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Saturday, 17 September 2022

Chain of Command - Scottish Corridor Pint Sized Campaign


This weekend saw the seventh game in the struggle for the Germans to close off the British southwards salient, the campaign consisting of two German forces taking turns to push from East and West to try and link up with each other across six battlefields. Progress to date has been inFuhriating (pun intended), but the overcautious German High Command have so far been able to blame the lack of advance on being cautious so as not to lose irreplaceable man power for subsequent fights.


Fighting at Le Valtru (Map 1) for the THIRD time (by this time the Obergefrieter Jurgen Adai was looking over his shoulder for a stab in the back from Fuhrious (again, intended, but probably wearing thin by this point) senior leaders, as well as forwards for those pesky PIAT teams), for once there was no close-support barrage. 


Perhaps the British had stopped to make tea? Also in the German's favour I had inadvertently told Nathan he was allowed 10 support points, when in fact it should have been 12. No doubt I will have that hang over my head if I ever win this campaign (there is still a small possibility of that - three tables to win yet over five games), but he was most generous and forgiving when we discovered that mistake towards the end of the game. Ahem... not intended, but a shabby Nazi trick nonetheless.

Ever fearful of the appearance of a Churchill to counter it, 'Weiss Zug' as they have been tagged, got their Flammpanzer onto the table fairly early on.


It then spent a good deal of time hiding behind a garage building, letting several MG42 teams do the hard work. And here's where the second shabby Nazi trick came into play - we sent our 'support' Panzergrenadier squad up as bullet catchers, knowing they wouldn't affect the overall total of men lost for future games. They gave their lives in a Fuhtile gesture (too much?)!

In response, the British started with some fairly predictable deployment, lining a hedge which had been the subject of firefights in previous games, and occupying a building overlooking the same murder zone from an oblique angle. All solid stuff, but in ensuing firefights the sheer weight of fire - not to mention some incredibly Fuhrtuitous (okay, enough now with the Fuhrer references) dice rolling saw their gradual depletion over these handbag fights.


Once the Flammpanzer finally flanked these pesky squads, the British did what they usually do and had a smoke after making their tea. Lots, and lots of smoke rounds from their light mortar served to force the German forces to push further forward to try and flank them further up towards the bridge.


Setting up nicely to have another 'MG vs Bren' piddling contest across a back garden, what did those devious Brits do? They whipped out a Vickers MMG right on the far side of the bridge, suppressing, de-pressing, and eventually regressing at least three MG teams and a le.IG 18 gun unit.

Having survived two attacks from a PIAT team (again, the British dice gods were still distracted with the tea leaves at the bottom of their mess tins rather than lending a hand) the Flammpanzer decided to go through the back garden and try and flank the now several teams that were lining the original hedge.


Lo and behold, up pops another PIAT team! 'Fuhw!' said the tank crew (sorry, had to do just one more) as they rolled enchanted save dice for long enough to hose the Vickers, a Senior Leader, a rifle section and a mortar team with burning kerosene. It took a good long while (Senior Leaders are difficult to kill aren't they?!) but eventually the British decided that going home for cocoa and medals would be preferable to staying and fighting. 

It was, at last, a German win so we won't have to fight over that blessed stretch of road a fourth time! There's no doubt though that without the superb tactical input from Neil, and shockingly unfortunate (for the Brits) save rolls - not to mention my inadvertent deprivation of 2 British support points, my mediocre tactics would not have borne the sweet fruit of victory on any other day. 

Thank you to Nathan and Neil for such an entertaining game which even managed to make up for the 90 minute delay on the M5 which made me late in the first place.

In testament to the absent British dice gods for poor Nathan this game, I leave you with a photo of one of his last rolls. Having been reduced to just two command dice, he then rolls double six giving him the next phase (but no dice to do anything with it)!


AAR by Mike Robinson.

Saturday, 10 September 2022

TENOCHTITLAN (A Large Lion Rampant Skirmish)


A detachment of Conquistadors have been sent off by Cortes to take the treasure that has been amassed at an Aztec Temple. After camping outside the town they woke to find that all their allies had deserted them. What was worse they were surrounded on three sides.


Needless to say the Conquistadors where not phased by this and advanced towards the temple. Out in front was the Conquistador cavalry with a leader attached. This unit attracted missile fire from the Aztec skirmishers.


