Showing posts with label O Group. Show all posts
Showing posts with label O Group. Show all posts

Thursday, April 21, 2022

O Group - 'Advance to Hill 192' Normandy scenario played

Game with Stephen today at mine using O Group and trying one of new Normandy scenarios 'Advance to Hill 192' set mid July 1944 in the American sector.

I picked this scenario as I wanted to give my Fallschirmjager an outing (not seen light of day for eons) and interested to see US troops in action.

Scenario has a worn FJR Bttn in defence with 2 FJR companies supported by usual mortars and artillery with an MG42 section a couple of PzShreks and a Stug III (in reserve), with an additional FJR platoon of 'Tank Hunters' and a not often seen Puppchen light gun. Germans could also avail of using 2 Predesignated Artillery Aim points (allows stonk on a terrain feature without having to have LOS)

Yanks have standard full Bttn of 3 companies with mortars and artillery supported by 2 x MMG sections a platoon of 2 x 60mm mortars and 2 Troops of M4 Shermans (in reserve arriving T3 & T6).

The advancing fire trait of the US infantry is pretty good (do not lose the -2 dice when firing on move at cost of reduced movement) and their 60mm on table mortars are decent extra support and combined with flexible reserves and another trait of having a Aircraft Spotter (allows one re-roll of a failed Artillery roll) they are a quite potent on attack.

The FJR count as PzGrenadiers (the Tank Hunter platoon as standard infantry but with a bonus in combat with AFVs) so usual extra hit on double 6 roll and re-roll of 1 miss if vs spotted target, has potential but subject to vagaries of dice whereas US moving fire is a constant.

Lots of decisions to be made regarding order usage and still not quite sure when is optimum point to deploy units onto Combat Patrols whether on attack or defence as once you are seen you soon draw lots of fire but you cannot do much with just patrols.

The shooting system is very slick and whilst pretty broad brush it suits this level of game.

We really enjoyed the game today and learnt/absorbed a good deal more of the O Group system and its nuances. And whilst we still feel O Group is a bit limited in its scope it certainly does work really well within those defined parameters ie 1 full Bttn plus support vs a reduced Bttn plus support.

I do however wish that the scenario maps showed exactly how many fields to include and their location rather than the standard 'the table should include several' as never sure of using too many or too few or just where they should be ?

Did not finish the game (too much waffle as ever) but FJR were getting worst of it with 1 Fubar and another on its way after several losses including the Stug with the US pretty much still intact (lots of shock but no actual losses).


Overview from FJR right at start (not many units on table but several Combat Patrols)







US Platoon occupies wood on their left






As another deploys of a Combat Patrol into farm







With 3rd Platoon of this Company taking some Shock from my mortars in a field






FJR MG42 opened up on them as well but did nothing before dying tout suite






FJR in ambush in trenches engage from orchard






Some more shock on US units (but FJR were taking actual casualties)






FJR Platoon on left reduced to 2 stands (lost 1 stand plus attached PzShk) and soon wiped out 



Sunday, March 27, 2022

O Group at Ulster Wargames Society

Played O Group at UWS meeting that had been set up by Jeremy and David S using their 15mm kit and the initial Normandy scenario 'Assault on St Manvieu'.

I was British along with David S and faced Germans under command of David P and Cameron.

I kept 1 of our 3 Companies off board as a reserve to consolidate on stream line if reached.

Putting Davis S and I on same team was daring to say the least as our dice rolling is usually and was indeed predictably awful...................

This proved the case on several occasions with some 'highlights' being our having a Company go hesitant on 2 turns, and managing no effect of any sort from opening artillery bombardment and then later had a Regimental stonk undershoot and hit a friendly Platoon! Think we also managed to win at most 3 initiatives out of 9 turns played and at one point only rolled 4 orders from 9 dice !

Entertaining in its own fashion of course especially for the Germans :-) 

Gaining early initiative Germans were able to be aggressive with their combat patrols and had us pinned back early on.

We did just about manage to reach the stream but on turn after Brits decided to deploy their Reserve Company guess which Company ended up Hesitant !?

We did get our Churchill troop (2 vehicles) on table which ended up dueling with a PzIV which was ko'd but for exchange loss of a Churchill. 

However the other Churchill was continually targeted by a most annoying Sniper that put it under continual Shock even Suppressing it at one point (indeed another Shock would have caused 'Damage' !?). 

Assuming we played Sniper correctly (first I have really seen one used) this seemed a rather powerful unit as enemy can do nothing too it as such being dependent on it 'self destructing' ie 3 misses in a turn - suspect if Brits had one it would have been more underwhelming :-)

British suffered a couple of Fubars and were well on way to their 3rd when time was called.

