Sunday, December 16, 2007

25/28mm World War Two

Back to a project started in October – I wanted to take stock of EVERYTHING that I had and come up with an all-inclusive LONG RANGE WARGAMING/TOY PLAN with what I have – both painted and still needing to be painted – and what, if anything I really need to get to finish the forces I’d like to have for any particular period… I’m going to try and finish up this project by the end of the year so I can have this Long Range Toy Plan to refer to when coming up with my Game Plan for 2008.

These are all for skirmish wargaming at a 1:1 figure scale. This is where I find I (and many others out there) get a little too…well… anal… about specific TO&Es of various unit types at various stages of the war… When, REALLY, when did any infantry section EVER go into combat with it’s full war establishment of men and arms?! Not very friggin’ often! Still they are handy for a place to start…

In addition to books that I own I have made great use of the Battalion Organization During the Second World War web site.

BRITISH COMMANDOS

I’m not sure any of these guys have actually seen any action yet…? Maybe in some Pulp Adventure games I’ve run… I’ll have to do something about that in the near future.

I tortured my self forever about whether to do Army or Royal Marine commandos (because the have slightly different numbers and ratios of men and equipment in their sections at different stages of the war). In the end I decided not to paint on any insignia (other than rank chevrons) and went for an approximation of a near full-strength troop with most of it’s equipment… Both RM and Army Commando Troops – as far as I can tell – had the same basic structure: Two “Sections” that broke down into two “Sub-sections” and each of the Sub-sections was slightly larger than a regular infantry section.

Here’s the pics:

(Remember: click on the pictures for a bigger version)


Here is the Troop Headquarters, From left toe right, Troop Commander (Captain), Sergeant Major, Batman/runner/signaler, Stretcher Bearer and orderly (RAMC, attached – it’s cleverly folded up real small like and hidden in one of their packs….), PIAT team, and 2” mortar team. With the exception of the PIAT team (which is from Crusader Miniatures) they are all Foundry Figures)


First section – in the front are the Subaltern and Sergeant; behind them are the two sub-sections as detailed below. These are again mostly Foundry Figures, with the exception of the Sergeant and his double lurking in the rear, which are from Artizan Designs.


Second Section – not quite finished… This section is a mix of figures from West Wind Productions, Artizan Designs, Crusader miniatures, and The Foundry


Some attachments from support troop – a Crusader Miniatures 3” mortar team and two Vickers teams (one firing, one moving) from West Wind Productions.


The Extras – Not quite enough to start in on a second troop. Mostly armed with Thompson SMGs… if they ever get painted they’ll probably be fielded as “specialists” (engineers with demo charges, etc.) If anyone else had a more immediate use for them, I might consider trading a few away (Not the PIPER!?)

so… The Plan…

Commando Assault Troop

Troop HQ
-CO (Captain) - HAVE: 1 Painted - DONE!
-TSM - HAVE: 1 Painted - DONE!
-Batman/runner - HAVE: 1 Painted - DONE!
-SB & Orderly (RAMC attached) - HAVE: 2 Painted - DONE!
-2x 2” Mortar Crewmen – HAVE - DONE!
-2x 3 PIAT Crewmen – HAVE - DONE!

2x Commando Assault Sections, each:
-Section HQ: Subaltern + Sergeant -
-2x Sub-sections, each:
--LSg t(SMG), Cpl (SMG), Bren, No.2, 8x Riflemen (SMLE) –
Totals (Per section/Per troop)
1/2x Subaltern (pistol) - HAVE: 2 Painted - DONE!
1/2x Sgt (SMG) - HAVE: 2 Painted - DONE!
2/4x LSgt (SMG) - HAVE: 2 Painted, 2 To Paint
2/4x Cpl (SMG) - HAVE: 2 Painted, 2 To Paint
2/4x Bren - HAVE: 5 Painted - DONE!
2/4x No.2 - HAVE: 5 Painted - DONE!
16/32x Riflemen (SMLE) - HAVE: 15 Painted, 17 To Paint

Within the Troop (assigned to Riflemen as required):
2 sniper rifles HAVE: 1 Painted, NEED TO GET: 1
2 Rifles with grenade dischargers NEED TO GET: 2 (well.. it’s be “NICE” to get…)

Attached Commando Assets:
From Heavy Weapons Troop
3” Mortar teams - HAVE: 1 Painted – DONE!
Vickers MMG teams - HAVE: 2 To Paint (one firing, one moving)

Extras:
I have (to paint) about a dozen extra commandos with berets, packs and Thompson MGs, two extra officers, and some other odds and sods. The chaps with berets, packs and SMGs could be painted up and substituted into the sections as required – as I’m sure commandos scrounged extra SMGs – beyond the ones issued to sergeants and corporals – or they could be used as specialists – engineers with demolitions charges, etc

So I pretty much have everything I really need for WW2 commandos, just need to paint up the second section…

BRITISH/CANADIAN PARAS

These guys HAVE seen some action – I ran a Disposable Heroes demo using them. They will hopefully be used at some point again in the New Year in an “All Quiet” campaign.


A Platoon – dangit! I took four pics of this platoon for slightly different angles and distances and settings and in EVERY ONE the Platoon HQ turned out fuzzy… Well there they are… These are a mix of figures from The Foundry and West Wind


Supporting Elements – Mortars and Machine Gun from West Wind, 6 Pdr AT gun from Artizan.


The beginnings of a second platoon and an unfinished sniper.

