loaded up with a 30Mt, a 20Mt and a 10Mt for the three targets.  Defensive stores wise, we loaded up two each of chaff and flares. A much longer mission than route GREEN so I'll have to watch the fuel gauge more this time.

Flying at High altitude, all threats are Low, nil damage...hold on boys, we're going in!

Ingress
Zone 1: No defences encounterd - but wait: Isnt that the Soviet Premier down there? (target of opportunity).  Keep focused boys - we need all the bombs we got!  Reckon he be a decoy anyways.

Zone 2: Still no defences - reckon we caught Ivan napping boys!  Damn - seems we have a bit of a fuel loss though... (Random event card)

Zone 3: Intercepted by MiGs screening the tertiary target.  Deployed flares to evade attack but took some minor damage anyway (2 points)

Zone 4: (-1 fuel).  Dropped down to fly low and slow,(event card) we lined up for the bomb run and released a 10Mt device to flatten the area (2VPs)


Zone 5: Preferring the extra height to defend agaisnt SAMs, we climed to Mdm altitude. SAM threat now at Mdm (event card).  Sure enough, we got locked up immediately by a heavy SAM Battery (SAM+2) - chaff was ineffective and we took a big hit (5 Damage!).  Pushing on..

Zone 6: Continued to climb to High altitude.  Got bounced by a MiG as we approach the bomb run but flares were effective. (Picked up Yee-Haw event card - will hold for the Primary target, just in case).
Dropped the 20Mt device on Krasnoyarsk and incinerated the airbase - 6 VPs

Zone 7: As forecast earlier, strong SAM defences cover the approaches to the 27 Guards.  But high altiude allowed us to evade both fixed and mobile launchers.

Zone 8: Mobile SAM Launcher missed - now approaching primary target with 30Mt bomb...where the Hell is Major Kong? (Dropped 30Mt on Primary - used Yee-Hah! Card to re-roll accuracy and Major Kong did his thing!)  18VPs

Now to get home...minus a crewmember!

Egress
Zone 7: Evaded fixed sites and an undetected mobile launcher nearly got us but the last of our chaff saved us from further damage.


Zone 6: Just ash and cloud...

Zone 5: Feeling lucky - both MiGs and SAMs missed.  Hope this keeps up...

Zone 4: Not much left here either, but now down to just two units of fuel remaining - keep them fingers crossed boys!

Zone 3: Swarmed by two MiG intercepts, but evaded at high altitude.  No doubt the ground control radar is getting interfereence so close to ground zero at Sary Shagan.

Zone 2:  Clear skies.  We obviously rattled Ivan's cage real good!

Zone 1:  I think we're home and hosed fellahs!


Zone 0 - Landed on fumes (1 fuel remaining).  Major Kong nominated for a Silver Star!
+3VPs for B-52 survival, +2VPs for crew surviving (lost one for the Yee-Ha!)

Total VPs: 31                                         Mission Result: Mission Success!

Campaign VPs: 61 - With two Missions down, we are on target for Campaign success


Summary- enjoyed this mission even more - particularly using the event cards and Yee-Ha! especially.  High altitude minimised the SAM threat again, conserving the chaff.  Fuel management much tighter this time, as was payload assignment.  I had 3 bombs for 3 targets, so the target of opportunity presented a dillema.  I could have wacked it and sacrificed the Tertiary target, but decided not to.  Why? Because there were no fixed defences in that spot.  If it turned out that there were defences from the counter in the same location as the tertiary, they would be blown away by the nuke, making the way home that little bit easier.  Same VPs too anyway.  Just a thought anyway - anyone else face this?

Next mission: Route ORANGE into the Urals...

Target: Omsk

The flash signal came in over the CRM-114: Its Wing Attack Plan R, time for some: Toe-to-Toe Nu’klr Combat with the Rooskies

We have been assigned the GREEN ingress route for the Primary target at Omsk - the 62nd Rocket Division - with a secondary target at Komsomol'sk.  Loaded up with a 30Mt, 20Mt for those plus a 10Mt spare for any targets of opportunity we might come across...  Defensive stores wise, we loaded up two each of chaff and flares.

Flying at High altitude, all threats are Low, nil damage...hold on boys, we're going in!
Ingress
Zone 1: Intercepted over the Yellow Sea by long range interceptors (MiG-1) - attack successful but no significant damage sustained.

Zone 2: Flew through the fixed coastal SAM battery zone, deployed chaff to successfully evade missiles.  Coastal radar site also detected us - all threats upgraded to Medium  

Zone 3: No doubt aided by Soviet radar tracking, we were intercepted again by MiGs flying a defensive pattern over the secondary target at Komsomol'sk.  Deployed flares to evade attack while we lined up for the bomb run...sucessfully released a 20Mt device to vaporise the area (6VPs) - Take that Ivan!

Zone 4: (-1 fuel).  Resistance getting tougher now - took damage from interceptors and deployed chaff against a mobile Heavy SAM launcher (+2) but it was ineffective and we took another hit which ruptured one of the auxiliary fuel tanks (now down to 18: dumped 1 fuel unit).  Almost there...

