Tuesday, 12 March 2013

VILLERS FOSSARD – MORNING ATTACK


The first part of mini-campaign kicked off at Bolton’s Portcullis games store (and a big thanks to all the guys there, especially Brian, who made me welcome). The US forces tasked with clearing the twin farm strong points had a tough time. Here are both battlegroups.

Villers Fossard Morning Game: US Infantry Battlegroup
Forward HQ in jeep with radio communications upgrade                       
Infantry Platoon (inexperienced)                                                           
Bazooka Team                                                                                    
MMG Team                                                                                        
Combat Medic                                                                                     
Infantry Platoon (inexperienced)                                                           
Bazooka Team                                                                                    
MMG Team                                                                                            
Combat Medic                                                                                         
Sherman Platoon (4 x 75mm)                                                                    
Aerial Observer                                                                                       
2 105mm guns (off-table)                                                                        
Sherman Bulldozer                                                                                  
1 Timed 155mm barrage                                                                        
2 Timed on Target barrages                                                                     
Totals: 700 pts   38 BR     5 officers  0 Scouts



Villers Fossard Morning Game: Fallschirmjager Battlegroup
Forward Headquarters in Kubelwagen                    
Fallschirmjager Platoon upgrade to Elite  with 4 pzfausts
HMG 42 team                                                     
Pzschreck Team                                                  
80mm mortar team                                              
PaK40 + RSO tow                                                       
Fallschirmjager Squad upgrade to elite  1 panzerfaust
Panzer IV H                                                        
StuG III G                                                            
Observer Team + kubelwagen                                           
Nebelwerfer Team                                               
3 x Snipers                                                           
Pre-registered target point                                         
4 Timed 80mm mortar barrages                                
20mm Flak + Kettenkrad                                         
Fortified Building                                                     
Minefield                                                                  
2 x Fortified bocage                                                      
2 x Off-table 88mm shots                                             
Totals:   698 pts  43 BR     2 officers   3 scouts

I deployed the Fallschirmjager, with one squad on the right, one in the centre (in fortified bocage) support by the HMG team and Panzerschreck team. The left had the platoon HQ squad and MG team (again in fortified bocage). The third squad would hold Le Mont farm, along with the observer team and the StuG. The extra fourth squad was positioned further back, as our fire-fighter reserve, next to the 80mm mortar. At Hameau Baudet was our Forward HQ, 20mm flak, Nebelwerfer and the Panzer Iv – again acting as a mobile reserve.

The battlefield from the German lines. Hameau Baudet in the foreground, Le Mont on the left.

The US started well, with their 155mm timed barrage hammering down onto our right flank, destroying the PaK40 in a direct hit and killing two and pinning the squad next to it. Suddenly, the defence of our flank, opposite the main American tank attack, was obliterated. In the centre their infantry headed forwards, rapidly pressing through the woods on the extreme left towards Le Mont.

First blood, the PaK40 is history to 155mm shelling

US infantry in the Le Mont woods, yet to walk into the minefield.

US platoon commander issues his orders, behind is the senior HQ and jeep, later to be killed by mortar fire.

The tank attack on the US left gets rolling, a bold move in this terrain.  


The Fallschirmjager response was, muted. Most front line units went onto ambush fire, to await the arrival of the Americans. The Panzer IV immediate turned round and began pushing through a hedge to get back and cover the non-existent right flank. The Panzerschreck team, with no prospect of having a target, also set off back down the hedgerow to get to le Hameau Baudet, to help on the right.

The Americans continued the artillery barrage in turn 2, with 105 shells directed from their aerial OP team hitting the hedges in the centre and causing more pinning. The infantry advance continued, and the Shermans move up to the blasted hedgerow, lacing it with MG fire that finished off the last of the infantry squad. A single Sherman, lurking in the rear in the orchard launched salvoes of HE fire down the road at the farm, attempting to pin the 20mm flak, which was now taking aim at the Piper Cub, and this sent the crew scurrying for cover.

The Germans continued to dig in deep, used tactical co-ordination to get the 20mm firing, and it in turned drove the Piper Cub off. The Panzer IV got into a new firing position, and lined up the first Sherman, only to miss. The Nebelwerfer opened fire, and its salvo left more Americans hugging the ditched at their end of the table. The two forward snipers also used ambush fire to cause some pinning, and the American advance was starting to stall.