Otherwise the game flowed pretty well and I do like the Combat Patrol/Order system which give rise to lots of key decision points, combined with quick playing combat systems and certainly works as designed.

However I do find the overall system a bit limited in scope/variety of engagement type as its always 1 Battalion vs 1 Battalion with only minor variation (changes to kit/supports) so games sort of seem a bit samey thus far but that may be down partly to only having played a couple of games and both in Normandy setting.

Only two early game pics as got engrossed in action thereafter but it can be seen that Germans able to push forward patrols beyond defensive line and the Brit Platoon and Company CO on right were the subjects of later attention from Royal Artillery.






 

Wednesday, March 23, 2022

O Group - Assault St Manvieu scenario solo

Set up the first scenario from the new O Group Normandy supplement for a solo bash to try to get the rules back into space betwixt my ears as its been awhile.

Scenario is 'Assault on St Manvieu' set on 26th June as opening to Epsom offensive.

Germans are defending with a Battalion from 26th SS PzGr of 12th SS Pz Divn and British attacking with a Battalion from 6th Royal Scottish Fusiliers of 15th Scottish Divn both with some armoured and artillery support, ie standard stuff for an O Group game.

I set up table based on included map but as ever Mr Brown says to add 'plenty' of crop fields to give some cover to infantry, must say would rather the maps showed the required terrain as never sure if I have used too many or too few of such fields ?

After a re-read of deployment rules initial units/ambushes set up and I have played 3 turns thus far.

Not very solo friendly of course with the Combat Patrols and suchlike but found it fairly easy to get back into the straightforward combat/movement/command systems.

Hopefully a face to face game in due course.



Not the best pics ever as not many actual units deployed on table as yet







 

Thursday, November 04, 2021

O Group - Cristot scenario completed

Finished Cristot scenario started last week with Stephen. 

We got a much tighter handle on the various orders available and found play speeded up we learnt the basics of rules and were able to play through turns quickly. 

We did make a couple of errors of omission forgetting some of the national characteristic rules such as British ability to use Smoke and re-rolls for Germans if firing on Spotted units, and I completely forgot to use my Sniper !

Game was won by British on 11th turn (of 16) as they managed to inflict 3 Fubars on Germans (ie 12 losses) whilst on 2 Fubars themselves.

Overall I like O Group with its dicing for Orders system and straightforward combat systems. 

Its is very much limited to its single Battalion vs Battalion match up but within that framework it works very well falling into a niche between lower level sets like Panzer Grenadier or IABSM and higher level stuff like Spearhead or Rapid Fire.

The points system included is fairly nominal and I feel that scenarios will be how the game will be best,  which is true of most WW2 sets I prefer unless going with more ‘gamey’ style like Bolt Action or Battlegroup which are further down my preference list. 










 


Thursday, October 28, 2021

O Group - Cristot scenario started

Game using O Group today with Stephen utilizing the included scenario 'Cristot' in Normandy. We had tried this back in March via Zoom but only played a few turns so decided to give it 'proper' outing to re-learn the rules.

Stephen picked attacking British and I therefore was Germans in defence.

Having only played these once and briefly it there was a lot of looking up of how orders and suchlike work and we made a couple of mistakes but enjoyed the game overall, indeed we only played 5 turns so have left it in situ to continue next week.

Took us a minute to recall that visibility/LOS and elevation is key concept in rules with even tanks only able to fire at 30" unless on higher ground (can fire up to 50") as sort of used to fairly unlimited ranges with other rule sets. Infantry engagement ranges are also quite truncated (14" for Rifle Platoons) on level. This is particularly important for use of FOO/Coy spotters)

Some queries arose over the use of Combat Patrols as these are key components of the game system but think we got all sorted (mainly could they could be shot at as React Fire).

Two overt mistakes were allowing British to deploy a Sherman Platoon at start (these are in off-table reserves in scenario) and later I deployed an Infantry Platoon fire in Defensive Fire Phase to conduct React Fire which would only be possible if they were in Ambush.

All the various shooting, moving and combat in O Group is really very straightforward and easy to pick up, the complication is in the Orders, Deployments, Combat Patrols and things like Phase Lines/Consolidation Points partly as these are often spread throughout the rules and in some instances not tightly explained.

Took a bit to decipher how an 'Independent' Section (such as an MMG) works as not initially clear to us if must be attached to a Company and its CO or if operated as a 'pure' Battalion asset as such. We decided they must attach to a Company and operate within their area of operations as that seemed to be intent of rules but not fully clear. 

The Consolidation Order (allowing Reserve Company to deploy on captured objective/phase line) is also bit unclear on how this concept is actually enacted on table (does the Company already on table have to halt or move 'out of the way' ?) as intermixed Companies not really functional/allowed.

