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Showing posts with label Exeter Wargaming. Show all posts
Showing posts with label Exeter Wargaming. Show all posts

Saturday, 18 April 2015

Blast from the Past - Devon Wargames Show, 1992-93

Some of our younger club members can't remember 1992, neither can some of our older members for that matter.

This year with another Exeter Legionary Show looming next month, I thought it might be fun to show the origins of our local show and its very first incarnation back in 1992, when JJ still had hair and was known to like a beer or three.


In 1992, there was no Internet and the only way to get any advertising was to get the local press to come out and write daft stuff that might attract local people to see what our hobby was all about.

The Leader from 1993
So the next time anyone asks when the Exeter Wargames show got going, you can now say with some assurance that it was in August 1992 at the Clyst Vale Community Centre, Broadclyst, hosted by the Exeter & East Devon Wargames Group that became the Devon Wargames Group when the tanks rolled into Barnstaple and we annexed Chas, Clive and Nick in the North Devon anschluss.

Friday, 24 October 2014

Big Chain of Command, 1944(ish)

Last month Nathan and I put on a multi-player game of Chain of Command, using the Big Game Amendments published by Two Fat Lardies recently.

German commanders await their turn
The scenario was a delaying actions with the Germans trying to slow down the advance of the American advance.  The Americans had 3 platoons, one of US Paras, one US Armoured Infantry and a platoon of 5 Shermans.  Facing them the Germans had a Panzergrenadier platoon and a platoon of 4 Tigers.  Nathan had somehow found a prototype of a Jagdtiger in July 1944 and added that as well. In Nathan's defence, he can't help it.  He suffers from that rare disease of "Tigeritis", where he has to have more Tiger tanks in his collection than the Germans produced in WW2. 

US infantry advances
The initial turns say the American infantry push up on the left,  with the Paras sweeping the right with its more open spaces.   They were relying on their superior training and experience to make up for the lack of cover.  Both US platoons had opted not to take any extra Bazookas as they had Sherman support, which proved to be a mistake.  The Germans deployed their infantry to face the American infantry, hoping the Tigers could stop the Paras.
Germans try to stop the US advance
 The sheer number of German LMGs caused some delay to the infantry advance, but supporting fire from the 30cals, mortar and a couple of Shermans meant the German infantry were suffering loses of their own and soon had to fall back.

The Tigers made an appearance and their heavy fire soon drove the Paras into cover, with their shortage of Bazookas making it hard for them to cause any worries for the Tigers.
 

As the game went on the American infantry were decimating the German troops, but there was no effect on any of the Tigers.  The mortar FO called in a barrage, which shocked the crew of one Tiger for a little while, but nothing could touch the Jagdtiger. 

Two Tigers appear
When we called it an end the German infantry were down to one squad at about 50% with the CO commanding them directly.  Their force morale was shakey, but they were still holding.  The Tigers were undamaged and had only lost a couple of force morale points due to the infantry losses.  The US Armoured infantry were holed up in cover, trying to stay out of sight of the Tigers while the Paras were a bit shakey, but still fairly combat effective while skulking in the woods.  The Shermans had lost one tank and, despite concentrated fire on one of the Tigers, had failed to kill any of the enemy tanks.

What the heck is that?
Everybody seemed to enjoy the game, but we did come up with an issue for tank platoons with no supporting infantry being able to still advance against enemy infantry.  That and the strange 1944 Jagdtiger.  ;-)





Sunday, 22 June 2014

Rauray 1944 - Battlegroup Panzer Grenadier


At this month's club meeting I got a chance to play Battlegroup Panzer Grenadier by Dave Brown. The scenario chosen from the collection "Battles for the West 1940-45" was Rauray.


The Briefing for the game states
"In the aftermath of Operation Epsom, the German high command in the west ordered immediate counter-attacks against the newly created British salient, with the intention of driving the British Second Army back to the coast of France. Attacks by the 9th and 10th SS Panzer Divisions went in against the eastern shoulder of the Epsom salient. The opening German counter-attacks were led by 9th SS Hohenstaufen under SS Sturmbannfuher Weidinger and immediately came up against the forward positions of the depleted Tyneside Scottish, of the 49th West Riding Division dug in in front of Rauray".

The objectives for both sides were the taking and holding of Rauray by game end

An excellent book that covers this action in blow by blow detail is "Breaking the Panzers" by Kevin Baverstock


Kevin Baverstock Books

The British deployment map with units dispositions and status, hidden and or dug in.
With hidden and dug in units marked on the map the scenario started with the lead German elements entering the table from the top right to the road in the picture below.