This horrified the Conquistadors who lost two figures. Their response was to advance the missile troops with melee infantry in support. The then leader spent the rest of the game behind the infantry giving moral support.


Fired up by the early success the Aztecs flanking troops rushed forwards. Inspired by promises of support by the central commander based on the temple.


This did not go well. On the Conquistadors right flank the Arquebusier and a crossbow unit did great damage. Then two units were wiped out by elite units when they failed to counter charge. 

The Aztec command for this force pulled back into the town. 


On the left flank things went better for the Aztecs, as they only had to put up with one crossbow unit. However the outcome ended up the same when the Aztec leader on this flank was wiped out.


Where was the Aztec central force? Well in typical Lion Rampant tradition they kept failing command tests. This is partly due to the umpire not allowing the leader's unit to leave the temple, so missing out on the re-roll.


Now the battle moved into its final phase. What was left of the flanking forces together with the centre surged forwards. Directing the main thrust on Conquistadors left flank. The effect was to drive the Conquistadors back and killing a Conquistador leader (more treasure for the other leader). But at a heavy cost to the Aztecs as they were now a spent force.


The remaining Conquistadors had re-aligned and were ready to attack. The Aztec Leaders thought perhaps it was time to let them have the temple!


After the game we discussed how well it played. We all agreed the new edition of the rules worked well. In addition we all commented that next time we would use different tactics.

Should the Conquistadors be worried?

Lastly thanks to Vince, John, Mike B and Mike C for playing a fun game.

Technical Stuff
The forces used were 180 Aztecs, using plastic Wargames Atlantic figures and 80 Conquistadors from various manufactures but mostly Assault Group.

The rules were Lion Rampant 2nd edition (which arrived a week before the game). In addition some ideas from Pikeman's Lament, arquebusier and gun. The ideas for how to represent the Aztecs were influenced by the following;

by David Sullivan.

The WAB Forum and extensive reading on their tactics (lots of missile fire and ferocious charge).

The Roster used for the game

Aztec
Commanders:- All commanders re-roll first activation test if within 12”. In addition classed as Patient, one unit within 12” may ignore Wild Charge activation.

Special Rules:-
Flexible - Use normal attack/defence in rough terrain.
Wild Charge - If within attack distance must test to activate as attack.
Counter Charge Infantry - If enemy successfully charge will counter charge on 7+.
Fast - Movement not halved in Rough Terrain
Captured Enemy - If opponent in melee retire throw d6 if number equal or less than casualties inflected. An enemy casualty has been taken as captive. This will give +1 to unit courage and is cumulative.

Special Rules:-
Skirmish - Activated on 7+, may make ½ move, shoot before or after move, hit on 6.
Evade - When enemy successfully charge may react on 7+ can Skirmish.
Fast - Speed not halved in rough terrain.
Hard to Hit - Count as armour 2 against shooting.

Conquistadors
Commanders:- All commanders re-roll first activation test if within 12”. Both leaders are courageous, so can re-roll Courage test.

Special Rules:- 
Counter Charge - If enemy successfully charge, throw 7+ can counter charge, will meet half way.
Fearsome - If inflected casualty from attack, target applies extra -1 to courage test.
Bloodthirsty - Any Attack dice of 6 counts as two hits (not not defence or shooting).

Special Rules:- 
Flexible - This unit uses normal Attack/Defence profile when fighting in terrain.
Bloodthirsty - Any Attack dice of 6 counts as two hits (not not defence or shooting).

Special Rules:-
Bloodthirsty - Any Attack dice of 6 counts as two hits (not not defence or shooting).

Special Rules:- 
First Salvo - First time in game get +1 to dice for for, defence or shoot.
Damp Powder - Throw double 1 to activate to shoot. All shooting afterwards need 6 to hit.
Fearsome - If inflected casualty from shooting, target applies extra -1 to courage test.

Special Rules:- 
None

Special Rules:- 
Fearsome - If inflected casualty from shooting, target applies extra -1 to courage test.
Damp Powder - Throw double 1 to activate to shoot. All shooting afterwards need 6 to hit.
Slow Loading - After shoot must use up Shoot order to re-load.
First Salvo - First time in game get +1 to dice for for, defence or shoot.

Saturday, 3 September 2022

MOURIR POUR L’INDOCHINE 1951, BIG CHAIN OF COMMAND - The Battle of Song Dai (The River Day), June 1951

By 1947 France had largely regained its Indo-China colony (today Vietnam, Cambodia, Laos), except for Ho Chi Minh’s hold-out in the mountainous jungles of northern Tonkin.  