The Plan…

2x Para Platoons

Platoon HQ, each:
-Lt, Sgt, Batman, Runner
Totals:
2xLt (pistol) - HAVE: 1 Painted, NEED TO GET: 1
2xSgt (sten) - HAVE: 1 Painted, NEED TO GET: 1
2x Batman (SMLE) - HAVE: 1 Painted, NEED TO GET: 1
2x Runner (SMLE) - HAVE: 1 Painted, NEED TO GET: 1

3x Para Section, each:
-Sgt (sten), Cpl (sten), LCpl (SMLE), Bren-gunner, No. 2 (SMLE), 5x Riflemen (SMLE or Sten)
Totals (Per Platoon/Total)
3/6x Sgt (sten) - HAVE: 3 Painted, 3 To Paint
3/6x Cpl (sten) - HAVE: 3 Painted, 3 To Paint
3/6x LCpl(SMLE) - HAVE: 3 Painted, 3 To Paint
3/6x Bren-gunner - HAVE: 3 Painted, 3 To Paint
3/6x No. 2 (SMLE) - HAVE: 3 Painted, 3 To Paint
15/30x Riflemen (SMLE) - HAVE: 15 Painted, 15 To Paint

Each Platoon also had several 'reserve weapons' allocated to it, namely a Bren gun and a PIAT (and stens!) (and 2” mortar?) – so some “riflemen” may be issued these to be carried instead or in addition to their SMLE or sten.

Attached Battalion Company Assets
-3” mortars & 3 crew- HAVE: 1 Painted, 1 To Paint,
-Vickers MMG & 3 crew - HAVE: 1 Painted - DONE!
-PIATs (additional from Battalion AT Platoon) - NEED TO GET?
Attached Divisional Assets:
-6 Pdr & 3 crew - HAVE: 1 To Paint
-Artillery Observer? Nice to get….

Okay so in the above plan I have included two packs of figures which weren’t pictured: Artizan SWW-165 British Airborne Ad Hoc Section (which I just bought… this afternoon…) and Crusader WWB-204 Paratroopers Sten SMG (which I ordered in to my Local Game Store – the Dragon’s Den - but doesn’t seem to be there now… so I’m guessing someone went in and asked one of the lads what I might like for X-mas… Iknow… kind of counting my chickens…)

One thing I DO still need then is a command section for the second platoon… at a first look through I wasn’t really taken by wither of the Artizan or Crusader options – which are most readily available to order through the Den – but maybe I’ll go for the Artizan Command II (SWW-167) – I mean who wouldn’t want a para in a kilt and a platoon leader leading the way with his umbrella!?


LRDG/SAS/DESERT COMMANDOS


Every last one of these is from Aritzan Designs.

Have Painted:

10 assorted SAS/LRDG/Dessert Commandos with assorted weapons (6x SMG, 4x Bren)

To be Painted:

8 Desert commandos with SMLE
3 SAS-type with various weapons (2x SMG, 1x SMLE.. I think…)

These lads have definitely seen loads of action – first in Chaos in Cairo and later in innumerable Savage Worlds Pulp Adventure games! Once I finish painting up the rest I’ll probably organize them as such:

CO (SMG) –officer of some sort – depending on the mission… Captain or LT.
2IC (SMG) - Sergeant Major

4 sections, each with:
Section Commander (SMG)
Bren Gunner (Bren)
2 Riflemen (SMLE)

The extras will be specialists which could be wildcards (a character in Savage Worlds – my preferred set of skirmish rules) or not, and attached or independent as required…

This is not based on any TO&E – these are most likely only going to see duty as “desert commandos” in Pulp adventure games – most “special units” have always had pretty flexible organizations so “as required” seems pretty probable.

I have no real desire to build a full SAS Squadron or LRDG patrol or Desert commando troop – for the former two I’d really need a pile of vehicles and more guys, and the latter… well… I’ve already GOT a Commando Troop – I see no reason why they could not be used for any actions in North Africa or the Middle East?

COMMONWEALTH ODDS AND SODS


Foundry Home Guard on bicycles and a spare PIAT team from Crusader Miniatures. I couldn’t resist the cyclists; I am, after all, a total bike geek!


Tamiya 1/48 scale British Universal Carrier. Some folks use 1/48 scale models with their 28mm figures. Thought I’d pick up this carrier to see how it looked. Silly really as it’s not really equipment that either Commandos or Paras made much use of (as far as I know…). A pair of Crusader Miniature shown for scale.

AMERICANS


Oddball, Kelly and Little Joe. Who could resist? Artizan Designs.

There’s some more Americans at the Den… maybe some day if they landed in the bargain bin I might pick them up, find myself a Sherman to modify and a couple of tigers and run a little Kelly’s Heroes scenario…?

THE FRENCH

French Foreign Legion Platoon

Alright starting to loosen up here – the forces I have in no way represent a full-strength-authorized-war-establishment-TO&E platoon…. and I’m keeping it that way… I’m sure there was never a platoon in North Africa that ever neared full strength so why should I have one!?


These are all Artizan Designs as well.

French Foreign Legion Platoon

1x Lieutenant
1x Sergeant

3 Sections, each:
1x Caporal
1x Light machine-gunner
5x Riflemen

The extra officer is “le Capitaine”

That’s all I have and I’m not buying any more…

French Resistance

Some of these have seen some action… not as resistance fighters, but as landing parites from tramp steamers in my Pulp Adventure games. Really they’re just armed civilians from the 1940’s – could be used for anything…


The painted ones… a mix of West Wind Productions and The Foundry. Except for the two dames, the chap in the helmet and the two saboteurs with the demolition plunger thingie – these have all served as crew fro the S.S. Persephone. The one in the middle with the blue coat and automatic pistol – that’s Marcus Andres, First Mate.