The table set up
The Britsh "Battlegroup de Winton" consisted of an infantry company supported by six pounder antitank guns, field artillery, mortars and a support platoon with HMG, PIAT and 2" mortars. Armoured assets, of three troops of Shermans and a troop of M10's, were due to arrive about an hour into the battle. The secret weapons for the British were that, due to ULTRA intercepts, they were pre-warned of the coming attack and thus had units dug in and hidden; and they had APDS ammunition for their AT guns.

The first German units receive fire from the outskirts of Rauray
The first German units from KG Weidinger, 9th SS, were Panzergrenadiers supported by Panzer IVs, armoured recon and flamethrower half tracks. Their approach across the wheat fields was quickly spotted and the first 25lbr and 3" mortar shells started to drop amongst them, causing early casualties to the dismounted infantry.

In response the German troops quickly spotted what they thought was a British AT gun position and brought it under direct fire from their tanks. The British infantry, close by, was forced off the hill and suffered high casualties in its withdrawal. The gun, however, was a dummy position and continued to be targeted by the German tanks.

British elements spotted on the hill outside the village
As the German advance closed, the British antitank guns revealed themselves one by one. and by the end of the first hour the Panzer IV kompanie was burning on the outskirts of Rauray.

However the British had lost two infantry platoons on either flank and their third, on the hill on the British left flank, was under heavy attack from Panzergrenadiers with flamethrower halftracks in support. The last remaining 6lbr AT guns and the mortars were desperately firing into the ranks of the oncoming Germans to add their support to the British infantry's small arms fire.

Panzergrenadier and Recon elements probe forward
On the British right flank the German infantry and recon units had penetrated the wood driving off the British infantry and the anti tank guns, despite suffering casualties from British artillery fire.

With lead units burning the Panthers enter the fray
It was at this time that the Germans fed in reinforcements with Panthers and further infantry support. The British artillery fire stopped, their support missions were over, and this left the 3" mortar platoon to carry on the fight. The British commander had now the option to deploy his armour assets to support the remains of his defending infantry units clinging to the village buildings and the hill.

Panzer Grenadiers attempt to support the tanks

The first German units penetrate the woods close to the village
At this point the record of the action stops!
Was the author killed by a sniper and his pocket book of notes taken by a passing Panzergrenadier?
Nothing quite so dramatic, I had to leave the game to join my son in Cornwall for his 21st birthday, and as I write this account I still don't know how the game ended.

British AT guns guarded the approaches
However, as soon as I get an update on the final result I will add the detail to these pictures of yesterday's game.
A German halftrack burns on the road

The German attack developing
My impressions of "Battlegroup Panzer Grenadier" is that they are a solid set of rules that seem to offer a reasonable simulation of a WWII battle. I think we all found the several tables in the game, needed to assess combat situations, a little bit cumbersome; but to be fair once we had played through a few situations the basic factors were quickly memorised and play started to speed up. These rules with, a figure scale of one model representing two to four men or two to three AFV's or guns, are scaled for bigger battles, that I would have previously used "Rapid Fire" or "Spearhead" for. In that respect I think they offer a very suitable alternative to those rule sets.

Thanks to Ian for setting up, this, his first game at the club, and to Steve H., Steve L, and Nick for an enjoyable game in the Rauray Salient.

Sunday, 15 June 2014

Continuation War - Finns vs Russians

We had a WWII theme to games in the club yesterday and I managed to take a few pictures of the Finns vs Russians game on the next table.

As you will see the Finns were attacking a defended Russian line with tanks and armoured cars and when I came over to take the final pictures the first trenches had been entered and cleared of Russians.





















Sunday, 23 March 2014

28mm Sudan Battle using TDLIUE "They Don't Like It Up Em'"

This was a fictional battle set in the Sudan utilising my 28mm collection, playing with the Two Fat Lardies rules TDLIUE "They Don't Like It Up Em'"  - held at the Devon Wargames Club, where we had a record turn out of over 20 players, I was hosting for 8 players with me Umpiring the game...
Chaos was bound to ensue...

Advance the Columns...

The scenario was set during the Relief of Gordon at Khartoum, the British forces had sent a column to the city but had been fought to a standstill, and was retiring in good order but "low on ammo" towards the Nile to meet up with the main Imperial force, having 3 columns landed and advancing to the city, and to meet number one column, who were being pursued by a large Mahdist force...

View of the map from bottom left of the Empire deployment area, with the Heliograph section on the hill...

The TDLIUE rules are from the Too Fat Lardies Christmas special, working on the basis of card driven initiative system, each Brigade/Rub have their own card, but each player, whether Damn Fine Chap or Mullah, have their own card as well, which adds extra initiative, on a die roll they command that many units. the combat shooting and moving is quite simplistic with each unit having four action dice to be divided into firing or movement, camels and horse having bonus' to their movement, Fuzzy's ignoring first level of movement cover effect, as this is their home. Fighting is simplistic but very bloody... I like these rules for this period and find them quite effective and realistic for the period...

