Back at Hallow for our third consecutive Sunday, this session saw seven games being played by twenty members.
My thanks to Andy S for providing the following account of a fine looking game.
I organised a game of Bolt Action version 3, our take on the action at the Oosterbeek perimeter during Operation Market Garden 1944. Jack and Dave were defending a U shaped perimeter while Daniel and Mike R were attacking on all three flanks with a mix of armour/infantry and light recce vehicles. The Airborne had a 17 pounder and two 6 pounders hidden in ambush.
The Germans came on over in the first two turns. Allied anti tank shooting was hitting targets but not delivering killing blows - the Tiger1 was one pip of the die short of being knocked. out and that was close as it got. There was a fair trade of casualties for both sides but the Germans were edging in front.
When time was called the Germans had dished out more casualties than the British. However, the British were holding the ground despite having most of their anti tank assets destroyed, which would have given freedom of movement to the German armour.
A great game. I must admit the table looked quite busy and I think I could have removed the centre flank for both sides and just attacked and defended back to back.to create more space.
A game, in 28mm scale, which marked the start of a campaign series set during the Allied invasion of Sicily in July 1943. Luke and Pete were the protagonists, Luke commanding the German force and Pete the Allies.
Harry and John L got together to recreate the Viking invasions of the British Isles in 28mm scale. I think that they managed to play two games in the session though I regret to say I do not know the outcome of either of them.
Another game in the series of Second World War naval actions in the Mediterranean between the Royal Navy and the Regia Marina, organised by Kevin and using Dave Manley's popular rules. Also taking part in the contaest were Bob, Graham N and Ross although I am not sure on which side they fought (nor the result, I am sad to say).
This game took place in France during the 1814 campaign, an imaginary 'initial contact' between a French advanced party under the command of Charles and a Prussian patrol led by Mike M. The French consisted of two groups of voltigeurs, two groups of line infantry and one unit of grenadiers. The Prussians had two groups of Schutzen, two fusilier units and a group of Landwehr. Both sides fielded a troop of dragoons and each had four leaders of various levels. Neil W acted as umpire and the scale was 28mm.
The scenario was an 'encounter' battle (p.71 of the rule book) and each side entered from opposite corners of the table. Both leaders pushed out screens of skirmishers, the rifle-armed Schutzen having an advantage in view of the increased range of their weapons. The voltiguers took heavy punishment but proved very difficult to break. Meanwhile, Charles sent forward his dragoons and a melee with some Prussian infantry ensued which proved to be indecisive. Both sides' army morale was being whittled down but, when night fell, neither side had achieved its victory conditions and the result was declared a draw.
I am grateful to Nick for the following detailed account of the two games played with Andy during the course of the afternoon.
This week Andy W and Nick played a couple of Strength and Honour' ancient games. Both games were set in the era where Rome, Carthage, the Greeks and Macedonians fought for control of the Mediterranean.
In the first game Andy used a Spanish army while Nick used the Pyrrhic Macedonian successor army. The Spanish army deployed conventionally with their cavalry on both flanks and the foot in the centre. The greatly outnumbered Pyrrhic army weighted their right flank by placing all of it's best units there - the Pike phalanxes, Elephants and the cavalry. On the left flank the relatively weak Pyrrhic Greek allied hoplites were tasked with trying to defend while the Pyrrhic right launched it's attack. With a little slice of luck the Pyrrhic right was soon getting success and pushing back their opponents. Meanwhile the Greek allies on the other flank were struggling to hold their own against greater numbers of more mobile opponents. The system uses a random method of ending the game and at this point the Pyrrhic army could expect to get around 25 in this, they needed 20 to win the game. So Nick tried to end the game but only scored 17 -the Spanish army fights on and rallies a little. This led to a tense few rounds as the Pyrrhic right attempted to build enough to try for victory again but on the other flank the Spanish were doing the same. As luck would have it the Pyrrhics had the better of this and once again attempted to win the game, this time successfully.
With time still available the same players decided to have another game. Andy W stuck with the Spanish but this time Nick used a Republican Roman army. Both sides deployed in a balanced way with cavalry on both flanks. Once again the better Roman units were on the right of the Roman deployment. Both sides advanced more cautiously this time but the Spanish moved to take advantage of their greater numbers by spreading out on either flank. With limited ability to counter the developing flank attacks the Romans pushed forward to attempt to defeat the main Spanish line. Unfortunately things did not go well and soon the Romans were struggling. It was clear that the Spanish were close to be able to attempt to gain victory. Because of this the Romans tried to gain a lot of small successes, as opposed to a smaller number of big successes, to try to get close to attempting to win - in case the Spanish attempt failed. Having successfully delayed the Spanish attempt to claim victory the Spanish finally got the chance to do this. They were way over the level needed and perhaps could have won earlier if they had risked it. But they had acted just in time and a 'what if' Roman attempt to win would also have succeeded if the Spanish had not tried when they did.
