This was the title that Mark had given our recent game. The brief I was given follows:
1945
You are a battle hardened officer, who has served on all fronts and the proud recipient of the Knights Cross with swords, presented by the Fuhrer himself. You are currently involved in the fighting retreat back to Germany. After being forced back again you have found yourself in woodland looking out towards an occupied town. You have been able to carry out forward observations unseen whilst at the same time swiftly over coming any British forward dugouts without alerting the enemies main force. Convoys were seen passing through the town approximately every 3-4 hours. As far as you can tell there is armour in the town, though no sign of any Sherman's or artillery. There appears to be at least one battalion within the town, maybe two. Other than the convoys there has been hardly any activity, but you don't know why.
You find yourself with two choices;
1) Dig in as strong defensive position as you can as you are bound to be discovered when the forward dugouts are relieved.
2) A swift strike against the town hoping to achieve one last defiant act for the fatherland and your honour.
A 12 move game, time of day being daybreak, woods passable to all at reduced speed. Distance between woods and town approximately 18 inches (3 full moves for infantry).
Size of force - 700 points (old Rapid Fire rules points value).
Major victory if town liberated.
Victory if 2/3rds of force leave the table in good order after 8 moves.
Defeat if broken.
I decided to follow the theme and field, as my main force, an infantry regiment, minus a company in each battalion and reduced heavy weapon companies. Then a secondary force a much reduced infantry battalion of stragglers, that had joined my small Kampfgruppe with a reduced heavy weapons company. The only support companies that had survived the retreat were a 120mm mortar company, a 150mm infantry gun and anti-tank company of a few Panzerscheck teams. I added to this my recently paint Hetzer that would support the stragglers and two PzIVs supporting the main infantry regiment.
Marks scenario for the British was a motorised battalion had passed though the town with a supporting supply convoy. Only the last company and the support company where left in the town and were about to leave as a lorried battalion had arrived late the previous night to secure the town. There was 2/3rd of a squadron of tanks being refuelled (1 Cromwell & 1 Comet). Points value 570 (old Rapid Fire rules).
The table was very simply laid out with a town on one edge made up of nine buildings, many ruined, and woods on the opposite edge.
I knew nothing of the British deployment nor size of force but decided that attack is the best form of defence. The game progressed well. I was able to lay smoke down and quickly get two companies of infantry to the edge of the town riding on the two PzIVs. Under covering fire from the heavy weapons companies, 120mm mortar and infantry gun, the the rest of the main forces infantry scampered across to the town with minimum casualties. At this point in the game Mark was having more than his fair share of ones on the dice throws. On about move 5, once it seemed that most of the British in the town were engaged, I unleashed the secondary force on the other flank. The game was over by move 10 with the German infantry occupying most of the town and what remained of the British force were in tatters. I'd lost my Hezter to an attack by the Wasp from the British machine gun company but the German stragglers were able to overcome this company. The two PzIVs were miraculously unscathed whilst the British Cromwell was knocked out and the Comet heavily damaged.
The dice were very favourable to the Germans. It's not often an attacking force come away with minimal loses when faced with defenders all in hard cover. A good game enjoyed by both of us and we have promised to meet up more regular basis. Sorry there are no pictures but I'd forgotten my camera.
Showing posts with label Games WW2. Show all posts
Showing posts with label Games WW2. Show all posts
29 Jan 2012
14 Nov 2010
Waldrundstadt (Aug 1944) - Game report
After much indecision and juggling with units to achieve the 800 points, I eventually put on the table three reduced infantry battalions. One battalion with M3 half tracks as transport and a reduced tank company as support. The other two battalions had reduced heavy weapon support, no transport and no towed Anti Tank guns. I was, however, able to allocate a solitary Hellcat as Anti Tank support to these two battalions. Artillery support was provided by two 105mm howitzers from the 82nd regiment support units and a divisional (off table) battery of three 105mm howitzers. I tried to factor in some air cover then decided that to clear and take the woods I would need as many ground troops as I could muster.
I was unsure of the size and position of the force facing me. Being convinced that Mark would have the German infantry dug in in the woods, I'd planned a advancing barrage. This was to be laid down through the woods by both artillery batteries starting on turn one and ending on turn 5. Two battalions of infantry were planned to advance behind this barrage starting on turn two. All turns, up to turn 7, had timed moves marked on my command map/plan. One rule I always struggle to understand in Rapid Fire is the laying of a smoke screen ......why only a 5/6 on a D6 to lay smoke ..... it always disappoints.