On 7th October 1948 French paratroopers descended and a pincer force encircled the Viet Minh (hereafter VM); but in this terrain pincers and encirclements were meaningless. The VM slipped away, mostly into China. The French built a string of border-forts but Hanoi was 300 kms away and the mountainous roads poor.  

In China, Ho’s military lieutenant General Giap, built up the VM army from one of battalions to one of divisions. In October 1950 the French boarder-forts were over-run and the retreating French forces decimated; low morale and civilian panic stalked Hanoi. The Chinese had entered the Korean war so the USA was unlikely to rescue French Indo-China.  

1951 was the year for the VM knock-out blow

The de Lattre Line under construction and the line around the delta area. Vinh Yen, Mao Khe, Nin Bihn and Phat Diem are shown on map.

Paris now sent General de Lattre de Tassigny, a soldier in the highest French tradition, to Hanoi with combined military and civil powers.

 In 1940 his division fought creditably and never lost its cohesion. Under Vichy command, he had been imprisoned for defying their orders, but escaped to join the Free French. As a senior allied commander in the liberation of Southern France and the advance into Germany, he had commanded both French and US units. De Lattre signed the formal surrender of German forces, alongside Eisenhower, Zhukov and Montgomery. And now de Lattre was in Hanoi, with an icy determination to restore France’s fortunes. 

De Lattre ordered blockhouses and strong-points constructed to surround The Red River Delta, “The de Lattre line”, to protect the economic heartland of Tonkin. French male civilians were drafted for guard duties to release troops from garrison duties, the evacuation of the women and children was cancelled. But de Lattre could not stop the VM posters saying that Ho Chi Minh would be in Hanoi for the coming Tet festival (February 1951). 

General de Lattre de Tassigny and his son Bernard.
Bernard was killed near Ninh Binh on 30
th May 1951.

The VM did not disappoint. In January 1951, Giap attacked the north-western end of the de Lattre line, at Vinh Yen, aiming for Hanoi. French defences were overrun by VM human-wave assaults; mobile reinforcements were ambushed and destroyed. De Lattre flew into Vinh Yen to take personal command. More troops were flown in from the south and every aircraft capable of dropping ordinance was drafted in; the French managed to hold the line. Not deterred, in March Giap shifted his attack to the north-eastern end of the line near Mao Khe. Here an advance of 20km’s would threaten Hiaphong. Fortunately for the French, the river is deep here and naval forces moved upstream to break up VM attacks with concentrated firepower.

Graham Greene described Phat Diem cathedral as
“more Buddhist than Christian” in his novel ”The Quiet American”.

Giap now attacked for a third time. This time the VM switched to the southside of the delta, where it is bounded by the River Dai (Day). Giap planned to cross the river around the town of Ninh Binh and then swing south east to unhinge the French position from the south. French outposts here were not strong because the Catholic Bishop of Phat Diem was equally nationalistic and anti-communist; the bishop was determined to stay out of the war. 

Giap concentrated his forces secretly and attacked the French on 29th May. Caught by surprise, initially only limited local reinforcements were available, but now more experienced, the French acted faster. Gunboats were sent upstream to sink the sampans and junks that were the VM’s life-line. Armoured mobile forces and paratroopers were sent south to counter the VM attack. French artillery and airstrikes were very effective as the VM manoeuvred in the open rice paddy terrain. Fighting was intense with outposts changing hands several times, but by the middle of June the VM’s position was untenable and Giap withdrew; it is these attacks that form the backdrop to our game today. 

While the Red River Delta area had been held, the French would never successfully sustain a presence in Tonkin outside of the delta area again. The VM would consolidate their hold on Tonkin and expand their operations elsewhere in Vietnam and Laos with increasing confidence. General Giap would not attempt to take on the French directly again until 1953 at Dien Bin Phu, which is far away from The Red River delta. General de Lattre returned to France due to ill health and died the following year.

Order of Battle and rule modifications

French Union Forces

One platoon of 10th Moroccan Paratroopers (two sections) – Elite (1 extra command dice 1 to 4 only)

One platoon of Vietnamese infantry (three sections) – Regular

Mobile force with limited organic infantry support – Regular

Off table support fire

Viet Minh

Two platoons of main force Viet Minh infantry (three sections) – Regular,

One platoon of local and infiltrated Viet Minh troops (three sections) - Green

Demolition team, 2 x bazooka teams.