Two very enjoyable games with an excellent system.
Paul B and Henrik met to indulge in a spot of drug trafficking and narco-warfare in some unnamed foreign country in this adaptation of the 'What a Cowboy' set of rules from the Too Fat Lardies. I can't say much about the game itself except that it was a very nice looking table and there seemed to be very few figures on the board, at least to start with.
Sixteen gamers were involved in six games on this Sunday at Hallow, our usual St Ambrose venue being double-booked. Please read on for more details.
The scenario for this game was based on the action of 1st July 1944, north-west of the village of Grainville-sur-Odon, Normandy, where the 6th King's Own Scottish Borderers were attacked by elements of the 9th SS Panzer Division 'Hohenstauffen'. Bryan and Charles commanded the German force, Dan M and Dan W were in charge of the British and Neil W acted as umpire. Both sides were at battalion strength with various support options, partly determined by a die roll.
The German objectives were to take the chateau of Belleval on the right and reach the road to Cheux on the German baseline to the left. On the latter flank the Germans dispatched a reconnaissance unit (consisting of two Puma armoured car squads) up the road but these were met by fire from Allied tanks lying in ambush in a copse. The German vehicles retreated and were eventually knocked out. This effectively ended the assault towards the Cheux road as the Germans had decided to concentrate their armour on the right, against the chateau. Here, German infantry, supported by Stug III's and Panzer IV's, moved resolutely forward and an intense firefight broke out as the Brits moved in more units to defend the buildings. Mortar fire, both British and German, also took a heavy toll. However, neither side could force the issue and when play came to an end, neither objective had been taken - a successful defence by the Borderers.
The main issue with the O Group rules - the inability to finish a game in an afternoon session - was in evidence here. No FUBARS were inflicted on either side and no reserve companies had been deployed when we called a halt to proceedings. Perhaps the umpire should have been stricter in cutting down the time taken by commanders discussing their next tactical masterstroke!
Kevin and Andy GPT met to do battle using Sam Mustafa's Napoleonic rules (with modifications by Andy). A very nice looking table with some finely painted figures on show. Alas, I can give no further details on the events or outcome of the contest.
Thanks to Tom P for his description of the fighting in this ancients game and also for one of the pictures. Also taking part were Graham L and John H.
This Sunday we played a big game with the Roman 9th legion moving south to put down the rebellious British Tribes. The Romans deployed when they detected two large tribal groups converging on their position. The Romans deployed their two Auxiliary Commands on their right to face the first tribal hoard with the 9th Legion deployed on the right facing the second tribal group and the Auxilia cavalry deployed to protect their right flank. The first tribal group, made up of three commands, deployed in the right hand corner of the battlefield behind a wood and the second tribal group deployed on the left hand corner.
When the tribesmen rolled for the character of their leaders on the right, one leader was cautious and took some time to gain the initiative to move forward. The second leader was heroic giving his personal following an IR column shift in melee. One of the leaders on the left was canny and chose to deploy an ambush in the woods to the front, the second leader was a fanatic making all his warriors ferocious.
The Romans gained the initiative and chose to move forward with the Auxilia advancing to hold a hill and the central wood. The legion moved forward, placing its left flank on some difficult ground and moving its light infantry forward towards the wood holding the ambushing tribesmen. The auxiliary cavalry moved rapidly forward, intending to delay the advancing tribesmen. The game broke down into two battles with the Legion facing one tribal group and the Auxilia facing the other.
On the Roman right the auxiliary cavalry delayed two of the tribal groups while the legion triggered the ambush and destroyed the tribal group. At this point the second tribal leader crashed his chariots into the flank of the First Cohort who turned to face the chariots. At the same time the tribal skirmish cavalry charged the Roman commander who was on his own and, rolling a ‘1’, managed to kill him. The First Cohort pushed the chariots back only to be charged in the flank by a unit of tribal foot and being forced to retire when they lost a round of combat and roll a ‘20’ morale result. At this point the game ended with the Legion trying to redeploy to face the two tribal groups closing in on their right..
