Saturday, July 13, 2019

Regimental Fire & Fury - Caseys Redoubt scenario played

Group get together today (our Twelfth celebration) at Johns using Regimental Fire & Fury again this time 'Caseys Redoubt' scenario.
I along with Richard (roll a 10) took control of the Federal forces which were mostly green but in defence of said redoubt.
We had a 'drip-feed' of separated reinforcements coming to our rescue.
John and Stephen P (the Robust one) and Le Duc (donning a silly hat and  some weird accent) took the Rebs with Stephen B once again taking umpiring duties.
Another excellent game with this rule set.
Lots of units charging, falling back, carrying the position or being rebuffed and all very ACW.
The Green status of Union troops hurt them as usually going Disordered from shooting.
Rebs had mainly trained but with a smattering (3 ?) of Veteran units.
This being early war period several units on both sides were rather large (12-16 stands).
Rebs assaulted from the get go pushing Union troops from forward positions.
However several Union units in extended Line took several turns to overcome and the Rebs were rebuffed at all but one section of the Rifle pits.
The fragmented Union reserves appeared on either flank shoring things up somewhat but the Rebs had a large superiority in numbers which began to tell.
Union heavy losses were at 38 stands lost the Rebs at 52 so despite almost 1 for 1 in casualties the Union suffered the -1 Heavy Casualties modifier to Movement by about turn 7
The game was scheduled for 12 turns but we only managed 8 (?).
It was declared a draw as too hard to be sure the Rebs could secure the Redoubt before a sizeable Union Brigade would arrive straight into their left flank on turn 10.
Richard and I therefore claimed a moral victory.

Some throwaway comments today (those publishable at least !)

"That area with 4 trees is 7 Pines"
"Those low fences are the high fences"
"You pull them off to get it in" (I dont even know what this was in relation too !!!!!!)

Great game in great company with good rules and usual great hospitality.






At start







The Redoubt and Rifle Pits








Rebs set up in Broken Ground (felled trees and brush)







The weak Union right







Rebs have pushed back initial Union line







Rebs assault gathers pace and numbers







Reb guns move up






Union troops redress to right







Just in time as another Grey Tsunami floods forward







Crikey there are lots of them !







Clash in woods on Union right so many Rebels








Rebs failed to take rifle pit areas on left flank but did push past through woods






Seven Pines (with 4 trees)







Union right in somewhat of a mess after being pushed back









Large Union Regiment shores up left flank








Contest for Redoubt continues



Sunday, July 07, 2019

No Retreat ! The Russian Front game played

Played this excellent game with my Dad tonight.

We managed 11 full turns calling it a Draw on Turn 12 when Initiative shifts to Soviets as neither of us got an Auto-win.

Forgot how slick, enjoyable and absorbing this title is.

Germans had pressed Ivans back across the board but failed to take enough Cities or Objectives for the win although they came within one Victory Point on turn 9.

Love the low unit count in this game and nice use of cards (not a CDG but card 'enhanced')

Nice feel to the game with great Ostfront flavour with fairly low rules overhead (just wish the VP system was explained a tad better).






Early moves with Russians rather sparse on southern sector









But shoring up defence of Moscow region








Some much needed Reserves appear in South








The busy Game Turn track









A hard line defends Moscow









Stalemate at Moscow as Soviet units begin to convert to improved units

Saturday, July 06, 2019

Panzer Grenadier Deluxe - Stoumont scenario played

Another WWII game today this time with Panzer Grenadier Deluxe and Stoumont scenario.
Stephen set up the scenario and I brought Germans (Peipers SS lot) to face his Yanks.
Another excellent game with these rules.
King Tiger acted like.....well............a King Tiger taking out 4 US Tanks at range despite failing to Activate once and being Suppressed one turn as well.
Yanks did manage to take the St Eduard sanatorium after an effective timed Artillery barrage revealed my Hidden and Ambush units inside.
We both lost an AFV each to snake eyes  M36 and a PzIV exiting the field respectively mine due to Rally roll and Stephens to going Out Of Ammo.
Couple of anomalies arose (don't they always !?) as it seems Armoured Cars are as maneuverable in muddy conditions as Tanks ?
Rules state Trucks and Jeeps suffer a -1 to Bogging rolls but not clear if this includes A/Cs or half-tracks (I would house rule for future that they do suffer the -1).
Also seems one can Rapid Advance into Close Combat against units that you cannot actually see prior to moving (not Hidden per se but on table out of LOS) as unit can covert a Move into a Close Assault at 'any point during their move'.
Seemed tad odd but ok.
Otherwise all slick and plausible stuff.