Off table support fire.

Viet Minh troops are highly indoctrinated: regulars add one to the force morale roll, green do not, minus two.

Chain of Command rules: per the main rule book set and the DMZ second tour supplement.

Off table Support Fire.

Both sides have off table support, at both the company and regimental level. Company level support weapons are deployed onto friendly jump off points, counting the JOP as the point for line of site and range. If the JOP is over run the support weapon is removed from play. These weapons include recoilless rifles, mortars, MG’s etc.  In addition, off-table artillery strikes can be called in by the normal rule procedure, with VM strikes counting as 50mm mortars and the French as 81mm mortars. The French also have the option for airstrikes.   

Terrain: the paddy fields count as heavy going for all movement. Only fully tracked vehicles can move in the paddy fields. Vehicles hit crossing dykes count as weakest lowest armour grade.

There were sufficient players today familiar with the rules, Chain of Command by The Two Fat Lardies and the Vietnam DMZ supplement by Jason Sendjirdjian of Car Port Games for them to play without much interference from me.

https://carportgaming.blogspot.com

Jason’s supplements cover both the war in South Vietnam and the earlier French Indo-China war; there is other material of interest on Jason’s blog too.

The VM had two regular platoons of infantry and one green platoon of local troops; all VM troops are highly indoctrinated and have improved morale. The French has two infantry platoons, one of elite Moroccan paratroopers and one of local recruited regular Vietnamese and their Force Mobile column of vehicles, with its organic limited supporting infantry.  

Both sides are attacking each other, as this is a no holds barred attempt to destroy your enemy and seize terrain – the prize is Indo China. The VM have a significant advantage in manpower but the French are supported by vehicles from their mobile column, while the VM have no vehicles.  

The paddy field terrain is heavy going and impassable to wheeled vehicles and the field bunds make good defensive positions. The VM didn’t forget to bring along their anti-vehicle weapons too and they are in position of the now abandoned French strong point.  

Both sides have off table weapons at the company and regimental artillery level. The French have access to airstrikes too. 

With the patrol phase completed the main action began. The VM won the initiative but both sides seemed oddly cautious to start, just rolling command dice to build up chain of command points; perhaps it was the early morning mist or the mid-day heat.  

The absence of people working in the paddy fields was a sure sign something was going to happen soon however.  Cautiously the VM pushed out some local troops probing towards the French lines. Spotted by the French this unit was engaged by off table recoilless rocket fire, using high explosive rounds. 

Soon more and more units of VM appeared crossing the paddy fields towards the French jump off points, to be met by counter deployments of French troops. The VM players clearly understood that their best option was to close in on the French and initiate close quarter combat.  

A French JOP was threatened and the owning player had to use a Chain of Command point to redeploy it somewhere safer. 

The French players brought their artillery observation teams on and soon called-in off table fire.  The artillery strikes supporting the locally recruited Vietnamese troops proved to be particularly effective.  But notwithstanding the VM pressed home their close quarter attack on a Vietnamese section; even though the VM squad was wiped out, they had caused sufficient casualties and shock for the Vietnamese unit to rout too.  

Here the higher motivation of the VM was a clear advantage as they were better able to absorb these types of setbacks; soon the Vietnamese were suffering from declining morale.

By now the French Force Mobile had arrived deploying along the road and railway line – hoping to dominate the centre part of the battlefield with their machine guns. Unfortunately, a VM recoilless rifle team had got the range and a half track and armoured scout car were soon knocked out.  

An M8 Scott motorised howitzer was deployed, but the junior leader was soon wounded by mortar fire, in the open topped turret; the M8 got off the road into the paddy field out of line site of that VM recoilless rifle and continued to engage the enemy, but with less efficiency.  

The French continued to rely of their company level off table support fire in the centre – but it wasn’t really adequate as the VM pushed forward. 

With the VM pressing forward everywhere, could the Moroccan paratroopers save the day? A smaller than usual unit for chain of command, the elite paratroopers have enormous fire power. The off-table artillery fire kept the VM at reasonable bay on the one flank while the Moroccans held the other, but still the VM pressed forward helped by a reasonable number of double phases – fortune favours the bold.  

So important was the continued artillery fire that the Vietnamese player used another Chain of Command point to keep the fire going at the point in the game where it would normally cease. And the Force Mobile used their chain of command point to ambush advancing VM troops, wiping out a depleted VM section before it could close to close quarters.  

