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Curmudgeons with Dice
Australia
เข้าร่วมเมื่อ 17 มิ.ย. 2007
Playing wargames mostly, but not solely, from the Golden Era of board wargames in the 1970s and 1980's using Vassal. The style of the gaming harkens back to my university days where you might pull up a chair and start a game at the Uni wargames club, or watch others, and just engage in mindless banter and gross incompetency.
You can buy us a beer at ko-fi.com/curmudgeons
For newcommers to Vassal, a good guide on how to use the Vassal Engine, can be found here: th-cam.com/video/RUKp8YXK0U8/w-d-xo.html&t
You can buy us a beer at ko-fi.com/curmudgeons
For newcommers to Vassal, a good guide on how to use the Vassal Engine, can be found here: th-cam.com/video/RUKp8YXK0U8/w-d-xo.html&t
A Victory Awaits (Turn 8 - Final)
Turn 8, during which the Germans run the numbers and find they can't win. The turn is pretty much a bust, but both Jim and I agree that this is a great game system. Apologies in advance - lots of technical issues with Jim's screens, so severe editing may make this a little incoherent
มุมมอง: 60
วีดีโอ
A Victory Awaits (Turn 7)
มุมมอง 392 หลายเดือนก่อน
4th PzA is still grinding along the Baltic coast which is now more painful than expected! To the south of the front, 16th and 18th Armies try to open up the line that the Soviets established south of Pskov. but now with assistance from the (late) arrival of 3xPz divisions from 3rd PzA German hopes are fading that Leningrad will be reached before the end of the game... Curmudgeons are embracing ...
A Victory Awaits (Turn 6)
มุมมอง 462 หลายเดือนก่อน
4th PzA grinds along the Baltic coast which is as painful as expected- To the south of the front, 16th and 18th Armies breach the line that the Soviets established south of Pskov. Nonetheless, the Germans are now losing confidence that they will reach Leningrad before the end of the game...
A Victory Awaits (Turn 5)
มุมมอง 552 หลายเดือนก่อน
4th PzA begins the grind along the Baltic coast - this is going to be painful - while the other 2 German armies try to catch up to the regrouping Soviets. The first of the major Soviet reinforcing armies arrives and things start to become harder tor the Germans...
A Victory Awaits (Turn 4)
มุมมอง 372 หลายเดือนก่อน
The pickings are slim now, as the Germans finish off the last pockets, and start lumbering towards Leningrad. 4PzA pushes north mainly to rescue two German Infantry divisions deep railed as reinforcementrs into Estonia. Meanwhile, this will be the turn that starts the Soviet flood of reinforcing Armies. The war continues... Curmudgeons are embracing the tip jar! Show your appreciation in cold h...
A Victory Awaits (Turn 3)
มุมมอง 332 หลายเดือนก่อน
The Germans continue reducing pockets and trying to set up for the next lunge north. The Soviets, are are having difficulty setting up a line, although the pockets are proving enough of a delay to 16 and 18 Armies... Curmudgeons are embracing the tip jar! Show your appreciation in cold hard cash, that will keep us in beer (or coffee) for half a game session ko-fi.com/curmudgeons.
A Victory Awaits (Turn 2)
มุมมอง 282 หลายเดือนก่อน
Army Group North lunges forward, surrounding most of the Soviet 8th and 11th Armies. The 4th PzA pushes into Riga, unhinging the 27th Army threadbare defense along the Daugava River. Curmudgeons are embracing the tip jar! Show your appreciation in cold hard cash, that will keep us in beer (or coffee) for half a game session ko-fi.com/curmudgeons.
A Victory Awaits (Turn 1)
มุมมอง 1412 หลายเดือนก่อน
Army Group North (Bill) faces off against 3 Soviet Armies (Jim) in this terrific MMP game from Tetsuya Nakamura. Curmudgeons are embracing the tip jar! Show your appreciation in cold hard cash, that will keep us in beer (or coffee) for half a game session ko-fi.com/curmudgeons.
Crusader Turn 4 & 5
มุมมอง 547 หลายเดือนก่อน
More kills by the Allies, more 6's from the Axis. This will ultimately lead to a significant prize, and Jim's resignation...
