Sunday, 3 May 2020

Pacific Landing - Raid on Rangudo Bay

Just a one-off game, 600 points a-side for an amphibious assault scenario, with the Japanese dug-in against a US Infantry Division battlegroup (I don’t have US Marines and can’t face painting another force that so similar - but different).

Here are the two force lists (roughly);

US Forces
FHQ
Comms Relay team
Infantry Platoon + MMG team
Infantry Platoon + MMG Team

2 x M5 Stuart tanks
1 x M4 Sherman ‘Zippo’

Alamo Scout Team
Shore Fire Control Team
2 x 4.7” naval guns (off-table)

2 x LCMs
1 x LVCP
4 x LVT(A)-2

Timed P-51 air strike (2 medium bombs)

39 BR, 4 officers and 1 scout


Japanese Forces
FHQ
Cautious Enemy (-D6 US BR, I rolled a 1!)

Infantry Platoon (upgraded to Elite)
75mm Infantry Gun

1 I-Go tank
Battery of 2 x 81mm mortars
PRTP

Sniper
1 Type-94 tankette
45mm AT gun + gun dug-out

2 LMG Spider Holes
2 Tunnel Entrances (1 contains a rifle squad, 1 the platoon's light mortar squad)

Timed Zero air strike (2 small bombs)

45 BR, 2 officers, 2 scouts


For terrain, we decide that once off the beach, the entire board was jungle. All units would always be obscured and in at least soft cover, and the many volcanic rocks were hard cover. The big rocky headland dividing the bay (we called it the Rock) was all hard cover. The ‘river’ was a low, slow tidal creek, and not deep, so only difficult ground to cross (unless you’re an amphibious LVT), but provided no cover (but watch out for crocodiles). There were 3 objectives, one on the river banks on the left and right and centrally on top of the hill - the US’ actual target. 

With the Japanese scattered through the jungle, but with only their Nikado suicide trops on the far side of the river, hiding in rocks for their ‘operation certain-death’ of attacking the US armour as it got off the beach.


Time to get going. The US got off to a terrible start! Out-scouted and with the Japanese holding 2 objectives, that was 3 counters, then a mortar bomb’s direct hit KO’d an LVT and pinned the units clambering from the wreckage, so 1 for the loss, then 1 to unpin, and that’s 5 counters to the Japanese zero (pun intended) by the end of turn 2. My three AT teams went into action, 1 rushed an LVT head-on and was cut down by MG fire. The second was pinned in the rocks by more tank MG fire, but the third saw his chance as the ‘Zippo’ rolled up the beach. No ambush fire (a mistake), and with the dismounted infantry all just unpinned from their close encounter with the mortar stonk, my guys rushed the tank - ‘Banzai!’. Rolled a 6 and Kaboom!, the Zippo went up in a fireball! Suicide bombers also removed of course!

In return, the US shore fire control team were finally at work, in place at the foot of the Rock, they started to hammer the river line, systematically left, right and centre, using a lot of harassing fire. The shells whistled over and made life along the river line miserable for my cowering riflemen. The USAAF P-51 swooped in and dropped its bombs on the high ground objective, and scored a direct hit on my AT gun… so, no more gun! The Japanese had their first 2 chits.

The US reached the top of the beach, having sprayed a lot of MG fire into the jungle. 2 squads dismounted, whilst the others stayed on board their slow rolling machine-gun fortresses. A M5’s machine guns dealt with the last anti-tank team. Threat eliminated.

Turn 4, my Zero raced overhead, avoided the AA fire from the ambush fire waiting on the LCVPs MGs, and dropped two bombs on the beach and roll, err, double 1 - wow! They were off into the sea, and we decided that doesn’t even count as under air attack - must have been a very rookie pilot. The two LCMs reversed back out to sea to help collect the next wave.

Up on the Rock, where the Alamo scouts had spent the night and were now the back-up forward observers - they had a good view of the river, the Japanese suddenly appeared from their caves. The light mortar squad and an LMG spider hole deployed, to drop a hail of mortar shells on the beach and add to the heavy pinning. The LMG targeted the Alamo scouts and got 1 of them, a mini fire-fight that would continue until only 1 scout remained when the single LMG guys was finally killed.