The not-so-painted ones… again, a mix of West Wind Productions and The Foundry.

Have 16 Painted, 10+ to be painted (I’m sure I have some more – but they’re all mixed in with my other Pulp stuff…)

I have no need of any more French Resistance Fighters. More pulp stuff… maybe – but that’ll be covered under a different post…

THE GERMANS

25mm World War Two Deutches Afrika Korps

Once again, these chaps have seen plenty of action –like the LRDG/SAS types I first used them with Chaos in Cairo, and then as villains in PLENTY of Pulp Adventure Games. I mean Nazis are just the ultimate cardboard cut-out villain…


The Panzer-Grenadier Platoon (all Artizan Designs)


Support from the Company’s Heavy Platoon – and some casualties.


The little man himself, the bohemian corporal…


Okay now this is definitely straying into Pulp Adventure and away from Historical World War Two – but the ARE uniformed nazi-types and this lot have ALWAYS been used with my Panzer-Grenadiers – because my Panzer-Grenadiers have never been used for ANYTHING but Pulp Adventure games… (well that’s not true come to think of it; they were used once with the paras as part of the aforementioned Disposable Heroes game…) Anyway, in the center are Colonel-Doctor von Ravenhoff and his beautiful, but dangerous, daughter and assistant Heidi von Ravenhoff. One of the others was named Ernst Liechmann, another was Otto von Klausmiester (…maybe?) and I forget the other one’s name… it’s been a while.. I could probably look back through the game reports on this blog and figure it out… but I must carry on…!


Further into Pulp-land we go; Der Ubersturmfuhrer, Ilsa and the She-Wolves of the SS.


Karl Von Kindershisse (center) and his two Gestapo thugs, Gunter and Hans…

Motorized Panzer Grenadier Platoon

1x Platoon commander - HAVE: 1 Painted - DONE!
1x NCO - HAVE: 1 Painted - DONE!
1x Messenger/signaler - HAVE: 1 Painted - DONE!
1x Driver – not going to bother
1x Medic – not going to bother
1x Motorcycle orderly – might be fun, I’d need to get… not a priority though
1x truck/car? – not going to bother

3x Panzer Grenadier Squads, (each/total)
1/3x Leader - HAVE: 2 Painted
1/3x Assistant leader - HAVE: 2 Painted
2/6x Machine gunner - HAVE: 4 Painted
2/6x Loader - HAVE: 4 Painted
6/18x Riflemen - HAVE: 8 Painted
2/6x drivers – not going to bother
2/6x Kfz 70 trucks – not going to bother

Support (from heavy platoon, company, etc.)
1x 8cm Mortar & 3 crew - HAVE: Need to paint!
1x HMG & 3 crew - HAVE: Painted! - DONE!
TANK(s)! maybe a Panzer I, II, or III – just to give them something frightening to back them up… NEED (well… “NICE”) TO GET!

Other things I have:
Casualties – 3 painted, 6 to paint.
Hitler – done!
Pulp Villains – done!

Really I have two under strength sections… I don’t think I’m going to fill out the full platoon any time soon, if ever. This is plenty for the Pulp skirmishing I’ve been doing, and - looking at the potential opponents (commandos and paras) – odds are these guys are going to be on sentry duty defending some sort of installation in most scenarios I’m likely to come up with – so I really don’t need anymore…


25mm World War Two Germans

Generic German infantry for fighting on the battlefields of Europe


Section #1 – These are all Crusader Miniatures. They are finely cast and nicely detailed but look a little too well-fed for the starving teen-agers that fought the wars… “chunky’” would be how I’d describe them.


Section #2 – These are all West Wind Productions miniatures.


Some supporting elements –these are all West Wind Productions


The rest of the platoon – mix of Crusader and West Wind.

The Plan…

German Grenadier Platoon

Headquarters
1x Officer (MP-40) - HAVE: 2 To Paint
1x NCO (pistol?) - HAVE: 1 To Paint
3x Runners (one with telescopic sight) - HAVE: 1? To Paint, NEED TO GET: 1 (it totally need to get the sniper at some point!)
3x Light mortar crew – “NEED” TO GET(?)

Four Rifles Gruppe (Squads), (each/total):
1/4x Leader (MP-40) - HAVE: 2 Painted, 2 To Paint
1/4x Gunner (MG-34) - HAVE: 2 Painted, 2 To Paint
1/4x Loader (pistol) - HAVE: 2 Painted, 2 To Paint
1/4x Ammunition Bearer (Rifle) - HAVE: 2 Painted, 2 To Paint
6/24x Riflemen (Rifle) - HAVE: 10 Painted, 14 To Paint

Supporting Elements
1x 8cm Mortar & 3 Crew - NEED TO GET
1x HMG & 3 Crew - HAVE: 1 Painted (firing), 1 To Paint (moving)
1x AT gun (Pak 36 or 38…?) & 3 Crew - “NEED” TO GET(?)
Tank or Armoured Car – “NEED” TO GET(?)
Motorcycle patrol “NEED” TO GET(?) – I like the ones from The Foundry – both the patrol and the one with the side-car. Might have to pick those up some day…

CONCLUSIONS

Some painting to do yet here, but there’s nothing really pressing I need to get. I do need a second Para Command team (when I get around to doing the second platoon), and some German Equipment and vehicles might be nice. If I ever got around to playing with these a LOT I might find some more things to pick up… but… I can’t see that really happening soon.

If I put my nose the grindstone (so to speak) I could probably finish up everything I have in a month… might be something worth considering in 2008 – to have one completed collection – all painted and ready to go at a moments notice!

