Friday, 4 February 2011

France 1940

Well my first game with Platoon Forward saw my German Company tasked with capturing a prisoner during a combat patrol against the french lines. Moreover only two platoons were allocated for the task. Support came in the form of one HMG from the company support platoon and Battalion HQ laid on a pre planned mortar strike.

The scenario required my troops to engage the french for at least four turns, inflict casualties and capture some prisoners.

I chose 1st and 3rd platoons commanded by URTZ and GUNTER respectively.

The French forces were placed as blinds, there are three types A,B and C. Blinds A will likely be an infantry section, blinds B could be heavy weapons and blinds C could be HQs or even armour. This allows you to set up a credible defence but not know exactly what you will face.

Next I diced for pre game events, luck was on my side with Gung Ho, company morale was high. This increased my chances of motivating my troops to engage in close assault.

Table seen from the German side, French units are dug in.

The artillery strike was planned on the right flank in front of the villa extending to the field.

Move 1


The strike was on target, killing one rifle stand and pinning the rest.

One section assaulted the pinned troops in the scrub killing another rifle stand and pushing the rest back.















The section captured some wounded French left in the scrub ( Result ).

In the centre a fire fight ensued with the dug in French section losing out to two German sections in the woods. However one French rifle stand hung in preventing any advance by the Germans.

Two French HMGs, one each side of the road poured fire on the German units but to no avail.




After four turns I retired my Platoons off the board having lost just one rifle stand, the French had lost two full sections.
The HMGs protecting the road.

A Major victory!
After action events make good my losses with replacements from Battalion HQ and the promise of an extra weapons team on our next outing.

Did Platoon Forward work?

1: The differing blinds allowed a credible defence and actually worked very well. Not knowing exactly what would the blind would represent but having knowledge of the probable units.
2: Any decision for the German force was helped by having a personality for the platoon commanders.
3: Random events anything from reserves to leadership tests add uncertainty.

Thumbs up for our first outing.

Next Blog I think I will layout my German  company OOB.


Tuesday, 1 February 2011

Platoon Forward

As I play most of my games solo I thought I would give Platoon Forward a try.

It is a generic system for adding personalities to your game, generating scenarios and random events.

It is split into three sections, each section can be used independently of the others. Section one generates the personalities of the unit, section two generates scenarios and section three events pre game, during the game and post game. It consists of over 50 pages with plenty of examples of how to interoperate the various tables.

I am going to base my games on a German company during WWII, but it can be used with a little tweaking for other periods. All references in Platoon Forward are at platoon level, but it scales up to company level with ease.

For my first game I will be using the PBI rules from Peter Pig, but plan to use other rule systems on a scenario by scenario basis.

Platoon Forward is available from toofatlardies for £7.00 on PDF.

The first game generated is a combat patrol with the objective of bringing back a prisoner. Look forward to the game report after the weekend.

Thursday, 13 January 2011

Gifts from Santa

Well I have been too busy to do much before Xmas, so not much to update.

Santa was kind enough to bring me a Peter Pig boxed army for the Russian Civil War.

I think you get the bases, casualties and standard bearers for free. All the figures were the usual high standard for Peter Pig, very little flash and really good castings. The first ten stands are done and I have now started on the colour companies.

I am going to try out Red Actions, a set of free rules from The Perfect Captain.

Each stand represents a platoon, between three and six stands to a company.

Over the holidays I did get in one game of Modern spearhead with my mate Tim, but didn't get any pictures, I would like to replay the game using Cold War Commander to get a feel for how different they play. The game, Syrians vs Israel, went well and was most enjoyable we should play more games.

Wednesday, 4 August 2010

Soviet Steamroller

Setting: The Eastern Front Autumn 43.

Situation: Soviet forces attempt to secure a bridgehead.

Ruleset: Blitzkrieg Commander II

Game length: 12 Turns or until one side breaks.

Soviet Force


Objectives: Capture the village, 1 building held = 2VPs, 2 buildings = 5VPs. If any buildings have been taken at the game end, count any Germans on the eastern bank of the river as casualties. Inflicted more casualty pts than casualty pts taken, but not twice as many 1VP. Inflicted twice as many as taken 2VPs


Having moved forward during the night, the two infantry units may set up within 40cm of eastern edge of the board. Armoured units use mobile deployment from turn one.


CO (CV8)

HQ (CV7)
9 Inf (1 upgrade AT Rifle)
1 Maxim
1 Mortar (82mm)
1 Mortar (120mm)

HQ (CV7)
9 Inf (1 upgrade AT Rifle)
1 Maxim
1 Mortar (82mm)
1 SU-152

HQ (CV7)
3 T34/76
3 Inf SMG Troops

HQ (CV7)
3 KV1s
3 Inf SMG Troops

Art 2 x 152mm ( 2 scheduled Assets each )

Breakpoint 19 (3015 pts)

German Troops


Objectives: Soviets hold no buildings in the village 5VPs, if they hold 1 then 3VPs, if they hold 2 or more no VPs. Inflicted more casualty pts than casualty pts taken, but not twice as many 1VP. Inflicted twice as many as taken 2VPs


Infantry must setup East of the river.


CO (CV10)
4 Inf (1 upgrade panzerfaust)
1 MG 42
1 Mortar (81mm)
1 Pak 40 (with truck tow)

HQ (CV9)
5 Inf (3 upgrade panzerfaust)
1 MG 42
1 Mortar (81mm)

5 x Trenches, 1 x Gun Pit

Delayed Reserves may enter from move 4 any road on western edge, use mobile deployment rule.