Sir Chas "Mad Dog" Carter was leading the Imperial forces, with Steve, Jack and Vince as his loyal subordinates.


 The Empire forces...




Each Imperial player had a force under his control and a Damn Fine Chap, which had a small sub plot to try and accomplish in the game as well as surviving.

First Brigade.
Brigadier General. Steve

Coldstream Guards (Elite)
Cameroon Highlanders (Aggressive)
49th Infantry Batt. (Regular)
The Post Office Rifles (Elite)
Mountain Gun

Your column is “low on ammo” and returning to base to resupply, you may come on in any top corner, you need to get to the far end of the table and rejoin your forces and resupply, but as first Brigade and the superior commander you must do this in good order and fight your way back and give a good account of yourselves.
Your DFC 1 has an outstanding feud with DFC 2, as he stole your beloved child hood sweetheart, who happens to be the generals daughter and your way of aspiring to the top ranks, if you can leave him out to dry or kill him if you have the chance, honourably if the opportunity arises.

Second Brigade
Brigadier General. Vince
Naval Infantry - HMS Lion (Regular)
Naval Infantry - HMS King Edward (Regular)
Indian Infantry (Regular)
Indian Infantry (Regular)
Gatling Gun
Gardiner Gun

Your brigade has just landed off of the Nile Gunboat HMS Lion, you have been commanded to go and rescue the first brigade as their commander needs all the help he can get to pull his men back from the debacle falling upon him.
Your DFC must attempt to rescue his beloved wife to be who has been left stranded by the retreating forces, she will be with a young officer leading the Heliograph group, but beware there may be enemies about. She is the generals daughter and also your way to the top ranks...

Third Brigade
Brigadier General. Chas 
Camel Corps Batt. (Regular)
Camel Corps Batt. (Regular)
RA Field Gun
21st Lancers (Elite - Aggressive)
Bengal Lancers

The Third Brigade falls to your command of course, as the most dashing hansom fellow in the army, it was only right that you were chosen to lead this cavalry brigade, then they attached some of those dreadful camel boys onto your brigade, and a damn cannon just to slow you down, at least the camels will be of some help if things get sticky!!
Your DFC 3 has his younger brother on the field somewhere, he is out scouting for the general and has one of those heliograph contraptions with him, mummy has asked that you keep him safe at all costs, if not daddy will be cutting of your allowances, and you do not want that!!!

Fourth BrigadeCavalry
Brigadier General.(Extra kudos for commanding these damn fuzzy chaps) Jack
Egyptian Infantry (Regular/Hesitant)
Egyptian Infantry (Regular/Hesitant)
Egyptian Infantry (Regular/Hesitant)
Sudanese Infantry (Regular - Aggressive)
Egyptian Cavalry (Regular-Hesitant)

That damn incompetent general has given you command of a damn bunch of fuzzy chaps, they can’t even march let alone fight, to top it off he has given you the command of the munitions and supplies, do you look like a damn quarter master!!!!
You have to decide who gets what within the brigade, your troops have landed and are marching to the aid of all the brigades as they are facing an ever increasing enemy, looks like this could be the big one.
Prove yourself here DFC and you will be the next brigade commander of decent troops.
 


with that they deployed on the table...
Damn Fine Chaps Sir Steve, Viscount Vince, Sir "Mad Dog" Carter, and Pasha Jack.
The Mahdist's forces was led by Everett, his loyal followers being Andy, Andy and new boy Phil... 
They had forces hidden on blinds, that they moved around the table until the empire troops spotted them or the Fuzzy chaps decided to spring forth...
 The Fuzzy's Mass for the Mahdi...
They had the tough job of Killing all the Imperial troops...
Let battle commence...

 "Oh Bearded Leader, show us the righteous path to victory..."
Damn Fine Mullah's Andy, Andy, Everett, and Phil...

Chas and the DFC's deployed their troops on the board, Steve with column No1 on the board retiring back to the main column, and the other chaps deploying across the bottom of the board...

The Heliograph section and skirmisher escort up in the hills spotting for Sir Chas "Mad Dog" Carter.

Everett "Oh Bearded One" and his loyal Mullah followers deployed their blind markers coming on the top end of the board chasing No1 Column and swarming towards the others Columns advancing into the fold...
The Mullah forces deploying on blinds initially, with No1 column in the far distance...
Early few turns saw the Empire forces advance forward, sending out the cavalry forward to spot, antagonising the Fuzzies to break cover, and No1 Column hastily forming square as the Fuzzies swarm in to attack, Everett forms his Nile arabs up to attack, and Phil's Fuzzy Wuzzy's come in from the flank...
Steve's No1 Column on their leisurely stroll back to the Nile...
Never fear relief is on the way...


"Form Brigade Square!!! incoming Fuzzy's..."


"Advance the cavalry..."

