Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts

Saturday, July 10, 2021

Panzer Grenadier Deluxe - Operation Greenline multiplayer game

Game of PzGr today at Mr Ps with his excellent 20mm kit (loads of newly painted British Inf being blooded) and first outing for the gang, Mr P, John, Le Duc, Stephen and I in of course ages.

Stephen had set up a scenario based on Operation Greenline around Hill 112 Normandy on 15th July 1944, with Mr P and John as defending SS and Le Duc and I as British with Stephen taking command of our reserves.

Germans being hidden meant Brits had to advance knowing they would be ambushed and take hits but we did have weight of numbers.

Germans had two Pak40s in Ambush Camouflage positions (which means they remain unseen even after firing) and these proved to be major nuisances.

I eventually managed to charge the one facing me on right with Infantry but took ages and a lot of effort to identify its likely position and deal with it ! 

Whilst the PAKs firing at long range killed very little they did inflict several Suppression and Disengages (fall backs) and once the Tigers appeared the British Tanks suffered knock outs.

The highwater mark on my flank was taking of Bon Repos objective with support of some reserve Infantry but I lost 2 of my 3 AFVs with a Churchill Crocodile a lonely damaged survivor.

On left flank Le Duc had same problem with an unseen Pak 40 and then was faced with four PzIVHs, but Stephens Shermans (including 2 Fireflies) gave him good support. 

At games end British Infantry were pressing on Esquay the second objective but with some fresh and still hidden Hun Inf units hard to say if assault would have been successful ?

So we called it a draw as one objective held each.

With bulk of 6 Infantry Companies plus support Platoons, 5 Anti -Tank units, around 20 Tanks and several Artillery/Smoke Missions this was a fairly big game but thankfully Stephen and I have decent grasp of them between us so able to keep game flowing reasonably well.

Great game with a set of rules I always enjoy for WW2 tactical games which flowed pretty well considering not having used them for ages and so much kit onboard, 



Overview of table from Brit right with objectives of Bon Repos in foreground and Esquay in distance. 









British have deployed starting forces. Huns all out of sight 







My initial advance on right (Le Duc took extreme left and reserves under Stephen would appear in centre on turn 3+)






Le Duc's Churchills supporting Infantry






Nasty Pak43 appears in central dug-in position






Brits taking Suppression hits 






Reserve Sherman Troops arrive in center (and 1 brewed by 88) 






More reserve Shermans arrive in support of Le Ducs Churchills (and a 17pdr) as Infantry advance through cornfields








Tiger appears in center






My Infantry approach Bon Repos






Bon Repos has now fallen to British but slopes of 112 beyond still well defended







Stephen advances in strength in center







Close Support Churchill (95mm) and an M10 have been brewed by a second Tiger






Shermans taking losses






Bon Repos now in British possession






Brit Artillery caused several hits on concentration of Grenadiers 







Tigers dominate center (although ended up Damaged both to lucky double 6 rolls)


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 


 



O Group - Cristot scenario -Deployment Phase completed

Deployment phase completed of my solo run through of introductory scenario.

O Group has an area of operations for each Company in the game so after outlining this on a map/notebook you then place your initial on table Company Command stands accordingly and/or place units in Reserve.

Attackers plan can include Phase Lines and Consolidation objectives (allowing Infantry reserves to deploy forward) 

Then you roll your Command Dice, which is the standard 9 for each side in this scenario.

These rolls generate various certain outcomes (depending on being attacker or defender) which you then use to place troops, ambushes or Combat Patrols on table and as attacker possibly cause casualties or delays on defender by virtue of an opening bombardment effect.



The Deployment rolls (Germans in black)




















The German rolls saw them gain 4 Ambushes (5/6) and could place 5 Combat Patrols (2-4), they also get extra ambushes for FOO and their Pak 40 (classed as a heavy gun).

The British could place 4 units on table (5/6), place 3 Combat Patrols (2-4) and cause casualties on defender by an opening bombardment (1).

Most units for both sides are in Reserve and so the importance of Combat Patrol placement (and any subsequent movement) is evident. Any resemblance to Patrol markers in Chain of Command is I am sure purely coincidental.

The double 1 for British saw the Germans have to remove a full Infantry Platoon (3 stands) from their OOB and lose 1 initial HQ order, had the Germans rolled any 1's their Reserves are possibly delayed. I removed a Platoon from 2nd Company, these however do not count towards overall losses for victory purposes. 

Germans deployed first placing their ambushes and Combat Patrols followed by British.

Attackers deploy up to 12" from their starting edge and defenders have a Forward Defence Line starting 24" from attackers edge.

Deployment is fairly easy to perform and some nice decisions already in the game.

Use of defined Company areas of operations (no deliberate overlapping) is bit different from most rule sets but feels rather historical and does make you have an actual battle plan rather than just winging it as one would usually do !

Obviously playing solo the use of ambushes is rather undermined but will suffice for testing purposes.





German ambushes (denoted by green puff) and CPs (blue chits) placed. 






British on start line






German right flank 1st Company area







Deployment around Cristot the ultimate British objective. 
Note on left field I have deployed the German MG42s (MMG) as a single unit instead of attaching out to Infantry Platoons







German 2nd and 3rd Company areas







The German FOO on his high vantage point. Note ambushes are usually required to be in Cover but FOO note says he can be placed anywhere which seems fine for a small 2-3 man team (not sure of I am correct in this)







British A Company deployment area to right of road








A Company deploy on the left of said road 


  












In O Group you have a Battalion Command stand as your overall HQ. 

This can be placed on or off table and denotes your HQ Orders total and presence of Battalion Mortars and Artillery Missions.


British BHQ with initial 3 HQ orders, Bttn 3" Mortars and 2 off-board Artillery Missions (chits) allowed in this scenario.













German BHQ with Bttn 81mm Mortars, 1 Artillery mission and a single HQ Order (initially 2 but 1 lost to opening bombardment)









Ready for the off.......................