Friday, December 30, 2011

Napoleonics - Big Borodino and Club game

This has been a week for Napoleonics.

On Wednesday a few of us from the Edinburgh club were invited to take part in a refight of Borodino, laid on by the Leuchars Wargames Club. Leuchars is about 50 miles north of Edinburgh, close to the university town of St. Andrews.

The players at Leuchars grand Borodino game
I'd already lent my Russian army for the game plus a good force of French and allies. For domestic reasons - my wife is from Moscow - naturally when the two dozen players chose sides, I opted to join the Russian team. I was given VIII Corps to command, and also given the role of Bagration, commanding the Russian 2nd Army of the West. This army held the Russian centre, with its defences concentrated on the 3 Bagration fleches.

The 32 foot long table used green baize mats and minimal terrain apart from an excellent Grand Redoubt and the Bagration fleches. However, it was positively groaning under the weight of the lead. The rules we used were General de Brigade (2nd edition), slightly modified to encourage faster play in large-scale battles. I had only read these briefly before the game but the Leuchars club produced an expanded 7 page QRS which worked well.

Fleche A - ineffective canister fire at charging cavalry....

It was a good massive game. My dice rolling for command was good but for combat and morale it was truly appalling. Both batteries defending the fleches rolled double 1s and ran low on ammo in the first 2 turns and the first 3 infantry battalions I tested to stand to cavalry charges all retreated or routed!!! My poor dice rolling infected the commanders of the reserves who came on either side of VIII corps and they both faired badly.

A fuller desription of the battle with more photos is on Angus Konstams Edinburgh Wargames site.
http://www.edinburghwargames.com/Journal%2065.htm

On Thursday at the SESWC we threw together a 7 player Black Powder Napoleonic game based on the troops that everyone had brought along. It became a Peninsular War action with an Anglo-Portuguese-Spanish force defending a line of hills and the villages and enclosures in front of them. The attackers were a division of French supported by a division of Bavarians.

French and Swiss charge Rifles holding walled enclosure
I commanded the Bavarian centre which was to break thru the Portugese holding the gap between the hills. This did not quite happen as the French commanders on my left blundered 3 times in the first 3 moves and repeatedly retired. The Bavarian right were held up by the appalling command rolls for their supporting cavalry and hardly got into action. My 2 brigades were stopped by heavy musketry fire from the Portuguese supported by the British and Spanish and the low point was when a Bavarian column broke against a Spanish Irish line. I was not making any progress and the French on the left after taking a walled enclosure were stopped by effective British musketry. A good game for a club night - especially as it was a quick improvised scenario.

Irish Spanish battalion breaks charging Bavarian column...

Bavarian Chasseurs suffer heavy casualties from allied musketry
We used 66% scale for movement and ranges. The British and French commanders were rated 8 while the Spanish and Bavarians were rated at 7. The French infantry were Reliable in attack colums and the British had First Fire. The Spanish line infantry were poor shots (-1 on shooting) and were reduced to 5 hand to hand dice.

Thursday, December 22, 2011

WWII - Battle of the Bulge game

Due to family commitments last week I did not managed a game at SESWC on Thursday. However on Tuesday this week we played a 20mm World War II action using the Rapidfire rules at Hugh Wilson‘s House. Hugh provided the basic terrain, Colin Jack provided trees and buildings and I provided the troops. Thanks to Susanne Wilson for providing the vital food supplies.  The set-up of the game was based on the Tigers in the Snow scenario by Steve Ord which I found on the Internet.  It was a good excuse to get my King Tigers out again.

This fictional scenario is based on the efforts of the Sixth Panzer Army as it carried out the main effort along the Northern flank of the German push into the Ardennes. The action takes place just to the North of Malmedy and is deemed to be a ‘stalling’ action for the Americans as they try to hold off the might of the SS Panzers. The US forces are composed of troops from the 2nd Infantry Division a veteran unit from V Corps. Attached to the infantry are elements of the 102nd Cavalry and the 9th Armoured Division. Elements of the 12th SS Hitler Jugend Panzer Division make up the German forces.

