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Sunday, 11 November 2012

Barbarossa - WW2 - Flames of War

November saw Chas, myself and Andy B put on a scenario from Operation Barbarossa, using "Flames of War" rules. Jason joined in because no one else wanted him.

It was a 3000 point a side game, with the Soviets fielding a battalion of tanks (including 5 monster T 35's and 11 T 28's) and a battalion of infantry, all with attendant supporting arms.

The German force was more modest, with a tank company, supported by a company of panzer grenadiers and attendant supporting forces (including priority air support - Stuka schwerpunkte).

The scenario was an "encounter" battle, so half the platoons on both sides were deployed on the table, with the rest being delayed and scattered reserves (roll for entry from turn 3 and dice for where each platoon arrives).

Initial deployment saw 33 Soviet tanks facing 6 panzer III's and 3 armoured cars. The Soviets raced forward and the German pioneers raced onto the central hill objective and did what pioneers do best, dig in !

The German armoured cars were wiped out by a company of T 28's. The German motorcycle recce on the other side of the table saw two companies of Soviet light tanks and decided discretion was the better part of valour.

The German tanks went firm and shot it out with the T 26's and BT 5's, inflicting serious loses and sending a company of T 26's and one of BT 5's packing. The wave attack rule came into play and the BT 5's reappeared, at full strength, as if by magic !

A platoon of T 35's and a horde of infantry joined the Soviets and a platoon of Stugs bolstered the Germans facing the T 28's (much to Chas's relief).


The shooting contest started again and the new BT 5 and T 35 companies suffered the same fate.


The above picture shows the point when the Soviets conceded. Chas can be seen leaving the scene, suppressing his laughter.

Quality beat the quantity this time, but it might have been a different story if the Soviets had refused to engaged in a long range shooting contest and had just rushed the German positions.


Just to show there were no hard feelings the Soviet players posed for a picture with "Chuckling Chas".

Vince

Barbarossa 2012 - Flames of War

On the other table this month we had a beautiful collection of early Russian Front Flames of War action going on. The models and terrain capturing the feel of Russia 1941. Enjoy some wargamers porn, including Jason
Masses of Russian Light Armour
German units looking on in awe
Masses of Russian Heavy Armour. You've got to love those multiple turrets!
German Infantry preparing to see off the Russian Horde

Battle of the River Plate - Shipbase III

Following on from last month's naval theme, this month's game was a re-run of the Battle of the River Plate, using the Shipbase III computer rules.
The Scenario and set up
This famous action has always been an interesting battle for me as it pitches the much more heavily armed "Pocket Battleship" KMS Graf Spee with her 11inch main guns against the more lightly armed HMS Ajax, HMNZS Achilles and HMS Exeter armed with 6inch and 8inch guns respectively.
The starting positions
The set up recreates the movie of the battle with the Royal Navy units sighting smoke on the horizon and closing on the Graf Spee at battle stations. With the tactics agreed amongst the RN players both sides opened fire and started to take evasive action as they did. The early success went to the Kiwis with Achilles getting in some 6" strikes on Graf Spee's armoured belt causing minor damage.

First hits on the Graf Spee caused by HMNZS Achilles
The victory conditions required by each side gave objectives that helped recreate events on the day. Whilst the Graf Spee would receive points for sinking the RN cruisers, 3 for Exeter and 2 each for Achilles and Ajax, the RN would get 1 point for each 7 knots of speed reduction caused to Graf Spee.
Thus a balance of objectives were constantly on each sides minds as the engagement progressed.

Commodore Harwood's Ajax (out of picture), Achilles and Exeter close on Graf Spee.
HMS Exeter sustaining hits early on
 With HMS Exeter having the potential to cause the most damage to Graf Spee, it was not surprising when the German ship concentrated her fire on the 8" cruiser. Luckily for Exeter the initial hits were caused by the lighter guns on Graf Spee, and the damage was minimal.

