Wargaming from Hertfordshire & Beyond!

Sunday, 22 July 2018

The Tip: Oosterbeek 20.9.44

Words and pictures by Fred.

A couple of lads from our local club came over to my house last month to play another Market Garden scenario that I put together based on the attack by KG Bruhns and KG Krafft (9th SS Panzer Division) on the tip of the Oosterbeek perimeter after the collapse of 4th Parachute Brigade's position at Wolfheze during the evening of 19 September 1944. The British fell back overnight into a defensive position held by 21st Independent Parachute Company, 7th KOSB and 1st Reconnaisance Squadron. Dave and Simon (SiWi on this forum) took the paras, and myself the Germans.

Each side had 900 points using the lists in BG Overlord and MG, with all the latter's campaign-specific rules applying. Although the British set up first, we simulated the chaotic, swirling nature of this battle by dicing for initiative to decide who went first in each turn. The German objective was to destroy the British as a fighting force by reducing their BR to zero. The British objective was to survive by reducing the German BR to zero or still have un-pinned units on the board when the game finished. British units that retreated from the table were treated as destroyed for the purposes of BR.

As a special scenario rule, we modelled the benefits that the Germans obtained from the RAF's forlorn attempts to re-supply the paras as the perimeter started to shrink. On a roll of 6 at beginning of each of their turns, the British would place a supply counter at a randomly generated point on the table. Some of these were outside the British deployment zone, others within it. Capturing such counters was the only way the British could re-supply their units during the game. If they did so, their BR also increased by 1D3. If the Germans captured one, the British BR would be reduced by 1D3.

In the end, we played 11 cracking turns.

As the German player, I stuck closely to the historical orbat for these KGs using information from Kampfraum Arnhem, Market Garden Then and Now and It Never Snows in September. The board lay-out was modelled very closely on two excellent maps in KA and T&N respectively. The British won initiative and were able to put a large number of their units on ambush fire.

The Germans started cautiously by pushing an infantry platoon forward under the cover of a hedgerow. One of the surprising revelations of my research was the amount of high hedges, foliage and woodland in the area. The road in this picture went leftwards towards the famous railway crossing where jeeps of the 1st Reconnaissance Squadron had been ambushed previously.




The British deployed cleverly, with an outer crust based in these ruined buildings on the outskirts of Oosterbeek.

 

An adjacent line of foxholes along this lateral road was to prove very difficult to eliminate.

 

The British defensive lines also had good depth.





Two 6 pounder ATGs were deployed in positions with arcs of fire covering the more obvious German avenues of advance.



Sources suggest that the 9th SS Panzer Division had a couple of Jagdpz IV L48 SPGs. I haven't painted the ones that I have made yet so I fielded Stug IVs instead as the closest proxy for historical veracity. These were pushed forward carefully to avoid the ATGs.




The British enjoyed good luck with the first supply drop, which fell within their lines and was easily picked up, boosting their BR.




Panzer Grenadiers advanced behind the cover of the Stug IVs.




Their comrades continued to inch forward along the hedgerow.




To their left, other Grenadiers infiltrated a building that promised to be a good position of cover for the rest of the advance.



 

Instead, and for the rest of the game, it became a magnet for well-placed British fire, causing multiple casualties. The Germans had a dilemma - if they vacated the building, it would leave their left flank open. If they stayed there, they died.



Another supply drop landed within the British deployment zone, boosting their BR further. Things had got off to a slow start for the Germans!




Fortunes gradually turned and the build up of German forces persuaded the British to abandon the first line of buildings and retreat into the nearby woods. The Germans had placed a PRT in the centre of these houses and the paras saw little point hanging around.




An overhead shot shows the state of play after the first few turns.



 

As a reward for eliminating one squad of paras, the Germans saw the British draw a breakdown chit which was immediately placed on one of the Stug IVs. Luckily, the Germans had had the foresight to bring a repair vehicle with them.


 

Another Stug IV entered the fray.