The Auxilia stood to face the advancing tribes the formation in the woods and managed to hold against the initial rush from one tribal group using their superior discipline to push them back. However, the second auxiliary command came under greater pressure as they were attacked frontally by one tribal group while a second moved round their flank. The double strength cohort in reserve had to move to hold the flank but was pushed back by the enemy chariots and hit in the flank by the enemy light horse. At the end of the game this Auxiliary command was being pushed back with no hope of support.
This was a game played between Pete and Graham N using a variety of historical and fantasy figures (the rules cater for both) in a vaguely Arthurian/Dark Ages setting. I'm not sure if the forces of good or the forces of evil triumphed but I'm sure an enyoable time was had by both participants.
My thanks to Nick for the following detailed account of the second test game run at the club using his new set of rules.
Nick and Ross played the second test game of a new set of rules provisionally called 'Twilight of the Pike'. The game started with just infantry, and supporting artillery, involved but cavalry were added later. Ross, in charge of the Allied army, launched a strong attack on his right while the rest of the force advanced slowly. Nick, who was defending, had deployed his forces more evenly across the front. The Allied attack on the right moved quickly forward and was soon attacking the French left. The French did well in the initial 'game of chicken' as the forces engaged. Despite this the Allies were subsequently able to reverse the initial French success and the defending French were soon in trouble.
Meanwhile the slow Allied advance elsewhere had run into trouble in the face of a lot of French artillery. The French were also suffering from the return fire from the Allied artillery. This seemed to be too much and lead to a productive discussion and change to the rules. This freed up the other Allied and French troops and this side became more active. At around this the cavalry of both sides arrived and moved forward to engage. With the Allied attack on the right, aided by the efforts of the rest of the infantry, clearly soon to result in the collapse of the French infantry the cavalry clashed.
This was the first time we had used cavalry with these rules. The rules seemed to work well and lead to a short and bloody series of encounters. By this time we had run out of time and with the French infantry on its last legs we wound up the game awarding an Allied victory. It was a good game which confirmed the changes made since the first game, tested the cavalry rules and threw up changes and additions to make.
I am grateful to Ewan for providing both a comprehensive report on the action in this fantasy game and also a couple of the accompanying images.
It was my first 40K game for a very long time, forgive me getting carried away with a battle report! The rulebook contains an extensive selection of challenging scenarios – we rolled up “Battle: Meatgrinder”. Jon’s Space Wolves had to annihilate Ewan’s Eldar to a man (or to a Space Elf). A very difficult task, however the Wolves benefited from “Sustained Attack” special rule for this scenario, which meant that any destroyed “Troops” selections from their army list would automatically return to the battle on the turn after being destroyed or falling back. Difficult as it is already to destroy large squads of Grey Hunters, the Eldar would be facing an unending tidal wave of ravenous space marines as they struggled to survive!
Both armies deployed fairly evenly across the jungle battlefield, which was also dotted with bunkers and ruins. Jon moved up quickly to occupy the bunkers with his Runepriest and Long Fangs, although it quickly became apparent that his footslogging force would struggle to move fast and meet his scenario objectives by overwhelming Ewan on his own baseline. The Eldar were no slouches however, their Jetbikes zoomed right across the table and the Warp Spiders jumped through the aether to threaten the approaching Grey Hunters on the flank. Meanwhile the Eldar Falcon traded lethal anti-tank with Jon’s dreadnought across the middle of the table.
With few casualties in the first turn, things soon started heating up. The Warp Spiders on the flank had a long drawn-out tussle with the Grey Hunters. Although the Grey Hunters were eventually destroyed, they came back with Sustained Attack rule, straight into the flank of the Spiders and nearly wiped them out! The Jetbikes forced Jon’s dreadnought to turn right around and face them, but this meant he exposed his rear armour to the Falcon’s pulse laser, the end then came quickly for the Wolves’ chunky armoured chum. The Long Fangs had few targets from their bunker location opposite the large patch of jungle, however they forced a lot of hard choices on other units. The Jetbikes had just finally seen off the pesky Runepriest with his lightning bolts when too much scooting around by the bunker saw them finished off by the dentally challenged old Space Wolves.
Ewan’s Wraithlord tried to meet Jon’s tank attack on the right flank but had no suitable weaponry against the predator. Ewan misread the stats of the Wraithlord and allowed it to be knocked down with a single return shot. As a final act, the Eldar Fire Dragons destroyed the Wolves’ predator at close range with their melta weapons but were then immediately overwhelmed by more charging Grey Hunters.
