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Thursday, May 23, 2019

Kut Al Amara : Dec 1915 Scenario/ AAR


Christmas at Yarkshire Gamer is Mesopotamia time, each year we try and get the WW1 in the East collection out and recreate the battles which occurred in modern day Iraq. So far we have followed the British and Empire Forces (most troops in the "British" army where actually from the Indian Sub Continent) up the river Tigris through various adventures up to the Battle of Ctesphion where they fell short of the glittering prize that is Bagdad. If you want to follow our previous Mesopotamian excursions click on the 28mm WW1 in the East tab on the right of this post.

Arabs in Turkish Service waiting for the signal to go over the top
Last year we refought the little known Action at Umm al Tubul which saw the British fighting off a Turkish force as they were falling back to the town of Kut. From there the Turkish holed up the Empire troops in a lengthy siege. I wanted to recreate the siege in some way and was reading the Official British History of the Campaign (Vol 2) when I stumbled across a short account of a Turkish attack on an ancient fort at the corner of Kit on Xmas Eve 1915, what a perfect setting for our own festive game.

Below is the map of the action, I used the top right of the sketch as the guide for our tabletop recreation.

Figures are 28mm rules are If The Lord Spares Us by toofatlardies.


And some pictures of our general table set up,

View across the table showing Turkish Trenches and troops waiting to enter the system
View from above the Turkish trenches looking towards the Fort
Queue in the Turkish trenches
View from the Fort looking towards the Turkish Lines
View from the Tigris to the Turkish position.
Historical Background 

The Turkish Force was now under command of the German General Von der Goltz and he had determined that Kut would be dealt with by way of a siege, trenches were dug and the general tedium of such warfare began.

There were still just over 9,000 Empire troops in the City and they would prove impossible to supply over the coming months. However there was one serious assault made during the 24th December into the early hours of Xmas Day.

The German Commander was away in Kermanshah at the time of the attack and you have to think that the Turkish Officers took advantage of this to enable the attack, while the Cats away !

Turkish Artillery 
The initial attack occurred around 11am and after a bombardment by the Turkish guns large sections of the mud brick fort walls had collapsed. Troops emerged from the trenches but after a hard fight the mixed Indian and Ox Bucks Lt Infantry defenders saw off the attack.

The afternoon was relatively quiet but at 8pm as the moon was rising behind the clouds the second attack and our game began.

Waiting for the Signal for the attack to begin.
Turkish Briefing Kut Al Amara

It's 8pm on the 24th December 2015, an important day for some, but today it's important for the Turkish Armed Forces.

Following the Battle at Ctesphion we have pushed the Empire troops back again and again. The Empire has stopped retreating and has decided to stand against us here at the ancient town of Kut Al Amara.

First wave approaches the wire, the orange markers signify damage
The German advisors have told us to sit back and lay siege to Kut however they are away from the area at the moment and this is our chance to show the Germans how good our troops are by storming forward. The area chosen for our attack is an ancient mud brick walled Fort on the North Eastern side of the town adjacent to the river.

An attack earlier in the day was repulsed but it is now 7.55pm and our troops are ready to attack again, the first wave goes over the top at 8pm.

The attack on the right stalls at the wire under heavy fire from the Fort.
Troops – for the first wave the two battalions that go over the top will have two cards in the deck and activate half the unit on each card. There are 4 waves to the attack, move each unit into position and when both units are in place they will go over the top, no delays.

You have 3 Battalions of Arabs in Turkish Service each with a 2 Fig HQ and 4 x 6 figure Company and 1 regular Turkish Infantry Battalion as above but with 8 figure companies in the right hand side of your trenches.

In the left side of the trenches there are 4 regular Turkish Infantry Battalions with 8 figure companies. All have 1 MG bases.

The MG bases for the front line units are set up in the trench and can support the attack, the other MG bases are at the rear of the battalions.

