Sunday, 12 May 2024

The Battle of Jebel Al-Rami, with Soldiers of God

A large game of Soldiers of God, which we pushed to 350 points aside, just to get more toys out and as the tabletop is large enough for it, at 7 x 5.

The invading Crusaders had selected a ‘right echelon attack’ plan. The right battle was their strike force of knights and hospitallers, supported by some mounted men-at-arms and a turcopole unit, with a Charge! card to drive them ever on. The centre was infantry, dismounted knights and templars supported by, err… armed peasants and monks, they would March in support. The left flank was light infantry, but crossbows, archers, two light war engines, some men-at-arms (as a baggage guard) and  skirmishing out front, two units of turcopole horse archers. They had a Loose card to use, and that was a lot of loosing! They also had the True Cross and rolled a max +6MV, for 42 MV total. God was with them…

The Emir of Aleppo’s army chose a ‘harry and advance’ battle plan, with the centre the main strike force of ghulam and the emir’s al-halqa royal guard cavalry, to lead the attack. On the right, all the horse archers, a cloud of them, with an advance, loose, retire, card to use (what else?). That would be one hell of an archery duel with his left. The Saracens left was mostly infantry, mercenary Sudanese and mujihadeen with mere ahdath levy in support, but in front was a skirmish screen of light infantry archers and crossbows, and in front of them (4 lines deeps!), camelry, to charge forward, do some (any) damage, slow those knights and, no doubt, die, but gloriously for Allah! They too had an advance, loose, retire card, so skirmish like mad! Total MV was just 32, big deficit to make up, but surely Allah would provide.

The battlefield was set. The Crusaders would play the first card and kick-off what would be become something of an epic clash.


The initial moves saw the crusader’s right, their knights and turcopoles, move up quickly and the saracen left’s skirmishers moved up to meet them, as a screen of light troops in front of the battle lines, to harass and slow and cause pain before the knights got to charge. This would be the ‘hot spot’ for the first few turns. The Saracen right moved up, but didn’t as yet risk the frightening missile duel it faced. In the centre, the cavalry marched up and moved across, the Al Halqa and their supporting ghulam aiming at intercept his holy order knights, in a match up of the elites.

The skirmishing started, with the camelry getting shot-up by turcopoles, then running in to throw javelins, to good effect. Archers behind lob-shooting over and the damage mounted… but it was then rallied off by determine knights, but the turcopoles broke and fled. Still, the skirmishers were doing their job, running into and out of the rocky ground on top of the jebel. This rocky ground, not effecting the skirmishers, would slow the knights further, a good reverse-slope defensive position to work with. Behind it, the infantry line got into shape, ahdath levy in support of the mercenaries, until one unit panicked and fled, the mere hint of battle enough to see the raw levy rout – useless cowards!

As the knights pressed on up the hill and into the difficult ground of the rocks, they charged and rushed the skirmishers, reaching them. One round of one-sided combat later and the skirmishers managed to disengage and fallback through the rocks… and then rally. Saving them, a miracle of cards, to dish-out more missile pain later.

On the right, the impatient crusaders surged forward and thus, opened the heavy missile duel, their loose card seeing crossbows and arrows, bolt throwers, all reigning down on the horse archers by the river, who responded as they do, but running in, loosing back, and riding out again. We traded missile cards and it was carnage, lots of disruption, one horse archer unit breaking under the lethal reign in a gory massacre, but the crusaders needing to rally too… we’d resume that pitiless duel next turn.

In the centre, the hospitaller knights charged the al-halqa cavalry and fought an indecisive melee… no-one was winning quickly there.

Back to battle on the jebel, the knights rolling poorly and having more trouble with the rocks, leaving more archery and javelins incoming. Painfully, this main attack was stalling, and only a fortunate ‘god wills it’ special event saved one knight unit from breaking under the barrage. The other flank’s archery duel, now turcopoles and horse archers in swirling mess, galloping through the river and back, churning into a muddy quagmire, and both sides hurt the other, but the turcopoles took too much damage and broke… the horse archers needed to rally too, but did, and were getting on top, maybe! The plan here had been to use the turcopoles to charge and deny the horse archers mobility and firepower by locking them into combats… but you need a charge card, and they didn’t get one, and so were shot down. Not all plans work...

