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.
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.