The paras continued to pull back slowly rather than get hoovered up by the more heavily armed (and armoured) German attackers, trading space for casualties.




As the Germans were lured forwards, a salvo of artillery fire landed in the midst of their troops courtesy of XXX Corps on the other side of the Lower Rijn. Sneaky!




Having cleared the first line of buildings, with the paras falling back, the Germans applied their coup de grace in the form of a platoon of armoured Panzer Grenadiers. The first Hanomag barrelled down the road towards Osterbeek and unloaded its passengers, who immediately close assaulted and eliminated a nearby house containing some troublesome paras. It then transpired that it was sitting on a British PRT, which soon attracted more artillery fire. Miraculously, the Hanomag survived the first salvo.




On the German right, Grenadiers supported by armour had managed to get round the British flank.




The British had pulled back to form a hedgehog position around the central road.




 

The Grenadiers pressed on with the support of a 250/9 and started to roll up the British defences.



Two more Hanomags entered the board and launched a frontal assault on the British positions around the crucial cross roads, which was a key objective for both sides.




The battle swung back and forth as both sides saw both good and bad luck. One Stug, having been repaired after a breakdown, then struck a mine and was knocked out. A second received another breakdown counter and was left immobilised. The German Forward HQ (a somewhat anachronistic Panzer IIIK) saw fit to move up and direct the attack.




This German MMG team was able to get round the British flank completely and threaten the British rear positions.


 

Their comrades continued to pour forward.



The climax of the game saw Grenadiers close assault and capture the cross roads.



 

The British were clever in pulling back to deeper prepared positions rather than risk their more lightly-armed units being wiped out in an uneven battle. As a Hanomag pushed forward to force the issue, one of their 6 pounders opened fire...


 

...and knocked it out.


 

This was a fitting end to a most enjoyable game played in great spirit. We had previously questioned whether Arnhem is truly a good situation for gaming. Previous scenarios had seen the British get absolutely walloped in a serious mismatch. Our game was nicely balanced and went to the wire. We called it a draw: the British were closer to their breaking point (33/54 compared to 24/56) but the Germans had not achieved the scenario victory conditions. The British were not destroyed and had retained their tactical cohestion. The trick seems to be to build in a narrative around the battle with difficult objectives for the Germans, and plenty of cover for the British.

Our next game will involve the British attempts to break into Arnhem in the early hours following the first landings, so the roles will be reversed.

Friday, 20 July 2018

The Irish go a Raiding (Dux Britanniarum)


During the celebrations of their recent victory over the Viking invaders the eldars of Newtownards gathered their people around them to tell the sorry tale of their raiding forefathers.

A long long time ago in a land over the sea the Irish went a raiding....

Gréagóir the brave had heard tales of vast quantities of treasure to be had in the land of the Britons and so decided that the village of Newtownards needed some loot for redevelopment.

All looked well at first as the wagon train (heaving with loot) appeared to have only a small number of escorts.


Unfortunately on closer inspection these turned out to be heavily armed and armoured. This wasn't going to be easy mutterd Gréagóir under his breath. Thus he ordered his cavalry to outflank the wagon train and cut it off from the safety of the town.


The main raiding force under the personal command of Gréagóir advanced upon the personal guard of Philipus the thoughtful.




Meanwhile the city guard sallied forth to try and prevent the Irish cavalry from outflanking the wagon train.


Unfortunately for the Britons the fast moving skirmish cavalry managed to block the road to the town. The Britons would have to fight to get the wagon train through now.


In the boglands well to the right of the town the Irish skirmishers and bowmen were having the better of the fight with the lower ranking Britons, causing plenty of shock. Clearly many a night spent in the local tavern playing darts.


Philipus's personal guard struck out towards the Irish skirmish cavalry and pulling a "Carpe Diem" card sent them packing back to the ships. Thus clearing the way for the carts to get safely to town.




Gréagóirs raiders trudged reluctantly towards Philipus's guard with some truly abysmal movement dice rolling.