To the finale, with both sides losing MV, the Crusaders slightly more, but it was close. Things turned when the hospitaller knights, now charged in the flank by more ghulams were finally overwhelmed, they needed some help, but the infantry was too far behind and another unit of ghulam was facing them down anyway, then fled back to avoid being charged. That was a big swing, but then the knights final burst from the rocky hill top and rode down hill into the camelry and archers before them. They cut through them with holy vengeance, and broke both camelry units and the archers (another massacre)… the fight fully was on on that flank, could my mercenary infantry hold out? I needed to win it on the other flank, the horse archers rode in again and extracted their toll, breaking an archer unit… and then the Armenian mercenary infantry as well… who collapsed rather tamely and fled the field. Both commanders were worried about our left flanks. One arab light cavalry unit went on bold flank march, and passed their discipline test on the third time of asking (tense roll that), to reappear in the crusader’s centre rear, ride up and start throwing their javelins in the back of the armed monks (as peasants), which also broke, jumped from behind. The Crusader force was whittling away. At the end of the turn they had just 7 MV left, the Saracens 9!

So close, but the crusader’s best chance to win was with their knights, they threw all the cards they could at it, but the Sudanese spears rallied and just survived (lucky card that). More ghulam had wheeled from the centre and charged into the flanks… and this helped stop the knight’s advance. It was a more even fight now. The other ghulam and al-halqa had their own bows out and were peppering his centre with long range archery… whilst the sneaky arabs were behind them, attacking with javelins too. The Frankish line was crumbling… on the right, my horse archers pressed again, destroyed the crew of a ballista with archery and then fled out of crossbow range again, whilst more horse archers cut down armed peasants and broke them… had they done enough?

The final MV tally saw my total drop to 6, the crusaders, -1, when his peasants broke in the centre… his line was a mess, and the horse archers were looking like mopping up over there. An epic tussle… close all the way, both sides utilising the cards well…, the heroic knights just couldn’t carry the day in time, my infantry (and those skirmishers) did a great job of not dying too quickly. The handy rocks had been a factor too, delaying his advance a lot… heavy cavalry through rocky ground, vs lots of light skirmishers hadn’t worked too well, but the knights had taken the beating and soldier through it. The cards had maybe, just favoured the Saracens… oh for a Charge card or Rally when you need it!

A top game, great fun in 4 hours… always love playing SoG… glory to Allah today… 

Saracen deployment, infantry left, heavy cavalry centre, horse archers on the right.

All the horse archers, facing massed crusader missile troops.

The strike force, ghulam and al-halqa, one infantry unit guards the baggage train.

Infantry lines, 4 deep, camelry out front, skirmishing archers behind, then the main fighting line of infantry mercenaries, then the ahdath levy support, hiding at the back.

The crusaders begin, thundering across the desert towards the rocky jebel.

 
Al halqa square up with the advancing hospitallers.

First charge, the knights reach the skirmishers, but they immediately ran way back into the rocks.

Skirmish line out on the jebel, harrying the enemy advance.

Crusade's briefly occupy the village, before moving through it.

The crusader left, a mass of missile troops on the river.

Hospitallers spur in and the melee of the elites begins.

Pulling back through the rocks on the jebel... you have to go forwards, to have room to come back into.

Horse archers reach the river... trees are just for show, no terrain effect.

Abandoned the jebel, whilst the knights move up through the rocks, still under archery shooting though...

The skirmishers have come back as far as they can. Trapped in the crush, knights bearing down on them.

Charge! Deus Ai! The knights finally arrive.

Horse archers see the chance to attack mere armed peasants... easy pickings and loot...

Ghulam wheel around and charge in to counter the knights from the flank.

All in, ahdath too, can the line hold? The ghulam champion won two challenges... promotion for him.

Horse archers, still lurking on the river... they have done excellent work, but the archery duel could have gone either way... sometimes, it's best to meet fire with fire... they shoot you, shoot back harder! Really, the crusaders needed a march card to press up again and force them back, getting their crossbows in range to do serious damage.