Crusader Turn 3
มุมมอง 407 หลายเดือนก่อน
Allies retreat back to Tobruk, but keep pushing in the centre, while Jim manages to roll 6's like a champion making his game so much harder...
Crusader Turn 2
มุมมอง 527 หลายเดือนก่อน
Allies sally out of Tobruk, while mauling and destroying some premium units in the centre. Jim counterattacks, to no effect in Tobruk, and minimal effect in the centre. The curse of the Vassal die roller hits Jim hard.
Crusader Turn 1
มุมมอง 1137 หลายเดือนก่อน
Jim and I tackle Crusader from the SPI North Africa Quad. Allies start with a mad rush to the middle of the map, while the Axis throw out a screen and decide to entrench in the rough terrain to the East of Tobruk. Alas, Jim's dice rolling is aflicted by Vassal bias, and he keeps rolling way too high.
A Dark Summer Turn 5
มุมมอง 479 หลายเดือนก่อน
The game was interrupted by a Vassal server crash, so we resumed mid turn later on. This is an EVENTFUL turn. The Germans still successfully block on the US front, but sieze on an Allied mistake to charge to the beaches, even as the Brits break through the line...
A Dark Summer Turn 4
มุมมอง 249 หลายเดือนก่อน
Rain slows everything down for the Allies, although there is much celebration at the fall of Cherbourg. In the British sector, the German strikes some luck with the chit draw and is able to extricate several vulnerable units and reform the line.
Austerlitz: Battle of Three Emperors 1805
มุมมอง 46ปีที่แล้ว
Austerlitz: Battle of Three Emperors 1805
Austerlitz: Battle of Three Emperors 1805
มุมมอง 30ปีที่แล้ว
Austerlitz: Battle of Three Emperors 1805
Nice tribute to Mark at the outset of the video. Thanks guys.
Nice finally hear you guys. ”A Victory Over There”😂😂😂😂 Best thing I’ve heard in a long time. Maybe a title for a future game…..
I made it 90 minutes and went to bed. It'll take me a while to digest this one. :)
Understandable
I’m always up for the pst game chat, so keep it going. I do struggle a bit when games go long to remember intentions and tactical goals in between sessions.
Apologies if there was any confusion: lots of technical issues with Jim's screens, so severe editing may make this a little incoherent. As far as remembering goals etc, I think its fair to say that Jim and I barely remember what we had for breakfast this morning, let alone what our plans were gamewise.
Oh yeah!!!
I would like to play all fronts seperate in this as well as get those Vuca simulations Traces of games that use this system
I think that will be the plan for 2025. We intend to do a "tour" of eastern Front games covering 1941 to 1945, and all of the Victory games (both MMP versions and Vulca versions) will get a play.
@@CurmudgeonswithDicethere’s also the games from Revolution and 3CG 3 crown games
Stefan's games are bloody good!
A friend and I have played the whole thing and your videos are way better than mine.
I've seen your channel and Ithink you are selling yourself short. Your vids are really good!
@@CurmudgeonswithDicethank you
Glad to see you post, you guys are one of my favorites to watch.
Oh Shucks! Thanks!
1:12:12 as annoying as that could be, it was fun to see.
I don't need Idiocy Rules. I can provide my own Idiocy. 😜
12:22 when you drew that supply chit you didn’t want there, couldn’t you have used a German command (Manstien) chit to put it back in the cup and play it instead. 30:25 oh, there you go
Yeah - that first turn Supply Chit draw was a bit of a missed opportunity - not helped because the Maistein chit had been put into the Cup, so it wasnt around to remind me that it was available to redo that draw
It will be interesting to see how your game goes and what you think of it. A friend and I enjoyed this experience. It can get a little crazy, but it’s a fun experience. We played the combined 3 front game.
Both Jim and I really like the game system, so I think doing all of Barbarossa will be on the cards at some stage. As far as crazy goes, you will see plenty of mistakes being made - it can be tough to keep track of which units can move and which units can't.
You are not missing a Syrian Mech Brigade in Golan. The one in the Reserve is the only one that's suppose to be there.
Thanks for that (now I have to go back and see what we were doing in Golan!)