Friday, December 14, 2007

Retreat up Glenn Dunny/Game Day

Another in the series of scenarios involving Soviet VDV landing in Northern Scotland as a prelude to a full-scale invasion. If you’re wondering why I’m using American tanks in Scotland remember I’m sort of using the background from Red Dawn here – NATO has more or less dissolved and all American and British forces have pulled out of Germany – so I figured to maintain a strategic presence in Europe the US would probably maintain a couple of round forces bases in the UK – and likely one in Scotland that being the most likely route of invasion – now that Western and Central European fronts have been taken out of the picture.

I played the game with John Burt and Christian Knudsen as part of our afternoon of gaming madness. We three worked together at the Wizard’s Corner – Saskatoon’s original gaming store - in the late 1980’s/early 1990’s. John owned it, Christian and I were the employees (ever see the movie High Fidelity...? It was stunningly similar, except we were game geeks instead of music geeks…).

While I kept in touch with John over the years Christian kind of dropped off the map for a bit – I hooked up with him again earlier this year and, if you’re a regular reader, you’ve probably seen him mentioned in a few of these reports over the last couple months. John now lives in Calgary and was in town for a wedding so I set up an afternoon for the three of us to get together and tell some lies, toss some dice, and push some toys around on the tabletop just like in the good ol’ days.

In fact I think it was even BETTER than the good old days! I think the last time we actually played games together was in John’s old place at the end of Melrose Avenue… when was that…? Like 15 years ago…? I think we’ve all (well at least two of us) have done a lot of growin’ up and settling down since then. Anyway – you get the picture - it was good, good times. Thanks guys! We’ll have to do it again soon!

Glenn Dunny, Scotland, 1520GMT 5 May 1988

SITUATION

Due to unexpected defenders at their nighttime objectives and fearsome counterattacks in the morning at Dunny and Dunnymuir the shattered remains of the 119th Parachute Landing Regiment (106th (Tula) Guards Airborne Division) is in full retreat up Glen Dunny – hoping to meet up with friendly forces coming ashore earlier in the day. Hotly pursuing them are elements of the 5th Battalion, 51st Highland Volunteers (TA) with attached American M1 tanks.

SCENARIO

This is a pursuit scenario out of the Cold War Commander book.

FORCES

Elements of the 119th Parachute Landing Regiment

CO
2x HQ
14x VDV infantry sections
1x SA-7 team
1x Spigot ATGW team
1x FAC
1x SU-25 flight

Q and S Coy, 5th Battalion, 51st Highland Volunteers (TA)

CO
1x SF-GPMG team
2 Companies each with:
1x HQ
6x Infantry Sections

Attached:
1x FAC (USAF)
1x Phantom II Flight (USAF)
2x M1 Abrams Tanks teams (2/32nd Armored Regiment – 3rd Armored Division)

B company, 3 Para
HQ
8x Para Infantry Sections
1x SF-GPMG

Attached:
5x UH-1 Iroquois (G Co/227th Aviation Regt)

THE GAME

(Remember: click on the pictures for a bigger version)


John played the Soviets and Christian The British (with American attachments). John set up his force to head off the north-west corner of the table – so he could start under some amount of cover and wouldn’t have to cross the river. The Christian set up with his infantry behind cover but his tanks in the open where they could start firing on turn 1.


Wider view of the start lines.

Then they rolled for Air Superiority. Throughout the day the British seemed to be getting the upper hand in the air and had established Total Air Superiority!

TURN ONE

British

The infantry got moving and then CO got a command bonus and the tanks opened up and took out the ATGW… hmmmm… maybe I should have implemented some sort of spotting rules… or perhaps pre-game the ATGW had just fired and missed alerting the tanks to it’s presence. Ah well…

Soviets


Both HQs failed to move anybody so the CO took over and got the entire formation moving! Once…

TURN TWO

British

Q Coy charged forward three times (including another command bonus!). The SF-GPMG team was the first to the hedgerow, they set up and began firing (six dice, five ones, and a two…. Damn we still got blanks in this thing!! Where’s the live ammo!?)


S Coy’s HQ failed to get things going so the CO stepped in and got them moving along with the tanks. The CO tried to bring in the air assaulting Paras – but failed. (lookit how that goon wears his beret – it’s shameful! …boy and I made fun of Britton! Sorry Britton – see the Phd was good for something, you know how to wear a beret better than a guy that’s been in the army a dozen years….! well… he is only a reservist…)

Russian
The 1st Company got moving. The 2nd company held and returned fire knocking out the GPMG. The FAC actually got the attention of the SU-25s but they were chased off by British Harriers.


Comrade-Colonel Burtovich. Is he sticking his tongue out at me…!? Oh those Russians….

TURN THREE

British


Q coy moved up to the hedgerow, fired – knocking out a section of VDV -and moved some more up, then got all confused and decided to FALL BACK (Command Blunder)!


S Coy and the tanks moved up, taking some opportunity fire.

The paras, once again, failed to arrive.

Soviets

Some VDV with RPGs fired on and actually suppressed one of the M1 teams, while others moved away at a crawl.

TURN FOUR

British


Q Coy regained their wits and moved back up to the hedgerow. Then they started firing and suppressed a section of VDV….


Then they fired again… and again and finished off the section of VDV and a few more!

S Coy got all confused and mistook their CHQ for “spetznaz infiltrators” and started firing on them (Command Blunder: CEASE FIRE!!!). Hits were taken at the HQ but when they got the everything sorted out they carried on.