Early stages with the blinds advancing towards the square and the relief columns...


Heliograph Section up in the hills with views of the Empire forces advancing across the plains...

There is a multitude of fighting at No1 Column, thousands of Fuzzies and Arabs swarming around the square, the square holds, fighting off numerous attacks, but taking severe casualties, but inflicting even more...

Hold Them...

But, after much firing and fighting, the square of No1 Column falls into chaos, the two sides die to a man, but stunts the advance, the Highlanders and 49th form battalion squares trying to fall back on the relief slowly coming forward.

Fuzzies swarm over the dead of what remains of the square...
and advances on the remaining British units...


 The square breaks...
Meanwhile the Blinds of Andy and Andy surge forward in the centre and on the their right, trying to take the Heliograph section out, and sweep around the Egyptian flanks, the Generals daughter is in peril, and luckily for her the card is drawn from the pile for the gallant leftenant to act, he mounts his steed and pulls her up and rides off, telling his men to hold he is off to get help and rescue the lady... 


"Ah Sir, Fuzzies, and there seems to be rather a lot of them sir?!!"


Trotting off with the lady in tow to get help...
The Egyptians forming battalion squares in the distances...


Fuzzies attacking the hill...

Meanwhile in the centre the Mahdist Camels and Fuzzies formed up preparing to attack, readying themselves, whilst the Empire cavalry surged forward with the Bengal Lancers and the 21st, being led by Mad Dog Carter, they get the drop with the cards favouring them, so Mad Dog, dismounts his camel troops in line behind his camels as cover and charges forward with his Lancers, causing severe casualties and confusion in the Mahdist centre... the turn ends with the second Tiffin card being drawn, and low and behold the cavalry get the drop again and in he goes again with gallant charges again and again stalling the centre for a while...


Lancers, Charge!!!!


Action in the centre...

The fighting on the flanks becomes more and more desperate, with the 49th and Cameroons holding off successive attacks, the Naval Brigade of Vsc.Vince advances forward in line and deploys the Gatling and Gardeners to the front mowing down the gallant fuzzies whom come within arc of fire....
The remains of No1 Column battalion squares fighting off yet another attack from Phil's Fuzzies...

On the Empire left flank Pasha Jack decides to put his Egyptian's and Sudanese Battalions into square to try and fight off the growing Fuzzies advancing towards him, with his artillery on the back hill, they will support them, surely? The Heliograph detachment successfully hold the rocky high ground and push Andy's Fuzzy's back once more, however there are always more of them forming up to attack... 
Corporal Jones card
"Move along nothing to see..."

The TDLIUE system operates with card system, in there are two tiffin cards, when both drawn ends the turn, but there is also a Corporal Jones card, which then indicates a special event card is drawn, this can effect various events good and bad for both sides...

The cards are pulled, and a special event of the Heat effecting the ammo, reduces the Empire firing by -1 effect, until the fresh ammo is distributed, in the subsequent turn another special event occurs with the Empire forces being affected with Water shortages, this reduces their movement by -1 on each die rolled, luck of the cards... or not as the case may be...

 Form the men into square if you would...
The heat starts to takes its Toll...
 The situation on the left flank...
After several charges with both the Lancer units Mad Dog Carter leads the remnants back behind the firing lines of the Camel Corps, as the Fuzzy Camel units mass forming up after being thrown into chaos by the Lancers, and their infantry mass beside them slowly advancing out of the cover they formed up in.
With that the Camels advance forward toward the Egyptian squares and the Camel Corp lines, they pour in round after round at the advancing masses...
"Allah Akbar..."
Camel Corp firing line, and the firm Naval brigade firing line in the background...


Fuzzies forming up, Fousands of em...

As the game started to draw to its final stages, the Cameroons were the last of No1 Column, being led by gallant Sir "Ladyboy" Steve, the square fought like demons holing off thousands of Fuzzies, as they drew closer to the firing line of Viscount Vince's Naval brigade, and the deadly machine guns, however Everett and Phil's final cavalry charges managed to break the line in one charge only restored by yet another charge by the lancers, and superior fire power, they were surprised by the vast distance the cavalry could cover...

Andy's fuzzies manage to overwhelm the Heliograph section on the hill, massing towards the Egyptian squares... but under artillery fire of the Egyptian guns, the other Andy's Fuzzies advanced towards the squares but was taking volumes of fire...

The final turns saw the fire power dwindle the fighting effectiveness of the Fuzzies, and the level of casualties on the Mahdist units was effecting their movement and overall morale, at this point I decided the Mahdi would draw his troops back to fight another day...
Steve's square holding to the last man!!!

DFC Sir Steve with his square...


 View along the line in the last turn...
The Mahdi draws his Mullahs back to fight another day...
My thanks to all the guys that played the game, and put up with my whimsical umpiring throughout...