Miscalculated the movement on the field, constantly forgot about extra points for hills, etc. + forgot about the shifts in the table for the defender in the fortifications + sniffing in the background is very unpleasant to listen to
Yeah...that sounds like us
33:05 - Division Integrity works with Lehr and GD units (7.3).
Ahh. Good to know. Thanks
@@CurmudgeonswithDice sorry for necroposting, just a remark for future viewers)
So not knowing this game, why did Jim concede?
The Allies had only lost 2(?) units while the Axis had lost about 8. Because the Allies start with more units, there is a good chance they can penetrate the line and surround the Axis units that are stretched holding the line. With those sorts of losses, the Axis units were exposed and very vulnerable to being surrounded. By the last turn, I think Jim saw that losing the 5-4-12 was too much of a body blow. I feel the Germans have to be very aggressive right from the first turn - they have to reduce the unit count of the Allies.
I looked up Bir El Gubi on Google maps today... One can only assume it has gone downhill since Rommel and the Allies were fighting over the area. It is literally a single government building and a radio tower with a checkpoint by the roadside.
Sounds like nothing has changed from 1941 ;)
I grew up only knowing about Avalon Hill and Victory Games. So these SPI games are always new to me. Thanks for the videos. I really enjoy them.
Glad you like them! As far as SPI games are concerned, these guys were the real experimenters of the industry. They churned out about 20 games a year and from that prodigious experimentation, became the giant that later game companies drew their inspiration from. (This isn't to take away Avalon Hill's significant contribution to the gaming industry!)
I pushed a link of this up to The BoardGame Geek site. I picked this one up a couple of years ago but have yet to get it on the table. Thanks for the upload!
Thanks for that - I've just purchased the new version of France '40. Just waiting for it to make it to my mailbox!
Love these old SPI games! IMHO this battle of the quad "Crusader" seems heavily weighted against the attacker; but in reality, the game can be quite well balanced if the British player has a clear/good plan but for two first-time players, it can be quite heavily weighted against the British. Do the Brits have a cunning plan? ;)
Attrition!
Thanks for posting these!
My pleasure!
That was entertaining and educational. Did Jim have a chance? There were 3 chits left, 2 German and 1 British move. So if a German chit was drawn, Jim could have moved the 3 units up to the 3 British Beaches. I don't think he could reach the American beaches, right? Then let's say the German chit was drawn and that's a combat. I think he would have had a 10, 8, and 6. So the navy would have supported the 6 attack and that would have been 6-7 or 1-2 and the Germans can't get a DR* to win the beach. Then the British get to react and game over. Am I right in the assessment?
Our initial assessment was that drawing the British Move chit when i did guaranteed Jim was never going to get 3 beaches, but even if a German chit was pulled he would have to do a move, but there are only 3 units that can hit the beaches - and one of those beaches was going to have Naval Support, which makes it really hard to capture 3 beaches. if he went for the British beaches , the danger was that the brits could pull something out of the line and stack on the beach - making the capture that much harder for the germans. Jim and I talked a bit about this, and he though the odds would be better going for the US beaches, except he needed to pull a German chit straight after the reaction (2 chances out of 3). In the end what was crucial was that the Brits got the movement, and placed a unit just north of Bayeux. This meant no German unit could reach Utah beach. But essentially, your assessment is correct - Naval Support guaranteed the outcome, not the chit pulls as such.
@@CurmudgeonswithDice Thanks for the analysis. It was interesting to see that move and made me think about it for a bit. Always enjoy your all's videos.
Every time you play a game I don't have, I want to get it. :)
This is a good one to have, I think. Any of Ted Raicer's games would be good, too
Love the vids, keep em coming. 😊
Thanks! Will do!
Curmudgeonist i can't find the green as jade mod file site !!!! , ain't played 4 years
Try cmmodsiii.greenasjade.net/ Hope your Russian is up to par
Your guys videos are some of my favorites. I enjoy the banter and the gaming. Thanks for putting them up for my viewing pleasure.
Thanks for your support!
Jim's overrunning the HQ made me go back and watch Turn 1 (around 50:00) to see why the HQ was left alone. Jim did an Air Interdiction that limited the Polish movement and made the HQ be alone. That was a brilliant move. When you hear him talk about how he was concentrating on getting those HQs, I can see it now.
