The club will be holding a table top sale on 18 October between 9am and 5pm at the Scout Hut in Hitchin Rugby Club. Please do call in an have a browse and maybe pick up a bargain.
Wargaming from Hertfordshire & Beyond!
Saturday, 4 October 2014
Friday, 26 September 2014
Battlegroup Overlord - Counter-attack
A couple of weeks ago we had a small game using the
Battlegroup WWII rules system; set in Normandy, we used the BG Overlord
supplement, with around 450 points and four players involved. This was the
first time I’d umpired a game of BG at the club and for most it was their first
time using the ruleset. I confess I am an avid fan of the rules and am keen to
use them more often for club games.
We used the
Attack/Counter-Attack scenario from the main rulebook; the British had an
infantry platoon with a medium mortar and two troops of Shermans. The Germans
had an infantry platoon, three Stug IIIs and a Panther. I had originally intended
both sides to have an extra infantry platoon each, but looking at the size of
the board (6x4) we decided to only field one – which was probably a mistake. I should
either have removed the Panther and one of the Shermans instead, or brought on
the second infantry platoons as reinforcements.
Anyway, it was a fairly simple table, with a road running to/from
the diagonals, and a small group of buildings in the middle, each of which acted
as an objective. There was a considerable amount of bocage in the middle of the
table, forcing the armour along the roads. Again, with hindsight, as an introductory
game, a more open table might have been better to allow players to get the feel
for the vehicle combat elements of the rules. I think I also slightly mucked up
the bocage breaching rues for AFVs.
On to the game; the British proved slightly more aggressive
than the Germans, pushing their two troops of Shermans up the road to the first
house, while the infantry moved towards the bocage in the centre. The Germans
held back, with their Panther on Ambush Fire (i.e. overwatch) covering the road,
with the Stugs in reserve as the infantry cautiously advanced.
On the second turn the closed nature of the board became apparent
as the Shermans began to back up; one troop decided to dash across the road
into the more open left flank. This proved to be rash as the Panther activated
its ambush fire; firing twice it missed once and then hit the Firefly’s side
armour. Miraculously the hit failed to penetrate and, taking a morale test for
a non-penetrating hit, the crew scored a six, giving them a Call of Duty test,
which they passed. This allows a unit immediately to take an additional free
activation. On this occasion, the Firefly commander opted to shoot back at the
Panther, scoring a hit but failing to penetrate. With hindsight he should have
perhaps have scarpered into cover.
One the third turn the Germans again played fairly
defensively, placing the Panther on Ambush again, while moving an infantry
section up the left flank towards one of the objectives. In the centre both
sides took a house, forcing a battle counter to be taken by each side for the
loss of an objective. The British Firely in the open then tried to move out of
the way, at which point the Panther opened fire again – scoring two sixes to
hit – and, to no one’s surprise - killed the Firefly. Another battle counter
taken for the loss of a unit. Interestingly this was to be the only armour loss
in the game, again emphasising the lack of clear lines of sight.
Turn four saw the Germans occupying the house on the left flank
with an infantry section forcing another British battle counter. On this turn
the infantry had closed range and began to exchange copious quantities of fire
and casualties began to mount. One particularly rash/courageous British infantry
section decided to close assault the German section in the house on the left; a
brief but vicious fight saw the British section wiped out to a man, while the
Germans lost their rifle section. In the centre the British had reached the
bocage line, which oddly the Germans had failed to occupy and began to engage
targets across the top field and in the other houses.
At this point it became apparent that both sides had lost
the majority of their infantry and the armour was stalled along the road. We decided
to call the game and, totting up the battle counters it was a very marginal
German victory - by one point.
On reflection, an extra infantry platoon (either at the
outset or perhaps as reinforcements) would have given both sides more options,
and allowed them to exploit their successes more effectively – particularly the
British. The only aspects of the rules I found trick to run was the indirect
fire from the two medium mortars – I think we got this right but I need to
review them.
Overall, a good game – the BG rules appear to lend
themselves to a user-friendly multiplayer experience.
Sunday, 20 July 2014
Rank and File
Thursday night turned out to largely dominated by black powder (the propellant, not the rules). We had two 28mm games (Napoleonic and American Civil War), a 15mm Seven Years War game and, the outlier, a 1/200th naval game.
The French came on in column (as ever) and attempted to break the battalion on the left flank by weight of numbers. However, the first column was stopped by a volley and the second was bloodily repulsed in a melee (charging uphill not helping the French cause). Both French columns on this side then retired to lick their wounds.
In the centre, the French sought to bring their two field guns to bear, however their gunners were having a bad day and failed to hit much of anything throughout the battle. Having failed to break the left, the French commandant (aka Colin) tried to maneuver his force, concentrating his units on the right instead.
Meanwhile the British got a bit carried away and decided to come down off the hills to have a pop at the Frogs. This was perhaps unwise, and they started to take more casualties. Things heated up on the right, with one British battalion retiring and a second getting involved in close range fire with two more French columns, who they handily beat back, and managed to seriously wound the French commander to boot. In the centre the British line moved up and poured fire onto the largely ineffectual French guns crew, wiping them out in two rounds.
At this point the French had taken over 50% casualties and they decided to retire as their force morale was about to break.
Overall it was a fast and fun game - the R&F rules clearly lend themselves to an uncomplicated and quick flowing game; we picked the basics up very quickly. There are a wide range of optional extras that can be incorporated which may add greater flavour to the game - but importantly it felt accurate, with stout British infantry throwing back the French hordes.
The Napoleonic game was a test run for some rules picked up at Partizan earlier this year - Rank and File by Crusader publishing. We had a force of British infantry (commanded by your correspondent) with a medium gun defending a line of hills against a larger force of French infantry with two guns.
The thin red line |
In the centre, the French sought to bring their two field guns to bear, however their gunners were having a bad day and failed to hit much of anything throughout the battle. Having failed to break the left, the French commandant (aka Colin) tried to maneuver his force, concentrating his units on the right instead.
Meanwhile the British got a bit carried away and decided to come down off the hills to have a pop at the Frogs. This was perhaps unwise, and they started to take more casualties. Things heated up on the right, with one British battalion retiring and a second getting involved in close range fire with two more French columns, who they handily beat back, and managed to seriously wound the French commander to boot. In the centre the British line moved up and poured fire onto the largely ineffectual French guns crew, wiping them out in two rounds.
French gunners about to be mown down |
Overall it was a fast and fun game - the R&F rules clearly lend themselves to an uncomplicated and quick flowing game; we picked the basics up very quickly. There are a wide range of optional extras that can be incorporated which may add greater flavour to the game - but importantly it felt accurate, with stout British infantry throwing back the French hordes.
Friday, 27 June 2014
Panther, Panther, burning bright
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 |
Bang! And the Panther is gone. |
And in case you missed it the first time.... |
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 |
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.
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 battlefield - British from the top right with Germans deploying up the road from the bottom right |
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).
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. |
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 |
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).
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