All seemed to be going well until turn 10. My two infantry battalions were holding their own in the woods, gradually gaining ground. My advance on the left flank was under way. Then I made the mistake of not using the 'chance observation' tests, if I had, I may have spotted the infantry lurking in the woods on the left and the Panzer IV skulking behind the barn. Turn 10 and 11 brought havoc on my left flank, (loosing two half tracks complete with two companies of infantry and the 76mm Sherman destroyed). Somehow the infantry and tank companies survived the following turn's morale test.
Unfortunately it was getting very late in the evening. With my left flank faltering and the German attack also faltering in the woods, neither of us had achieved our objectives. May be if we had a couple more turns........ but no..... as it was close to 1:00am with work the next day it was decided to call it a night.
It was a good game with some elements of the rules being understood a little better, also new sections of the rules being brought into play. We do need to organise a follow up game sooner than 6 months though.........
I was unsure of the size and position of the force facing me. Being convinced that Mark would have the German infantry dug in in the woods, I'd planned a advancing barrage. This was to be laid down through the woods by both artillery batteries starting on turn one and ending on turn 5. Two battalions of infantry were planned to advance behind this barrage starting on turn two. All turns, up to turn 7, had timed moves marked on my command map/plan. One rule I always struggle to understand in Rapid Fire is the laying of a smoke screen ......why only a 5/6 on a D6 to lay smoke ..... it always disappoints.
All seemed to be going well until turn 10. My two infantry battalions were holding their own in the woods, gradually gaining ground. My advance on the left flank was under way. Then I made the mistake of not using the 'chance observation' tests, if I had, I may have spotted the infantry lurking in the woods on the left and the Panzer IV skulking behind the barn. Turn 10 and 11 brought havoc on my left flank, (loosing two half tracks complete with two companies of infantry and the 76mm Sherman destroyed). Somehow the infantry and tank companies survived the following turn's morale test.
Unfortunately it was getting very late in the evening. With my left flank faltering and the German attack also faltering in the woods, neither of us had achieved our objectives. May be if we had a couple more turns........ but no..... as it was close to 1:00am with work the next day it was decided to call it a night.
It was a good game with some elements of the rules being understood a little better, also new sections of the rules being brought into play. We do need to organise a follow up game sooner than 6 months though.........
....................
German brief
All along the front it appears that the whole German army is in disarray and falling back, seemingly to Berlin itself. Your sector is no different. It does however give you some hope that just 40KM to your rear "substantial" forces are being assembled to push the invaders back to the sea.
It is at this point that you receive a broken message from no less than Field Marshal Keitel's office - Your order is simple. ...."Stop falling back....... Assemble closest units to you....... Retake the town that you have just vacated..... Nothing could be simpler....."
You realise the task is next to futile. Especially as the town holds no strategic importance, so much so that you can't even remember its name.
The one thing that you can be sure of, is that should you fail to take the town you will bear the brunt of the 'Teppichfresser' himself. Should you fall back even further than you currently are, his displeasure would be even more severe.
Victory conditions
Take the town - Major victory
Clear and retake the woods - minor victory
All else - fail.
Rapid Fire German force points value 550pts
Rapid Fire German force points value 550pts
.............
I do apologise for the quality of the photographs but I forgot my camera and had to rely on my phone for taking the them.
7 Nov 2010
Game on - Waldrandstadt (Aug 1944)
Well ...... we have a game planned for next week. Not the Napoleonic that I was planning but a fictitious WWII game. I've been handed the following brief:
All along the front the American Army is racing towards Germany and it surely cannot be long before you reach Berlin. Just imagine the glory and honour of being the first units to enter what remains of Hitler's capital. As the vanguard of your sector you have just taken a town and started to reform your units in what remains it - what was its name?
The time it took to clear the town and the size of the forces that were at your disposal meant that no real headway though the woods themselves could be achieved. At least you can rest a while until elements of your main division start to arrive. That is until a broken message arrives from "Ol Blood and Guts". The message is blunt, "Move your big fat ass .... take those woods and the buildings beyond ....... stop being pussies...." It is not for nothing that he gained such a name for himself.
Victory conditions:
Take buildings and woods - Major victory
Clear woods only - Minor victory
All else - fail
Rapid Fire points value for the American force 800pts
I need to decide what losses my vanguard force has suffered from previous days' fighting and how to represent this within the 800pts. My battalions will not be at full strength and will have some equipment losses. Also what support can I call upon from my main division? How much artillery support and/or air cover can I include in the points allowed? Need to get the rules out again and have a skim though them to refresh some of the finer points.