The Shermans, with enemy armour ahead, switched to AP and cut loose, scoring a hit which glanced off that good Krupp steel – phew! The other Sherman continued to harass the farm with long range HE fire, and again the 20mm crew ran for better cover. On their right, the American infantry infiltrating through the woods found a minefield and lost two men to it, but their supporting .30 cal team returned fire at the sniper, and having luckily spotted him, blew him away in blaze of .30 cal fire. Still, no counter for a lost sniper.

The US artillery switched target to hit Le Mont, and although wild it still managed to pin the MG team hiding within its fortified walls. Seeing the defenc e of Le Mont weakened, and with US infantry closing in we moved up our reserve squad to occupy the farm too. Meanwhile, 80mm mortars sent bombs down into the far fields, to keep up the harassment as the werfer reloaded. The Panzer IV continued to miss its two Sherman targets in a display of inept gunnery.

Back the ranges for more training, the Pz IV at Hameau engages the Shermans in the hedge - badly.
The Sherman targets. Multiple hits bounced on the Panzer IVs armour...unlucky! 
The Dozer Sherman in the background pushed through a hedge then broke down in turn 2.

Removing our pinning threw up an air attack counter. So, it seemed the Luftwaffe may put in a rare appearance and, in our next turn, the dice roll of 6 saw the arrival of a Bf109 (no bombs though), to strafe the Americans, who must have thought it was one of their own until it began machine gunning their infantry squads. The return fire from Garands and BARs was ineffective, and the 109 pilot had a clear run in next turn too.  When the US are under air-attack from Luftwaffe, they know it not their day.

The attack on le Mont farm closed in, under cover of .30 cal fire, and more 105mm shells hit the courtyard, obliterating our reserve squad bar 1 man, who took the loss of his comrades badly, and in a heroic action rushed forwards and pinned the closest US squad, MP40 blazing.

The US attack had stalled, there was a lot of pinned units. But the Shermans traded fire again with the Pz IV, and again a hit glanced off. The fourth Sherman, with tank riders on board, began to push up the lane to join the fight, but unluckily hit a mine strike, and detonated sky high, with casualties on the riders too. It smoking wreck blocked the lane.

More 105 shells landed, but this time to no effect, and the American turn was over, with little achieved. The counters were building up on that side of the table too.

The defenders continued the fight, with the Panzer IV actually hitting this turn, and also glancing (what were these AP shells made of?). The brave Panzerschreck team was now stalking  along a hedge to get in range of the Shermans. The 20mm flak again targeted the Piper Cub, and although it couldn’t damage it, 20mm shells kept the aircraft pinned. The Bf109 swept in again and machine gunned the woods at le Mont, pinning the US infantry again. That flank attack could not get going, even though the farm was so lightly held. On our right, the Panzerschreck team broke covered, took aim and blew-up a Sherman in the hedge. The counter for that loss broke the American battle rating of 38. It was game over. The Fallshirmjager had reached 26, only half way, so a solid victory. Le Mont and Hameau Baudet (well the rubble of them) had held.
Elite infantry had proved their worth in solid defence - unshiftable. Casualties amount to 14 men, a PaK40 and crew and a Kubelwagen. Harsh on the Americans, who had suffered from the counters. The Germans pulled the special ones (5 in all, including 2 air attacks), and they had pulled the higher numbers. Obviously, their inexperienced infantry had not really fancied the odds today vs the vaunted Fallschirmjager.

For the campaign, I decided to issued victory points based on BR lost. For each full 5 BR lost by the enemy, each side would get 1 victory point. The winner would get a bonus +2 VPs too. So, for this game, the Germans had amassed 9 VPs, to the American’s 5.

On to game two, in Wolverhampton... (coming soon)



































Wednesday, 6 March 2013

THE BATTLE FOR VILLIERS FOSSARD

THE BATTLE FOR VILLIERS FOSSARD
No posts of late, due to the demands of book production, which is happily now complete. This frees me up to do some gaming – hurrah!

On Saturday 9th March, I’ll be running a demo-game of Battlegroup Overlord at the Portcullis games store in Bolton. On Sunday 10th, I’ll be running another demo-game of BGO at the WMMS show in Wolverhampton, close to the PSC sales stand. Do come and say hello. To keep interest up, these two games are going to be linked (along with a planned third to follow), into a mini-campaign – ‘the Battle for Villiers Fossard’. This is mainly a chance for me to get some good use for my US and Fallschirmjager collections.