Return fire up onto the rock was ferocious from LVTs twin pintle MGs, in all directions, just lashing the Rock. My mortars were, in turned, pinned down and then being whittled away, until only 1 knee mortar team remained. As a last counter attack beyond the river my rifle squad emerged into the light and close assaulted his Platoon HQ, but killed only 3… a rude ambush, but their return fire and then the comms relay team and FHQ helped out too (always bad when the HQ guys are in the firefight), but they saw off the last of the rifle squads charge. That could have been better.

By now two LVTs and two M5s had reached the river and been under more mortar fire, which was doing little… gunning engines the Alligators dived into the creek and swam across, both still full of men. On the far side they de-bussed, taking one objective when M5 HE fire (??) KO’d my infantry gun, which had been shooting at them with HE itself as the world’s most useless anti-tank gun. The counters had now evened up, I had 13, the US had 12… very close.

The Japanese tanks had arrived from reserves but the mini armoured counter-attack (I at least figured the tankette could KO an Amtrac) was terrible. First, the tankette having fought its way through the undergrowth, failed to spot and didn’t fire at the Amtrac (dense foliage here), only for an M5 to see it and - 6 - hit. Whammo - dead tankette. The I-Go, well, it broke down on a special counter and did nothing… stuck at the back of the table immobilised. Japanese armour doing what it does!! - useless. Things now looked bad for me. My light mortar squad on the rock was finished off by US BAR and rifle fire, but not before I remember it had an AP rating (of 1) and could damage an Amtrac (one was still on the beach firing at them). Auto spot, roll to hit (direct fire with HE) - Hit. Penetration 1 vs LVT’s armour (rear) of O (the very bottom of the table, don’t think I’ve used it before). Rolls a 10, boom!, right in the back of the Amtrac and it was KO’d… good shot!  Then he died!

The Japanese now had little left. My FHQ on the hill top objective. 3 riflemen pinned on the left and the objective on the river to the right was held by 2 men with an LMG, against a fully loaded Amtrac, fighting its way through the underbrush to get there after wading the river. It would unload 2 squads. That would fall, so another 2 counters there would end it for me. My counter total was at 45.. so bang on.

My last turn, with just 4 orders… with only the FHQ and the LMG team left, so, just another barrage and that would be it. He dropped it over on the Rock, where US infantry had finished mopping up, but a deviation landed it right on the FHQ and his comms relay team. ‘Incoming!’ 3 direct hits! The FHQ was suddenly gone as was the comms team (1 man pinned), and 3 counters inflicted. The US still had 8 BR left, these 3 counters totalled 9! Broken. The loss of the captain and his radio men caused the US attack to pause and pull back. They had got to the creek but the Japanese were not giving it up today, the narrowest of narrow wins, by a complete fluke (and if they hadn’t lost 1 point for the Cautious Enemy, they’d have still been fighting!).

Below are some shot of the action… a really good game, tense at the end with 8 Japanese left, so I’d pretty much given up any hope of a win, even after a great start. The US came back strong, so much firepower. Gotta love an Amtrac, they were beasts…


Hit the beach. 2 LVTs, Zippo's LCM and HQ's LCVP.

Japanese mortars to hit the beach pre-registered target point. 

 The other side of the Rock

 Alamo scouts, up on the Rock, having landed last night. 

Accurate mortars making getting up the beach hard work. LVT Ko'd in first barrage.

 Banzai! Suicide AT team's victim, the Zippo, burns. 

 USAAF P-51 drops in, must have long-range tanks on. 
I need a naval fighter for this type of game I think.

 IJN dug-in on the hill objective. Just before the AT gun got a bomb on it!

 The explosion is the target point of the Zero's air strike. The dice, his bomb's accuracy.
'Zero' is the score out of ten for that effort! Should have been a good shot.

First off the beach. 

 Light mortars appear from their cave, onto the Rock, to start dropping more shells on the beach. They eventually KO'd the Amtrac (top right).

 Holding the river line, the infantry gun, used to target M5s, which are Tiger tanks to it.

The creek, about to be forded.

 Alligator takes the objective (marked by the little bunker). M5s providing useful HE support fight, that has never been a thing! But 4 37mm HEs shells a turn was keeping Japanese heads down.

 Yep, figures... useless I-Go doesn't go.

Over the creek and up and out. Still fully loaded. 

 The Japanese right flank, 2 men and LMG holding an objective. About to be overrun when the GIs jump out behind a wall of .50 cal MG fire. 