Should be interesting.............after the game I'll hopefully post the German brief, a game report and pictures.
.......................
August 1944All along the front the American Army is racing towards Germany and it surely cannot be long before you reach Berlin. Just imagine the glory and honour of being the first units to enter what remains of Hitler's capital. As the vanguard of your sector you have just taken a town and started to reform your units in what remains it - what was its name?
The time it took to clear the town and the size of the forces that were at your disposal meant that no real headway though the woods themselves could be achieved. At least you can rest a while until elements of your main division start to arrive. That is until a broken message arrives from "Ol Blood and Guts". The message is blunt, "Move your big fat ass .... take those woods and the buildings beyond ....... stop being pussies...." It is not for nothing that he gained such a name for himself.
Victory conditions:
Take buildings and woods - Major victory
Clear woods only - Minor victory
All else - fail
Rapid Fire points value for the American force 800pts
.......................
It's been a while since I brought my Americans to the table. I'll have to dust them off and see what force I can make for 800pts. I know my opponent has been painting up a small German army and has been eager to get them into action. I think he has some Fallshirmjager and at least one battalion of Wehrmacht with full support so this will not be an easy task. I would imagine the opposition will be around 550 pts unless the scenario is for German counter attack when my opponent might be fielding a 1200pt force. The way he keeps saying it will be interesting I just wonder......I need to decide what losses my vanguard force has suffered from previous days' fighting and how to represent this within the 800pts. My battalions will not be at full strength and will have some equipment losses. Also what support can I call upon from my main division? How much artillery support and/or air cover can I include in the points allowed? Need to get the rules out again and have a skim though them to refresh some of the finer points.
Should be interesting.............after the game I'll hopefully post the German brief, a game report and pictures.
19 Feb 2010
First game of the year!!!
We both needed a game fix so a quick one was organised. Not very involved just a WWII pickup style game. Mark had recently finished a British Parachute battalion and was in need to unleash them. So a far fetched British and US combined parachute drop operation, on the morning of D-Day, to capture a bridge was quickly thought of. This would also enable me to evaluate whether I sell or keep my fledgling American 82nd force which I'd purchased on a bit of a whim last year.
Back to basics for the gaming table, just a green cloth with a few building and walls. A couple of small woods were added which didn't play a part in the game. The parachute drop went fairly well for the Allies with just a few casualties but they lost some heavy equipment (mortars and medium machine guns). The first three turns were played using the night time rules so observation and movement were reduced. A die was thrown for each German company to see which ones were woken by the aircraft and therefore could observe and fire on the first turn.
British Paratroopers cross a wall to get behind the emplacement, as the American are just about to occupy the building opposite. This was a bad loss for the Germans loosing half a Company (4 figures) to only one American casualty.
The remaining German half company, ousted by the Americans, make it over the bridge on the next turn, just as the company of half tracks are roused and decide to get in the action.
Back to basics for the gaming table, just a green cloth with a few building and walls. A couple of small woods were added which didn't play a part in the game. The parachute drop went fairly well for the Allies with just a few casualties but they lost some heavy equipment (mortars and medium machine guns). The first three turns were played using the night time rules so observation and movement were reduced. A die was thrown for each German company to see which ones were woken by the aircraft and therefore could observe and fire on the first turn.
The German force was eventually pushed out of the other building but it took nearly half of the British battalion and the Americans had to finish it off. At the end of the game the two American companies were making a dash across the bridge. Another turn could have seen them take it along with occupying either the church or the building.
A good game with minimal forces was just what we need to get back into the rules. It has me thinking about what happened next for a follow up game, either later on the same day or the next day. Maybe some Glider troop reinforcements then a German counter attack......
A good game with minimal forces was just what we need to get back into the rules. It has me thinking about what happened next for a follow up game, either later on the same day or the next day. Maybe some Glider troop reinforcements then a German counter attack......
24 Apr 2009
Crossing the Mouille river
Allied HQ
Our last few games have all ended with the defenders being victors. These have all been fictitious games using the standard Rapid Fire 10:6 (attacker:defender) ratio. For this game I thought I'd try and weight the points to the attackers and use a 10:4 ratio. The German force being 600 points and Allied (British) being 1500 points.
