Wargaming from Hertfordshire & Beyond!

Friday 27 June 2014

Panther, Panther, burning bright


Thursday night's club meeting was slightly unusual in that we had a guest appearance from a 'big man' in the wargaming world, Richard Clarke from the Too Fat Lardies (TFL) rules stable. Richard had kindly agreed to come up and run a few of us through the TFL Chain of Command rules, which have already proved a big hit at the club. In fact, in addition to the CoC game Rich was running, set in Normandy, the table opposite had the British and Italians facing off in a CoC desert war scenario, and further down the hall was a Dux Britannarium Raiders scenario (another TFL rule set, forming part of an ongoing club campaign).

Richard explained he wanted to run a larger than normal CoC scenario, with the Brits fielding two full infantry platoons and a Sherman troop against a mixed force of Germans defending a town crossroads against an Allied advance. With three of us playing per side, it looked like being a lively evening.


The Allies were uncharacteristically sensible and decided to mass their four Shermans rather than splitting them up in support of the two infantry platoons. The Shermans would carefully push up the road towards the town while the two infantry platoons moved up the flanks to find the German defenders. 

The opening phase turn was fairly quiet, but the British had a knack of throwing double sixes for their command dice, thereby gaining immediate extra activations, and allowing them to get most of their forces on quickly. The Germans began their turn, and brought on what should have been their ace in the hole, a Panther tank. This caused some consternation from the Allies and the Panther raced up the road onto the bridge just outside the town, while the German infantry and MG teams deployed into their defensive positions. 

The Germans prepare 
 A plucky (or perhaps foolhardy) British Sherman gunner decided to have a pop at the Panther as it sat exposed side on on the bridge, hit it, but failed to penetrate even the big cat's side armour. There was a general feeling of resignation on the Allied side that our tanks were going to start brewing up rapidly. Meanwhile the British infantry moved up the flanks towards the objective, with some fire and grenades being exchanged in an orchard on the right.   

British infantry advancing to contact


The Germans then made a fateful decision; rather than move their Panther off the bridge (remember it is side on to the Shermans), it returned fire at the impudent Sherman which had dinged a round off it, and...missed! Much relief on the Allied side. The infantry continued to move, while the other Shermans lobbed HE rounds into the Germans defensive points. And then the unthinkable happened - the impudent Sherman gunner had another pop at the Panther, hit it, and then destroyed it. Immediate Military Medal for that man. There was a stunned silence followed by general incredulity all round - even Rich appeared a little surprised by this turn of events. And it got worse for the Germans, the burning Panther was now blocking the only clear access into the town, and their following armour (a Stug and a Lynx recce car) were forced to go the long way round and played no part in the ensuing fight.

Bang! And the Panther is gone.  
And in case you missed it the first time....
After this, the game was really only heading in one direction. The British, emboldened by the removal of the main armoured threat,  started  to close up on the main objective in the town, but began to take infantry casualties on the left with some fairly bloody house to house fighting - this platoon suffered about 50% casualties overall. They also had a nasty surprise when a HMG team appeared in the house to their front and started inflicting casualties.

On the right, the other British infantry platoon chipped away at the Germans dug in around the edge f the town. However, the four Shermans were now free to form an effective base of fire, out of range of any sneaky Germans with Panzerfausts, and repeatedly blast the German defenders with HE, to the point where some of the buildings were beginning to collapse around their ears.

British infantry being uncharacteristically aggressive (and about to get bloodied for it) 
The all important Shermans
At this point, it was getting late and Rich decided we should call the game for the Brits. The Germans were being gradually whittled down by tank fire and were likely heading for crippling force morale losses. All in all a great game (particularity for those of us on the Allied side), but one which turned on a very lucky Sherman crew.

It was great to meet Richard from TFL and a good experience to be taken through a game by the author of the rules. Three a side got a little chaotic at times, but we had a very effective umpire keeping us in line. Apparently there is a modification in the works to adapt CoC for modern warfare, specifically Afghanistan, so I'm looking forward to seeing that develop.

Figures and vehicles were 28mm from Richard's collection and terrain was provided by club members.

Friday 6 June 2014

Normandy - Chain of Command

Given it was the 5th of June, it seemed mandatory to have at least one Normandy themed game at the club night. Using 20mm (the one true scale for WWII) and the excellent Too Fat Lardies Chain of Command rules, the engagement saw a platoon of hardy British airborne pitted against a platoon of German panzergrenadiers, supported by a Stug IIII assault gun.

The battlefield - British from the top right with Germans deploying up the road from the bottom right 
Tactically, the British (ably led by Dave) got the better of the patrol phase, containing the Germans in their deployment corner. Both forces had very high morale and counted as aggressive troops, but the Paras were considered elite, which as it turned out, made them very hard to kill. The Germans won the initiative and deployed two infantry sections and the Stug.