The Eldar had held on strongly and were nowhere near being wiped out as per the scenario conditions. The Wolves’ lack of mobility was a severe disadvantage in their ability to overwhelm the Eldar, however we agreed that if the armies had swapped roles then the highly mobile Eldar would also be quite scary in the attack too.
Five games occupied the attention of sixteen gamers in this afternoon at Hallow. I lack reports on two of the games played - AK47 and Saga - but I live in hope that these omissions will be corrected in the future. We also had two first time attendees who we look forward to seeing at coming meetings.
My thanks to Andy S for the report on the game and to Bob for the accompanying image.
I hosted a game of Team Yankee set circa 1985 in West Germany in a Cold War going hot. I set up a ping pong table with an autobahn and river to cross with a small town in the back field. My first error was a ping pong table was to small for my needs then this was compounded by the force being to big for the table giving it a typical “Flames of War” car- parking lot wars. In any case, Howard and Dave commanded the Soviet Union and Stuart S, Bob and Mike (a new chap) commanded the NATO force which was British Army with a squadron of Chieftains and some West Germans supporting.
Shooting was savage with lots of casualties being inflicted on both sides. The Soviet steam roller did destroy the West German advance defenders but were then blunted and effectivley spent.
A good fun game marred by my planning errors which has me now digging out my Battle Group Northag rules and Seven Days to the Rhine and giving some thought to other rule sets. One of the biggest down sides of Team Yankee is the I go you go turn sequence.The savage shooting with simple results feels fine and does allow for a big game. I will give some thought to playing team Yankee with a bag of order dice, a la Bolt Action, where a die for the Soviets may be a company and for NATO a troop or platoon.
Many thanks to Graham N who has produced all the photographs and individual captions for his detailed account of this WW2 battle. This was Graham's first visit to the club and let's hope there will be many more.
Cross roads - both side wish dominate this objective by forcing the other to retreat from the area.
Two German squads approach from the southern flank.
The Soviet command group comes under sniper fire and organises a hunt in the vineyard only to fall just short allowing the German sniper team to disappear, like ghosts, into the terrain.
A German 50mm mortar promptly opens up on the vineyard angering the commisar who...
...persuades the platoon commander to charge a German infantry squad moving along the hedge. A furious close combat sends the German squad fleeing south but another German squad, ambushing on a Chain of Command dice, counter-charges the Soviets and send them back eastwards in return.
The German southern group start to move up to the crossroads using the hedge as cover but a Soviet Support By Fire base of a heavy machine gun and a rifle squad stop them dead.
Heavy fire is exchanged. The Soviets HMG team is wiped out but one German squad takes heavy casualties and is forced back into the woods. The remaining German squad is also stuck in place although the heavy firepower from the MG34s nearly routs the Soviet rifle group in the trees. They are only saved when the platoon leader runs from the north, under sniper fire, to rally them.
The third Soviet platoon sends their LMG team and some riflemen to join the commisar and the combined firepower is enough to break the German ambushing squad who have gone to ground in the open. They eventually rout off the table and this causes the German force morale to hit the buffers.
Great game played in good spirit. Charles rolled very few 1's so his snipers were far less of a problem than he had hoped. I also had a lack of 1s and that meant the HMG only fire maybe twice before being neutralised. We both rolled ridiculous numbers of 5s throughout the game which meant a lot of Chain of Command dice were earned and spent. My last Soviet push was a double turn which allowed me to rack up the kills and shock and break that German unit.
Thanks to Pete for umpiring and helping set up a great first game.
I am grateful to Paul J for providing a description of this WW1 game and also for the photograph. His opponent was Andy GPT.
This game pitted a plucky Belgian 1914 army against a wicked 1915-16 Hun horde…
Basically the Belgians managed to get all of their field artillery removed during the initial bombardment and completely failed to bring on pretty much any reinforcements during the game. Combined with the good command and control alongside good accuracy for bombardments, this meant that the Belgians clung on from the start. The Perfidious Hun swept across the table, flaunting their excellent command and control, whilst the Belgians pretty much failed most throws. At one stage the Belgian general had nothing to do but roll for morale… At the end of the game the Belgians still clung on to the crossroads and another objective along with most of the urban areas and the road along row two.
When it came to the end, the weighting for different factors (objectives, casualties, quality, etc) meant that the Belgians had a narrow victory although it certainly felt that this was purely because they did not die fast enough…
Square Bashing is a good game, but it is highly stylised. I think Andy could play the same scenario and the dice might give us a completely different outcome. It works really well as a game that provides a lot of strategic variation. I am sure we will play again!