Eventually the Vietnamese troops had had enough and their morale collapsed to a point where they could no longer participate in the action. Fortunately for the French the VM had received sufficient losses so that they were unable to exploit this success.  

On the other flank the VM, despite the Moroccans’ fire power, were still able to close to close-quarters combat.  There was a large disparity in the fight, but the VM still managed to force a draw, causing another immediate round of hand-to-hand combat, where the disparity was even greater, but despite the VM being destroyed casualties were inflicted on the Moroccans.

By now the French were getting the upper hand, but only centimetre by centimetre. Their firepower had succeeded in holding off the VM sufficiently that insufficient numbers could break through to “grab their belts to fight them”.  

The delta would be held today, but what would tomorrow bring?  Certainly no respite for the Moroccan paratroopers or the Force Mobile, who would be called in to plug another gap and be slowly worn down by the constant operations. 

Thanks to Bob and Greg for being French, and Nathan and Steve M for being the VM.  Miniatures mostly from Empress and Gringo 40, vehicles mostly Rubicon.  

Historical background source mostly “Street Without Joy”, by Bernard Fall.

Stephen Huntsman

Saturday, 27 August 2022

Nos amis sous les sables (Our friends beneath the sands) - French North Africa, circa 1910.


The garrison of an isolated French outpost are getting increasingly desperate for relief. A courier has been dispatched to summon relief but the besieging tribesmen are gradually reducing the garrison and growing bolder.



Today’s game pits a French relief force of regular Legion infantry against assorted tribesmen, using ‘Fistful of Lead, Bigger Battles.’ The rules are card driven with some cards allowing extra actions.

Players are dealt a number of cards equal to the number of units, but choose which unit to assign their cards to. This allows some planning and requires best use of the extra actions, such as shock removal or the recovery of stragglers. There is still considerable friction though. Cards are played in strict sequence, which means the unit you’re saving the re-rolls card for may not be in a fit state by the time the card comes around.

Wargame Vault - Fistful of Lead, Bigger Battles Rulebook



The action started with two units of irregular riflemen sniping at the besieged fort at long range. The besieged garrison could just make out dust on the horizon beyond the ridge, hopefully the relief force rather than more enemies.


Enemies were quick in coming however, appearing on the ridge between the relief force and the fort. The tribesmen at the fort, after some unproductive sniping tried to rush the walls. The first two attempts were beaten back by rifle and machine gun fire, but with casualties also mounting within the fort.



On the horizon the first Legionnaires fought their way up the ridge, dislodging the riflemen on the crest. A fast moving dust cloud moving in from the East became discernible as a force of tribal cavalry. As a Legion unit cleared the riflemen from the ridge they were left exposed to the fast moving horsemen, who lost no time in charging home. The legionnaires were lucky to survive, but it fell to a supporting unit to disperse the horse.


All of this fighting at the ridge was imposing delay on the relief force. At the fort the garrison were struggling to repulse the third assault on the walls. The tribal riflemen were repeatedly scaling the walls, but being beaten back by rifle fire. The sick, lame and lazy had even been rousted out of their sick beds to repulse the waves of tribesmen.



By mid game, the Legion were roughly halfway to the fort, but had suffered about 30% casualties. More importantly the garrison was in dire straights. Tribal reinforcements were arriving continuously, increasing the pressure on the garrison and relief force. The machine gun had been silenced, the crew driven off the walls and tribesmen were on the walls. Only the tower was holding out. The arrival of a unit of Chasseurs d’Afrique in the distance gave little comfort to the hard pressed Legion. 


The relief force at this point threw caution to the wind and sent two units at the double to the fort. By the skin of their teeth, they made it to the gate, which was opened by the single survivor of the unit garrisoning the wall.


The action came down to the last turn of the cards, with the Legion just getting sufficient troops inside the fort to prevent it’s destruction. To do so, they’d left many friends beneath the sands.


The game was played in the usual excellent spirits by Rob and Steve leading the revolting tribesmen, Lawrence and Paul commanding the plodding Legionnaires.

Figures used were Airfix, Strelets, Caesar, Hat and Italeri for the Legion and Italeri and Strelets for the tribesmen. The fort is from Blotz, all other terrain scratch built.

The rules gave a good game with everyone fully involved and some interesting decisions and dilemmas given by the card play.