However the Irish Raiders eventally managed to make contact and after a prolonged fight sent the Britons running for the hills. Unfortunately for Gréagóir the wagon train was able to slip past and the town guard formed a shieldwall across the road. More unfortunately the Britons in the bogland, after dealing with the bowmen and out manoeuvring the Irish skirmishers, dealt a deadly blow by making a rapid move to attack Gréagóir in the rear whilst he was celebrating his victory over Philipus's guard. This was all too much and Gréagóir the unlucky decided the loot wasn't worth it and headed back to the ships empty handed.

Friday, 13 July 2018

Busy week at Black Wolf

A large turn out this week, with in the first corner, a 15mm WW2 1940 Operation Sealion game using the Great Escape Games "Iron Cross" rules.

Opposite we had a game of To the Strongest Ancients, this time in 6mm, looking nice, but testing the eyesight!

Next down the hall, Rob and Tony played a trial game of "Gangs of Rome" using Rob's shiny new stuff. By the end both players said it had been OK, with some mixed views emerging regarding the rules, but it looks like this will be coming back to the tables again.

Then we had, "Congo"!
20 months after Simon buying these rules at Warfare 2017, the "Force Publique" finally hit the tabletop. Despite losing, due to Chris being able to end the game before Simon's gallant lads could capture the giant gorilla, Simon said the rules were "alright" (such ringing endorsement is rare!). The rules were considered fairly simple but quite elegant and still challenging. A fun game of Colonial Exploration, not an accurate simulation of 19th century Sub-Saharan African Warfare. While not considered a staple wargaming diet, they were considered good for an occasional diversion into the days of Empire.

In the far corner we had a very nice looking, compact game of 'For King & Parliament', in 6mm. This game will also be appearing at "The Joy of Six" on Sunday.

In the back left corner Colin, Fred, Malcolm and Ian played an Impetus fantasy game, Lord of the Rings style.

The right wing of the forces of Isengard were rapidly ambushed by Elvish archers, destroying a unit of Warg light cavalry.  Meanwhile units of Trolls and Orc berserks blundered forward, the Trolls coming under telling fire from the elvish archers hiding in a wood. The trolls then broke and rampaged towards their rear, badly damaging a supporting deep orcish pike unit. The progress of the Orc pike block was then further impeded by their own berserks charging across the centre of the battlefield.

The Rohirrim launched a Cavalry charge from cover, destroying these berserks, while simultaneously infantry units rushed forward to protect the cavalry from immediate counterattack.
A bloody affair, the game being concluded with the both the Rohirrim and the Isengard orcs close to defeat.

Lastly we had a Too Fat Lardies, Dux Britaniarum game - Vikings vs Irish

This game saw Vikings (see TFL Special) vs Irish (from the Raiders supplement). The scenario was a Viking raiding party having found their way into Strangford Lough, intent on raiding the settlement at Newtownards (no we had no idea why either!).
The Vikings landed and split into two groups, the elites and warriors heading right to the front of the church and the levy to the left, to establish a secure perimeter for the withdrawal, behind the church.

The Irish however turned up from an unexpected direction and quickly descended on the Viking levy, before they managed to form shieldwall. While the Viking levy reeled backward, the Viking leader brought his elites and a group of warriors around the church the threaten the rear of the Irish line.


Faced with this double threat, the Irish lord split his force, sending one unit to hold off the remains of the levy, while two groups faced off with the Viking elites and warriors. But this did not go well for the Irish and quickly one group of Irish warriors, complete with their Lord, were in full flight, while the other remained embattled with the Vikings.


However, the Irish skirmishers emerged to encircle the Vikings and pelt them with spears, racking up shock points. Then the Irish bowmen crept out of the woods and slaughtered 3 elite warriors in a single turn (3 sixes on 4 dice!).

Against such demon archers and with the longship to Valhalla rapidly filling up, the Viking lord decided to call it a day and head home!