Seven games provided entertainment for twenty-three players at this St Ambrose session. Reports on the fighting follow: -
I am grateful to Andy S for his account of the following game in which he acted as umpire.
Force on Force Fallujah British army v Insurgents
Stuart S and Daniel S commanded the British Army with a small platoon sized mechanised force supported by a MQ9 Reaper Drone, a Challenger II and a CVRT Scimitar. Howard and Jack commanded over 60 insurgents with a couple of support weapons and 3 IEDs, one vehicle sized. A long road to sweep through and two insurgent strongholds to clear out were the British objectives.
Fighting kicked off and a Warrior was immobilized and the MRAP was taken out by an RPG. Casualties were dealt out by both sides with a savage firefight taking place. The reaper drone was used to take out an SPG9 recoilless rifle on the roof of the local mosque after it refused to stop shooting and being re-crewed more than once. Jack's commander then decided to dash over the road but was gunned down and left seriously wounded with his body guards KIA in the road. By now the insurgents had suffered over 57 casulaties and the British had 2 KIA and one seriously wounded.
A good fun game but it demonstrated how RPGs can be deadly and amassed firepower can win through. Concentrated western fire power, with use of overwatch, can be a powerful tool.
Gordon provided all the materials required for this 28mm game in which Luke, Paul S and Pete also took part. I think Gordon was using the second edition rules with his own adaptations to suit First World War equipment and conditions. Unfortunately, I have no knowledge of the outcome of this contest.
This game, in 10mm scale, was a historical scenario based on the assault made by 5th Black Watch on the village of Breville-les-Monts on 11th June. Charles S commanded the defending Germans of Grenadier Regiment 857, Dan W and Daniel M were jointly in charge of the Brits and Neil W umpired the contest. The usual O Group rules were in place but a special rule allowed the British to occupy the nearby Chateau St Come in the early moves, if they so wished.
The British probed forward cautiously and it was not until the third turn that they decided to place a Company HQ in the Chateau grounds. The Germans started to deploy assets and had an early success when A/T guns knocked out a half track section and effectively blocked the road to the Chateau. However, as the British officers fed more infantry and armour onto the table, the tide began to turn.
The Germans lost their armoured car reconnaissance platoon and many infantry units suffered losses. They also had to divert resources towards the Chateau in which British troops were now causing problems on the left. Nevertheless, the forces of the Wehrmacht hung on resolutely and it looked like they would prevent the enemy occupying the village before the game ended. However, summoning up all the firepower at their disposal, the Brits managed to inflict the third and final FUBAR, leaving them masters of the field.
The scenario for this particular game can be found here.
My thanks to Harry for the following report and also to Ewan for providing the pictures.
Myself and Ewan continued our Oathmark campaign, after a hiatus of fifteen months (several decades in universe).
Having confined himself to his palace in the decades since his last defeat Great Khan Skrongll was now in his dotage and effective governance was in the hands of a new "Prince Regent" Lubekk. Eager to make a name for himself he re-initiated the long dormant feud with Ewan's Dark Northern Faerie Folk by attempting to capture their ancient sacred grove that the Khan had failed to take twice. Whilst somewhat more successful than his predecessor in that he did manage to chop down one of the sacred Oathmarks on the site, his massed wolf riders were not strong enough to bust through the DNFF's disciplined dark elf cavalry and reach the others.
Lubekk's forces did manage to kill the fearsome vampire the DNFF had brought with them, and did cause a lot of damage via the use of massed archery. Lubekk himself, however, ignominiously fled the field after his retainers were all wiped out by a combination of the vampire and a stolid body of dark elf spearmen.
So the state of the two kingdoms remained the same as before the battle, with Skrongll's second city of Scranton still under DNFF occupation.
John D and John H got together to continue their long running exploration of the Principles of War rules, written by Tom Penn. This time their attention turned to West Africa in the late nineteenth century where the Third French Republic was pursuing its colonial ambitions against Samori Toure, the leader of an empire that stretched over much of modern-day Guinea, Sierra Leone, Mali and Cote d'Ivoire. I don't know if the table-top battle was a recreation of an historical event or an imaginary encounter, nor can I comment on the result.
Two ancient battles using the same set of rules were fought during the course of the afternoon. To The Strongest uses playing cards to activate units so the table sometimes looks like a game of Patience but, despite the aesthetic impact, the rules are very popular with club members. In the first game, Andy W, Billy and Kevin were the players.