The FAC was finally in a position to call in the Phantoms. This was John’s first game. From Turn One I was telling him to disperse his troops a bit as once the FAC got line of sight on them they were in for trouble. He did try a bit; unfortunately the path he was trying to take – hugging the cover along the western table edge – didn’t afford him much space TO disperse… Nine units were hit, six suppressed – of those hit, two took five hits, and three took four….

John at this point decided to point out I was using an inappropriate model as the flight stand (which cam with the model) labeled it as a PhantOOm II – take a close look – it is actually misspelled!

So after all that damage all Christian would have to do is get a couple of rounds of firing in with his M1s and he could finish off a PILE of Russians… It was not to be… Not only did S Coy mistake their own CHQ for spetsnaz infiltrators – they also thought the COs landrover looked rather like a Ural… or Lada… One of them actually said he thought he saw a T-72 and fired his Carl G at it…! (Command Blunder: CEASE FIEING!!!). There were sufficient casualties amongst the Battalion HQ to suppress the CO and thus end the turn and cause him some trouble the next turn (-1 CV).

Soviets

The three stands that weren’t suppressed moved. The SA-7 deployed. That’s it…

TURN FIVE

British


Look at this clown… how many hundreds of thousands of our tax payers dollars went into paying and training this goof over the last dozen years… and he STILL hasn’t figured out how to wear a beret properly…?! Or maybe that’s what he figured the COs hat would look like after his Land rover took a direct hit from one of his own Carl Gs…

Q Coy was up to it’s usual tricks; firing, firing again, then getting yet another command bonus, moving and firing even more – the total for this turn; three VDV knocked out, two suppressed. They did draw a bit of opportunity fire which Knocked out one of their own and suppressed another two. They had the numbers though, things were looking bad for he Soviets.

The FAC called in another flight. AA fire caused two hits but those steely pilots just kept on going. I didn’t note down any casualties so I assume no one was knocked right out…

S Coy continued their saunter across the heather.

Soviets


Not only did the Soviet FAC actually convince the SU-25s supposedly supporting them to take a run at their AO – the pilots actually made it through the cloud of AA fire (5 hits, 4 saved, mission not aborted!). Both M1 teams were hit and suppressed in the attack!

Apparently no one else did anything productive enough to warrant me noting it down… perhaps they were all suppressed again…

TURN SIX


Q Coy's commander was really pushing for a VC or something or his company were a bunch of fire-pissers because they got ANOTHER command bonus and shot the crap out of the soviets AGAIN, knocking out two. Op fire suppressed three, but they got two more rounds of firing which only managed to suppress one more VDV section.

The S coy overtook the suppressed tanks with two moves forwards – taking some opportunit fire themselves, which suppressed one section.


Then the Paras arrived… Two sections landed directly into a close assault which killed a section of VDV and the Soviet’s FAC. Further orders saw three more VDV sections knocked out by fire – including the SA-7 team – and a close assault that knocked out another.

Soviets

John rolled his first break test… at -6 to his CV of 9 - because in one turn he went from just under his breakpoint to six over!!!! (Go on John, roll a three if you can…) He rolled a 12… and that was the end of the 119th Parachute Landing Regiment…

Guess I'll have to start work on some equipment of the amphibious landings... see if they go any better...

CONCLUSIONS

Despite the utter slaughter I think everyone had fun. I certainly did.

After the Cold War Commander toys and terrain were all cleared away john busted out one of his copies of Command and Colors: Ancients. I’ve played this once, and Christian never, but it’s a pretty quick and easy game to pick up


Christian setting up his stuff for round one.

I forget the scenario (hopefully John will probably post a comment informing us!) but I think I remember John saying he’s never seen Carthage win…. In BOTH games (you each have a go at playing both sides) the Carthaginians were down 4-2 (5 units killed wins the scenario) and came back to win!

After that was packed up the boys said good-bye and we decided we need to do this again sometime soon. Maybe next time Pamela gets married, or my Wargames weekend in February… whichever comes first…

If that weren’t enough gaming madness for one day – after a quick supper and getting kiddies to sleep I got ready for the arrival of group two – the Local Savages for my regular Saturday Night Savage Worlds game! Whoot!

Thursday, December 13, 2007

North of Grand Prairie

Sorry about the lateness of this report, I’ve been a bit distracted lately. This game was my last scheduled Thursday night game in November. I was excited to try some modern tank on tank action as I just finished up re-painting my M1s so I shifted the action back to Northern Alberta for this week. No one actually showed up to play so I soloed the scenario –I can’t blame anyone it was -30C with the wind so I wouldn’t have wanted to venture out that evening either. Being so thoroughly distracted I didn’t even finish the game Thursday evening, I continued to play a bit more Friday evening and then finished off the game Saturday morning…! This gave me lots of time to take notes and take pictures… lots of pictures…

The British and American forces in this scenario are part of a fictional CAN-AM-UK Division that, in my mind’s eye, consists of a mechanized battlegroup from the UK (which were training at BATUS when the war broke out), a battlegroup of Canadians formed from various prairie region militia units, and an independent American mechanized brigade – maybe a National Guard unit from the Northwestern states.

This scenario follows of from a previous scenario set in Northern Alberta: The Bridge at Dunvegan

North of Grand Prairie, Alberta, Canada, 6 September 1988

SITUATION

Elements of the CAN-AM-UK Division have been over run and the whole division is now in danger of being encircled and annihilated. All units have been given orders to attempt to break out and make their own way to an RV point near Grande Prairie, where a new line of defence is being prepared.

SCENARIO

This is the “Encirclement” scenario right out of the Cold War Commander book. Because of the size of the table I gave the joint British-American force 15 turns to get their forces off the table.