Here is the map we used based on the original by Steve Ord


How the game played
Colin Jack commanded German Battlegroup A and Hugh Wilson Battlegroup B. Mr Ray Neal of Connecticut and Dave Paterson commanded the American defenders. Ray deployed the infantry battalion and M4 Shermans to defend the southern route and the village whilst Dave deployed the recon battalion and M18 tank destroyer company in ambush positions on the northern route.
Given their time constraint both German battle groups raced their infantry units forward. Battlegroup A motorised infantry suffered losses from the M18s and the recon troops and were forced to deploy on the northern road to await their armoured support.

Concealed M4 about to spring trap on battlegroup B
The armoured infantry on the southern route came under fire from Shermans but advanced on towards their village. Their armoured support came onto the table in a coherent mass and quickly joined in the action against the Shermans and the infantry battalion. Once the fog cleared the US artillery began to intervene and indirect fire knocked out a Stug and a PZIV. An effort by the armoured infantry simply to drive down the main route led to disaster as 3 SD251s were lost on the hidden minefield that the Americans had deployed at the road junction. Hugh decided then to launch his remaining armour cross country around the village but more vehicles were lost to M4 and bazooka fire.

The flank attack - more columns of smoke rise from Battlegroup B vehicles
On the northern route the King Tiger company got into action but as the rounded the bend leading to the village the leading King Tiger was destroyed by a single shot by a M18. This caused the remainder of the company to retire 2 moves blocking the road for the rest of the armour of Battlegroup A who were late arriving. The German armour renewed their advance and once again the leading King Tiger was destroyed by a M18!

M18 giant killer - the leading King Tiger explodes
With German confidence ebbing away the remaining King Tigers moved cross country and managed to destroy 2 of the M18s. This rare success on turn 10 was negated by the Hitler Youth Panzer Grenadiers being defeated when assaulting the remnants of a US infantry company. We all agreed that it was clearly a US victory…largely based on amazing dice rolling - 6 after 6 after 6 - and as Ray and Dave claimed good tactics!

Here is link to FlickR photoset with descriptions of all the actions photos
http://www.flickr.com/photos/bill26048/sets/72157628510107833

Here are the orders of battle and the player briefings

German Order of Battle
German Battlegroup A
Mot Pz Gren Btn
HQ CO + 5 Panzerfaust 1 x Horch carrier
Rifle Company 7 figures Panzerfaust 1 x Truck
Rifle Company 7 figures Panzerfaust 1 x Truck
Rifle Company 7 figures Panzerfaust 1 x Bus
Support Company 6 figures 1 x MG42 MMG 81mm Mortar 1 x Maultier
Tank Btn
HQ 1xTiger II, 1 x Wirbelwind Quad 20mm AA
Coy 3 x Tiger II
Coy 1 x Pz III

German Battlegroup B
Armd Pz Gren Btn
HQ CO + 5 figures Panzerfaust 1 x 251/1
Rifle Company 7 figures Panzerfaust 1 x 251/1
Rifle Company 7 figures Panzerfaust 1 x 251/11
Rifle Company 7 figures Panzerfaust 1 x 251/1
Support Company 6 figures 1 x MG42 MMG 81mm Mortar 1 x 251/1
Tank btn
HQ 1x Pz IV
3 x Pz IV
2 x Stug III

US Order of Battle
Infantry Btn
HQ CO + 5 + FOO 60mm Mortar Dug In
Rifle Company 9 figures Bazooka Dug In
Rifle Company 9 figures Bazooka Dug In
Rifle Company 9 figures Bazooka Dug In
Support Company 12 figures HMG, MMG, 81mm Mortar, 57mm A/T Gun Dug In

Recce Btn
HQ CO + 5 figures 60mm Mortar 1 x M3 HT
Rifle Company 6 figures Bazooka 1 x M3 HT
Rifle Company 6 figures Bazooka 1 x M3 HT
Engineer Platoon 4 figures 1 x Flamethrower 1 x M3 HT

Tank Btn
HQ 1 x M4 Sherman75mm, 1 x M4 Sherman 105mm
Coy 3 x M4 Sherman 75mm
Coy 3 x M10 TD