Friday, 10 May 2024

WARHAMMER:TOR HELETHION - GAME 3 - SECOND CLASH

The Emissary

Swift preparations for the King’s deputation had been made. The emissary of the Witch King was the mouth-piece of Malekith, he spoke with the words and authority of Naggaroth’s immortal ruler. He was also the Witch King’s chief spy, his eyes warily upon the lords and cities that owed Malekith their service and fealty. His whispered word, spoken into Malekith’s ear, could be life or death for the nobility of Nar Zadun. But Lord Veyshar, in his arrogance, feared him not. He was a loyal subject. His tithes to the throne at Naggarond he paid in full, and timely, in gold, jewels, fighting beasts, good ship-building timber felled from the Black Forest, arms and, always, in slaves. The lord did his duty, guarded the coastal frontier with his corsair ships, manned the walls of his city with well-trained and well-equipped soldiery. His family-clan had ruled the Nar Zadun fiefdom for generations. Others had tried to take it, disloyalty from within his own court amongst the overly ambitious, the slighted, or the power-hungry, was always a danger. In the past year, two assassins had been discovered in the city. Their mutilated corpses now hung from spikes above the city gates. Perhaps, he thought, they had come from one of the rival cities, as they had claimed under his torturer’s pitiless instruments. No doubt there had been aid from within these walls as well – there were always spies and traitors.

Now, Lord Veyshar of Nar Zadun sat upon his throne, musing over his paranoid thoughts, as he awaited the grand arrival of his feted guest. The emissary from Naggarond would not come alone. He would come in full panoply, making a show of the Witch King’s power. His personal guards would be the king’s own feared Black Guard, the finest and most merciless soldiers of the kingdom, each a fanatic, loyal only to Malekith himself. With the emissary would also come sorceresses. Veyshar had his own, of course, to counter any spells or curses they might attempt to lay upon him, but none so powerful in the dark lores as those witches that served the king directly. Also, amidst the following entourage, of scribes, servants and cooks, somewhere, disguised, would be another assassin, he was sure of it. This one not send to kill him, but as insurance should Nar Zadun’s loyalty be doubted. A Khainite fanatic, practiced with the most potent poisons in the realm. A killer, willing to die in turn, as long as his murderous order was completed. There could be much danger from this deputation. Lord Veyshar had doubled his courtroom guards and a strong garrison of crossbowmen were closeby, at the ready, to quickly respond if summoned to the courtroom, should, by ill-fate or treachery, he need them. First though, before any political scheming, he must listen to the emissary closely. The Witch King wanted Nar Zadun for some new task. That task must be completed to Malekith’s liking, or Veyshar’s ruling seat over his city would be in grave doubt. Plenty of the city’s gathered nobility, those he now looked over from his raised throne, would happily kill to take this seat. But, if the Witch King was gratified, then… well then.. the riches and rewards might know no end. 

Horns blared beyond the courtroom’s great doors, which swung open on their command. The king’s emissary had come… 

”Hail Lord Veyshar of Nar Zadun and his gathered court. Greetings I bring from his majesty, Witch King Malekith, our most exalted master. Our master bids me bring you great news, of a new errand he requires of you and your city. In return, he offers his favour and support in this task. Arms, soldiers, beast of war, he offers, much gold and slaves as well.”

Veyshar looked down from his throne at the King’s emissary, richly attired in a fine purple and gold robe of spider-woven silk. The man was tall and lean, even for an elf, his face long, sharp, like an unsheathed knife. His eyes, quick, they missed nothing. Arrayed behind this lord of Naggaroth, was his full entourage of guards and servants. The soldiers of the Black Guard were stood at attention, unmoving, hidden behind their faceless masks of mail that hung from tall fluted helmets of blue-blackened steel, their robes and cloaks all of midnight black.

“Nar Zadun is ever at Malekith’s service. All we have, we place at the great master’s disposal. His desire is our desire. We live only to serve his majesty.” replied Veyshar. That pleased the emissary, who nodded a subtle approval of the ruler and the city’s supplication.

“Our master requires of you an army. It has long been in his mind that our white kin, the acurs’d usurpers of Ulthuan, still hold the most holy shrine of Khaine – praise be his name, bloody be his rule. The time is coming near, for the Witch King to come forth again with his armies, to launch a new conquest to retake the Blighted Isle and its Temple of Khaine. For of all worldly things, Malekith most desires the Slayer Sword of Khaine that resides within that sacred shrine. Since the days of the Sundering, the kindred of Ulthuan have guarded the shrine and sword. Yet, it is the Witch King’s heirloom, rightly of his treasury, and it pains him much that the usurpers withhold it from him still.”