In this game, Jon played Graham L who was, I think, making his first appearance at the club - welcome, Graham. Nick was also involved in both games although I think not actively taking part in either.
There were five games that took place at this Hallow event and they occupied the attention of sixteen gamers. Regretably, I only have information for four of those games. The fifth, a game of "Find, Fix and Strike" remains shrouded in mystery.
My thanks to Andy J for the following report. Unfortunately, I didn't have a photo of the actual game so I used one from an Eastern Front game the guys played last year.
Pete and I played a fairly conventional WW2 game of Russians and Germans ( yes I know- whatever came over us).
Outside Kharkov in 1942 , the Russians with 4 squads and 8 points attacked some Germans with 3 squads and 4 points. The Germans had a stone building and 2 trenches and took 3 wire entanglements so the Russians had to cross open fields or go a long way round to get to the Germans. In the end the Russians lost a couple of squads and a field gun in the fields but we’re wearing the Heer down from cover. The Russian commander tried to cross a field and was hit twice, taking thier morale to 0 and so ending the game.
Technically, this was a campaign game and the Commies get a tank next time - I don’t give the Heer a cat in hell's chance but we might try it?
I am grateful to Stuart S for both the images and the text below. Also taking part in the game were Andy S, Howard, Jim and a guest.
British briefing: -
Gentlemen
We stand on the threshold of our advance toward Eshowe. The Tugela is behind us, and the Nyezane River lies ahead. Intelligence suggests that Zulu forces are operating in this region in considerable strength. Their movements are swift, their discipline admirable, and their intent unmistakable. We must therefore proceed with vigilance and cohesion.
Our task is to escort the supply convoy and secure the road to Eshowe. We will advance in column, maintaining tight control of the wagons. The ground ahead rises sharply toward the Inyezane heights
Your objective in this exercise is simple:
• Protect the convoy
• Maintain formation under sudden attack
• Repel Zulu forces and secure the high ground
Zulu strength in this sector is estimated at 4,000–6,000 warriors, likely from the iNgobamakhosi and uMbonambi regiments.
Things did not quite go to plan… Despite knocking chunks out of the Zulu…. The column failed to reach the high ground and saw a number of their units fall to the stabbing spears of the Zulu as the left horn broke the British line. The coastal column would not be proceeding today but at a terrible cost to the Zulu regiments opposing them.
This game was another test run for the game Dave and Harry will be running at the Hammerhead show in Newark at the end of February. Bob was also taking part - his pithy remark about the action was that "...it was going fairly well for the British until a loose French squadron killed Marlborough". From which comment I can only conclude that this refight was a reversal of the historical result.
Thank you to Nick for this account of the first try-out of his new rules to be played at the club. Again, I had no pictures from the game so I used images from Nick's Malplaquet recreation from last year.
Andrew W and Nick played a test game of a new set of rules being worked on. The rules are a set aimed at doing battles in the era of Marlborough using ideas similar to the 'Twilight' series of rules. Unlike others in the series they are looking at the tactical battle with a unit being an infantry battalion or a few cavalry squadrons. We used a couple of infantry brigades a side with some artillery support. Andrew commanded a mixed force of Allied units and Nick commanded a similar French force. The French troops were outclassed by it's opponents and so stood on the defence.
The game was fairly basic as the idea was to test the rules and work out solutions to issues, both know and which arose. In short the Allies pushed on their left flank while largely holding on their right. Initially the attack on the Allied left didn't fair well as they moved into combat range with their opponents. The French lines held their nerve and inflict a lot of potential damage. Yet the superior Allied commander were able to steady their line and a firefight developed. This soon turned to the Allies advantage and the French line buckled. With the better French units failing they tried t replace battered units with fresh, but poorer quality, 2nd line units. This didn't help and soon the French right was crumbling. Meanwhile the French left had launched a limited attack on the their flank. They had some initial success and forced a strong Allied unit back. But the Allies held the line and a general firefight followed which no side had an advantage. With the collapse of the French right we finished the game.
The game worked well but also showed up many things that need to be done - this is often the case with new rules. A good start to this project and hopefully more games soon.
Twenty-three gamers enjoyed eight games at our first Sunday of the year at St Ambrose. Please read on for more details.
Thank you to Andy S and Stuart S for their contributions below. Stuart also provided the second photograph.