The next wave is ready as the casualties mount up on the first wave, still pinned down
On set up the first battalions are in the front line trench waiting to go over the top, the other battalions are in single file in communication trenches and each unit should take 5 or more turns to get into the front line depending on the luck of the draw with the cards.

Night – it is a dark moonlit night, all direct firing die is at a -2d6 modifier unless the target is lit by a flare.

Flares – each Art piece can fire 1 flare per turn with a -1d6 on any other firing or fire two flares and not fire normally. Pick spot at random, place yellow chit, roll 1d10 and random, flare covers 12". Flares are removed on the drawing of the Artillery card. Units are visible if flare covers them or is 6" behind, no blinding.


Fort Walls – are mud brick, they are vulnerable to Artillery, 6 kills will knock down 1 6" section.

Barb Wire – Each section is 4pts strong and is impassable when un damaged. 2 pts damage and it becomes bad going. 1 Art kill or 1 Section stationary next to wire removes 1 pt. Counts as soft cover.

Turkish Artillery – must check comms if they want to change target / ammo, 2d6 8 or more to change.

Your Commander is classed as Young Turk - d6 – 1 command pips, 2 signal bases Your Turkish Infantry are Morale 2.

Tea old boy, Yarkshire of course.
British Briefing Kut Al Amara 

It's 8pm on the 24th December 2015, the day before Xmas and one was hoping for a bit of peace on Earth but old Johnny Turk has different ideas. General Townsend has decided to stand against the Turks here at Kut Al Amara and await a relief column which is heading North from Basra.

You are in Command of an ancient mud brick walled Fort on the North Eastern side of the town adjacent to the river. An attack earlier in the day was repulsed but it is now 7.55pm and there is activity in the Turkish trenches.

British Officers oversee the Indian Troops on the Fort
Troops - the two battalions will have two cards in the deck and activate half the unit on each card.

You have one British Battalion the Ox Bucks Lt Infantry with a 2 Fig HQ and 4 x 8 Fig companies and an MG base, set up two companies and the MG in the trenches between the Fort and the river and two Companies by the Observation Tower.

There is also an Indian Battalion the 119th with the same organisation as the Ox Bucks but with an extra MG base set up in the Fort Walls and bastions.

You are Supported by 1 Artillery Base (4 dice), one Indian Mountain Gun (3 dice) and a Jam Jar chucker, all set up in the Fort.

British Signallers direct Artillery from the Observation Tower
Night – it is a dark moonlit night, all direct firing die is on a -2d6 modifier unless the target is lit by a flare.

Flares – each Art piece can fire 1 flare per turn with a -1d6 on any other firing or fire two flares. Pick spot at random, place yellow chit, roll 1d10 and random, flare covers 12". Flares are removed on the drawing of the Artillery card. Units are visible if flare covers them or is 6" behind, no blinding. Your Jam Jar chucker will only fire flares.

Fort Walls – are mud brick, they are vulnerable to Artillery. You have dug a line of trenches behind them you are that confident of their strength.


Your Commander is classed as Eton - d6 command pips, 2 signal bases Your British Infantry are Morale 0, Your Indian Troops 2, you may raise your Indian to 1 if you split up a British section and have at least 2 British figures with an Indian Section.

Historical Result

A close run thing, the smoke and dust made targets hard to see even with the aid of flares. For nearly an hour the troops of both sides traded hand thrown bombs around the stockades and rubble of the Fort. Casualties were heavy on both sides and around 11pm a reinforcement of British Pioneers arrived just in time for the gallant Turkish attack to be halted. A third and final attack was made around 2.30 am but it didn't gain any momentum and the attack was called off. Estimates of Turkish losses are around 2,000 whilst the Empire troops lost 315.

As the second wave gets to the wire a breach opens in the wall, yellow marker is a flare
How did we get on 

From the pictures above you can see that the first wave especially on the Turkish right got bogged down under heavy fire, most of the damage done by the Machine Guns on the Fort Wall, the attack on the left fared a little better having the advantage of being further away and therefore under less effective fire.