“We are honoured, but Nar Zadun alone does not have the strength to take the Blighted Isle. The armies of Ulthuan will fight with their entire muster to prevent it falling. They have tried before, no expedition or invasion has ever come close to retaking the Shrine of Khaine.”

“No, much though we have laboured and fought. This is not to be your task, for any new expedition to the Blight Isle could only be led by King Malekith himself. Only our master can lay his hand upon the slayer sword and reclaim his birthright. Such a campaign will take a great muster of many fiefdoms and cities. When the day comes, Malekith will empty the garrisons of Naggarond, Hag Graef, Karond Klar and many more for the task. But first, before any direct assault upon the Blight Isle, Malekith wishes to establish a new base on the edges of curs’d Ulthuan, a place of strength we can hold, a place where his great armies can be mustered and supplied from, for his own expedition to the Blighted Isle. That greater war is yet to come. First, he has selected a northern isle of Ulthuan as the first step towards his ultimate goal. The honoured host of Nar Zadun will be his vanguard. You its commander.”

Lord Veyshar, alarmed at first that the Witch King would send his city’s army to fight alone on the Blighted Isle, relaxed. Such an errand would be suicide, glorious, but a simple massacre to no end. Instead, a lesser target, but still worthy, a first strike within the longer, larger, plan for the master. This, this, was within Nar Zadun’s own resources. It would bring glory, power and renown. It would also bring death to the most detested of enemies. That pleased Veyshar’s cruel heart. 

“Then Nar Zadun would see it done, as Malekith commands.”

“Your instructions are to conquer the island of Tor Helethion. It lies off the northern coast of the Blight Isle, and is well garrisoned. The Witch King’s orders are to destroy that garrison. To this end, he also offers aid. Nar Zadun will not march alone. With me today comes the venerated Lady Naleemi, high sorceress and apprentice of the great Morathi herself, and leader of her own sorcerer’s coven. She will be the Witch King’s greatest aid for you, for secret magical powers she has to match anything that the curs’d white tower of Hoeth can deploy against you. Other lords too will be ordered to subjugate themselves to your command. A Black Arc is being prepared at Naggarond’s shipyards to sail to you. Its captain has instructions to transport your full army to Tor Helethion, on board will also be troops of Malekith’s household, corsairs, and many war beasts from the menagerie of High Beastmaster Zeldeth of Hag Graef. These are to be unleashed upon the island to bring terror. This army will march under the honoured banner of Malekith himself.”

A servant stepped from behind the emissary, a neatly folded cloth in hand. Bowing, he placed it at Veyshar’s feet, with reverence, and withdrew. Veyshar could see the intricate patterns of embroidery, fine yet faded with age, wrought upon the rich material. 

Veyshar nodded his approval. Troops to command from the Witch King himself… a Black Arc at his disposal, marching beneath the banner of Nagarythe itself. A vaunted High Sorceress and her full coven – untrustworthy witches all. The emissary continued.

“Tor Helethion’s garrison is to be destroyed. Their fortress razed and cast down. High king Malekith demands only that one in five of the captives be returned to him, as a tithe in slaves for his pleasure. One in five you yourself may keep, as tribute for Nar Zadun. The rest are to be handed over to the Lady Naleemi and her disciples. These must be executed, slaughtered for Khaine’s glory, to fill his Cauldron of Blood and honour his name. These she will use as an offering, for Khaine’s blessing, and in rites that cannot be revealed here. Death must come to Tor Helethion. Death by sword and spear blade and death under the executioner’s knives. Enemy blood must flow. Show no mercy or remorse. Our heinous white kindred have too long ruled over lands that should, by birthright, still be ours. Bring them terror and slaughter. Take the island. For Malekith and Khaine.”

The assembled court nobles cheered their approval. Bloody war had come.

 

 *****

A third learning game, this time upping the points to 1,500, but still part of the developing narrative for the campaign. The Dark Elf vanguard forces get a second attempt to clear the High Elf garrison from the northern coast of the island and thus making their following landings easier. If they fail this time, then they have to try and get ashore against full High Elf resistance, so last chance saloon.

