Tuesday, June 04, 2019

Over The Hills scenario played

Played the Gross Eckau scenario from the Over The Hills Version 2 book today against Stephen using my Prussians versus his Russians (scenario set July 1812).
An interesting scenario with Russians nominally in defence with Prussians attacking from two directions.
A proper run out with the rules as well highlighting a few issues mainly with implementing orders with mixed Brigades.
If an Attack order is issued then ALL Cavalry and Infantry units must move at least 1 full move segment towards the enemy and then once within Engagement range they must charge to contact.
This can be an issue with Cavalry who can charge to their doom (as one of my Hussars did) or an Infantry unit forced into square but then compelled by orders to charge.
We house ruled a few of these issues.

Also the flanking Prussian Brigade would strictly be out of Command of the C in C meaning half moves but allowed full moves but no change of initial order.

One major lesson we learnt (which we should have recalled from V1) is that built up areas are akin to mini fortresses !
A unit or units attacking a Wood & stone village suffer a -4 whilst the defenders gain a +4 so whilst the attackers gain a +2 for initiating the combat they are always up against it (unless a more powerful Elite unit) as they will generally only score 1 hit whilst defenders can cause 2 this means attackers are in dire straits in second round (as defenders no gain a further +2).
In our game I had 2 Infantry units attacking one in a built up area (and taking a couple of hit on way in from shooting and defensive shooting).
Attackers roll for both units but only use best roll and achieved 1 hit however defenders caused 2 thereby causing Morale test on my units which the passed (worst outcome) and then suffered a further 3 hits in total in second round retiring 1 move with one now Wavered,
The chances of rallying all these hits off are slim and so time consuming that effectively both these units were hors de combat (the wavering unit took another shooting hit and routed off table).
Tough proposition to take a built up area which was aim of scenario.

Skirmish formation (optional) for a full we found too powerful so reverted to Open Order.
Skirmishers move better (no problem there) shoot better (no real problem but seems odd they shoot at 100% strength) but also seem to shield units behind as -3 to hit them then half hit factor for bounce through.
We house ruled this to allow artillery to ignore the skirmishers.

Game not fully finished but two Prussian Brigades were teetering on Breaking (both within 2 Fatigue) so day went to the bloodied but unbowed Russians.

As Stephen pointed out this is exactly the same scenario as in Black Powder Clash Of Eagles (which I had not realised) and I suspect it possibly needed amending for use with OTH, maybe giving the Cavalry units separate Brigade Commanders, but of course this may not have been in keeping with the historical make up of the units involved.














Tuesday, May 28, 2019

Over The Hills Version 2 a quick trial.

Try out of new Version 2 of Over The Hills rules today at Stephens using my Russians against French circa 1812.

Both used points system to field 250pt armies which seems about right for a 6' x 4' table with 15mm.

A few changes from original set but nothing drastic that we noted.

Skirmisher advantage is now a positive bonus only rather than a + or - as in V1.

Units that fire defensively can have support shooting from friends as Infantry now has slightly extended firing zone.

There may be some other changes to shooting and combat factors but nothing that leaped out at us.


Rules somewhat better laid out than V1 but still a lot of Optional (but desirable) concerning Fatigue and Morale Tests in a separate section.
However familiarity with the rules would aid this.

A limited try with rules but enjoyable stuff.
A nice alternative choice for a Divisional sized game to GDB, GDA, FOB or BP.









Monday, May 20, 2019

Combat Commander - Sealion another 3 scenarios played



Three more scenarios played with my Dad from the Sealion 1940 Battle Pack.

And three interesting games they generated too.

First had Germans caught in Recon mode around River Medway by a collection of French and Belgians.
A very close game this one as a late change of a key bridge swung victory to the Germans despite their teetering on the edge of an auto Surrender.

Second game had Territorials defending Portsmouth docks from German attackers.
Another tense and close game with the Allies this time surviving an auto-surrender with a narrow VP win.

Last but not least it was a raid by Mosleys Fascist supporters (Italian troop stand ins) to free him from Holloway prison.
Unluckily for Mosley he was not freed and died in an assault by a British Squad (I like to think he had his traitorous throat slit) as British thwarted the mob and won handsomely.















Saturday, May 11, 2019

Combat Commander - Op Sealion two scenarios played

First outing with my latest CC expansion pack Op Sealion 1940.
Two scenarios played both very interesting and close affairs.
First had Fallschirmjager attacking a village near Hastings which was ably defended by some 'Home Guard' types with reinforcing Regulars.
I got lucky here with a British Support table roll granting me a 152mm Radio which minced a couple of FJ squads.
Second scenario was set in Bognor Regis with a Whermacht assault on the rearward aspect of some seaward defences including a 25pdr on a pier.
This one was very close as both 1 unit from surrender but British managed to win with a narrow VP victory after several Time Checks.
Great stuff as usual with this game.