Zone 5: SAM installation protecting the primary target was ineffective due to our high altitude.  Deployed a 30Mt yield device fused for airburst at 10,000 feet,  producing a lovely mushroom cloud where the 62nd Rocket Division once existed (18VPs) - that'll take the sting out of Ivan's retaliatory capability.


Now to get home...

Egress
Zone 4: Interference from the 30Mt explosion has disrupted coordination of the local air defence system, and the local MiG squadron and Heavy SAM launcher were ineffective.  

Zone 3: Just ash where Komsomol'sk once was...  Smiles all round boys!

Zone 2: Overflew the fixed SAM site, which was ineffective due to our high altitude

Zone 1:  Intercepted by more MiGs as we exited Soviet airspace.  Deployed flares but they were ineffective and the MiGs remained locked on.  Took minor damage but managed to evade to return to base.

Zone 0 - Landed with the 10Mt reserve weapon unused (no targets of opportunity identified).  Important promotions and personal citations for all! (+3VPs for B-52 survival, +3VPs for crew surviving)

Total VPs: 30                                         Mission Result: Mission Success!

Summary- really enjoyed this mission, my first proper one and have decided to make it the start of the four mission campaign.  Played quickly and easily and gave a very cinematic experience true to the theme.  Surprised at the lack of random event cards, but it was a short mission after all.  Use of high altitude conserved fuel and minimised the SAM threat.

Next mission: Route YELLOW ...

16 December 2010

Nuk'lr Mission Log

I've made up a handy mission log for your nuclear strikes into Soviet Russia.  You'll find it at BGG here: http://boardgamegeek.com/filepage/61997/b-52-mission-log

15 December 2010

Toe to Toe Review

First up, I can't believe this purchase arrived within 4 working days, including postage from the US to Australia and during the Christmas rush!  Champion service VPG, many thanks.

The "Big Board" - Toe to Toe map cleverly inserted into a Dr Strangelove still: Great work! (pic from BGG)
This game is a a A5 sized game, packed in a self sealing plastic bag and perfect for travel.  Its very much a home made product- all good stuff but not a glossy, professional finish.  No less playable, but a little less WOW factor that you might normally expect.  That said, I think its the best $15 I've ever spent on a game.  In comparison, less than a single GW character figure.
Its simple, disturbingly fun and the Dr Strangelove theme is enmeshed in everything right down to quotes on the game cards.  This is truly a labour of love. and it shows.
B-52 lined up ready for Ingress on the "Green Route" (pic from BGG)
How does it work?  Choose 1 of 4 targets and the associated ingress/egress routes on the "big board'.  Load up your B-52G with nukes (max payload of 60Mt) and take off.  Manage your height and fuel, and you have a selection of defensive systems from chaff, flares, the odd AIM-7 or a AGM-27 HOUND DOG.  Each sector may contain a threat (fixed SAM or MiG Defence) and a randomly selected Soviet Defence counter which could be more SAMs and MiGs, or random events via event cards.  SAMs have a varied to hit roll (d6) depending on threat level and altitude, but inflict fixed damage. MiGs have a fixed to Hit roll, but variable damage (all the roll targets are on the big board too, so no flicking back to the book at all - very neat design). Acquire 25 points of damage and you're toast.  Along the way present Uncle Sam's nuclear regards onto primary, secondary and tertiary targets for varying VPs, then get home (you'll need to manage your fuel for this) and tally up the VPs. 
B52 status board - easy tracking of your status with amrkers.  The Coybow hat is for VPs! (Pic from BGG)
Lots of fun (AARs to follow) and takes approx 10-20 min per sortie, or play a campaign with all four missions.  Nowhere near the die rolling of B-17, but only having four missions may be a bit of a replayability issue.  VPG have lots of other expansions for their games though, so I can see a new map and cards being available soon.  There is also lots of capacity for more Soviet/Warsaw Pact targets or perhaps even flying into China or North Korea to fry up other Commies - Ye-ha!

13 December 2010

08 December 2010

Toe-to-Toe Nu’klr Combat with the Rooskies

Yes, I've done it again...but how could I resist this?
Hopefully I'll be dropping an A-bomb on Red Square for Christmas!

This is it, Boys, we're going in...

The “Go Code” has been received and the war plan decoded; it is time to turn your B-52 into Soviet air space, and head for your primary target. You’ve got 50,000 lbs. of fuel, two H-bombs, a crew looking to you for leadership, and a mission that your country needs you to fulfill.

Toe-to-Toe Nu’klr Combat with the Rooskies is a fast-playing solitaire game. You decide the payload, pick your targets and must then challenge the Soviet Union's defenses.

SAMs (surface-to-air missiles) and MiG-21 fighter/ interceptors will find you as you cross “The Big Board.” Events will relentlessly dog you and your crew as the fate of America, even the world, rests on your shoulders. A single mission can be accomplished in about 15 minutes, or take an hour for the whole campaign game. Take a darkly humorous trip in a less-than-serious game exploding with atomic fun.


http://victorypointgames.com/details.php?prodId=119
http://boardgamegeek.com/boardgame/68186/toe-to-toe-nuklr-combat-with-the-rooskies
http://www.tabletoptalk.com/?p=413