FORCES

Russians

CO

HQ
3x T-72
1x BMP-1
7x Motor Rifles Infantry section/stands
2x Infantry Upgrade (RPG-16)

HQ
7x Air Assault Infantry
3x Infantry Upgrades (RPG-16)
1x Spigot ATGW
1x Air Defence unit (SA-7)

British – USA

CO
2x M1 tanks
1x AH-64 Apache
FAC
1x Phantom II

2 infantry Companies each with
HQ
5x Infantry
1x Milan ATGW


THE GAME

To kick things off I rolled for air superiority; Full Air Superiority for the CAN-AM-UK force! Wow… that’s going to suck for the Russians…

(Remember: click on the pictures for a bigger version)

The table set-up from the south. The Brits and Americans have to set up somewhere north of the grid road in the distance and make it off the south table edge in 15 turns.


The Brit/American deployment. Each of the rifle companies had their own HQ, the M1s I put under the control of the CO… I guess it worked out I mean it was really a scratch force of whatever was available. I think in the future I would attach them to one of the companies of deploy an HQ of their very own.

TURN ONE

Russians


The Motor Rifle infantry arrive on the table and start to move into blocking positions. The armour also arrived making two moves. The VDV on the other side of the table failed to arrive – the helicopters that were probably landing them there were harassed by the CAN-AM-UK air superiority fighters.


Positions at the end of the Russians move.

British/American


The FAC tried to call in the F-4 on the T-72. The pilot couldn’t find the T-72s he was talking about but he spotted the BMP sans let them have it! KA-BOOM!!! I’m always losing that BMP right off – what’s the point of them?! How are they ever to survive to deliver the infantry to the target?! Numbers… I need to make more of them…


Both A and B Coys made two moves. The armour, under the CO made two moves, then one team fired while the other continued to move. The firing caused two hits on a T-72, one was saved, no suppression.


End of Turn One.

TURN TWO

Russians


To make up for their late arrival the VDV started off the turn with a command bonus and charged onto the table – setting up their ATGW.

The Motor Rifle Infantry also got a command bonus making a total of three moves this turn.

The tank’s first order had one firing at an M1 (causing three hits, all of which were saved) and the other two moving. One of the British Milan teams fired at a T-72 using opportunity fire causing three hits, two were saved, but the tank was suppressed. On the second order the two remaining unsuppressed T-72s fired on an M1 causing six hits, of which it saved three and was also suppressed.

DAMN! Those M1s are TOUGH!

British/American

The infantry and armour both made one or two moves.


The CO also successfully called in the Apaches this turn. 80+cm to target = 5 dice scatter… 7 cm… (three ones and two twos!) BOO-YAH! BLAMMO!! There goes a T-72 team!


Everybody’s positions at the end of turn two.

TURN THREE

Russians

The FAC actually called in the SU-25s! A combination of AAA and allied interceptor aircraft caused 4 hits on the Su-25s – three were saved, but the flight aborted.

The VDV and infantry both made two moves.


The T-72s continued to engage the M1s. The first round of fire caused four hits, all of which were saved. Round two caused six hits, of which only two were saved and the tank team was suppressed. Round three scored SEVEN hits, four of which were saved – but that wasn’t enough – the M1 team was KOed! A fourth round saw the T-72s split their fire between the other M1 team and an ATGW team – the tank saved all hits, the ATGW was suppressed.

British/American

The FAC called in the Phantoms again, but the pilots couldn’t make out the targets for all the smoke from the burning wrecks (scattered too far in the wrong direction!).

Decision time… which way to go? I figured it would make the most sense to head towards one side or the other and hopefully the Russians on opposite side might not make it across the table in time to help block their way…. The armour would move quick enough that is will get in the way of the British/American forces – however the route of their side of the table was mostly open ground where the infantry would just get murdered. The route towards the VDV at least had some cover… Thought they’d be some tough bastards for the Brits to fight their way though… To the southwest it is! Fight through the VDV!

A Coy got going (for one move...) but B Coy stalled.

The M1 team fired on the T-72s a couple times and took out one team. The CO also called in the apaches but they likewise couldn’t find the targets. The Co then tried to get B Coy moving but failed to get them off the ground.


End of Turn Three.

TURN FOUR

Russians

The BRDM Recce tried to do their job, but apparently couldn’t see anything.

The VDV made one move.


The Motor Rifles infantry started making moves across the table in dashes from cover to cover. The armour also got moving, taking opportunity fire from a Milan – which the T-72s easily dodged.

British/American

A Coy moved twice. B Coy moved FOUR times, tripping on A Coy’s heels!

The FAC forgot to move last turn so had no real targets.

The CO was likewise in a bad position to call in the apaches. He did get the M1 team firing, twice, at a VDV section causing 5 hits and a fallback into the woods.

TURN FIVE

Russians

The BRDM Recce tried to do their job again, but still couldn’t see anything. Difficult to do with their heads up their ass I suppose.

The Motor Rifle Infantry charged across the table with three moves.

The VDV decided to move back from the front edge of the woods and wait for the Brits and Americans to come closer. Their SA-7 team deployed and got ready to shoot down some aircraft!

Everyone then sat and waited because there wasn’t much else to do…

British/American


The FAC decided to call the phantoms in on those annoying (though useless) Russian recce troops hiding out in the pasture. 16 dice, 1 hit, saved. They may have their heads up their asses but they sure know how to conceal an armoured car in tall grass!

Feeling the pressure from B Coy behind them it was now A Coy’s turn to charge ahead for four moves! They may get off this table yet! B Coy was a bit tired after their mad dash across the prairies and only moved once.