The left flank, they are over and the M5s follow. Here, defended by 3 riflemen, pinned!



Friday, 1 May 2020

Terrain time - Fortifed Manor House

Lock-down, and a great opportunity for wargamers to get busy... our hobby was made for this strange interlude in normal life and so, time to get on with a few things that would usually be shelves or forgotten about. Personally, I've blasted through my painting tray in the last weeks and find myself rather short of actual soldiers to paint, so have turned to terrain instead.

Why I built this I have no idea really, except that I could, with pieces all in the terrain bits boxes in the shed, some off cuts of foam-core saved from old projects and garden bark as rocks. Break-out the PVA and Superglue and get busy getting messy.

So, the towers are plastic Zvezda ones, long languishing in the bits box. The resin chapel-house is an old one, I what to say from Hovels, but I'm not sure anymore (I cannot remember when or where I got it), and I don't really use it these days, because the roof is cast-on solid, so putting men inside is awkward. It has now found a new home.

The plan (if you can call it that) was to make something very generic. I can use from WW2 back to medieval and for fantasy games too (maybe Lord of the Rings, I can see Gondorians holding it against Orcs). It could also do a useful turn on a Napoleonic battlefield, if I get to playing Naps again. Don't think it'll suit ACW games though.

Anyway, it took a few days of steady work, started Monday evening, did a couple of hours a day, left overnight for PVA to dry, and was done, painted with grass and bushes added on Friday afternoon. I'm calling it a fortified manor house, or the mini-castle... maybe a monastery or such-like (whatever). 28mm really, but will do in 20mm games too, at a push.

It kept me busy for bit, time to start a new project.

 Under construction


 Finished!



Stay safe all. Use this time well... 

Monday, 6 April 2020

ASSAULT ON ERFUNDENSDORF, FotR campaign finale

Over the past year we’ve been playing a small FotR campaign, set around the town of Erfundensdorf (loosely roughly based on Helminghausen, near Marburg). 5 small battles have led up to this finale, a large ‘battalion-sized’ game for the town itself. The earlier battles determined where the US’ entry points onto this tabletop would be (there are AARs for them all, look back into 2019’s posts). The US won all 5, so had the town well surrounded. Those games also set the forces, with a master list being split into 5 smaller task forces for each game, and these all now coming back together for the final battle, less losses, but adding back in any units that were held in reserve and not used in the first rounds of games.

Here are the forces lists for this battle.

Germans Forces

Headquarters
FHQ in Kubelwagen                23    3-r    sen officer, arty spotter
Comms Relay Team                13    0-i    comms
‘To the last Bullet’                15    D6   

Infantry
1 Volkssturm Platoon            90    5-i    officer, mortar spotter
 +3 pzfaust
+ HMG Team

1 Fallshirmjager Platoon            147    14-v    Atypical, vets, officer, mortar spotter
+4 Pzfausts
+3 MG-42s
2 Pzschreck teams                46    2-v   
HMG-42 team                20    1-v

1 Armoured Recce Infantry Platoon (reg)    197    15-r     officer, scout 2,
4 x Pzfausts, 4 x MG-42s               
(only 4 SdKfz 250/1 half tracks left)

2 HY Tank Hunter Teams            104    8-e    elite, 2restricted
(6 men, 5 pzfausts each)

Armour
Panzer IV (H) Platoon (3)            160    9-v    officer, mortar spotter, vets

1 x Panzer V Panther Platoon (2)        188    6-i    officer, inexperienced

2 x StuG III Gs                90    6-r

Artillery
FO Team                    16    1-r    arty spotter+
2 81mm mortars (on-table)            48    2-i    as battery
1 x 150mm Nebelwerfer + RSO tow    58    2-r   
   
Reconnaissance
1 Sniper                    10    1-v    sniper-scout

Engineers
FJ Pioneer squad + flamethrower        52    3-v    restricted

Logistics
1 Resupply truck                8    1-i
1 Forward Aid Post                20    5-i    restricted

Specialist Units
20mm Flak on medium truck        16    1-r
20mm flak gun + Kettenkrad tow        30    1-r
1 Marder III H                34    1-r
1 x Brummbar                64    4-r

Additional Fire Support
2 x 3rd Priority Requests            10    0    5+
4 x Counter battery fire missions        40    0    5+