Here are the two selected forces, still keeping it simple.


The game started with Dark Elves taking the first turn and attacking, again. The dark riders and spearmen advanced at the march, as did the corsairs on the left, to drive off the pesky shadow warriors from the rocks. The crossbows all moved up and opened fire, with small damage done. The real impact was from the 2nd level sorceress on her dark steed, unleashing a potent fireball that burnt 5 of the 7 shadow warriors on the High Elf left to a crisp… eek… just 2 left, and a big result against these lethal archers. So, magic finally did something.


High Elves responded with missile fire themselves, killing a few crossbowmen and corsairs, and just 1 dark rider. The reaver cavalry on the left didn’t dare risk a rush at the crossbows, as one good volley was likely to gut them, so hung back, to try and counter the dark riders. The shadow warriors abandoned their rocky cover and fell back to avoid a corsair charge… and being badly outnumbered. The reavers moved up behind and lent their short bows to the effort, but a few corsairs lost was of little concern. More numbers seemed to work for them.

Turn 2, and the Dark Elves launched themselves into the full attack. The corsairs tried to charge, but failed as the evasive shadow warriors loosed arrows and fled, very familiar this… the dark riders charged the reavers, led by their master and with the sorceress boldly joined them. More crossbow shooting, a few more sea guard picked off, and one repeater bolt thrower scored two wounds off the Arch Mage’s eagle mount as it swung around to the flank and readied his own spells. 5+ ward save spell failed to help him, typical.

The melee was one-sided, the Dark Elf master cutting down reavers with his lance and the others finishing the job, in a massacre of the fight. Reavers destroyed.

The High Elf response was more missile fire, a few dead crossbowmen, and a pillar of fire which burnt down more from the arch-mage souring above the field. The only charge was the Noble, levelling his lance and countering the dark riders, to be challenged by his opposite number. This was a very even fight, and resulted in 1 wound each, tense, it could go either way, but neither had their lance bonus now.

The Dark Elves attack continued, the spearmen charging the first sea guard unit, under fire and then losing the melee, but holding their ground. The corsairs raced up and made another charge, which did reach the Ellyrian reavers, who should have fled, but didn’t, because 3D6” may well have carried them off the board edge. That melee, against a landslide of corsairs attacks (1 rank of 15 models - line hammering) was again one-sided and the reavers were all cut down… hmmm!. Light cavalry not used well, not sure I liked that… but, to make it worse, the bloodthirsty corsairs then overran, on into the shadow warriors… oh no… the flank was collapsing.

In the other melee, the challenge, the Master’s eternal hatred of his foe saw him win and cut down the High Elf leader, and suddenly things looked worrying for the forces of good. Could they pull it back?

No! They couldn’t. The arch-mage (well his eagle) was finished off the crossbowmen and bolt thrower, and the sea guard continued an even duel with the spear block, which was a tie, until the Dark Elf characters made a flank charge and wiped them out. The Eagle Claw bolt thrower finished off another crossbowmen unit, which was something, but the corsairs extracted their longed-for revenge for the previous games and butchered all 7 shadow warriors to a man. Carnage.

Last turn, and the Dark Elf master charged on, along with the sorceress beside him, this time targeting the last two shadow warriors and then, overruning into the other High Elf noble, Raelyn the Archer, captain of the shadow warriors (his reaver bow finished off the dark riders the turn before). No match for a hatred-filled charging lance, the captain was skewered. The end was nigh for the High Elves as the corsairs swung around and advanced on the unguarded bolt thrower on its low hill…

We called it there, on turn 5… the High Elves were down to just a few battling sea guard and an eagle claw that was doomed next turn… a solid win for the Dark Elves, with their Master leading with heroics, killing both High Elf characters - vengeance is sweet!

Now, he can report that the main landings can begin, and the waiting Black Arc will close into Tor Helethion’s northern shore.