Combat Action Command - some Infantry action

A further solo session with the rules and managed to get some Infantry action going.
Units fire 2-4 D6 depending on range and LOS circumstances (type of target replaces modifiers as such) with hits usually occurring on 2-3 on a D6 with again a D20 based hit chart generating an outcome.
This can be No Effect, Pinned, Retreated, KIA or Strength Point loss.
Units are rated for Strength Points (SP) with most Infantry types being 4-7SP.
If less than half SP lost then they count wounded (with all subsequent SP loss at +1) if more than half its a Critical Hit and of course if all lost they are gone.
These statuses can effect number of dice the unit can roll.
Movement by infantry is simple enough but they can roll to increase their cover level after moving so whilst in Light Cover such as Woods they can obtain a Hard Cover stance (going to ground/maximizing Cover I assume ?).
Having played through the systems I must say I like the rules with only downside being that their are lot of counters/markers on table as can be seen in pics although not all required every time if not soloing I expect.
Will have to try HE, Indirect Fire and Aircraft.







Lots of markers as Infantry engage each other in wheat fields (Dug In = Heavy Cover as I ran out of HC markers







Several markers on AFVs







Seems one can achieve 'Hard Cover' in the open if I am reading rules correctly which does seem odd in its nomenclature if not effect.



Thursday, May 09, 2019

Combat Action Command - a solo try out with rules

Playing a solo game to trial Combat Action Command rules (by Lee Sowers) a Company level set I obtained last year but only getting around to trying.
Set up a Normandy style table with simple encounter between British and Germans.
Nice set of rules with a 'Combat Action Command' CAC action being its unique system.
Essentially once per turn in either the enemy movement or in the joint fire phase or during your own movement you can use a CAC action to interrupt your or enemy action to Fire or Move.
If both sides declare a CAC they dice to see who goes first (a draw equals simultaneous actions).
Initiative is rolled for each turn (you chose to move first then fire then enemy moves) and this leads to several decisions as to how or indeed if to use CAC in differing situations.
Units are Infantry Teams (Squads/Sections) organized into Platoons (6-9 Teams) with HQ and Heavy Weapons teams.
AFV teams are individual vehicles but can be in Platoons/Troops with one AFV acting as HQ.
The system uses unit data cards for each Platoon, AFV and Weapon team.
These cards include all data used in game including Firepower, Movement and each Team/Platoons own individual Hit Chart plus a few other special notes and suchlike.
Basic game had cards for US Germans and Russians with an addition expansion pack including British.
All firmly late war (1944-45) types although other packs may be available of which I am unaware ?
Infantry teams roll differing numbers of D6 depending on their Sighting of enemy units such as Sighted (fully seen), Suppressing fire (known but not sighted) and Searching fire (Recon by fire) with varied hit numbers depending on range and cover.
Outcomes can be stuff such as Panicked, Strength Hit, Retreated or KIA 
AFV combat is a 2D6 to hit system with fairly standard modifiers for Cover, Movement, Size etc with varied To Hit numbers based on range.
Anti-armour stats are interesting in that its a strike value XD6 +X vs defence value XD6 + X.
So for instance a 75mm L40 might hit a Sherman rolling 3D6 +10 with Sherman rolling 2D6 +11 for frontal defence. If the strike exceeds the defence the difference is added to a D20 roll on target defence table for a variety of results such as Track/Wheel hit, Shaken, Panic, Retreated, Mobility Kill, Firepower Kill, a K-Kill (Knocked out) or a full 'brew-up.
I have not delved into Indirect/HE fire as yet but looks to be straightforward system with accuracy rolls and a drift dice.
Nice use of an A4 sheet (well its US equivalent) folded into 1/2, 1/4, 1/8 or 1/16 for various HE strike zones.
Only played a couple of turns thus far and Infantry not really engaged but the AFV combat is enjoyable.
Am also trying out a new table covering I obtained via EBay.






Sample pages and a unit card for M4 Sherman







 The table with new mat







Panzer Grenadiers advancing







PzIVh Platoon moves to engage enemy armour around a farm complex







More Grenadiers on left (with a vintage unpainted Roco Minitanks Kubelwagen)







British Platoon (8 Sections an HMG a Piat a Light Mortar and a Platoon HQ)







British Tank Troop








British Platoon in ploughed Bocage lined field








Passing RAF photo 








Tanks engaged with 2 permanent Mobility 'kills' and Firefly Shaken (this can be Rallied off)








Infantry approaching each other but rise blocks sight lines









British Infantry moves up in support of stalled armour







As Panzer deploy around farm and orchards









Grenadiers hide in wheat and orchards

















Thirty Years War - End of PBEM Turn 1

Turn 1 just finished in my Pbem game of TYW.
An eventful turn with Baden changing hands twice from Neutral to Protestant then to Tillys Bavarians with besieged Breisach the last Reformer bastion.
Saxony captured by Protestants under Mansfeld after crushing Saxons at Lutzen.
Then chased by Christian of Brunswick, although Leipzig holds out under siege.
Spanish have ventured into Lower Palatintate taking the Electorate with 2 successful sieges.
Victory Points stand at down 3 for Catholic cause but the large Imperial force at Vienna is unused thus far.