Scenario outline (all fictitious)
The Allies are advancing across France towards Belgium and meeting minor rear guard actions put up by the Germans in attempt to slow the advance. The Allies are approaching the Mouille river with orders to take Secherville (the town) beyond. To the west of the town there is also a ford across the river.Allied Objectives:
To capture both crossings with bridge intact so that they can be used to maintain the speed of advance. The Allies do not know what resistance they will find here. All they do know is that the Germans have put up a fight at every opportunity.
German Objective:
To slow the advance by blowing the bridge. Once the bridge is blown hold the ford until turn 8, then withdraw. But there has been a delay in getting enough explosives so the engineers are struggling with time.
Victory conditions
Allies win if town taken and bridge is intact.
To capture both crossings with bridge intact so that they can be used to maintain the speed of advance. The Allies do not know what resistance they will find here. All they do know is that the Germans have put up a fight at every opportunity.
German Objective:
To slow the advance by blowing the bridge. Once the bridge is blown hold the ford until turn 8, then withdraw. But there has been a delay in getting enough explosives so the engineers are struggling with time.
Victory conditions
Allies win if town taken and bridge is intact.
Germans win if bridge is blown and they stop the Allies gaining control of the ford until turn 9.
A draw if any other result.
All hedges give soft cover to infantry and partial soft cover to vehicles. All walls give hard cover to infantry and partial cover to vehicles. All wood are impassable to AFV's. The river is only crossable by vehicles at the bridge and ford. Infantry can cross anywhere along its length by boat or inflatable or wade across at ford.






A draw if any other result.
All hedges give soft cover to infantry and partial soft cover to vehicles. All walls give hard cover to infantry and partial cover to vehicles. All wood are impassable to AFV's. The river is only crossable by vehicles at the bridge and ford. Infantry can cross anywhere along its length by boat or inflatable or wade across at ford.
Turn 1 and Allies start to move into position
Germans lie in wait in town
The Allies attempt a parachute drop to capture the ford and adjacent farm. This turns into a blood bath and they quickly surrender.
Allied engineers are at the bridge to dismantle barbed wire defences with Churchills giving covering fire.
Allied motor company advance towards ford crossing.
A Typhoon is called in to attack the Stug. Now that is what I call a low level attack!!
How could he miss? But he did ...Phew.
With a Stug and mortar fire knocking out the M10 and Archer the road is blocked to the ford. In the same turn the bridge is blown. The Allied advance is brought to a standstill. With no Recovery vehicle or bulldozer tank to clear the road, nor any bridging/pontoon section available the Allies are beaten.
So another game where defenders were victors.
The Allies suffered from very poor dice during this game. Inflicting hardly any casualties on the dug-in Germans. Where as the German dice seemed weighted. Next time it might turned out different. Before we replay this one again I'll have to think about whether the scenario needs some alterations. Perhaps delaying the German engineers still further or not allowing the Germans to blow the bridge. Also we are still learning some of the finer points of the Rapid Fire rule set so we may have missed applying some vital rule/s that would have changed the result.
Anyway it was an enjoyable evening which has created a number of discussion points.
21 Feb 2009
Battle for "Flotsam sur Mer"
This game was played on 21st Feb 2009 and I was well impressed by the fictitious scenario that my regular gaming opponent put together. What follows is the brief as it was handed to me prior to the evenings game.
German Brief
So much for a comfy French bed and a good nights sleep. All night has been spent listening to the sound of aircraft, presumably on bombing missions on some poor unsuspecting cities in the fatherland. thank God it wasn't you on the receiving end.
However what peace you did get was shattered this morning by a colossal navel bombardment all along the coast. You have tried to get information from HQ but after several minutes of trying the only information you have been given is that, reports are coming in of an allied landing all along the coast. Situation is confused, the Fuhrer cannot be disturbed so the Panzer units cannot be released. Immediate order are, hold your position until further orders. Further attempts to contact HQ are unsuccessful.
Time to take stock of your position.
You command a garrison of troops in the small town of "Flotsam sur Mer" a couple of miles inland on a slight rise. There are woods behind the town though which the southern road passes. Although the coast to the north cannot be seen clearly you can see one of the main routes inland. Since your observer team, for the Nebelwerfer battery under your command, has sighted enemy units attempting to breakout they have been bringing the area under constant fire. Thus making any main advance of the Allies impossible. Due to low cloud cover allied air activity has been limited and the Nebelwerfer position unallocated. However you realise that sooner or later the Allies will be making an effort to neutralise the battery, or at least silence the spotter. The town is on a crossroads so a possible flank attack could be possible.