I have played a lot of wargames with Jim in the 80's, and I can honestly say he is the SLOWEST gamer ever, but by god, he knows how to cripple hi opponents. He thinks about the weakness of his opponent, and drives home at it with surgical skill. Don't play War In the Pacific (SPI) with him. It can be humiliating.
The rules say (in the terrain effects chart) a German unit attacking from a West Wall hex has its strength doubled. Does this mean on turn 1 they get double PLUS the triple advantage? I see you are only tripling those attacking German units here, not tripling plus doubling.
Oh sorry just found the answer. The rules also state in the section about tripling combat strength on 1st turn: "(but never more than tripled)". Thanks for this play through. It's helping me learn the game.
Why do British people always have to be curmudgeons?
We aren't British, so don't ask us. We don't know!
hey guys, thanks for this video - I really enjoyed your collaborative after-action review format. Also great to see CMBB again. I recently learned about the newer CM games due to their steam release - they have come a long way since the Shock Force release and I just picked up CM Battle for Normandy and am reliving these great CM experiences but in the new engine (probably why YT is recommending me CM vids). I still think the original games are great though. The mission you took on here is a nice little meeting engagement, and it's mid-war so the units aren't too strong. The low visibility makes it quite a knife fight. In the CM games I always take major casualties - very hard to get through a mission without losing your tanks, having squads gutted etc. A key experience for me is trying to save a platoon or so to do the actual attacking after the probing units have been mauled while finding the enemy concentrations - keeping that force back behind a hill to maneuver and conduct a fresh attack late battle after the initial slugfest cools down. But generally I like a game that essentially forces you to take casualties and move on with it. But rambling here - main thing - enjoyed your video so thanks.
I am keen to do more of these, and I am lining up to purchase the later version of the CM. The problem is that they are fiendishly complicated to make if you want to see both sides, rather than one side and nothing much happening on the other side. I am hoping that the new version will allow a replay of a complete game, so that you get to see everything, but if not, then its back to the hard slog of carefully stitiching together two different views. None the less, I think its worth it. Glad you enjoyed it.
i used to play M1 tank platoon and the later Microprose version of it, always had major overkills against zero losses. but i knew i was playing an arcadey version, only a platoon size force....then i found combat mission and hoo boy it's been a 15 year love affair with it. I have a new gaming coputer in 2023 so i can max out everything on the CM2 engine. But i will always miss the massive variety of tanks and tracks from 1935 era tanks to 1945. CharB and funny Ruskk scout cars all the way to superheavy blue armor value IS-3!
Yes, I recently purchased the new CM2, and found that it covers all the tanks from about 1943 onwards. I really wanted to make a newer version of the scenario we had played in CMBB, and found that it had none of the tanks that I need. None the less, expect a ham fisted CM2 game in the not to distant future.
Thanks for the play tru lads. Will use it as prep for my own vassal game against a fellow grognard of the pom variety. Keep up the great work.
Our pleasure!
This scenario needs to be converted to CM:RT
I am comtemplating purchasing Combat Mission Red Thunder (post Vietnam vacation make finances a bit tight) and if there is a scenario editor for the game, I will make that happen.
@@CurmudgeonswithDice That would be great (it does have an editor) but you will also need the add-on module "Fire and Rubble" that adds Winter terrain (unless you use a Winter mod).
Wonderful to see VASSAL modules for the early 70s SPI titles. Kudos!
Hi Mark - We are trying to organise another SPI game soon. However, the voting system for picking a game is about as chaotic as the way we play.
Isnt there an increasing mp cost for each reinforcement unit entering the map? Think its 13.13 if im understanding it correctly. Im guessing it results in the units being more strung out??Very much enjoy ur games and chat by the way
Hi Peter. I know we know the rule, and I am pretty sure we did count out the reinforcements that way - we just didnt line them up off map. All that's not to say that in the heat of battle we sometimes miscount.