German Objectives and Set up
You have 12 turns to smash through the Americans who are trying to buy time and to allow their reserves to arrive and counterattack.
The Germans must smash through the American defences and exit at least 50% of their force of the road in terrain square A2 otherwise they have failed.
The Germans are split into two Battlegroups, A and B, with their infantry arriving first in an effort to create a clear path for their armour to pass on towards the Meuse.
On turn 1 the motorised infantry of Battlegroup A arrives on the road in terrain square E3. On turn 2 the armoured infantry of Battle group B arrives on the road in terrain square E1. The German armour could possibly start arriving from turn 4 onwards.
Each German armoured company, including any HQ unit, must roll 3+ on a D6 to move onto the table. If they fail the unit can try again at the start of the following turn. The armour of Battlegroup A will arrive on the road in terrain square E3 and the armour of Battlegroup B on the road in terrain square E1.

American Objective and Set up
You have 12 turns to defend against the Germans, holding them up for as long as possible in order to allow your reserves to arrive and counter attack. The American forces can be ‘dug-in’ and should be difficult to spot until the enemy are very close.
The American forces can deploy anywhere to the West of the line indicated on the scenario map. The exception to this being the Infantry HQ which must deploy in the farmhouse.
From the turn following the improvement in visibility (see the special scenario rules) the American FOO can call for artillery. Artillery should be limited to 2 105mm Howitzer Batteries This may be limited due to the speed of the German assault and the demands on artillery from multiple sectors.

Special Scenario Rules
The game begins early in the morning and a heavy mist has fallen over the snowy terrain. As a result visibility is limited at the start of the game. Visibility should be halved for the first 3 + D3 turns.
Any vehicle moving into the bog indicated on the scenario map will become stuck and must be abandoned on the following turn. Note that the bog is not impassable to infantry. The area of rough ground between the two approach roads is impassable to all types of unit.
The dense hedges along the roadside offer cover for Anti-Tank guns and infantry but not vehicles. Tracked vehicles can move over these hedges at no penalty, troops and wheeled vehicles must subtract D6 inches from their movement to cross them.
The walls of the various houses are stone and offer hard cover to troops. The wooded areas will block line of sight. In this scenario destroyed vehicles blocking the road can be moved D6 inches off the road by any vehicle of a similar size or larger.
The American player can place one 4 inch square mixed minefield in any location West of the Initial American deployment zone as indicated on the scenario map. This should be marked on the American players map before play begins.

Monday, December 5, 2011

Japan 1614 - Battle of the Bridge at Konaga

This game was a fictional action set in Japan in 1614 played using the Gleaming Katanas samurai of the variant Black Powder Rules.
Hugh Wilson and Colin Jack commanded the Toyotomi faction whilst Olivier Lepreux and myself commanded the Tokugawa faction. Donald Adamson came up with the scenario which was a combination of 2 of CS Grants Table Top Teasers and also acted as the non playing umpire. Hugh Wilson provided most of the terrain with some of the buildings coming from the collection of Colin Jack. Hugh, Donald, Olivier and Colin provided the figures - for once I was a freeloader! My thanks to olivier for both playing and also cooking us an excellent chicken Marengo....an idea for another game.

The bold but doomed advance of the Tokugawa into the forest of shinzo
 The game was played with the 66% version of the BP rules - reducing movement and firing ranges but we kept command, proximity and support distances to their norms.

It was a fun game but both Tokugawa forces failed to take their objectives - Olivier was stopped by the heroic reaguard of Hugh's troops at the bridge whilst my command moving thru the forest lost more than half its strength and never got beyond the woodcutters hut.  The Ashigaru shot troops and their Portugese allies proved deadly in the forest fighting!

Here is the link to FlickR photoset with descriptions of the photos.
http://www.flickr.com/photos/bill26048/sets/72157628281133973/

Terrain
The game was fought across a 9ft by 6ft table. This size and the design of the scenario allowed the game to be played comfortably by 2 players a side. The main feature of the terrain was the river with the vital bridge and ford which had to be held by the Toyotoni faction. The other main feature was the forest of Shinzo thru which the right wing Tokugawa force had to pass to reach the ford. The sketch map is below.
Sketch map of the battlefield
The briefing notes for the 4 players which Donald prepared are included below.