The focus of the game changed when the breach in the wall occurred, the Empire had a real hole to fill ! Artillery fire drove the Indian defenders away from that section of the wall and the Oxfords who had split up a unit to boost Indian morale had to reconstitute it to plug the gap.


The Turkish attack gravitated towards the gap the British in their trenches were able to cause casualties on the Turks as they past their front but not enough to stop them.


Further bombardment from the Turkish Artillery brought down another section of wall and it looked like the Fort would fall.



But then some rather spectacular dice throwing and some fortunate unit activation wiped out a large portion of the 2nd Turkish wave as it tried to enter the Fort.


The Turkish Player had managed to get all their Mgs onto the trench line and the British Commander decided to withdraw to the inner line of defences in the Fort.


We played a couple more turns but the players decided that the game was done, the Turkish Troops had secured the outer layer of the Fort but felt that getting inside would not be practicable taking into account the number of casualties they would need to take to do so.


Personally I thought the game had a bit more in it, the British would soon have to make big choices about abandoning their trenches which would have released another line of attack for the Turks. The Turkish Artillery would be less effective inside the Fort and the accuracy of the British Artillery would increase. It would have been a close run thing. Unfortunately there had been a few cancellations of sessions due to short numbers and when a game has been on the table for a while it can be hard to keep it going.


So the Mesopotamia collection leaves the table for another year, next Xmas we will start on the attempts to break the siege.

People Behind The Meeples - Episode 171: Ron Halliday

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Ron Halliday
Email:ron.halliday@gmail.com
Location:Sao Paulo, Brazil
Day Job:I am a cartographer!
Designing:Two to five years.
BGG:Ronald Halliday
Facebook:RonaldKAHalliday
YouTube:Ron Halliday
Today's Interview is with:

Ron Halliday
Interviewed on: 1/11/2019

Today we get to meet Ron Halliday, a designer currently living in Brazil. Ron has one game already published, a second coming soon, and just recently had another signed! Keep your eye out for Seven Bridges coming to Kickstarter this summer from Puzzling Pixel Games. Seven Bridges is a roll-and-write dice drafting game in which players explore the historic city of Königsberg and learn about the logic puzzle that made its bridges famous!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
I make maps for a living, and in 2015 I had the option of either looking for a short-term contract or taking the year off to try to get a game signed. My wife supported my crazy idea and by the end of the year my first game was published.

What game or games are you currently working on?
Seven Bridges

Have you designed any games that have been published?
Psychomachia was published at the end of 2015 and Revanche is coming out this year. Also, keep an eye out for Seven Bridges coming to Kickstarter this summer!

What is your day job?
I am a cartographer!

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At other people's places where drinks, snacks and laughter are requirements.

Who do you normally game with?
I can usually get out once a week, so I usually game with a friend of mine who loves having people over to play and is ready at the drop of a hat.

If you were to invite a few friends together for game night tonight, what games would you play?
Fillers and gateway games, and if they're not locals, South American games that they haven't seen before.

And what snacks would you eat?
Pizza!

Do you like to have music playing while you play games? If so, what kind?
If the game is an IP like GoT or Star Wars, music from those universes.

What's your favorite FLGS?
The Board Room Game Cafe in Halifax, Nova Scotia (with an honourable mention to the R. D. Chisholm store in Kentville, Nova Scotia which has a HUGE selection of games for a town of only 6,000 residents)

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Current favourite: Root Lease favourite that I still enjoy: Dixit Worst game I ever played: In respect to fellow designers I would prefer not to answer this question.

What is your favorite game mechanic? How about your least favorite?
That's a funny question, because I do enjoy card drafting, but I don't like deck builders!