As things stand the British on their left have taken initial objective of a large orchard and have Consolidated a fresh Reserve Company on this location. A Pak40 engaged Shermans brewing one and Panther engaged second Sherman Platoon (only possible as on elevated ground). British have lost 1 Infantry section and a Sherman. The Germans have lost 3 Infantry sections  (1 Platoon lost in pre-game bombardment). Both sides have several Platoons still not revealed/deployed. To be continued.................

Nice to get the WW2 toys out for a change.


Cristot from German lines not many troops deployed at start (but errant Shermans visible on low rise)







British Infantry Platoons deploy and push forward






Lots of fields to give Infantry some much needed cover on both sides






Panthers deployed from Reserve 






British orchard objective (I lost a full Platoon here) captured and reserve Company has now deployed additional Combat Patrols






Situation at end of turn 5 (maximum of 16 scheduled).


Wednesday, March 17, 2021

O Group - online game

Had an online session with Stephen today with the Cristot scenario (simply as I still had it set up on table).

Again use of iPad not ideal but it worked ok overall.

We managed to get through 5 full turns utilising all rules with notable exception of Close Combat rules (just never happened)

Nice to try rules with a second brain instead of solo.

We both really liked the Command Orders system with the interesting level of decisions it garners. 

Both agreed the shooting and movement systems are pretty broad brush but do work for the Battalion level game.

We were fairly shifting through the phases after a couple of turns and using the QRS mainly (couple of queries easily sorted with rule book)

We likely deployed tanks and ambushes rather quicker than would usually be prudent as we wanted to try out various interactions of unit types. 

We did not finish game (iPad runs out of battery after about 3 hours of video linkage).

Only 'raised eyebrows' were in discussion after playing with some stats queried such as the Panzer IVG-J versions seeming to have rather generous armour (8 to Sherman/Cromwell/T34 on 7) and the poor old Russians who are rather hard done by with the (nominal) points system and some 'national characteristics' included.

But overall we enjoyed the game and hope to get it to table when proper gaming returns in due course (hopefully) as another decent choice for a WW2 game.







The iPad in action









German Platoon defends a farm (note Order marker turned face down after Offensive phase to assist in recalling which units received orders in turn (important for Regroup Phase)









British Platoon with attached Vickers MMG






Sherman Troop skulking in orchard






View from British center







British left where A Coy attacked later supported by C Coy from reserve.






A Sherman falls victim to Panther






Strong British push on their left






British Platoons held up in center (Green = 1 hit Yellow = 2 Red = 3 to assist whilst online) 






Panther on central heights having just Rallied off 2 hits caused by Heavy Artillery stonk (the FOO nearby escaped unscathed)






German 2 Coy defends in strength on their left





A supporting MG42 (MMG) engages from ambush






German 3rd Coy outnumbered on right (1st Coy defended Cristot)







Monday, March 08, 2021

O Group - Cristot scenario several solo turns played (a bit wordy)

Managed to play through 5 solo turns with O Group today getting a decent delve into the rules.

Turns are split into a Command Phase wherein you roll your Battalion dice to generate available Orders and Initiative, this then leads to the Combat Phases termed firstly Offensive and then Defensive. Then finally a Regroup Phase which allows limited free actions (2 for attacker and 1 for defender) with units that were not ordered during turn.

The Command Phase starts with rolling your dice (generally 9 but can reduce) to obtain total orders for the turn. 1's are duds unless you roll 3 which causes one of your Companies to go Hesitant (reduced capabilities), 6's generate HQ orders (to a max of 6) and 2-5 generate Company Orders. There a few twists to this once 'Fubars' appear (1 for every 4 sections lost) and HQ Orders can be used to boost totals at possible cost of Initiative loss.

Initiative is then decided by a 2D6 dice-off with current HQ Order total added, with the winner  determining who takes each phase and gaining 1 extra Company Order (something I kept forgetting).

Then its into the real meat of the system with the Combat Phases.

Company (and if you wish HQ) Orders are used at varying rates to conduct actions with Company Command Orders allowing possible second actions in a given phase (but can be costly in number of Orders used).

There are several Orders (I wont list them all) as one would expect with the most used being the Fire/Move order. This allows units to Fire and Move, Move and Fire or simply Move or Fire. There are Orders to Rally, Deploy, commit Reserves and call in Mortars or Artillery.

The enemy (orders totals permitting) can react to Firing or Movement with a React Order to either fire back or attempt to Opportunity Fire at a moving target.

There are a lot of decisions to make as to how best to utilise your limited Company Orders (think 9 was most either side had in my game) combined with possible use of the HQ Orders and the Company Command Order option.

There just never seem to be enough orders to do everything you want in a turn and indeed whether to retain any for reaction purposes. Company Orders are discarded if unused unlike HQ Orders which are retained.

