Saturday, 16 September 2023

Gaslands Tournament

 
September's meeting saw me running a day campaign to Osprey's excellent rules, "Gaslands Refuelled.


The rules cover races in a post Apocalyptic world. Following a catastrophic war, governments have fallen and major corporations are in charge. The remaining population is fully employed working themselves to death for these businesses. The corporations subscribe to the "bread and circuses" philosophy, feeding the people's physical needs with a subsistence diet. Their need for entertainment is fulfilled by televised motor vehicle races, with a liberal dose of fun with firearms thrown in for good  measure. The rewards for the winners are fame, prestige and cans of fuel. The losers aren't so lucky.

Four players rose to the challenge of racing for the television special. It was to be a series of three races, the last being a "Saturday Night Special".


Chas, Mark C, Rob and Tom drew up on the start grid, piloting a pick up truck, a performance car and two cars respectively. The pick up had a crew of three rednecks, the performance car just the driver and the cars a driver and mate. Each crew member started proceedings with just a pistol.

The announcer reminded participants that it was a six gate race, with drivers having to pass each gate in order. Firearms were not permitted to be used before gate two was passed. In case anyone forgot sentry guns on the first and second gates would remind them.


Each turn was conducted over six gear phases, with only cars in the current or higher gear, able to participate in each round. Each turn the gear phase reset to one and cars raced through the gears again.

Any car wrecked, was respawned at the last gate it had past on the following turn. It only had half its original hull points however.

The movements of vehicles is governed by movement templates, with certain templates only being able to be used in certain gears. Some templates give free gear shifts or hazards. The final position of the active vehicle being modified by the rolling of a number of dice, up to the vehicles handling characteristics. The dice bear "shift", "slide", "spin" and "hazard" symbols, with a "shift" being capable of being or cancelling any other symbol or shifting the vehicles gear up or down ready for the next gear phase or the need to slow for obstacles. Players can "push it" and reroll any or all of their dice, at the expense of gaining a "hazard". Hazards are also gained for collisions, which may be mitigated by attempts to avoid being rammed.


Any vehicle acquiring six "hazard" symbols is "wiped out". Any vehicle losing all hull points is "wrecked".

Gaslands has one strict rule: If you touch a template, you are using it. If you pick an illegal template, the player clockwise of you picks a legal one for you to use. Throughout the game I never bothered to check the legality of any template picked, as the other players loudly let me know every infringement and enthusiastically picked the worst possible template for the offender to use.


The first game was a learning experience, with Chas learning he couldn't drive, but he could burn. Rob learnt bullets and obstacles hurt and everyone else learnt that Tom likes shooting.

Mark got shot up and crashed, but he stayed out of trouble for long enough to win, with Tom second. There was no third and fourth, as Chas and Rob's vehicles were burning out on the track.

Between races, those that were still alive picked up victory points and spent their "cans' on better weapons, armour and other upgrades.


Mark and Tom lined up on the grid for the second race, as Rob brought in a new crew and Chas drafted in three new cousins for another pick up. This time Mark had a minigun, Tom a combat laser, Rob an HMG and Chas a shotgun and pistols. Things were hotting up.

The same rules applied and everyone shot off the line. There was some bumping and ramming, but Tom could not resist his fancy laser and burnt a line down the side of Mark's performance car. The sentry guns reminded him of the rules as he raced on.

The lead changed back and forth, with Rob and Chas trailing a little, but Tom vied with Mark for first across the line.

Mark relied on staying out of trouble and driving carefully. Rob and Chas rearranged the scenery and Tom shot at everyone. The result was as before: First place to Mark, Second Tom, Third Chas and well, yes, elsewhere, Rob.


For the "Saturday Night Special" Rob had run out of people willing to get in his next car, but the rest spent their winnings with gusto. Now Mark had a turreted minigun, Tom had added armour to his car and Chas had some tasty looking rednecks with shotguns.

Mark raced off the line and into the lead, minigun spitting fire. Chas shot off into the barrier, with a little help from Tom, who himself became wedged in a stack of wrecks. Sorting themselves out, Chas and Tom did "donuts" in the width of the track. Combat laser and shotguns wearing both sides down. 

Mark, meanwhile, drove gently down the track, carefully choosing his racing line. Tom and Chas broke off their fight to try and stop Mark, but it was too late and he crossed the line triumphant.

A good day campaign, played in the right spirit. Many thanks to Chas, Mark, Tom and Rob for playing and putting up with me cranking the rules.

Vince

Sunday, 10 September 2023

Somewhere in Hell - Kursk 8 July 1943

Assault on Voronezh by David Pentland. 


On the 8th July 1943, after three days of hard fighting on the southern axis of the Zitadelle offensive, Panzer Grenadier Division Gross Deutschland have breached the first Soviet defence belt and are driving towards the second. Dislodged elements of the Soviet 6th Guards Tank Army are now trying to delay Manstein’s Corps whilst reinforcements hurry to the area.

Wargame Vault - All Hell Let Loose

Today’s game, using 'All Hell Let Loose' (AHLL) by David Wasilewski, is based on a scenario originally written for the excellent Battlefront WW2 rules, the scenario freely available on the ‘Fire and Fury’ website. 

Battlefront Scenarios - East Front

The orbats were slightly amended to suit AHLL and the table realigned to give a deeper gaming space, allowing new players some manoeuvre space to learn the rules. AHLL is a game designed for 6mm battalion games. Toady we used 12mm miniatures, the only rules adjustment being to weapon ranges, allowing unlimited fire and using the printed maximum as ‘effective range.’