Overview of initial US moves (note the grey area mid left is a BUA without the building)







Panther moves up with PzIV suppressed from Artillery (it subsequently Routed after inevitable double 1 to Rally)









US armour moves up on my right with smoke masking his Infantry










Sanatorium has fallen to Yanks












King Tiger about to engage Jumbo Sherman on road








Panther using Woods to block LOS from Tank Destroyers on ridge












Overview





Tuesday, July 02, 2019

Hitler's Reich gets another outing and is crushed !

A game of the very fun Hitler's Reich with my Dad last night.
Great fun with a lot of action as we both went for territory in lieu of 'buying' Event cards mostly.
Dad controlled the channel early but failed to invade London region successfully.
He decided not to launch Barbarossa (always a mistake I fear) and subsequently suffered a red wave once the Allies get there 'enhanced' Conflict Card hand at the end of 1943.
This saw Ivans launch a Blitzkrieg right through to Berlin which fell easily and with Nazis failing to retake it was an Auto-win for the Allies (well the Commie bit anyhow)

Nice fast paced and playable game.






























Couple of new games inbound



Wednesday, June 26, 2019

Spearhead - A Patchwork Of Panzertruppen scenario

Played a micro-armour game today using the ever excellent Spearhead rules.
Unbelievably we last played these in 2011 !!!!!!!!!
Good grief how time flies.....................................

I set up a scenario from the East Front scenario supplement entitled 'A Patchwork Of Panzertruppen' set in November 1943 on the Nogay steppe.

I took the Fascists and Stephen the Reds.
Germans have a Panzerjager Abteilung with a Company of Stugs and 2 of Marders, with a an Armoured PzGren Bttns, 2 Motorizsed PzGren Battns and an Infantry Bttn with off-table support from a 105mm Regt.
Three of my Bttns were Veteran the other 2 Regulars

The Ivans had 2 Tank Brigades with T34/76 and T70 and associated Mech Bttn and another Mech Brigade of 2 Motorized Infantry Bttns.
Ivans had a Battery of 76mm attached (which Stephen chose to bring on-table) and from mid-game he could roll for air support from Sturmoviks.
Ivans were a mix of Green and Regulars.

Scenario is a sort of meeting engagement with both sides advancing onto the table and both able to use flank marches and reserves.

Game was excellent with the short shooting/spotting ranges in SH meaning units can maneuver much more than in most WW2 sets (only FOB is similar) constrained only by their orders (same system of 'arrows' with Attack and Defend orders as Shako - same author of course)  .
I out flanked with my Armd PzGr on my right on turn 3 and forced Ivans to commit a Tank Brigade from Reserve.
The Grenadiers however had no answer to the tanks and were forced to Break Off but survived.
The Ivans as it turned out had 2 Bttns outflanking on my left and both arrived on same turn enmass (one had been delayed 2 turns) and my left flank reinforced PzGr Bttn was soon overwhelmed and broken.
My PzJager stoutly refused to change orders (anything but a 1 for Germans !!) for 2 turns and this saw the Ivans therefore achieve victory by exiting 10 mobile Platoons of my rear edge.
Ivans did have an Mech Inf Bttn routed in center.
In fact losses were pretty even but the Russian flank moves proved successful turning the game in their favour despite Stephen constantly telling me how much better the Germans are in SH, even stating this is the set Hitler would want to use as I was removing destroyed Germans :-)
Only 1 Sturmovik appeared but did destroy 2 Inf Plts with its rockets.

I have always loved SH as a great set of WW2 rules especially for 6mm kit.
Lots of abstraction with focus firmly away from technical aspects such as armour thickness etc but it just 'feels' right doing 'just what it says it does'.
Hard to believe we have neglected this so long just so much choice so little time............




Terrain set up from German side






The German force










































Opening moves on my left










German Infantry Bttn arrives in center









Armoured PzGr faced by reserve Tank Brigade









Battle develops








Infantry Bttn moves to its left














PzGr breaking off trying to pull Russians onto Marder gun line








Stugs dominate central hill but refused to obey orders to march to left later








Huge Ivan force arrives on my left








German Infantry tries to intervene










Action in center









But Ivans are breaking out and PzGr Bttn evaporates













Russian Tank Brigade is routed on my right








But its too late as Ivans have achieved objective elsewhere