I managed to go through just about every order and conducted lots of Movement, Shooting, Bombarding with only exception being not having conducted any Close Combats.

Units use Tactical Bounds which simply means you declare your intended finishing position prior to moving with such movement based on rolling 2-3 dice and according to circumstances moving that amount toward destination.

The Spotting rules are rather clever with units in Cover (and some other situations) requiring the firer to roll a Spotting Dice which either generates a Spotted or Obscured result which in turn effects the possible outcomes of fire (obscured targets are harder to inflict hits upon).

Units fire by Platoon or Tank/Independent section. Again I wont spell out every action but as an example a standard Infantry Platoon of 3 sections firing small arms would roll 2 dice per section for of course 6 total (possibly adjusted up or down for moving etc) needing standard 4+ to hit. If in target in the open no spotting roll required but if in cover a separate dice is rolled with 1-3 meaning an Obscured shot and 4-6 a Spotted shot. The target Platoon/Section then rolls against its morale to save hits again based on being Spotted or Obscured. Each 'unsaved' hit generates 1 Shock marker. When a unit accumulates 2 Shock it is Hesitant, 3 it is Suppressed and any further Shock causes possible or actual KIAs. 

Indirect HE is similar but hits all Platoons within a burst circle of 4-6" radius with multiple dice eg Bttn Mortars roll 5D6 per target.

Anti-Tank firing is based on a 2D6 roll (with some adjustments) requiring 7+ to achieve a hit. A strike value is compared to an armour value with +/- difference applied to another 2D6 roll with possible outcomes of destroyed, damaged or unperturbed.

In my game I had a 75mm Pak40 which is a superior gun fire from ambush and fail miserably twice to hit Sherman target whilst a 50mm L60 standard gun hit and brewed a Firefly on second attempt.

I also 'massed' the 2 available German MG42s (MMGs) into a single Platoon instead of attaching them out. Whilst this generated a whopping 12 firing dice it made them rather vulnerable to enemy particularly Mortars.

The British attackers did accumulate 1 Fubar marker having lost 3 Infantry sections and the Firefly and this reduces your HQ Orders by 1 unless you decide to ignore the Fubar when rolling for orders but with added risk of a Company becoming Hesitant.

Several units (those MG42s in particular) took varying amounts of Shock, seeing them go Hesitant or Suppressed (if not KIA) but most were able to Rally the shock, but of course this costs an Order that cannot then be used for other tasks. The Regroup Phase can be important in this regard as Rallying is an allowed action but only if unit performed no other order in either Combat Phase.

The above is a very cursory look of the rules but suffice to say I found the rules to be very good for the level of game they are aimed at. There is a nice balance of playability vis complexity and flavour (much like authors Panzer Grenadier Deluxe set which I also like) and always plenty of interesting decisions to make every turn and phase. I like the fact that the attacker really does need a plan in order to effectively deploy his reserves and use Orders to concentrate on taking key objectives, trying to wing it will lead to wasted opportunities and frustration.

I am of course far from offay with all the possibilities and consequences inherent in the Command and Orders system. Solo play is also less than ideal to delve into the game fully as quite a lot to learn and remember and am sure I made several errors.

Probably my only negative thought is that the game by design really only works for a single Battalion versus a single Battalion (even multiplayer options simply pair off Battalions) so might be limited for historical scenarios ? There are army 'lists' with points included with these being based around a core Infantry Battalion with lots of support and reserves options which appear workable.

Very keen to try these rules in a proper face to face game (hopefully in next few months ???).

There is an excellent video of the rules in use at Storm of Steel: https://youtu.be/_rKbeiXhHp4 

NB - this video does contain a few errors in rule play most of which are noted by author but still gives a very good overview of system

And of course the Too Fat Lardies UTube channel has lots of great stuff by the author for those looking more information.




MG42s hit by 3" Mortar stonk have 2 Shock (dice) and are Hesitant (yellow puff)






British platoon has taken a farm house (a Phase Line objective) but fellow Platoon is Suppressed (red puff) and whittled down to a single section (they passed a Rout roll to stay on table)






Another platoon invests an orchard before Cristot






German left is strong with 2 deployed platoons, one still in Ambush (green puff)






A British Combat Patrol has pushed forward






Another hesitant British platoon after being caught in open by enemy Mortars







Sherman Troop appears on British right in support of B Company






British Infantry pushing towards another farm to clear enemy Combat Patrol











British platoon pushes forwards to engage MG42 unit






Second Tank Troop moves to support A Company







MG42s now suppressed as further Mortar barrage hits (green dice denotes ongoing point of aim)






German platoon appears in Cristot and has taken fire








A firm German line of defence






British Battalion HQ now sporting a Fubar marker and reduced HQ Orders







A Firefly brewed by a Pak38