Remaining Defences
2 x Improvised Barricades            10    0    4+ cover
10” of barbed wire                10    0
3 x Fortified Buildings            60    0    3+ cover
2 x Booby-Trapped Buildings        50    0
1 x Timed Demolition            20    0
1 x Tunnels                    30    0
2 x Cellar Shelters                20    0    2+ vs IDF

Totals:                    1699 points    91+D6 BR      6 officers, 3 scouts


German Defence Plan
My situation looked bad, but hey, this is Germany 1945, in never looks good. My plan was simple, I assigned each of three infantry platoons a job and area of the battlefield, dished out some support in tanks etc, and gave them orders to hold as long as they could, especially at the objectives. I’d use the armour in a cat-and-mouse style, trying to take shots and move rather than getting into a stand-up fight with all his tanks. With ambush fire, I hoped to get the drop on him and inflict some serious losses early.

The town would be divided into three, the ‘frontline’ western end of town would be the panzer grenadiers and Hitler Youth, including holding the Rathaus objective. The north, towards the ‘rear’, would be the Fallshirmjager’s area, holding that end of town and the Gasthaus objective. The Volkssturm had the ‘south’ and the bridge, with one squad well forwards at the outlying farm, a forlorn hope, but hopefully they bag a tank with their ‘faust in ambush.

One Hitler Youth squad was down in the tunnels (sewers) ready to pop-up in turn 6, by then I expected the US would be on the edge of town. I fortified 3 buildings, both objectives and the taller clock tower with its good line’s of sight. 2 buildings on the edge of town were booby-trapped, and a third as set to be demolished on turn 4 (in the end it failed to go off - must have been set by the Volkssturm).

US Forces

from entry 1 - Task Force James

Aerial Observer Piper Cub            71        3    officer, arty spotter+

1 M4A3E2 Sherman Jumbo (75mm)    66        3    restricted

M4 Tank Platoon (3) (all 75mm)        140        9    officer, arty spotter

Armoured Infantry Platoon 1 (mounted)  160        19    officer, arty spotter
(reduced strength, -4 men)
(in 4 M3 Half tracks)

Totals                        437        34 BR      3 officers           



from entry 2 - Task Force McLynn (recce group)

1 M8 Armoured Car                26    1    scout, mortar spotter

2 Recce MG Jeeps                48    2    scout 2, mortar spotter
(each with 3 men)

1 M5 Light Tank                30    2   

1 M36 JacksonTank Destroyer        46    2

Totals                        150    7 BR    0 officers, 3 scouts



from entry 3 - Task Force Hallas

Armoured Infantry Platoon    5        136    15    officer, arty spotter
(dismounted)

M4 Tank Platoon (4)             198    12    officer, arty spotter
(2 x 76mm, 2 x 75mm)

Sherman Calliope Battery (2)        172    6    restricted

Resupply Truck                8    1    resupply

1 M12 155m SP Gun            52    2    unique

Totals                        566    36 BR 2 officers


from entry 4 - support elements of Task Force Edgar Support

M7 Priest Battery (3)            110    6

2 Resupply Trucks                16    -

Sherman ARV                22    1

FHQ in M3 Half Track            29    3    senior officer, arty spotter

Totals                        177    10 BR  1 officer


from entry 5 - combat elements of Task Force Edgar

Armoured Infantry Platoon 4        136    15    officer, arty spotter
(dismounted)

M4 Tank Platoon (3)     (1 76mm)        144    9    officer, arty spotter

2 x M26 Pershing Hvy Tanks        144    8   

2 x M36 Jackson Tank Destroyers        92    4

comms relay team                13    0    comms

Totals                        561    36 BR     2 officers


Available Off-Table Artillery Support

2 81mm mortars                 54    0

2 105mm guns                90    0

1 Timed 155mm artillery strike        20    0    4 guns

1 Timed P-47 air strike            10    0    4 small bombs


2065 points      123 BR    8 officers    3 scouts

The US approaches


I’ll deal with the game in the five US deployment areas.