The Soviets deployed a Scout platoon concealed, on the wooded ridge overlooking the German approaches. Further back, protecting the road to Oboyan was a depleted Rifle battalion, reinforced with armoured remnants including KV1s, M3 Lees and SU122s.



As dawn broke, the Gross Deutschland lead Panzer battalion moved Northwards, expecting minor resistance before reaching the second obstacle belt in front of Oboyan. They were quickly disabused of this when Soviet 122 howitzers struck their heavy panzer company, causing disruptions to most of the Tiger platoons. The panthers of the right hand company made good progress, whilst 105mm artillery suppressed the Soviet Scouts on the ridge.



As the Panthers and supporting Panzer Grenadiers closed, the Scouts abandoned their positions to avoid an overrun. During their withdrawal, they had to fight their way out as a company of Pz. IIIS and IVs outflanked them. A series of assaults in the forestry, dispersed the Scouts and disrupted two Panzer platoons. This gave Soviet observers an opportunity to call for fire from their 122mm battalion, further disrupting and dispersing Pz. IIIs.



On the German right, a Panther company advanced unopposed, off the ridge towards their objective. A waiting Soviet anti tank company concealed in tall crops opened fire into their flank causing disruption. Shortly after, the 6th Guards Tank remnants appeared from concealed positions and caused further disruption, dispersing two Panther platoons. Over two turns the entire company was destroyed or dispersed, caught in the flank without support.



In the meantime, the Germans were able to deploy their Panzer Jager company on the ridge overlooking their objectives. The Ferdinands, StuGs and Tigers made good use of their longer ranged weapons and made short work of the Soviet AFVs.



Over the next three turns a full battalion of eighteen T34s arrived to reinforce the Soviets. Unfortunately the Germans had by then established a formidable array of long range weapons dominating the area of the objectives.



We ended the game due to time constraints with the Soviets holding the objectives with infantry and the Germans dominating the surroundings, whilst the Panzer Grenadiers prepared for an assault. Probably best described as a winning draw for the Germans, with a win probable had we continued.



Mark and Matthew took the Germans for this outing with JJ running the Soviets, all in good spirits with the obligatory banter. The rules moved along reasonably quickly as players became familiar with them, allowing us to field the better part of two battalions per side. They prompt frequent decisions, concentrating on command at the battalion level but still giving a reasonable sense of equipment capabilities.


The AFVs are 12mm, a mixture including Victrix, Takara pre-paints, Arrowhead, Minifigs, Pendraken and Pithead. If the infantry had debussed, they’d have been mostly Minifigs. The buildings are Battlescale, the mat and trees home made.


12mm/1:144 shows it’s advantages in games of this scale. Models are large enough to identify easily on the table (and paint!) whilst giving more real estate for manoeuvre on the table. These rules are available from Wargames Vault and are supported by some excellent videos on YouTube.

Saturday, 2 September 2023

O Group. An Introductory Game - Counter Attack at Grainville


Our game for August 2023 is my take on a scenario from the 1944 Battle for Normandy scenario book by David Brown. 

https://toofatlardies.co.uk/product/1944-normandy/

Along with a couple of other scenario books by David Brown these were designed specifically for O Group.


This counter-attack was typical of the Germans at this period, attack piecemeal, instead of building up
their forces and attacking with a larger force. Battalion forces instead of brigade or division or even larger. Thank goodness for Hitler's orders I say.


This game was played by three people who had limited experience of O-Group. One had never played and two had played twice. Unfortunately, our fourth was ill so couldn’t play so I stepped in. Our game started with the British deploying and noting their ambush units and the German forces deploying behind their start lines. From the first move the Germans pushed forward mainly on the left and into the church. The British also moved towards the church and there ensued a firefight. The British were pushed back and the church was occupied.


The next move the British managed to use one of their artillery missions. This was a Divisional Mission
and Heavy artillery hit the church. As the Church and Yard was a three section BUA the mission hit all three units. Two were forced to move out or risk losing sections. The 3rd only had one suppression so could afford to take the extra suppression to stay in place.


The Germans next deployed a platoon of Panzer IV’s on the right and engaged British infantry with HE.
These in turn were engaged by a Churchill 75mm and knock out on of the PzIV’s.


The Germans next deployed a platoon on Panthers on the left and advanced and engaged British infantry with HE supported by two platoons of infantry. The Panthers moved ahead of the infantry and triggered an ambush. A 17pdr tried to fire at the Panthers. Now, despite it being close range which gives a +1, a double 1 throw is always going to be a miss.


The Panthers withdrew a long way with their infantry support. The Germans next used one of their artillery missions which was particularly effective suppressing two units. These suppressed were then close assaulted by German infantry. The results were that the British went from not having 1 FUBAR into being into their third. The Germans just required three more sections to inflict a defeat on the British.

The Germans, meanwhile, were not having it all their own way and were into their second FUBAR.

After one final push on the Germans inflict the final casualties for the third Fubar and win the game.


I hope that the game played will encourage others to take up the rule set. I have had many games with
a group of friends having just finished the Barbarossa to Citadel scenario book. 

Our consensus was that these books gave a balanced game with both sides in the game all the time. We are moving on to the other two scenario books. As in all rules I don’t always agree with everything in them, but I do like these a lot. I also like many other sets of David Brown's rules. His scenarios always give a balanced and enjoyable game.


I would like to thank the relative newbie Brits, Mark and John and the never played before German Rob, I just did as I was told.

The terrain cloth is from Tiny Wargames. The figures and vehicles came from all over the place, and I can’t remember where now. Building by Hovels and a company which is no longer in being. Trees mainly from Buffers of Axminster and the walls and hedges from eBay. Roads by Fat Frank. The BUA’s I made from bits and bobs I had lying around. I made them generic so they can be used for other eras.