From Andy: - Jack 2, Dave and myself had a force of Rangers followed up by an armoured reserve which were all inexperienced. Howard, Stuart S and Jack 1 had a contingent of Italian defenders dug in and in ambush as a blocking force, followed by a mixed DAK force coming on as a reserve.
Initial moves saw a lucky Italian mortar strike take out nearly a quarter of the Rangers in attack. Shooting started with mixed results and casualties were incurred by both sides. Then the US armour turned up with the old dilemma of not moving and shooting or moving and shooting at a penalty. The DAK armour arrived, destroying US armour from long range and the US couldn`t keep the arms race up as the German 5cm L/60 gun didn't have a long range penetration modifier.
All in all a good game with a great narrative, well put together by Stuart.
From Stuart: - Cracking game despite bad luck on the opening turn losing a lorry full of rangers to a mortar round. The Rangers cleared the high ground only to find their assault blunted by a single Italian tank. Allied armour finally took care of it only to replaced by a German counter attack.
My thanks to Andy J and Pete for their individual descriptions of the action in their game. Pete also supplied one of the images.
From Pete: -
Today, Andy J and I revisited the 1939 Russo-Japanese war using CoC and the "Chrysanthemum Dances With The Bear" scenario book. The terrain was typical Mongolia, open with areas of broken ground. The Russians decided to advance on both flanks despite them only having 1SL to control things. A Russian infantry gun in the centre was effective until the Japanese rifle grenades zeroed in.
The Russian right - cavalry and infantry - got bogged down when the Infantry JL was hit and a desperate charge by the cavalry was shot down. On the left, two Russian squads made it to broken ground. With 3 LMGs they inflicted serious hits, routing 1 squad and enough leader hits to force the Japanese morale down to zero.
A tight game that took all afternoon with the Russians morale down to 3 by the end.
From Andy: -
Pete and I played another game in Mongolia - this time with the Russians attacking and the Japs (me) defending. It was a proper WW2 game - the terrain was flat with scrubby bushes scattered around, so anyone unwise enough to step out of the bush was immediately cut down in a hail of fire!
The Russians were able to advance through the scrub however, and laid down a barrage of machine gun fire which, although countered by the Japanese rifle grenades and rifle fire eventually lead to the collapse of the Japs morale. A very bloody skirmish with a few subtle dice rolls affecting the outcome - not just whether our officers were hit, but also how the force morale was affected. We both had lots of double turns as well, but that gifted our opponent COC dice, so a very double edged sword.
All in all a great game, so many thanks to Pete.
This was a very impressive looking 28mm game that utilised Bryan's excellently painted figures. Bryan jointly commanded the Saxons with Bryan while Bob and Wyn were in charge of the Vikings. The rules in use were the second edition of Hail Caesar with the Shieldwall supplement.
Another outing for these rules, which are an 18th century development of 'To the Strongest'. Harry's opponent on this occasion was Ray, the scale was 10mm and the table featured a very finely painted selection of period buildings.
A repeat performance from John F, to whom I must express my gratitude for writing this report, of a game played at the end of last year. John's fellow gamers were Dewi and Paul J.
Saint-Marcel, France June 1944. French Resistance and SAS v Germans
Rules: Skirmish rules from Wargames Illustrated back in 1991.
A re-run of the game played last November. This game was based upon a real event in Brittany, shortly after D-Day. Small numbers of Germans were sent to eliminate what they thought was a minor cell of Maquis. The Germans (second-rate garrison troops) approached the village and took-up positions in the various houses and shops. The scattered French forces initially approached the buildings trying to evict the enemy, but after suffering casualties decided to withdraw to the hills and forests. One building had been wired for demolition. Although detonation was successful, it turned out to be one of the buildings the Germans had not occupied.
The rules are simple, written with large skirmish actions in mind. Event cards were used to add something extra and it was decided that in future all the French will be hidden at the start of the game.
This was a 10mm scale refight of a small engagement in the War of the Austrian Succession. Following the defeat of the Pragmatic Army at the Battle of Fontenoy in May, the Allied commander, the Duke of Cumberland, ordered General von Moltke with a force of approximately 6000 men to march to the port of Ghent in order to protect it from an anticipated French advance. En route to Ghent, the Allied detachment ran into a French force of 6000-8000 men (led by General du Chayla) at the town of Melle. in the game, Charles and Luke were the French commanders, Billy and Jim the Allied generals and Neil W umpired the proceedings.