Villiers Fossard is a small hamlet north of St Lo, in the heart of the bocage country, and it was defended by elements of 3rd Fallschirmjager Division during the American drive to capture St Lo in July, 1944. My mini-campaign will recreate the heavy fighting for the village on July 11th, with the US 29th Infantry Division attacking in force against the embattled, dug-in, defenders.

The first battle (at Bolton) will be for the morning’s fighting, to clear the twin farms at Hameau Baudet and Le Mont, just north of the village itself. Capturing these two strongpoints will allow for the afternoon attack (the second game at WMMS) over le Jouenne stream (little more than a big drainage ditch really, but enough to stop armour) into the buildings of Villiers Fossard itself. Once over the stream, and with the village captured, the third battle (to follow in a week or so) will be to halt a strong counter-attack against the village from the west, led by more Fallschirmjager, that evening. Whichever side wins the most games, by the biggest margin of BR, will be the overall victor.

I’ll write up full AAR for all three games to post here, but if you’re in the Bolton area, or at WMMS on Sunday, do come along and see how the battles are taking shape.More will follow soon...


Tuesday, 29 January 2013

Vapnartak -York

Just a quick note to say that this weekend sees the first of the year's wargames shows, the really rather good Vapnartak 2013 in York. PSC will have their usual sales stand, and I'll be heading along to help out, carry boxes, hang-out and no doubt do some light shopping.

We did plan to run a Battlegroup Overlord demo game 'Inland from Utah', but this plan fell through (it's now happening at WMMS in Wolverhampton instead, with any luck). I'll be the tall, bearded fellow often to be spied around the PSC stand, so feel free to come and say hello, ask any questions about Battlegroup Kursk or our future plans for Battlegrfoup Overlord and beyond. It's what I'm there for, so really, it's no trouble.




Thursday, 24 January 2013

FIRST BGK DEMO

A big thank you to Olivier Vallois and his comrades for their efforts in running a BGK demo-game last weekend. I've included a few pictures Olivier sent me, and from his report it seems the game (and rules) were well received in France (with the obvious drawback that the rules are in English), but Olivier is helping out with that too.

Here are the pics of his very cool First Charge at Hill 252 game. He didn't actually report who won... fingers crossed for the Reds, looks like they got some air support anyway! He has promised a full AAR on the Guild wargames.





Sunday, 20 January 2013

ADVANCE TO LE CROIX VERT


Friday evening saw a play-test game from BGO, with a chance to test out a few of the US forces special rules in a 600 pts platoon-action as the US advanced to capture the crossroads at le Croix Vert, an important objective on the route south towards the town of La Haye-du-Puit.

I would be commanding a US Infantry Division battlegroup, whilst rapidly moving to block my route south and deny the US the crossroads (and thus use of the local roads in this dense bocage country) would be a mobile battlegroup of 2nd SS Panzer Division.

I selected my battlegroup to consist of a Forward HQ in a jeep and a radio truck with an improved radio communications upgrade. A single infantry platoon on foot, supported by a .30cal MMG team, a bazooka team and a 57mm AT and Beep tow. My armour was a platoon of 3 Shermans and 2 M10 Wolverines. Artillery was a FAO team in a jeep and two towed 105mm guns, which would be on-table. Finally, I was led by a single recce jeep and had a forward aid post, just for the big BR boost. Final BR total was 39.

Over the years I’ve lost a lot of Sherman tanks in this sort of close country, so I decided that this time the infantry would lead my advance, directly supported by the 2 M10s, whilst the tanks would come on last, even after the artillery, and try to divert the German armour away from my main objective in a cat-mouse game in the hedgerows. Hopefully they could shoot and scoot about, and keep the German armour occupied (trying to shoot holes in them) whilst I won the battle elsewhere with my infantry and tank destroyers.

The 2nd SS battlegroup composed of a veteran panzer grenadier platoon in trucks (and this would be a important feature in the game), supported by a HMG-42 team and a panzerschreck team. A squadron of 3 Panzer IVs and a single Panther, made up their armour. They also had a forward headquarters (in a halftrack), a Wirbelwind for AA defence, a 222 armoured car for recce, an off-table battery of 120mm mortars on call, and a registered target point for them to hit (on the farm itself). As well as the mortars they also had a single timed 150mm artillery strike. Final BR total was 32 (I think).

There were 4 objectives on the table. The main farm building, a gap into the field to the left of the farm (my left, German right), a second field entrance (marked by a wrecked Panther) and the edge of the woods (marked by an abandoned cart). With AFV ammo distributed and time barrages noted for turn and location, it was game on.