Maximum garrison force total 306 points which includes the Nebelwerfer battery. All infantry under your command are regular. Nebelwerfer battery is on the table in a position that could cover all roads into the town. However if fire is halted on main access road from the coast the Allies will advance in force. You need to hold your position until further orders received and/or some form of support arrives. this requires a successful "Radio" transmission to HQ on move 5. (If unsuccessful try on each following turn.) If successful throw a d6. 1-4 infantry support arrives, 5-6 means the Fuhrer has come round and released the armour! Throw a second d6 to see which turn it arrives.
Maximum number of points for reinforcements 140
Game to be over 12 moves.
The Game:
My opponent fielded a force 510 point force, with the objective to knock out the battery and take the town. The game progressed well for the Germans as the British probably did not attack quickly enough. As I was able to move AT weapons and knock out several advancing vehicles with AT fire and mortar fire before they entered the town. On move 6 they failed the moral test and retreated back to the coastal bridgehead. This was just as my infantry support was arriving.
The after game discussion my opponent admitted that he took too long to reach reach the town. On reflection though we realised that the last five games have resulted in the attacker being repulsed and this is using the 10:6 Attacker/Defender ratio suggested by the rules. The above game might be improved if the German garrison troops were classed as poor.
I enjoyed the game and not just because it was a victory for the Germans, the detail of the brief added atmosphere to the game. We will probably use this scenario again but with some minor adjustments either in forces or ratio.
I do apolgise that there are no pictures or maps. I will try harder for the next game report.
German Brief
So much for a comfy French bed and a good nights sleep. All night has been spent listening to the sound of aircraft, presumably on bombing missions on some poor unsuspecting cities in the fatherland. thank God it wasn't you on the receiving end.
However what peace you did get was shattered this morning by a colossal navel bombardment all along the coast. You have tried to get information from HQ but after several minutes of trying the only information you have been given is that, reports are coming in of an allied landing all along the coast. Situation is confused, the Fuhrer cannot be disturbed so the Panzer units cannot be released. Immediate order are, hold your position until further orders. Further attempts to contact HQ are unsuccessful.
Time to take stock of your position.
You command a garrison of troops in the small town of "Flotsam sur Mer" a couple of miles inland on a slight rise. There are woods behind the town though which the southern road passes. Although the coast to the north cannot be seen clearly you can see one of the main routes inland. Since your observer team, for the Nebelwerfer battery under your command, has sighted enemy units attempting to breakout they have been bringing the area under constant fire. Thus making any main advance of the Allies impossible. Due to low cloud cover allied air activity has been limited and the Nebelwerfer position unallocated. However you realise that sooner or later the Allies will be making an effort to neutralise the battery, or at least silence the spotter. The town is on a crossroads so a possible flank attack could be possible.
Maximum garrison force total 306 points which includes the Nebelwerfer battery. All infantry under your command are regular. Nebelwerfer battery is on the table in a position that could cover all roads into the town. However if fire is halted on main access road from the coast the Allies will advance in force. You need to hold your position until further orders received and/or some form of support arrives. this requires a successful "Radio" transmission to HQ on move 5. (If unsuccessful try on each following turn.) If successful throw a d6. 1-4 infantry support arrives, 5-6 means the Fuhrer has come round and released the armour! Throw a second d6 to see which turn it arrives.
Maximum number of points for reinforcements 140
Game to be over 12 moves.
The Game:
My opponent fielded a force 510 point force, with the objective to knock out the battery and take the town. The game progressed well for the Germans as the British probably did not attack quickly enough. As I was able to move AT weapons and knock out several advancing vehicles with AT fire and mortar fire before they entered the town. On move 6 they failed the moral test and retreated back to the coastal bridgehead. This was just as my infantry support was arriving.
The after game discussion my opponent admitted that he took too long to reach reach the town. On reflection though we realised that the last five games have resulted in the attacker being repulsed and this is using the 10:6 Attacker/Defender ratio suggested by the rules. The above game might be improved if the German garrison troops were classed as poor.
I enjoyed the game and not just because it was a victory for the Germans, the detail of the brief added atmosphere to the game. We will probably use this scenario again but with some minor adjustments either in forces or ratio.
I do apolgise that there are no pictures or maps. I will try harder for the next game report.
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I have been wargaming for 10 years in which time I have finally settled on two eras, Napoleonic and WWII, both in 15mm (1:100). Most of my ramblings will be about gaming in these two eras. An attempt will be made to record my wargaming interests, building of armies, ideas, interests and hopefully some games played.