1. Task Force James
Tanks leading, and Jumbo at the font, the armour began to blast away at town from range, only cautiously edging forwards, lacking infantry support. They machine gunned and HE’d the forlorn hope Volkssturm squad out of the grey farm, wiping them out, the Volkssturm having missed their ambush fire ‘faust chance by failing to spot… obviously they just weren’t ready… the mounted US armoured infantry then raced on and all, the entire platoon, dismounted into the farm buildings, to find one booby-trapped, and lose a man. They ran smack into the next Volkssturm squad in the orchard beyond, supported by their old HMG, and a fierce firefight saw both sides take losses and the surviving Volkssturm, again wasting their panzerfaust with a miss against the Jumbo, pullback into town. Then the German mortars rained in, and more MG fire stalled the US platoon, who hugged the building’s cover and got no further. Sending their two .30cal MG teams into the orchard, both where lost to return fire from the buildings, and that was it, the platoon just stalled there, to weak now to press into the town.

The Sherman Jumbo did press on, and reached the edge of town, having survived another ‘faust hit and 2 StuG impacts as well, only to become immobilised by the next StuG round as it took it’s track off, and the crew abandoned it… that saw James’ men stuck, with no more progress, even after the M12 levelled the ‘Beirkeller’ ahead of them and wiped out the teenage Hitler Youth hiding in the basement. Seeing the writing on the wall of other buildings, the Germans pulled back out of them into the town centre.

Spotter buzzing over town... and attracting 20mm flak fire. 

 Jumbo leads the way, reaches the orchard, where the Volkssturm misses it!

James's armoured infantry rush the grey farm


StuG scores a hit and kill at range, first Sherman lost!

The town square gets busy as the supply ruck arrives, StuG withdrawing with empty bins.



Flak finds it's mark... Piper Cub down! 

 Jumbo reaches the 'Bierkeller', is immobilised, pinned and the crew abandon ship.

2. Task Force McLynn
A bad day in this side show on the far side of the lake. The light recce force entered the table, M5 and M8 leading, only to fall directed into the sights of a waiting Marder across the lakes. 2 shots, 2 hits and both were smoking wrecks… ouch! The M36 Jackson behind returned fire and missed, before taking refuge in the trees. Unwilling to commit the recce jeeps (chits waiting to happen), and with no other aid, the Jackson made a rash lone dash for the bridge objective, got there, but was pinned by MG fire from the buildings. A sitting duck now, and a Pz IV rounded the corner and with a single AP shell dispatched it. The recce jeeps arrived (last?) and seeing a hopeless situation also took to the woods, lurking there trying to get some mortars firing on the bridge when the US had the spare orders. The Germans didn’t pursue them, as long as they stayed quiet. Even if the Germans did send some troops to root them out, they would quickly withdraw off table to save the chits… still the far side of the lake was firmly in German hands.

The bridge objective at the end of the lake.

M8 and M5 arrive up the foresters track.


Marder waiting in ambush... scores tow kills, before being bombed and destroyed (very destroyed) by the P-47 timed strike.

 Pz IV moving up, over the park, where the busy mortars teams are hard at it.

It meets the Jackson's mad dash... boom!

Recce jeeps last to arrive, and head off into the trees to hide!

 Pzgrenadiers dismount in the woods, and sneak up, 'fasut ready. But the Jeeps just drive off the table.





 Bridge objective secure.


3. Task Force Hallas
They had open fields to cross, and dismounted infantry, and it proved hard going, first hit by an accurate Werfer stonk that pinned almost the entire platoon. Their Shermans tried to shoot them in, wasting a lot of ammo as two StuGs kept popping up, firing and retiring into the buildings. The StuGs mostly missed too! With incoming mortar fire and long range MG fire keeping the infantry’s heads well down, they got stuck in the bushes and stalled.

Their Calliope tanks put heavy fire down into town and caused a lot of pinning, if not much actual losses, but they were scary turns for the Germans when the Calliopes were ‘up’. Nothing to shoot back with… so just wearing it as best they could.  Calliopes, spotted by an aerial observer with a comms team’s help, is an unpleasant combination - until my Flak 20 shot down his Piper Cub!!

Hallas men made slow progress, loosing a few tanks en route, and then the ARV recovered one, but it was stand off here.

Open fields, west of town.

Werfer strike! Lots of pinning.

Lurking StuG, keeping the Shermans busy.

 Holding the Rathaus objective, Pzgrenadiers and their transports.

Hallas just can't get going...


P-47, bombs away... two others overflew town but didn't join the battle... some mercy for the beset defenders.

 En route, ARV trundles round the back.