@@CurmudgeonswithDice tbh im in awe off the depth of knowledge that you guys have and your recall of rules over many probably hundreds of different games while im just starting out on the SPI games as a beginner. I only made the observation as i was actually reading that rule in my hand as you guys were coming on map 😂
With a lot of SPI games the rules are just "muscle memory" - these quad games all have the same rules. That being said, we are always furiously checking and arguing about the rules (I just sometimes edit the tedious stuff out)
Interesting to see Bill take the Russians and turn the tables from the first game. I think Bill is a shark on these games. :)
I have my moments
I don't know these games. Why at 45:45, did the Dutch 3-4 make a suicide move? Then shortly after a 2-7 Cav does the same. Why let them get killed off?
Yeah - I'm not sure I would have given up the safety of the town, but Daniel doesnt normally make mistakes - so maybe he had some inscrutable plan.
This old game/series is still un-matched greatness today. Still my favorite on the 'topic'. Fast, fun, easy. When I game a "battle" I want to both start AND finish in same session.
I couldn't agree more - these smaller games from SPI were fast, furious and brutal. And highly entertaining to play (and, I hope, to watch!)
I was *hoping* the anniversary day wouldn't go by without SOMEBODY breaking out a good Waterloo game!!! Thanks for this. I'll have to check it out when I get a little more time! NLB is one of my all-time favorites!
Thanks Stiglr
I have played this quad more than any other game I own.
A cup of coffee on Saturday morning and watching you guys play a game I've never seen before. Good start to the weekend.
All these criteria make it good to be alive!
Well done, I got this game when it first came out.
There's a lot to be said for these early 70's games from SPI. The design philosophy is incrediably simple but always enjoyable to play.
Great play through, but man, that dice roller is not a great advert for Vassal.
Yeah, the die rolls were horrific for poor old James as the Allied player. That being said, I have seen some analysis some years ago of the die roll, and the randomness held pretty true from a statistical point of view. Maybe it's time to revisit some good testing.
This is a great game. I have been playing it solo over the last week or two.
Yes, entirely under appreciated.
I had this game but my ex threw it out 👹
That's how ex's become ex's (sorry for your loss - the game, not the ex)
I did not know about the "optional" rule for Triple movement for the Germans under the 3 player option. I think I'll use that for my solo play.
The rule is a life saver for the Germans, although we may not have been implementing it correctly - i think you can only triple he movement if a) you cross the boundary (which we did) and b) you didn't start or end movement in a ZOC (which I may have not done on one occasion)
You all inspired me to download the Vassal module and play it. Original SPI rules. And then I went and bought a copy of the Decision Games version.
Congratulations! Enjoy!
Love this game. Always a cluster-f for the Germans; even if they "win". lol One of the few FANTASTIC historical 3-player games from the days of old.
Everytime I've played this game, its come down to the last couple of turns.
I enjoy your banter between each other. Good stuff.
Glad you enjoy it!
I never knew about SPI growing up. So when you all play these games, they are new to me. I've bought several of the games you all have played because of your videos.
SPI was a giant in the industry, and a giant whose shoulders all other modern game companies stand on.
If memory serves, in this game stacked units that suffer a retreat result usually end up having to retreat into separate hexes. I believe this should have been the case for example with the German stacks that attacked 2721 and suffered an AR. "A retreating unit must, if possible, retreat into a vacant hex" [6.65]. It's implied that units retreat individually: "If no hex is available, the unit is eliminated instead" [6.63].
Thanks Mark - I will look that up. It would be an unusual rule for SPI, but it looks an importnat distinction
It's not clear in the rules about the breaking up of stacks in retreat, but we checked the Decision version of the game, and the rules definitely indicate that this is a requirement, so we are going with that for the rest of the game. Thanks Mark!
@@CurmudgeonswithDice Thanks for the update! Interesting to hear that DG addressed the issue, maybe they asked Dunnigan for his original intent.
Only a single attacking unit can advance after combat [6.71,6.72]
I knew Bill would find a way to cheat!!!
@@dclarsen01 lol
I dont think I was my own with that little mistake
@@CurmudgeonswithDice we call that response "deflection".
Thank you for the playthrough. Do remember, however, that Cavalry units attack at half strength into the Forest.
The heat of battle means we sometimes miss the obvious rules!
@@CurmudgeonswithDice, yep, I know what you mean. I keep thinking Cavalry should be halved attacking out of a Forest hex, but they aren't!