I have my own system for determining army and character losses for the campaign, and gaining experience for units, etc. One High Elf character was killed outright, Raelyn… so he’s actually dead on an enemy lance and will not return. The others were both only lightly injured and must miss the next game before returning. For the Dark Elves, their level 1 sorceress was killed outright, fleeing into the pillar of fire (the lesser of two evils). The level 2 sorceress rolled and leveled up to become a level 3 high sorceress of battle magic, and one unit of crossbows (the one that survived) gained war experience. Rolling on a table, they luckily got +1 BS. So they get a name and become a ‘regiment of renown’ for the campaign - ‘Hothsur’s Crossbows’, 11 men max unit size, but now with BS 5… an elite missile unit, we’ll be seeing them again.


I think we are getting this now, 3 games in. Fewer mistakes this time, I forgot several magic items… the missile shooting in two ranks worked well... happy with that house rule. Got to do something about the line-hammer though… 1 long line is the most effective combat formation, which is rubbish. Might go back to 1 model either side gets their attacks next time, or max it at 10 wide. Also, magic isn’t working for us, it did something this time… with 5 spells cast, but the balance doesn’t seem right and high level wizards are just too dominant. House rules required…

 

Deployment. The High elf right reavers were not skirmishers and got redeployed into a single line before we started... good spot. Light cavalry that can't skirmish - hmmm! Not much use.

Movement overview of the Dark Elf attack as the High Elves try to hold the line.

Dark Elf lines, 21 corsairs in two lines on their left, to rush through those rocks and try to catch their old foe, the annoying shadow warriors.


High Elf left, reaver fast cavalry and shadow warriors, all skirmishers.

Sea Guard with the general behind.

The low hill, eagle claw position, and starting position for the arch mage on his eagle.

Shadow warriors fall back from the rocks, before the corsairs and loose, but roll terribly... for just 1 casualty.

High Elf right awaits the enemy attack, from dark riders and spearmen, and all three of their characters,

The dark riders and the characters destroy the reavers on the High Elf left.

Archery peppers the corsairs, but poor shooting and sea-dragon cloaks make the damage minimal, again.

Pillar of fire, cast from above, engulfs the crossbowmen.

Master Ullas vs Noble Elendaer, the two leaders meet in a duel to the death, but the Dark Elves' eternal hatred of the foe gives him the edge.

The corsairs close in, having reformed into a single 'line-hammer' 16 long. This must end! 

The dark riders are all gone, as are the reavers, but both dark elf characters are left to continue around the flank. As skirmishers, charges won't be an issue.

The line unravels as the sea guard are outflanked by the two enemy characters.

Arch Mage on a eagle, swoops in and finishes off the last crossbowmen.

Corsairs finally charge and in a storm of basic hand weapon attacks, kill all 7 reavers.

The corsairs overrun into the Shadow Warriors on the far right, and cut them all down too...

The level 1 Sorceress takes the risk of fleeing through the pillar of fire (better than fighting a unit of sea guard on her own)... and is burnt to a crisp - 'I'm melting!!'

Master Ullas and his sorceress sidekick charge on, mopping up the last two shadow warriors.

Arch Mage Eralis swoops down and takes out a repeater crossbow, but leaving him exposed to the remaining bolt thrower and repeater crossbowmen... to be pin-cushioned.

Master Ullas, wounded, but on a hate-filled killing spree, overruns into Noble Raelyn and lances him to death as well. Glory and redemption for the DEs today...





 

Thursday, 9 May 2024

The Hard Road from Bir Massoud, with BG: Torch.

A meeting engagement in Tunisia, as the US move to advance from Bir Massoud, captured yesterday, and run into the German counter-attack coming to kick them out. This was the last of our desert trilogy of games, at 750 points of US armour vs Defenders of Tunisia.

It was a slow start, with both sides moving troops in, the US infantry deploying to occupy the village buildings, supported by their half-track machine guns, but not much to shoot at yet. The Germans lobbed some mortar rounds in and recce 8-rad armoured car claimed a first objective. The US sniper did good work pinning their recce HQ observer team with some near misses… which cut the mortar fire.

The tanks started to arrive, the US sole Sherman trundling up the road. Coming the other way, a Tiger. Ouch! It’s 88 lined up the unsuspecting Sherman and smashed it into scrap first shot… ahhh… problem. The rest of the US armour was mere M5 Stuarts and M3 Lees, not much of a match-up. Behind the Tiger, the Pz III platoon and sole Panzer IV-lang rolled in and moved up as well.