HMS Exeter under fire and taking hits
The concentration of gunnery against Exeter allowed Achilles and Ajax to close slightly and both started to register hits. The damage caused was not devastating but was cumulative and the mighty Graf Spee started to slow under this barrage, whilst maintaining her attention on Exeter.

Ajax and Achilles seek to draw attention away from Exeter under fire in the background
As the range closed the Royal Navy gunners got their mark and it was only a matter of time that all three ships began to hit Graf Spee simultaneously. The great ship shuddered under the barrage and she struggled to make headway. Admiral Langsdorf was now committed to a slugging match as he could no longer choose to run.

Graf Spee takes hits from all the RN ships, knocking out guns and reducing her speed
With Graf Spee at 60% damage and her speed down to 7 knots it could only be a matter of time before the fatal blow sealed her fate. The great ship would not go down without a fight. Up to now she had concentrated her fire on Exeter with all her available guns. Luckily for Exeter she had evaded hits from the 11" guns but the smaller secondary guns had caused 30% damage and reduced her speed to about 10 knots.
HMS Exeter takes an 11inch hit  from Graf Spee

The end of the game came with a crescendo of gunnery. The three RN cruisers all struck the Spee as one with an 8" hit from Exeter penetrating the deck and sealing the Spee's fate. As the Graf Spee settled and began to sink, her response was already on its way. HMS Exeter finally took a hit from Graf Spee's 11 inch battery which penetrated the deck causing two fires and 25% damage. HMS Exeter was badly damaged but afloat.

Honours then to the Commonwealth and Commodore Harwood. It seemed a fitting game to play this close to Remembrance Sunday and with HMS Exeter representing a brave ship that has carried the name of our local city and had as part of her crew on that day one of our junior club members Grand Dad aboard.

Thanks to all involved in a fun days wargaming.

Sunday, 14 October 2012

Bey vs Mountbatten, November 1940

After originally planning to run an Age of Sail naval scenario using my "Clear for Action" computer rules, I was having problems saving my game scenarios. So with one day to go before our club meet and not wanting to not have a game ready to go I turned to a very reliable set of rules namely "Shipbase III" which after a bit of fine tuning, halving the gunnery to allow for battle conditions, always give a fun game. Admittedly this wasn't going to be Age of sail, but instead of frigates we had destroyers in action.


The scenario above is my adaption of the scenario created and available on Len's Naval Warfare page for his rules "Fire on the Water"

http://fireonthewaters.tripod.com/index.htm


HMS Jersey (Early in the war)

KMS Karl Galster
This scenario recreates one of the early clashes between the Royal Navy and Kriegsmarine in home waters, and being a Devon based club we are very familiar with the conditions that can occur in our home waters. This action happened on a murky moonless night off Cornwall, with the Royal Navy force sailing towards the gun flashes observed as the German force was getting stuck in to some armed tugs. In this game we were running our add on command and control and night fighting rules.

Both forces were on set speeds and courses until the enemy was spotted. Then forces could react according to their standing orders. Only then could either Bey or Mountbatten start to signal to their respective commands to adopt different sailing and gunnery tactics. As this was a dark foggy night with primitive signalling techniques compared to modern times, things were likely to go wrong!!

This was going to be a "knife fight" of a battle as the ranges were often only one to two thousand yards, and as wargamers we were not just going to shoot and scoot, things were likely to be bloody.
HMS Jupiter having turned after launching her torpedoes is spotted by Karl Galster and is badly hit

We had the RN force on alert and they duly spotted the KM ships before the Germans knew they were there. Jack and Charlie standing in for Mountbatten had opted for fire star shell and launch torpedoes as their reaction to spotting the enemy. As the KM destroyers cruised on their current course a star shell was observed on their port side and HMS Jupiter launched 5 torpedoes at the German ships. The Jupiter only launched half her possible strike of 10 fish and at slow speed setting they would take two turns to cross the KM course by which time the RN force was spotted.
The German reaction was swift, with orders to open fire on first contact, increase speed to 30 knots and turn across the enemy. Sadly for the Germans only the third ship in line, Hans Lody, reacted to the new order, with her two consorts sailing on in line ahead. However the gun barrage from Lody at HMS Jupiter was devastating at about 2000 yards causing 60% damage and three fires, forcing her out of the line limping along at 6 knots.