The Bridge at Konaga - Tokugawa Iestu
The year is 1614, and you command a force of 14 units
Situation - You have been at Tumbo Mountain since early this morning. Your force has been sent ahead of the main Tokugawa army with orders to seize the bridge and crossing of the River Koneso at Konaga. You are supported by a force to the East, commanded by Tokugawa Ifan, which is seeking to seize a ford over the Koneso.
Mission - Your mission is to seize the bridge crossing at Konaga, and thus allow the Tokugawa army, which follows, to turn Hideyori’s flank, and proceed with the march on Osaka.
Limitations - The Bridge must be taken intact – there is no bridging capability nearer than a week away. Reinforcements will not reach you for one day, and thus you must be able to hold the bridge, after taking it, against a possible major counter attack.
Forces - These should be kept secret. These comprise 14 units of mixed samurai and ashigaru.
You ordered forward a scouting party onto Tumbo Mountain last evening. They reported seeing the following troops – a mounted unit of samurai on the low, long hill opposite Tumbo mountain, at least one infantry unit in front of the bridge, and activity on and around the bridge.
Your troops have arrived under cover of darkness, and are ready to march on in column along the track entering the board on the south-west corner.
Bridge Preparation
Men appear to be preparing the bridge for demolition. Time is of the essence if your objective is to be achieved.

The Ford at Konaga - Tokugawa Hywil
The year is 1614, and you command a force of 12 units.
Situation - You are approaching the southern edge of the Forest of Shinzo. Your force has been sent ahead of the main army with orders to seize the ford and then hold the crossing of the River Koneso at Konaga. Reinforcements will not reach you until two days time. Your brother, Tokugawa Iestu, has a force attacking the bridge to your west.
Mission - Your mission is to seize the ford crossing at Konaga.
Forces - These should be kept secret. These comprise 12 units
You arrive on the southern edge of the table in line of march on a track. This track makes its way through the forest, but troops can move at half pace through all parts of the forest, and thus the track may not be the best route.
The Portuguese Friar - Your men have captured a Portuguese Friar, and under torture he has revealed that a force of at least your size is hidden within the woods, along the line of the track.
The Forest of Shinzo - The forest is open, and can be penetrated by both foot and cavalry at half pace. Normal visibility within the forest is 16 ins, but your scouts believe that hidden troops cannot be seen outside 3ins, provided they do not move or fire.

The Bridge at Konaga – Toyotomi Poraig
The year is 1614, and you command a force of 7 units.
Situation - You have been at Konaga since yesterday. Your force has been sent ahead of the main army with orders to prevent the Tokugawa forces seizing the bridge and crossing the River Koneso at Konaga. Reinforcements will not reach you until two days time. Holding the line of the river is vital in the defence of Osaka, and you are charged to do this by your liege lord and cousin, Toyotomi Hideyori.
Mission - Your mission is to hold the bridge crossing at Konigen, and thus prevent the Tokugawa seizing it, and using it as a crossing for their army.
Limitations - The Bridge must not fall into enemy hands. It would be preferable to keep it intact but it may be destroyed to achieve the mission. You may not deploy south of the low long hill, south of the bridge.
Forces - These should be kept secret. These comprise 7 units and 1 party of engineers with Portuguese advisors.
An advance party of troops arrived last evening, and these comprised one unit of samurai infantry which took up defensive positions to the south of the bridge, a party of engineers which immediately began to inspect the bridge for possible demolition, and a unit of samurai cavalry which rode forward as far as the crest of the low, long hill.
They saw a scouting party of Tokugawa across the valley on the major hill to the west (Tumbo Mountain) last evening. You expect the Tokugawa to arrive from this direction this morning.
Your other troops arrived under cover of darkness, and can be placed anywhere on the board north of the low, long hill. Any troops in dead ground behind a hill, or in woods, or in Konaga do not have to be placed on the Board, but are indicated to the Umpire on a map.
Bridge Preparation - Consult the Umpire for the mechanics of how to prepare the bridge for demolition. N.B. only you as the general figure can give the order to blow the bridge, and you have to be at the bridge to do so (or within 6 inches).