What's your favorite game that you just can't ever seem to get to the table?
Guerra en el Pacífico (War in the Pacific), a war game that pits Peru and Bolivia against Chile. It's in Spanish so it takes me a long time to explain to my Portuguese-speaking friends here in Brazil.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, Video Games, Other Games

Do you design different styles of games than what you play?
I like to design Card Games, Other Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Yes

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
It's always different. Sometimes the concept starts with a name. Sometimes it starts with a mechanic. But more often than not my thought process is "What kind of game would I like to play with this theme, and can I bring something new to the table?"

Have you ever entered or won a game design competition?
Never entered, never won. Being a Canadian living in South America, the only country here that has awards is Brazil, and I just moved back here in 2016 and haven't published any games here yet. I was going to send Revanche to a French unpublished game competition (I can give you the name later) but because I self-published 100 copies it was disqualified from entering. I was also going to send Seven Bridges to a couple of unpublished/prototype competitions but it looks like I may have a publisher for it shortly!

Do you have a current favorite game designer or idol?
Dr. Gordon Hamilton, the designer of Santorini. He had the idea for the game back in the 80s (I'll double check the date) and stuck it out long enough to find a publisher that did a great job with his game.

Where or when or how do you get your inspiration or come up with your best ideas?
When I turn off the lights to go to bed, I usually think about one of my current projects. New ideas often come from random documentaries on TV that I'm half-watching on Discovery, History, etc.)

How do you go about playtesting your games?
Events, events events! Once the rules are finalized and written, I look for blind playtesters to give the PNP version a whirl as well.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I like to take my own ideas as far as possible by myself, to the point where I feel that any changes a publisher would make would be more cosmetic than fundamental. That being said, I would enjoy working with some designers I have met, and had a great time at last year's Global GameJam designing a game with three other people I had never met before the event.

What do you feel is your biggest challenge as a game designer?
My anti-social tendencies!

If you could design a game within any IP, what would it be?
Maybe a French comic called Les Maîtres Cartographes, about a chaotic world where paladin-cartographers are some of the most powerful and respected members of society!

What do you wish someone had told you a long time ago about designing games?
That I should have started 20 years earlier!

What advice would you like to share about designing games?
Start small, and don't do it for the money.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Psychomachia
Games that will soon be published are: Revanche
I'm planning to crowdfund: Seven Bridges - Coming this summer from Puzzling Pixel Games!
And games that are still in the very early idea phase are: do you have all day? ;)

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Trek; Coke; VHS

What hobbies do you have besides tabletop games?
Watching documentaries (including UFO shows, because aliens).

What is something you learned in the last week?
That the magnetic north pole is migrating closer and closer to the geographic north pole.

Favorite type of music? Books? Movies?
90's Canadian Rock; Atlases; cult comedies like The Princess Bride, MP&THG and High Fidelity

What was the last book you read?
Anne of Green Gables

Do you play any musical instruments?
Nope!

Tell us something about yourself that you think might surprise people.
For a year I was an assistant coach to the Peruvian beach handball team.

Tell us about something crazy that you once did.
I met my wife online (ICQ, anyone?) and moved to Brazil.

Biggest accident that turned out awesome?
I couldn't play handball for three months because I seriously twisted my ankle, and had more time to contemplate getting into game design.

Who is your idol?
I don't know if he qualifies as an idol, but James Rolfe (AVGN) is someone who looks like he's having a ton of fun doing what he does and making a good living at it, and that's something we all envy a little bit. right?

What would you do if you had a time machine?
It's a coin toss between solving the Oak Island mystery and the Shag Harbour UFO sighting. Not the universe's largest mysteries, but the ones I grew up with in Nova Scotia.

Are you an extrovert or introvert?
Introvert.

If you could be any superhero, which one would you be?
Omniglot Boy, the speaker of all languages!

Have any pets?
Nope!

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Hockey would be nice, with all that extra ice. It would be ironic and fitting if the asteroid landed on a flat-earther conference.

If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Shoutout to Andres Paredes! He's the owner of Navespacial, the publisher that published my first game and got me into my current state of affairs.

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

My personal quote: It's hard being a perfectionist when you don't know what you're doing.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.