Admiral Bey in KMS Karl Galster leads KMS Richard Beitzen as a star shell is observed to port (top left)
The RN torpedo's all missed and both sides were well aware of each others presence and desperate to bring order to their reactions. Both sides had ships out of formation and command and so had to fight with what was available. Both sides opted for a combination of gunnery and torpedoes to settle the affair and after thee turns of action, two RN destroyers Jupiter and Kashmir and KMS Hans Lody were sunk.

At this stage discretion would normally have been the better part of valour, and with the ranges increased and the darkness re-enveloping the forces our respective commanders may well have withdrawn to lick their wounds. We however are wargamers keen to try out our rules to destruction, and so we turned towards our respective foe and armed the torpedoes.

The survivors of the first round turn in for the final clash
As both sides charged towards each other on opposite tracks the night grew lighter and visibility increased. Three RN destroyers vs two Kriegsmarine with signal lamps flashing to order launch remaining torpedoes, fire the guns and take evasive action.

At one stage there were 26 torpedoes in the water and that was going to hurt at 2000 yards. The first ship hit was the Karl Galster, two torpedoes broke her back and she sank fast. However her six torpedoes caused five hits sinking the two rearward RN ships and having a dud hit the lead. The gunnery from both remaining ships was ineffective and they were both limping away when the final salvo of British torpedoes found their mark. KMS Richard Beitzen had avoided nine fish but it only took one to seal her fate.

The RN force (nearest) charge in for the final pass with their KM foes
With daylight approaching HMS Jackal limped away at 3 knots badly damaged but afloat and keen to avoid the Luftwaffe on her desperate return to Blighty, but that as they say is another story.

Thanks to Jack and Charlie for a very enjoyable afternoons gaming.

Warfare in the Back of Beyond



Baron Von Ungern-Sternberg


A big thank you to Chas for running a really good game today. Haven't enjoyed a bash like that for a long time.

We took to the Mongolian steppe to refight a strange little war from the early 1920's. An Austrian Baron called Von Ungern-Sternberg decided he had not seen enough slaughter in the First World War and fighting for the Russian army, so raised an army to fight for Mongolian independence (as you do).Needless to say the Bolsheviks had something to say about this, not least when he invaded
Russia.



Andy B, Clive and myself took the mad Barons men. Chas and Andy C played the Reds.

The scenario saw a red convoy being attacked by the mad Mongols, Chinese and assorted bandits. The Reds had to get their main man off the table, with his car laden with Mexican silver destined for the pay chest (or perhaps a nice Dacha).

Our infantry flanked the road and moved towards the convoy. The reds deployed a number of infantry units and our Chinese infantry started to feel the pain. Red cavalry rushed out to cover the other flank.



Our Mongol cavalry horde rushed on from the rear of the convoy and ran straight into the marksmen of the Siberian infantry. The Russians must have been panicked, as soon the Mongolian "Spoons" squadron was amongst them with two more Mongol horse units following up.

The rest of our cavalry broke right and flashed up the flank. The Russian armoured car and an HMG unit stopped to cover the threat.

The Red army cavalry clashed with the Baron and his bodyguard. It was the last thing they did. With the Baron there are no survivors.



Despite Andy B's best efforts, the weight of fire forced some of the lesser units back and a couple decided to go home.

With his force engaged, Chas decided it was time to get his car off the road and make for safety.

Our infantry were starting to go to ground, but a unit of Chinese peasants knew no fear and to a cry of "Big swords", they burst over the crest of a hill and into the elite Cheka.