Deployment didn’t take long, with me placing my recce jeep on the road by the farm, and the Germans responding by placing their 222 on the opposite road, a bit too close for comfort given how out matched my jeep was.
 


 The cross roads at Le Croix Vert. US arriving from bottom right, Germans top left (mostly via the road). Objectives are at the farm, the large hedge gap on the road to its left (marked by the tree). The wrecked Panther and the cart on the edge of the woods (on German table edge). Here the US recce jeep catches hell.

 First turn went to the US, and my first action was to quickly withdraw my jeep, otherwise it would be meeting the business end of the 222’s 20mm cannon in a fight it couldn’t win. So, hearing the approaching heavy engine, the jeep crew spun round in the lane and swung in behind the farm to hide. The Germans responded immediately, I had parked 2” from their pre-registered target, and brought a barrage of 120mm mortar bombs. When the smoke and dust cleared, the Jeep and 3 man crew where a smoking memory... first blood to the Germans. The 222 raced to claim an objectives, so that was 2 counters in turn 1. Bad start.

I can’t say things got much better either. I rolled a 1 for units arriving and decided, radically, to send my forwrad HQ first. He wasn’t in any immediate danger and his ability to re-roll that arrivals dice would be very handy if I kept this rolling up. The Germans where faster off the mark (they always are in my games), with the panzer grenadiers arriving in trucks and racing 48” up the road. Erm, problem, my enemy would be on top me in turn 3 or 4 if he kept coming at this speed, and my foot-sloggers would be trapped in my corner.

As planned, my infantry arrived next, four units scurry off into the hedgerows, one going left, one going up the centre directly towards the farm, although given the accuracy of mortar fire now hitting it, it didn’t seem a healthy objective to claim.



 222 heading up the road to check out the farm.

 US recce jeep caught in mortar barrage.

First to battle, US HQ in deep discussion around their jeep.

 Approaching German infantry transports.

 First US infantry heading into the hedges.

The Germans followed up over the next few turns with their Panzer IVs , HQ and Wirbelwind, which seemed intent on making it to the front lines, as I prayed for some air cover. The 222 then made a pain of itself again, racing to the farm and claiming the objective (another counter), and with panzer grenadiers now  holding another, and a Panzer IV on another and the HQ on the fourth, suddenly I had none and the enemy had all four. Disaster loomed, I was about to lose! But the rules clearly say he has to have them at the end of the enemy’s turn (that’s mine). I had one turn to shift him. My only hope was to get the 222. By now my two 105mm guns had deployed on my board edge, and the Forward HQ senior officer did the spotting, calling down a barrage on the farm. I needed a direct hit from my 4 dice or it was game over (after about 30 minutes!). I rolled, and scored 2 direct hits (aided by the US Time on Target barrage rule). The 222 was instantly wrecked, and thankfully the game could continue. But I knew that next turn he could advance again and re-claim the objective, and I would be in the same position. My hand was being forced, and I raced towards the farm as fast as I could. The infantry sprinting across the fields couldn’t get close enough, and the two M10s with them (one left, one right), had hedges to cross and couldn’t get close enough. I was already in a bad way, my hand was being forced by such an aggressive enemy, damn those Opel Blitz trucks! (which had now scooted away to the back table edge).

The next few turns saw me trying to push forwards towards the farm, but the Germans had occupied it again, with a grenadier squad, and despite them being pinned I could not shift them with MG fire, and HE fire from one of my M10s. My platoon HQ, being inexperienced infantry then repeatedly refused to close assault the farm and drive the SS soldiers out. Also, the German timed 150mm barrage hit, right in the middle of my lines and wiped out a squad, pinning the M10 and several other squads – good shot!

In the lane, my M10, which had been on ambush fire against the advance of one of the Panzer IVs. It now took a chance to get up and help the infantry, breaking its overwatch to roll up the lane. Of course, the Panzer IV then rolled up to the hedge that had previously been covered and took a shot. In an exchange of fire the M10 lost, and a 75mm AP round left it burning in the lane.

On my right the Shermans pushed forwards, two advancing with one on ambush fire against the arrival of enemy armour which was approaching across the field. The Shermans laced the hedges opposite with HE and MG fire, pinning an MG team, but failed to knock out a sneaky panzerschreck team which had infiltrated into the chapel, and then narrowly missed the lead Sherman.