The Stug III deploys, with infantry probing ahead in the background 
Perhaps predictably, both sides made a beeline for the houses in the centre of the table, and a section from each side took a building. However the German commander (your correspondent) was taken slightly unawares when the Paras lived up to their aggressive reputation, and close assaulted the German held building with a second section. This opening contact turned out to be very bloody (and involving a ridiculous number of dice); with the Germans taking 50% casualties, but the Paras coming off worse with 70% losses and being forced to retreat (assaulting defenders in hard cover is a tricky thing it appears). 

The Panzergrenadier squad on the left heading for a bloody encounter with the Red Devils 
With both sides reeling slightly from the clash in the centre, the action moved to the German right flank, as the Paras began to move up another section and their platoon headquarters. Unbeknownst to the German Stug commander this HQ team contained a PIAT (Projectile Infantry Anti Tank), which, to be honest, I've always regarded as a bit of a joke as an AT weapon. This is not apparently the case in Chain of Command, as the PIAT proceeded to hit the Stug twice in quick succession. Luckily for the Germans, both hits failed to penetrate the assault gun's side armour, but left the crew understandably shaken and immobile for two turns. 

The lucky Stug, with the PIAT team in the distance
In the centre, the Paras in the house opened up in the surviving Germans from the close assault, and inflicting further casualties, forced them into a headlong retreat to the woods and this mauled German section played little part in the rest of the fight. Meanwhile the two surviving German sections dug into the hedges and shell craters on the right and proceeded to expend a prodigious quantity of lead in an attempt to blunt the British advance. A critical result of this firefight was the elimination of the British platoon commander, forcing the lone PIAT to retreat, removing the immediate threat to the Stug. From this point the fight became one of attrition, as the combined firepower of four MG42 teams began to slowly whittle away at the Paras, and the Stug was able to move up in support and add its MGs to the fight. Despite a huge amount of firepower, the Paras still proved tough to kill. 
The Germans dig in and pour fire on the advancing Paras
Shortly after this we decided to call the game. The Paras had taken control of most of the tactically important areas of the field, but were worn down by sheer German firepower, and lacked an effective means of dealing with the Stug. It was agreed that it had been a minor German victory - at least on points. Terrain and Brits from Dave's collection (figures mostly Platoon 20) and the Germans were supplied by Simon (figures from Britannia Miniatures).

Other games on the night included a fairly bloody game of Dux Britannia, a fight on the North West Frontier, and some Roman legionaries duffing up a group of eastern types (using Impetus).

Roman Auxiliary Cavalry 

Confronting the Eastern barbarians

Dux Britannia 























Monday 2 June 2014

Delaying action at Marnach - 16 December 1944


As if to prove there is no scale in which we won't play WWII, one of Thursday night's games saw a 10mm game set during the opening phase of the Battle of the Bulge on 16 December 1944. The unsuspecting American infantry company was concealed in the small town of Marnach, and was to be assaulted by Kampfgruppe Cochenhausen (i.e. II Battalion, 304th Panzergrenadier Regiment).
The battlefield - Marnach at the far end.  
The Germans deployed in three companies, with two on the right flank and one, slightly more exposed, moving up the main road to the left. The first few turns were pretty uneventful, with the Germans advancing quickly towards the crestline in front of the town. The Panzergrenadiers on the left, arguably due to a degree of impetuousness on the part of the company commander, cleared the ridgeline, and heedlessly ploughed forwards, seeking out the hidden American forces suspected to be in the town. In short order they discovered a series of American defensive positions,with US infantry waiting in ambush. However the Americans must have been half-asleep as their opening volleys failed to have much effect. This marked the start of several rounds of attrition as the Germans attempted to close with the Americans skulking in their foxholes.

Having located the enemy, the 2nd and 3rd German companies moved up  in the centre and on the right. The Kampfgruppe commander at this point realised he could not see over the ridgeline in order to direct artillery onto the Americans and thus moved macht schnell up the road to a better vantage point. The centre company began to bring fire onto the Americans as the 3rd company on the right flank maneuvered in the limited space available to assault into the town.

Closing to assault 
While the US commander started to look a little queasy at the number of angry men in grey coming towards him, the US defense settled down and began to inflict casualties on the Germans, slowing the left and centre lines of advance to a crawl. This was aided by the dismounting of several machine gun equipped recon teams into the houses behind the main defensive line. The left hand German company was being whittled down and as it assaulted the dug in infantry was quickly reduced to half-strength. The 3rd company on the right fared better, managing to to break into and clear several of the defended houses on the outskirts of Marnach. However this came at the cost of almost 50% casualties. 

At this point we decided to call the game. The US infantry had done well, slowing the German advance to a crawl and inflicting heavy casualties in return for relatively light losses. If time had allowed the following turns would have seen the arrival of two US Sherman platoons and a Panzer company, but it seemed unlikely that they would change the overall outcome of the battle - the US forces would have probably succeeded in delaying the Germans for long enough. 

The game was fought using Battlefront rules from Fire and Fury Games and using Pendraken miniatures (I think).