The Ford at Konaga – Toyotomi Shaymo
The year is 1614, and you command a force of 8 units.
Situation - You have been at Konaga since yesterday. Your force has been sent ahead of the main army with orders to prevent the Tokugawa forces seizing the ford and crossing the River Koneso at Konaga. Reinforcements will not reach you until two days time. Holding the line of the river is vital in the defence of Osaka, and you are charged to do this by your liege lord and cousin, Toyotomi Hideyori. Your brother, Toyotomi Poraig has a force defending the bridge to your west.
Mission - Your mission is to hold the ford crossing at Konaga, and thus prevent the Tokugawa seizing it, and using it as a crossing for their army.
Forces - These should be kept secret. These comprise 6 units of Japanese and 2 units of Portuguese troops, led by Fernando Pinto.
You may set up in cover, and hidden until you move, any of your eight units within the great forest of Shinzo, which lies south of the ford. A track makes its way through the forest, but troops can move at half pace though all parts of the forest, and thus the track may not be the route taken by the enemy. There is a large area of bog by the river, and between the ford and the bridge. You know that this is in fact an area of quick-sand and totally impenetrable.
The Portuguese gambit - Your spies have told you that the Tokugawa will come from the south, and probably along the line of the track. Pinto has offered to take his men by ship and land behind the enemy. They can then arrive on the southern edge of the map in 2x D6 moves. You do not have to accept his offer, and can deploy them hidden with your troops if you wish.
The Forest of Shinzo - The forest is open, and can be penetrated by both foot and cavalry at half pace. Normal visibility within the forest is 16 ins, but your men have prepared hides cunningly and cannot be seen outside 3ins, provided they do not move or fire.

Friday, December 2, 2011

Post WWI - Silesia 1920

This weeks game at the SESWC was a 28mm post WWI game set in Silesia in 1920. Colin Jack and I have built up a collection of late WWI German figures which can be used for WWI or for later actions involving Freikorps units. Colin came up with a fictional scenario of a Freikorps attack on a Polish hell village in Upper Silisia in 1920.


Russ-Balt gun truck - core of the Polish defence
Upper Silesia was a mixed ethnic area whose fate after WWI was to be decided by a plebiscite to see whether it should become part of the new Poland or remain part of Germany. In the period running up to the plebiscite and afterwards there was considerable ethnic violence from both sides attempting to doctor the result. Following the plebiscite which voted in favour of Germany the region was split between Poland and Germany with half the population and the main industrial centres being granted to Poland.

Freikorps move fordward on the village
The game was fought along a 8ft by 6ft table. Colin and I deployed 5 battalions of heavily armed of Freikorps facing the Poles with 3 battalions of lightly armed irregulars but with the support of a Russo-Balt gun truck. The German Freikorps commanded by Colin and I attacked across the width of the table to take the village held by the Polish irregulars under Bart Zynda. My Germans adanced on foot and struggled forward under MG fire and very accurate shelling from the Russo-Balt. Colin's 2 battalions arrived by bus and drive down the main rode before debussing and attacking the village across a field and a cemetery. Eventually my MGs knocked out the Russo-Balt and we both made headway against the Polish troops in the village. My minenwerfer which had been manhandled almost to the village fired only 1 shot but destroyed the Polish Mg.

Colin's Freikorps debuss - literally!!!
We decided that given the imbalance in the equipment on each side that the game was actually a Polish victory given the time it had taken the Freikorps to get to just the edge of the village.  The German figures are by Renegade and the Polish irregulars from many sources. The German stormtroopers are some of the best figures that Renegade mak. We used the Contemptible Little Armies rules for the game.  The basic terrain was faux fur and the bulk of the buildings are by PMC Games.

Kreikorps take shelter in a copse before attack on the village
The slow moving but highly accurate minenwerfer - 1 shot hero!