The Allied forces entered the table on a single road, wisely bypassing the garrison guarding the river crossing, and began to form into line to oppose the French infantry. Charles, by rolling a skilful six on his first attempt, was able to bring on his off-table cavalry swiftly and they immediately began to harass the left of the Allied line while it was trying to deploy. Meanwhile, the advancing Allied troops neutralised the enemy artillery and then the commanders brought up the regiments of horse to attack the French foot. The assault was repulsed with serious losses to the Allied cavalry and it was clear that the the Pragmatic Army could make no further progress to its objective, which was a repeat of the actual outcome of the battle.
John D and John H got together to play Priniples of War using 15mm figures. I thinf that the forces involved were either from the Seven Weeks War or the Franco-Prussian War but I may be wrong.
A good start to the gaming year at Hallow as eight games were played by twenty-one players. Brief accounts of the action follow: -
This game was a recreation of part of Operation Stack (July 1944) in which the 5th Battalion of the Black Watch attacked the factory area of Columbelles in Normandy. The British thought that the tall chimneys in the area were being used as observation points by the Germans. In command of the assaulting force were Charles and Mike, the defenders were led by Bryan. Neil W was the moderator.
It had been some time since we played these rules so we were all a little rusty and quite a few misinterpretations were made during the course of the battle. Nevertheless, it was an enjoyable game. Bryan set a number of ambushes for the advancing Brits and these proved very successful in knocking out advancing armour. The Allied troops managed to achieve their phase one objective (a crossroads on their left) but lacked the necessary firepower to make their way into the factory complex. The losses on the Black Watch mounted up and they gradually suffered three FUBARS and so lost the game.
The first of two games of AK47 at this afternoon session. Nick was managing and guiding both games. I am grateful to Andy J for his account of the first game. I regret to say that I have forgotten what the acronym SWARF stands for.
This was a scratch game because Pete was ill. Nick guided myself and Kevin through a game of the 3rd edition rules. I was defending - it started well but then went a bit pear shaped when I lost some of my armour. Kevin left for his planned game and Nick moved his infantry in for the kill. Except my infantry were in cover and mowed down the opposition as they crossed the open ground towards them. I also shot Kevin’s armour up so the remaining attackers ran away with their tails between their legs.
Another glorious victory for SWARF!!!
The second game featured Andy W, Ross and Stuart M involved in more political and military disagreements in some third world country. As Ross was one of the protagonists, I suspect that the forces of UVAVU were involved but I again cannot recall what this means (if anything).
My thanks to Bob for providing the following after action report. Also taking part in the game were Jim and Stuart S.
This was set somewhere in Outremer around 1100. The generic Muslims were split into two forces and were attacking a town held by me (in the guise of the intrepid Judith) while a relief force was on its way. My peasants were in the fields when clouds of dust appeared. Fearing the worst forces were sent to shepherd the shepherds and move along the merchants into the fort. The Holy Men of God being left alone as the Lord would provide. So far so good, the entire civilian population (minus the bothersome priests) was handed from unit to unit and into the fort for the loss of a few skirmishers.
The relief force detached a unit to bring in the priests and then went head to head with one of the Arab forces and they both pretty much destroyed each other. Sadly the Arabs came out on top. Rather than being boring and remaining in the fort the village troops came out and went at the other Arab army. Sadly it was full of missile men, and though we were able to chop through a couple of units without bother we then got shot to pieces.
Still, not all was lost. Until the last effective Christian cavalry force catastrophically converted to Islam (rolled a double 1 for a break test). Then indeed, all was lost. All that remained was for the civilians to negotiate their surrender.
This was the third test game for Dave K and Harry's projected offering at the Hammerhead show at Newark at the end of February. More figures have been painted and based and the game looks very nice. The Lust for Glory rules are a development of the 'To the Strongest' set, designed to be used for the early 18th Century period.
A very impressive looking small 'wild west' town was the setting for this gunfighting game, played using rules produced by the Too Fat Lardies. A certain amount of record keeping of the activities of the main characters is required and in this respect the mechanism is similar to 'What a Tanker!' However, as Don and Paul B assured me this in no way disturbed their enjoyment of the game and a good time was had by all.
More 1914-18 combat over the skies of France and Belgium was re-enacted in miniature by Dewi and Kevin, courtesy of 'Wings of Glory'
Andy GPT and Ray were only there for the afternoon session but they made good use of the time in continuing their exploration of the Peter Pig ruleset for battles in the First World War. I am not sure which part of the conflict was replicated on the table-top, nor the eventual result.