The CO, for lack of anything better to do, also called the Apaches in on the BRDM recce team. The BRDM successfully did some evasive action to dodge the Hellfires, and all the other weapons the Apaches tried to bring down on them…! Truly these reconnaissance troops are Heroes of the Revolution! …or motherland.. or whatever…

It was getting to darn crowded behind the woods so the CO took a calculated risk and sent the M1 team out and around the woods – hoping the VDV Spigot team wouldn’t suppress them… Gambled and lost on this one – the Spigot scored 4 hits, 2 saved, and the tank team was suppressed!

TURN SIX

Russians

The Russian Recce sure didn’t like those tanks being so damn close, suppressed or not – even if they weren’t shooting themselves they’d sure be DRAWING FIRE! So they used their initiative to high tail it out of the tall grass and head for the cover of a hill.

The Motor Rifle Infantry moved up another two moves.

The VDV moved back to the front of the woods, thinking they might dash out from cover with their RPGs and try and take down that tank while it was suppressed. They weren’t feeling all that motivated.

The Soviet FAC actually got a command bonus!!! They came rolling in right on target –M1s in their sights – then the 11 dice combined of Ack-Ack and Air Superiority came their way and they had to abort once again! DANG!


The CO sent the remaining T-72 team after the suppressed American tanks – they made a single move into the tall grass and then stopped. Not pointblank side shot this turn!! DAAAAANG!

British/Americans

Now here’s what I did: The M1 used it’s initiative to make evasive action and get out of the way of the T-72. But look at that picture above. The T-72 is actually not in the M1s LOS being behind the front edge of the tank… so technically I don’t think I should have been able to do an initiative action with the M1s as it is supposed to be in reaction to an enemy unit…. Is that right…? Hmmmm (look at me being a big cheater in a solo game, how lame is that!?).

A coy made two moves and B Coy only one.


The FAC called in the Phantoms on the VDV. The SA-7 tagged it twice but they pressed on with the attack. I can’t remember the outcome. I think a couple of stands were suppressed.


The CO called in the Apaches on the T-72. The pilots couldn’t find the T-72 – but they did spot some infantry in the woods and let them have it! 5 hits and suppressed!

Then the M1 team started firing; 3 hits, 2 saved, suppressed – 1 hit, saved – 1 hit, not saved, fallback 2cm.


The General situation at the end of Turn Six.

TURN SEVEN

Russians


Comrade-Colonel Brownovich surveys the field of battle, looking somewhat unimpressed by the rather lack-luster performance of his troops thus far…

The VDV did one move. I’m not sure where. Probably back into cover. The SA-7… uh… limbered up? Un-deployed? Broke down their kit and prepared to re-locate… but didn’t.

The Motor Rifle Infantry did some maneuvering in the woods.

The FAC was unable to call in the Su-25s and the CO got the Recce to move out of harms way.

British/Americans


Major Brown, US Army, wonders how he can out-fox these wily commie bastards with his M1 tanks and help these damn limeys get off the damn table… During the initiative phase the M1 team opened up on the T-72 team causing one hit, which was saved.


Then the FAC called in the Phantoms on the T-72 team and that caused 3 hits and suppressed them.

There was some confusion in the ranks of A Coy. One section though they were being flanked in the woods and started shooting on what turned out to be their CO (Command Blunder, CEASE FIRING! 5 attacks, 2 hits, suppressed, -1CV next turn…).

B Coy made three moves.


If the tanks and jets weren’t enough the poor T-72s had the apaches to deal with next! That proved to be the end of the Soviet armour in this engagement.

TURN EIGHT

Russians

Well the soviet recce finally unstuck their heads – perhaps they were shaken loose during their flight from the American tanks – and started doing their job! +1 to the VDV HQ this turn. The VDV made a couple of moves and got their SA-7 moved and redeployed.

The CO got the Motor Rifle Infantry moving around in the woods and out into the tall grass to menace the British flank after their HQ stalled – probably shaken from watching the last of their armour support go up in smoke.

British/Americans

Despite the reduced CV, A Coy charged forward (four moves!) with B Coy trying to keep up (two moves). Small arms and Carl G fire from A Coy also took out the Spigot team and caused hits on the BRDM team.

The Apaches were called in by the CO to fire on the Motor Rifle infantry, causing three hits on each – but no suppression! The CO then ordered the M1 team out into the tall grass to root out the infantry. This drew some opportunity fire from the Soviet’s RPGs – which caused one hit! That was the end of the turn!


The general situation at the end of Turn Eight.

TURN NINE

Russians

The BRDM recce team retired under their own initiative.

The VDV decided to hold their position and wait for the British ot come to them.

The FAC, MR-HQ, and CO all failed command rolls… end of turn.

British/Americans

The M1 team opened up on the Motor Rifle infantry with initiative fire – 2 hits, no suppression.

A Coy choked. There was confusion at the CHQ about which batteries to use in which radio sets and subsequently no orders were issued, and everyone went to ground.

B Coy did some reluctant maneuvering – wondering why A coy had just stopped out in the open and wasn’t talking to them….

The CO first brought in the Apaches who fired on the Motor Rifle Infantry in the woods – with little effect. Then the plan was to get the M1 team firing to finish off the RPG team directly to their front, and then get A Coy moving again before they got slaughtered. There was some confusion in the issuing of these orders and the M1 team got caught up in a crossfire with some of the sections in B Coy (Command Blunder – CROSSFIRE!). there was little actual damage caused by this but the British and Americans lost precious time and the initiative getting it all sorted out!