This brought an immediate artillery response, which went wild! It was not my day. I was already up 10 counters and 30+ BR lost (and no air support), and had inflicted almost no damage.


 105mm artillery fire destroys the 222 and saves the game.

 Infantry on my right and their M10 in support. The chapel and hedges opposite are already in enemy hands and unleashed ferocious firepower.

 US hurriedly advancing on the farm.

 German panzer grenadiers, out of the trucks and running into position.

 Bringing up the rear, the Panther. It never fired a shot!

 Shermans arrive and advance on the US right. The dice marks one as on ambush fire. The 57mm never got a chance to deploy before being hit by mortar fire and destroyed.

M10 covering the farm lane on ambush fire.

 Pinned grenadiers in the farm, they stoically held on dispite being hammered by US fire.

 The M10 loses its fight with the Panzer IV, lurking in the hedge.

 German armour approaches the chapel. It was very cautious, and never really got into the fight.

 Looking along the German front line.

 US infantry blasting the farm, and refusing to get any closer.

The final straw came when on my left, trying to oppose the Germans at the objective and prevent another embarrassing seizure of all the objectives, the Wirbelwind opened fire, its quad 20mm cannons making short work of an entire infantry squad, despite their bocage cover. That was almost enough, my break point was just 3 away. Then a 120mm mortar barrage smashed my forward HQs jeep, leaving the officer and his aides cowering in a ditch pinned, and then destroyed the 57mm gun whilst still being towed across the rear field, seeing the surviving crew flee. That was the end, my battle rating was used up. Defeat, and a very heavy one at that.

It had been a bloody disaster! I had taken 15 counters and inflicted, erm 3... for a grand total of 40 BR lost to 4 inflicted! That is a hammering in any terms. My losses where 32 infantry, three jeeps, a 57mm gun and an M10. The Germans losses were just 6 men and a 222 armoured car. Big factors had been the German trucks, the ability to get into position first had left me racing to catch up from turn 2, and my foot-sloggers found the Germans well prepared with all those MGs in position in the hedges when we final got in position to fight, and took a pasting because of it. The trucks, used right (ie to quickly drop off troops – on a road, and withdraw out of danger) looked like a must for a meeting engagement like this. Also, my artillery support, usually an ace card of the US, had not been effective enough. I had been out shot by just two 120mm mortars and 1 timed barrage. I needed a few cheap arty request to thicken the barrages, and but the fear of god into the Germans with some 155mm pain.

The sum of German infantry casualties,very light...

The US advance had been given a very bloody nose, and the La Croix Vert crossroads was firmly in SS hands. Many more attacks would now be needed to shift them.

On the plus side (a very small column), the US special rules worked well, the Time on Target barrage was nice tweak to US artillery, and the wireless communications, to represent their wider use of radios and walkie-talkies for improved command and control was a welcome aid, not that it helped much, but it had the German’s moaning, so it must be OK!

Thursday, 17 January 2013

D-Day approaches

First blog of the year, after a busy start. Post Christmas things have gone into overdrive, with phtoos for the new battlegroup Overlord book and finalising the manuscript, which has now returned from the proof reader. Production can begin in earnest.

Whilst I'm slaving over a hot computer (which would actually be nice given the weather), the second stage of army list testing is now in full swing, with a few of our new demo-teams volunteering for the task... not hard work though is it, playing a few games? The lists are all in good order, but need a final tweaking from a fresh set of eyes, all of them veteran wargamers and WW2 fanatics.

Whilst in Ireland taking photos I was lucky enough to get a game in. The Omaha beach assault, using the book's Beachhead scenario and two army lists worked like a charm. Skip's boards looked fantastic and the game was oh-so close and, as ever, Piers' luck held out over mine, just... by 1 point (again). The Germans started slowly, then kicked into gear and caused mayhem amidst the attacking infantry, but a concerted effort to assault the two bunkers on our left flank, overrunning them and putting both of our AT guns out of action, eventual saw the US win, and open the D-1 draw to Vierville. It was also well passed my bedtime... I'm not used to such late nights.

Here is one of the shots I took for book during the game... remember stay low, keep moving and keep the sand out of your weapons. See you on the beach!


PS: Work has also commenced on the slim-down basic Battlegroup rulebook. This will be the core game only, no lists, no scenarios etc, they will all come in the theatre supplements. It'll be maybe 64 pages, smaller format, softback and cheap! There is some debate between us if this is a good idea or not. Many think yes, others not so positive, preferring the big shiney books. Any thoughts from players are gratefully received.