By now, the US self-propelled artillery had arrived and its 105mm guns began the turn by turn shelling of the German lines, helped by a PRTP, and harassing barrages. To little effect so far, and the truck was required to reload the half-tracked guns after each fire mission. Still, just keep it up… as both sides moved up, fire was inconclusive, with no armour losses, a few infantry at range, but mostly pinning. A M5 Stuart hunted after the 8-rad,which hit reverse to get back, but didn’t make it, KO’d by 37mm AP round hit on the road.

The German’s timed Stuka air strike arrived to bomb the village, but my M16 quad AA was already waiting (for once I got it on early and ready onto ambush fire). It tore big holes in the Stuka which, caution before valour, turned for home, bombs still in place. Still, the village was under MG fire, and from HE from two guns on the far hills, 75mm captured Russian stuff mostly, but with was causing pinning with their loader teams aid.

The tanks had all arrived and the crucible of the battle would be their fight on the edge of the village and along the road. Fire was traded, a few glances and pinning, except for the Tiger, which KO’d an M3 easily… only to be pinned by 60mm mortar HE fire in return… a triumph for a lurking light mortar team. Still, it just unpinned and continued it reign of terror.

The M5s were struggling verse the Pz IIIs and IV, and one, then another was hit and KO’d… revenge was gained when a Pz II boldly made for the edge of town and was hit by ambush bazooka fire and KO’d. That just drew the fire, so the Tiger could roll up safely. As MGs rattled and tank guns boomed, the USAAF swooped in to bomb with their P-38 Lightning, with a direct hit on the rocks which KO’d his recce observer HQ… no AA defence for the Germans today. An air attack counter would be handy… but no such luck. Neither drew one all game (always the same when you include a Forward Air Observer, which I had).

Anyway, into the later turns, the Germans just ahead in counters. 105mm shells and mortar bombs hammered down, to keep up the occasional pinning on his armour, but the Tiger crew cared not, its next shot destroyed an M5, for its third kill of the day. A brave US GI with his bazooka moved up to get a side shot at the beast, and… missed! Damn! MG fire then cut him down. Tiger fear was setting in… and the panzers pushed up, confident they had the beating of the last few US tanks. They did, another M5 when up in smoke, then a M3, leaving just one still fighting (hiding on the edge of town to try to get a flank shot on the Tiger). It didn’t work, when the big cat rolled round the corner into town, mighty 88 pointing at it at PB range, the M3s just shot bounced off… and the 88’s didn’t! Kaboom! Last tank gone, and with it all the US BR gone too… time to run away and abandon Bir Massoud, ‘there’s goddamn Tigers everywhere!’. 

A solid German win in the end, with 4 kills to the surprise Tiger tank… a rude awaking for the US tankers here. No way through at Bir Massoud. Retreat! Quickly! 

 Shots of the action.


US move on, in green, Germans attack (grey).

'What Tiger?' Kaboom!

This Tiger, straight down the road.

8-rad claims the well objective.

GIs deploy into the edge of the town. Sniper team doing excellent pinning work.

M5s arrive on the left and line up the 8-rad, which tries to flee.

German support gun way back on the high ground, harassing HE fire and the occaisonal 'feeling lucky?' AP shell.

8-rad returns fire and hits reverse.

Stuka arrives and is shot fill of holes, .50 cal sized ones... M16 does its job!

Infantry support on the left.

Coming the other way, Pz III and tank riding grenadiers.

8-rad, didn't quiet make it. AP shell found its mark in the end.

US artillery support in place... and resupply truck.

The M5s seek some cover behind the orchard.

The infantry half track hits a land mine!

Panzers on a roll to their right.

Panzers on a roll to their left, Tiger straight up the road... unstoppable.

USAAF timed strike... bombs away...

Under heavy fire on the edge of the village, but the Tiger rolls on.

Pz II is KO'd by a bazooka hit...

On their right, the Panzers lurk behind the high ground, which is an objective. A waiting bazooka on ambush fire keeps them cautious though.

Another Tiger kill... hardly seems fair... M5 vs Tiger...

Last Tiger kill, last M3 can't save itself and is destroyed at point blank range... time to run away!