With Mongolian horse rampant in his rear, Chas deployed his last fresh infantry unit to cover his escape. What could go wrong ?

At that moment the Baron and his bodyguard charged into view. A volley from the reds failed to stop them, but it looked like they would fall just short.




 The Baron used his special rule to force an extra few inches out of the charge and the Russian commander fell beneath their whirling sabres. The last thing they heard was a shout from the Baron, "No prisoners."

A good outing for the "Setting the East Ablaze" rules and nice to see such a varied collection of 28 mm figures on the table. Most of the units were of very poor morale and fighting quality, but I've rarely seen such a mix of abilities, nationalities or weapon types on the same table !

Played in the usual easy going style, a good time was had by all.

Vince

Saturday, 8 September 2012

Siege of Turin 7th September 1706 - Beneath the Lilly Banners


Our second game at this months club gathering saw a 28mm scenario using "Beneath the Lilly Banners". I have played these rules previously and know they work very well for the period covered.
Our scenario set during the War of Spanish Succession had the Imperial forces under Prince Eugene advancing to attack the French forces under Marshal Marsin laying siege to Turin.

The Bourbon forces were caught napping with their line of circumvallation still incomplete when the Imperial Army attacked. To reflect the surprise and effects of the siege on the French, their morale checks became subject to a negative modifier the closer the Imperialists came to their camp just behind the siege lines.

In addition they had to contend with a potential sally from the Turin garrison.

The following pictures give a flavour of the game showing the French coming out of their camp to meet Eugene's forces, with the subsequent fight in the middle of the table braking the French army and the siege.








September Games - Normandy to Turin

Hi all,

The autumn season was kicked off with a couple of games covering action in the boacage using "Kampfgruppe Normandy" and the Relief of Turin in the War of Spanish Succession using "Beneath the Lilly Banners".


The opportunity came up today to have a go at the KG Normandy rule set from the now defunct Warhammer Historical stable. As a confirmed WWII and "I aint been shot mum" fan, I was looking forward to see how these rules play. We had a typical Normandy scenario with the Yanks trying to push down a narrow bocage festooned road supported by lots of artillery and a few Shermans. They were faced off by a similar group of German infantry supported by a couple of PzIV (Tigers).

US Recce and Artillery OP survey the road ahead
 I have to say that first impressions are positive, with a straightforward IgoUgo play sequence based on command points to allow unit activations. The combat and morale is all d6 based and we found the game was easily learnt and sped along well. The core of the system lies around the morale management of your force. As a force suffers losses and suppressions, the commanders have to decide when to rally suppressed sections or vehicles to take up the fight at the risk of losing army morale points which will eat away at your forces will to continue the fight. In the end both sides were forced to not rally sections because they couldn't run the risk of a big loss of morale. This forced both sides to rely on the final combats being done by their remaining fresh units.

GI's in the bocage


"Move out"
"Achtung Amis!!"
Scratch one Ronson
The recce up the road comes under fire
Payback - scratch one Tiger?
Another panzer brews up
US armour closes in as the Germans prepare to bug out.
Our game swung away from the German force as soon as both their Panzers were lost and the resultant drop in morale. This with multiple unit suppressions left them teetering on retreat, and with the failure of the last remaining fresh section unable to take out a US Sherman with Panzerfausts, the resultant return fire ended all German resistance.

Two observations from our game was that we felt that Panzerfausts were not as representativly destructive as their historical counterparts proved to be. This could easily be remedied by altering their strike factor. The other is with the mechanic around using fire to suppress the enemy being rather to predictive. ie The US would brassup the German hedgerows but not advance until they could see that all or most sections were suitably suppressed. Quite sensible really, but not very realistic. One alternative would be to indicate potentially suppressed units but not confirm their status until they wished to activate thus keeping all sides uncertain about their state.

A very enjoyable afternoons wargaming, thanks to Nathan, Jason, Gus, Martin and Ian.