Showing posts with label WWII. Show all posts
Showing posts with label WWII. 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, February 24, 2022

Command Decision: Test Of Battle game played

Game using Test Of Battle (ie Command Decision IV) today at Stephens, our first with these rules in donkeys ages.

Stephen set up Linard scenario from TOB book a US attack (in the end a full Infantry Regiment of 3 Battalions plus 2 Tank Companies) against SS defence (a single Battalion of PzGrenadiers with 1 Panzer Company).

Individually the Panzer Grenadiers are pretty potent with their 2 shots per stand, and being Veteran and dug-in helped against the flood of US units.

Took awhile to get our heads around how off-table artillery Battalions (2-3 batteries/stands) are used in relation to number of FOOs required but pretty much everything else was easy to pick up again.

TOB is more playable overall than CDII (never really played CDIII) with much less shooting and streamlined shooting ranges but retains the core of the CD system. 

The use of the Order Counters seems a tad fiddly and rather too flexible in some respects but a nice system of command and control if game not too big.

Fun game which we failed to finish mainly due to extended discussion of planned multi-player game and its possible subject matter, choice of rules etc (this of course was fun in itself for dyed in wool wafflers such as ourselves).

Only a couple of pics as got engrossed in game.









Wednesday, February 16, 2022

No Retreat! The Russian Front- solo play

Got one of my many neglected board wargames to the table albeit in solo mode and a very enjoyable outing it was.

Such a clever game this allowing one to game the massive Eastern Front campaign in such a playable fashion whilst retaining a great feel of the epic scope of the struggle.

Even played solo (I didn't use the solo specific card deck) this is a fun game.

Germans failed to crush Soviets in 1941 and then saw the Russian juggernaut gather steam from late 1942 onward, I ended the game just as 1945 was about to start with Soviets already with a foothold in the Reich.








Thursday, December 30, 2021

Combat Commander - Father vs son

Played a game of CC Europe with son today using the Commando School scenario from original game set. I played as Russian defenders against Germans.

Great game with this ever excellent board wargame. 

Things swung to and fro with usual excitement engendered by random events and card play.

Germans simply ran out of time as game ended on first sudden death roll just as they were putting pressure on main building objective, this gave Russians a VP win.





Friday, December 17, 2021

I Ain't Been Shot Mum - South of Cherbourg

Played one of the introductory scenarios from IABSM with Stephen 'South of Cherbourg'.

This is an all infantry scenario with regular Whermacht defending against advancing US troops. Been ages since we have seen Stephens Yanks on table with any rule set and ages since we have played IABSM.

Very enjoyable it was too despite less than stellar card sequencing for Germans even with two 'Tea Break' cards in deck, I had two turns I got virtually no activations whilst Yanks had several.

Must say this sort of system really appeals to me as I prefer this to standard you go I go styles overall and IABSM works pretty well for the Company-a-side game it covers.

We failed to finish (spent way too much time waffling about our frustrations with ongoing Covid crap) but did get to see lots of action.

The on table 60mm mortars teams (3 of the buggers) seemed pretty effective especially compared to my largely ineffectual off board 81mm mortar battery.

This of course assume we were doing things correctly which not a given after so long away from rules, and still find some parts rather under explained despite this being a third edition.

We fluffed the auto spot and close combat rules somewhat forgetting that close combat is automatic when units end up 4" apart.

Still a fun outing and whets appetites to revisit them again in future.





The table set up from US entry point (the road)







Action around the walled farm






German 2nd Platoon sections just prior to being routed by US firepower






Our close combat mistake at the track/hedge (these two sections should have 'meleed')


Wednesday, December 08, 2021

Barbarossa To Berlin - solo play

Got Barbarossa To Berlin board wargame to table for short solo session.

Been awhile since I have had a board game in action and very enjoyable this was too even if only solo mode.

This game really does show just how preeminent the Eastern Front was compared to the sideshow that is the North African theatre (but a possible drain on resources) and even when Western Front is opened in Italy and France the main area of pain or gain for Whermacht is definitely Russia.

I only played until Total War started and Germans up against it due to insufficient VPs gathered in Russia and think the would have been hard pressed had I continued to bitter end.

Moscow was threatened but Panzer Armies failed to take it and then suffered losses to Panzers (a real hurt to German cause), Leningrad also held out and Germans never really got further than Kharkov before having to shore up a collapsing line.







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).


Tuesday, July 27, 2021

Mouen - Rapid Fire Reloaded game

As temperature down to a balmy 18C here in NI (short thunderstorm and minor flooding) I set up the small Mouen scenario included with RFR to play with son Steven.

He selected to be British leaving me the Germans in defence.

Very quick game which is easy to explain and play.

Steven got lucky early on taking out German PzIVh and Panther in one turn for loss of a lowly Stuart and a damaged Sherman. 

This led to infantry slog around Mouen with remaining British armour in direct support. 

Both sides subjected to force morale tests with Germans forced to retire and abandon village.

Great to get figure game in with lad who returns home tomorrow.