M12, in the wood line, lines up the town and starts its work, resupply truck parked right behind.

ARV arrives and sets to fixin'...

Oh, come on! Back in the action.






High water, the edge of town is reached by 1 Sherman. Destroyed 250 blocks the road.


4. Task Force Edgar Support
Really, this was the M7 Priests, and they used aimed fire at various buildings at long range, and brought two down in a fusillade of 105mm fire, causing the loss of a FJ HMG team, an MG team, sniper, the FOO and 4 of 6 from their PHQ! The Sherman ARV arrived and headed off across the fields to find a KO’d Sherman to fix, and the supply trucks waited. One tried a mad dash for the woods, but was hit by MG fire from a 250/1 and KO’d. The other truck was more cautious after that. Trucks don’t last long.

The US boss, in his M3, hung back and just got on the radio to direct in some off table 105 fire as well, to add to the wreckage in town when it wasn’t stopped by counter battery fire… which it was 4 times in 4 turns!.

To counter the horrid Priest fire, on-table counter battery fire from the mortars, very accurate, landed and KO’d one M7 and pinned another, eat that! Small revenge. The German mortar crew were very busy men, firing every turn of the game, except one, when they were both pinned by arty fire.

M7s into firing line

M36 reaches the resupply truck after a long drive through the woods.


Incoming! Bit of return fire, mortars get the M7 battery with accurate fire.

5. Task Force Edgar
The tank heavy force started by rolling the tanks in, blasting into town and trading shots with the Panthers which were soon both pinned. They didn’t see one lurking Panzerschreck team (literally) which blasted a Sherman in the side, then ran off…

The M26s missed the Panthers, placed to meet them head on, and for once, the US heavies lost. The Panther scored a kill and then a Panzerfaust got the other M26 in the side as it moved across the road (poor judgement of 10” that). With the M36 Jacksons running out of ammo (and smashing several hits off Panther’s front glacis) and driving off through the woods in search a resupply truck, that left the last Shermans and infantry. They fought on, called in some artillery fire (PHQ with arty spotter is handy) and killed off most of the FJ machine gun teams in the buildings. The FOO, HMG and sniper fire from the clocktower ended when it collapsed under Priest fire, taking all units with it (big chit hit). Still, if the objective was the ‘Gasthaus’ building, they didn’t get close and by the end of the game, the FJ platoon was still fighting, if only with 2 squads and 1 MG team, the Platoon HQ being killed when another building collapsed under M7 fire… the US were enjoying just levelling things.

Despite an attack that barely got into town (one infantry squad got into a building on the edge of town), artillery, calliope and mortars had down their work, the Germans lower morale and the evils of a Endkampf card saw the defenders morale crack first on 94. The US had been pushed to 111, still only 12 short of their own break point.

Edgar's route towards their objective, the white Gasthaus.

Hidden FJ 'schreck team do some schrecking...


Panther guards the town centre

M26 Pershings target the Panther

Pz IV platoon HQ tank risks a few return shots, then dodges back out of harms way.

Back garden aid post and comms relay team


Calioppe fire, much pinning, no direct hits!

 Old Crow rushes the pinned Panther for a PB shot, desperate measures... it did not end well.

Pershing up in smoke... Panther wins the duel.

Old Crow is smoking and the Panther comes  forward to get a shot at the Jackson, bold, but then it ran out of ammo and retreated back into the town square (where it was KO'd by arty fire).

FJ defence line along the road, machine guns in the buildings were lost to heavy US small arms and MG fire.

Pershings and Jacksons gone... the Panther pulls forward to find new victims, and promptly conks-out with no fuel... 





It had been a long hard fight, and the Germans had down well, no pushover here. Losses, well the US lost 7 Shermans, both Pershings and 2 M36s Jacksons by the end. The Germans, lost 1 Panther (artillery hit whilst rearming in the town square), 1 Pz IV and the Brummbar (KO’d by the first 155 timed strike, turn 2). Both StuGs survived, multiple hits as well, and emptied their ammo bins twice over. 11-3 in AFVs…

In hindsight made a few too many tactical co-ordinations by the Germans also cost them, but hey, at the start, 94 looks a long way off…. 5 chits on Endkampf was costly, if it hadn’t come out, or maybe it had helped the Germans, Erfundensdorf might have held out. Great fun, nice to get lots of toys out.