TURN TEN

Russians

Some Motor Rifles Infantry men did some moving on their own initiative – if that can be believed – if I recall this was the RPG team in the tall grass with the tank maneuvering to get a better (SIDE!) shot. The Recce was a little too rattled by the aggressive advance and attacks of A coy to poke their heads up and actually DO their job.

The VDV were still waiting patiently like the professionals that they are… They know the Brits will have to come to them, and they have limited time to do so before the rest of their regiment arrives and finished closing the gap…. So they waited…

The rest of the soviet command elements, once again, failed to issue any orders this turn.

British/American

During the Initiative Phase the M1 team simply had enough of chasing these RPG teams around in the grass and drove away!

A Coy’s HQ was still having communication troubles and once again failed to issue any orders! B coy made some ponderous moves, again, probably wondering what was holding up A Coy…?


The CO decided to let the M1 get moving before the American commander staged another revolution – and move they did! Command Bonus! The M1 team charged through the gauntlet and started firing on surprised VDV teams skulking at the rear of the woods!


The CO then called in the Apaches to block the Soviets attempts at menacing B Coys flank as it advanced. Finally The CO got on the horn and personally got A Coy back in the game and moving forward (twice).


General situation at the end of Turn Ten

TURN ELEVEN

Russians

The VDV, which weren’t suppressed, moved up to the front edge of the woods – away from the American tanks to wait there instead.


More Motor Rifle infantry moved out of the woods, this drew some opportunity fire from B Coy, which suppressed some Russians. The Russians kept coming and started firing knocking out on of B Coys sections.

British/American

The M1 team fired on the remaining VDV section, under it’s own initiative, keeping them good and suppressed.

A Coy began it’s main assault; They moved once, drawing some opportunity fire from the VDV. This knocked out an entire section and caused casualties in another (2 hits). The British kept going. Further opportunity fire caused more casualties and suppressed two sections. Then the British started firing, suppressing some of the VDV and Carl G fire knocked out the BRDM recce team.

Then it was B Coy’s turn. Some moved while other fired. The fire caused severe casualties in one Russian section suppressing it, and further casualties in another, but not enough to keep them from returning some inconclusive opportunity fire. Again some move while others fired. One soviet section was finished off while the second was now suppressed. The motivated Brits carried on! More fire finished off the second Motor Rifles section, while the movement now drew opportunity fire from the VDV, which knocked out one section of the Brits!

The Russians are now at their Breakpoint.

The CO tried to call the apaches in on the VDV in the woods but the pilots couldn’t be sure of the targets amid the chaotic maelstrom below.

The M1 team pummeled the VDV some more forcing them to fall back into the woods and cause further confusion among the rest of the VDV there!


General situation at the end of Turn Eleven.

TURN TWELVE

Russians

Pass their break test! The rest of the division is on it’s way, we only have to hold on for a couple more turns comrades!

Pretty much everyone used opportunity fire last turn so there was no initiative fire.


The VDV were then commanded to continue with their firing causing a total of three suppressions over the two rounds of firing, this drew a small amount of ineffective opportunity fire.

The Motor Rifles did nothing.


General situation at the end of the Russians turn

British/Americans

The M1 team knocked out the SA-7 team – which had been trying to look really small, sting next to them in the field, for the last turn or so…


The FAC called some air support in REAL CLOSE – hitting the VDV in the woods, suppressing two sections.

A coy fired on and suppressed on section of VDV as well, but that was all. B Coy also achieved limited goals – only making a single move to get all their lads in the cover of the tall grass.


The CO then also called in the Apaches REAL CLOSE! The Apaches rocketry finished off one section and caused another to fall back into the VDV’s HQ in their tight cramped positions in the small stand of trees…

The M1 then fired twice at some Motor Rifles infantry, the first salvo suppressed them, the second scattered them (fallback = 13cm!)

TURN THIRTEEN

Russians

Pass their Break test again!

Initiative fire KOed one British section, suppressed another, then caused it to fallback into their HQ – causing it to be suppressed as well!

The CO, being on hand there and the VDV HQ being suppressed and all, took direct control of the VDV, directing murderous fire on the Brits in the open. One section in A coy was finished off, and another in B Coy suppressed, Then another was suppressed and the suppressed section in B coy fell back into the CO, suppressing them!

British/American

B Coy HQ failed to give any orders, all other command elements were suppressed.

TURN FOURTEEN

Russians

Passed their break test… again!

The writing was on the wall, there was no way the British were going to get off in the next turn but I decided to play it out…

Initiative fire from the VDV knocked out two more sections of British. The British and Americans are now at their Breakpoint. I decided to call it a day.


General situation at the end of the game.

Total Losses

British/Americans
6x Infantry sections
1x M1 tanks team

Russians
3x T-72 teams
1x BMP team
6x Motor Rifle Infantry sections
1x VDV infantry sections
1x VDV Spigot ATGW team
1x VDV SA-7 Team
1x BRDM Recce team (which doesn’t count towards the breakpoint… but their still gone!)
CONCLUSIONS

The Air Superiority helped the British/American force quite a bit. Not enough however….

M1 tanks are TOUGH!!

Coming soon on Tim’s Miniature Wargaming Blog:

I think that’s it for my regularly scheduled Thursday night games for this year. People are just too busy with x-mas parties and the like… Once Christian is on leave I’m sure we’ll have a couple pick up games and there was the weekend of gaming madness (which will be the next report posted). Savage Saturday will rage ahead – though there won’t be any blog posts/reports from those. I think I’m going to get cracking on my stalled October project of taking stock and also get to work on my GAME PLAN for 2008!