HQ (CV9)
3 Inf (1 upgrade panzerschreck)
3 Sdkfz 251/1
3 Stug-III, 75mm Long

Breakpoint 11 (2015 pts)
Move 1

Kv 1s on the right flank forge ahead, while on the left flank the T34s only get 1 manoeuvre.
Move 2

Pak 40 brews up the SU152

Panzerfaust teams attack the KVs

End of move 2
Move 3

T34s reach the bridge.KVs lose 1 tank for little impact on the enemy.
The entrenched German infantry are a lot tougher than I thought.
Move 4.
No progress for the Russian forces and German reserves turn up on time.

Germans occupy the village.

The Soviet CO demands all out attack.
Move 5 & 6

Each attempt on the left flank to cross the bridge is met with accurate pak 40 fire and a suppressed T34.

Tank riders are suppressed and killed then one more KV is knocked out.

By the end of move 7 the Russian infantry had cleared most of the German infantry on the left flank and the centre. On the right flank the KVs were down to one tank and no tank riders.

Moves 8 and 9 were a disaster for the Russians only succeeding with two manoeuvre checks.

With only 3 moves left to capture the village I conceded defeat to the Germans ( me also ).

Lessons learnt: Trenches are a bitch!

Saturday, 24 July 2010

Triple helix wargames

Popped over to this game shop yesterday. It is in a unit on industrial estate. They have 15 games tables available, but I was there for the shop. They sell games workshop products and a good range of flames of war 15mm models. I met the owner who was very pleasant. If you are in their neck of the woods pop in and check them out.
I wish them well in their new venture. www.triplehelixwargames.co.uk
Tel 01373 855380

- Posted using BlogPress from my iPhone
Location:Westbury Wiltshire

Tuesday, 13 July 2010

Breakout from the Meuse


This is my second game using Blitzkrieg Commander II. The scenario is set in May 1940, as there are not too many support units it is ideal for new players of the rules system.

FRENCH

CO (CV8)

HQ (CV8)
       12 Inf Units (Regulars)
       1 Support Unit (ATG, 37mm)
       2 Tank Unit (Somua S35)
       1 Tank Unit (Char B1 bis)
The French tanks have to be attached to the infantry and cannot act independantly.

GERMAN

CO (CV10)

FAO (CV8)

HQ (CV9)
       3 Panzer Units (Pz II)

( Commanded by the CO from above)
       2 Panzer Units (Pz III, 37mm)
       1 Panzer Unit (Pz II)

HQ (CV9)
       9 Infantry Units (Heer)
       1 Support Unit (ATG, 37mm, Pak-35/36)
       1 Support Unit (Mortar, 81mm)
       2 Trucks

ART Unit (150mm)

The mission for the Germans was to destroy the French armour or force them from the field.
Move 1: Seen from the German side.
The German plan was to push the infantry through the centre, while the Panzer Companies race down the flanks.
The Char B guarding the French right used its opportunity fire but failed to hit. The young veterans of the panzers wasted no time and opened up with all guns blazing, scoring enough hits to destroy the French tank. Move one and the toughest tank already knocked out! This was going to be too easy.
 
The French turn was pretty uneventful, they were still in shock from the loss of the Char B.

Move 2: Saw the German panzers push further on, the Panzer II Company on reaching the road were engaged by one of the Somua S35s, bad marksmanship meant it failed to score a hit ! The French weren't having any luck here. The Pz II succeeded with a third command roll and replied suppressing the Somua.


The French HQ despatched the other Somua to their right flank to cover for the lost Char B. This ended the move.

Move 3: Disaster, the Pz IIs about to finish off the Somua fail a command roll. To make up for this the infantry company have four successive command rolls they line the woods ready to advance on the central wheat field.
Move 4: The French finally have some good fortune, one Somua takes out a Pz III on their right and the other kills two Pz IIs on the left flank.

Move 5 and 6: The Germans regain their composure and redouble their efforts. The last PzIII kills one of the Somua S35s and the infantry advance on the wheat field engaging the French infantry.

Move 7: Germans falter, the infantry company have a command blunder and the CO fails his command roll, rolling 11. The French however fail to capitalise on the German inactivity, by failing their command rolls.

Move 8: The German infantry win the firefight with the French infantry, suppressing three of the four defenders. (dead markers show suppressed units in the picture below).
They waste no time in close assaulting the French.


They win the close assault killing three French units.


The last Somua crew however, skilfully pull back evading the shots from the German tankers.

The game ends thus:
German Losses, 1 Inf stand, 2 Pz IIs, 1 Pz III
French Losses, 3 Inf stands, 1 Char B, 1 Somua

A German tactical win but not a decisive one, as they didn't fulfil their objective.
You may have noticed the failure of the German Artillery, I forgot to move the FAO, lesson learnt.

This was a solo game, taking a couple of hours on Saturday afternoon and very enjoyable too.

Final positions
 The game was loosely based on the Flavion - Breakout from the Meuse scenario in the Skirmish Campaigns book, France 40 - the Ghost Division. As I don't have any painted Pz 38ts I used PzIIIs instead. The books are great for scenario ideas. As written, the actions are scaled down and aimed at the skirmish level. However they are easily scaled up to company or battalion level.


Sunday, 4 July 2010

The French Tank Museum

Last month I visited the National Tank Museum of France. Located in the town of Saumur on the Loire ( wine growing region ! kill two birds with one stone ). Their website is www.museedesblindes.fr


I should have taken some exterior photos of the museum, I will get the hang of this eventually.
Each vehicle has a board with information in French, English and German. The layout is similar to Bovington Tank Museum, in that the halls run in chronological order from WW1 through to the present.


The museum houses plenty of French tanks ( to be expected really ) but also a good selection of other major nations. They have an impressive collection of German tanks and boast the only running Tiger II in the world.




They also have on display several anti tank guns and artillery pieces.


They have a shop on site which is well stocked with model kits, but no cafe. If you find yourself near Saumur it is well worth a visit.


The WWII German hall.