KINGSTON IRREGULARS

KINGSTON IRREGULARS
US Support Teams take up positions in Chain of Command Wargame

Saturday, July 30, 2011

SOMEWHERE NEAR FOGGIA

SOMEWHERE NEAR FOGGIA
(Scenario by Jack Breen)

AMERICANS
The Germans have occupied the small town of Nocapito to slow the US advance on their MLR.

American Forces:
1st Btn
1 Btn CO(+1)
1 HMG
1 81mm Mortar w/ FO and 12 FM.
A Co. (Veteran)
     1 CC
     1 60mm Mortar (10FM)
         3 Platoons ea. with:
         1 PC(+1)
         3 Rifle Sqds

B Co. (Veteran)
     1 CC
     1 60mm Mortar(10FM)
        3 Platoons ea. with:
        1 PC(+1)
        3 Rifle Sqds

1 Section of M4 Sherman tanks
2 M4 Tanks
1 Section of A10 Tank Destroyers
2 M10 Tanks

Mission: Take at least 3 of the buildings of Nocapito by 1100 hrs

You have the initiative.
Time line: 0600 Coy A enters from line FG.
        0630 M4 Section enters from FG
        0700 Coy B enters at FG
        0800 M10 Section enters from FG



GERMANS
Mission: Prevent the Americans from taking any of the building in Nocapito. Untill expected reinforcemnts arrive at about 1100 hrs.

9th Infantry Co. *(Regulars)
1 CC(+2)
1 HMG
1 120mm Mortar w/FO and 10 FMs
1 81 mm Mortar w/FO and 12 FMs
1 Pak 40 AT Gun w/truck
2 Infantry Platoons ea. with:
     1 PC(+1)
     2 Rifle Squads
     1 Sqd w/ Panzerfaust(late)

1 Infantry Platoon ea. with:
     1 PC(+1)
     2 Rifle Squads
     1 SMG Sqd

You have 2 barbed wire sections to help with the defense.

Deploy first, hidden, anywhere North of line AB

Special Rules:
The river may be crossed only at the bridge and 3 fords (see Map). Vehicles attempting to cross at the fords are subject to a “Bog-Down” Check. Bog Down on 5+, Un-Bog on 4-. Permanently Bog on a 1 when trying to Un-Bog. Bogged vehicles block the ford.
The Moving Clock is in effect and advance 30 minutes 0n a 4+.
CLICK ON MAPS TO ENLARGE
THE GAME

The Germans under the command of Rick Bryant used the few assets at their disposal. I Barbed wire went to deny the US an end run around the river at table edge. The other to deny them easy access to the one undefended building in the town. Rich Bryant had an advance spoiling force in the woods covering the next ford north on the river and Dick Messier had a delaying force hidden on the German right. The “Ace in the Hole” was the Pak 40 effectively hidden in some hedges near the foremost building of the town.

The first moves of the Americans was A Company under Dick Bryant . As they advanced toward the fords, they came under withering fire from Rich Bryant’s unit and soon went to ground – this cost them one platoon. Not being born yesterday, Dick decided to try the left side and advanced cautiously, trying to get his 81mm observer up to where he could use smoke to shield the advance. A try at Recon-by-fire yielded no result except a lost intiative. The Germans used this to complete the destruction of the 3 Platoon of A co. Additional rounds of fire causing initiative losses, advancing the Clock very quickly. At 0700 Dick White brought on B company to a similar reception from Rich Bryant, loosing all but a PC from one of his platoons. At the next opportunity, Dick Bryant brought in the M4s (He had held them back at 0730) and they joined the M10 section to arrive en masse at 0800.


American Armor comes on - Remnants of a Company B Platoon is seen near the river and Americans have moved into the German position across the River.


The M4 Brews up - see the PAK 40 behind the hedge at the top of the picture!

The shock of all that armor had the desired effect on the Germans, but not for long. Several Panzerfaust rounds bounced of the lead M4 as it took out most of Rich Bryant’s platoon. Dick White advance to occupy Bryant’s position and game under fire from the town. The Americans were never able to effectively use their smoke because of the lack of LOS to the German defense positions and the inability to move up observers without loosing them! Just as the Americans are starting to lick their lips over the promise of Cianti Wine and Pizza in Nocapito, Rick Bryant uncovers his PAK 40 and destroys one of the Pattons. Another shot missed and the Americans took the initiative and moved up on the German Left to be confronted by Messier’s force. The Fire fight there was in the US favor, but several exchange of initiatives moved the clock and a couple of bouncing hits caued the second Patton to back away and look for another avenue of attack as were the M10s. One M10 attempted a river crossing an, of course, got Bogged Down! It was realized at this point that it was 1100 hours and the expected German reinforcements would show up very soon. The Americans pulled back to reinforce and try again the next day.


The American Left A Company moves into the woods and fields -The german position is in the field on the other side of the two boulder fields
Should we play this scenario again or if any of you out there want to try it, I would adjust the Moving clock to change only ½ hr on a 5+ or by 1/3 hr on a 4+. The table width should be reduced to 4 feet as well. – Dick Bryant






Tuesday, July 12, 2011

COUNTER ATTACK AT QUAK POT


COUNTER ATTACK AT QUAK POT
(Based on Sadzot, a scenario in Hit The Dirt©)

I only have one company of Germans based for CF but a lot of North Koreans and Chinese, so, as usual, when I am not designing an actual Korean War Scenario See: http://www.mgluteus.blogspot.com/ , I recast a Hit The Dirt scenario as a Korean War game.

NORTH KOREANS
The North Korean have taken the town of Quak Pot and it must be held at any cost.

1 Btn ALL VETERAN
1-BC (+1)
1-Commissar (+1)

Machinegun Company
3-HMGs

Anti-Tank Platoon
2-57mm ATG with Truck

301st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
       1 HMG
   3-Rifle Platoons; each with:
       1-PC(+1)
       2-Rifle Squads
       1-SMG Squad

451st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
     1 HMG

3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad

216th-Infantry Company, (55/37/44pts) with:
      1CC(+1)
      1 SMG Sqd (N/A)
  Company Heavy Weapons
      1 HMG
  3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad
Deploy first. Two squads must be placed in ea. building within Quak Pot or in the vehicle park, hidden. The balance of the NKPA force deploys hidden south of the line A-A.
Objective: Hold Quak Pot

Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

NOTE: due to the rapid advance and the lousy terrain, the NKPA had no indirect fire capability and communication problems hindered their even asking for reinforcements.

Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


AMERICANS
The North Koreans have taken the town of Quak Pot and it must be regained at any cost.
1 Battalion, U. S. Marines VETERANS
  1 BC(+1)
  1 SMG Sqd

   A Company with:
    1 CC(+1)
    1 SMG Sqd
    60mm OT w/ FO 12 FM
    1 HMG
    1 Rifle Platoon, ea. with:
      1 PC(+1)
      2 Rifle Sqds
   2 Rifle Platoons, ea. with:
      1 PC(+1)
      3 Rifle Sqds

  B Company with:
   1 CC(+1)
   1 SMG Sqd
   60mm OT w/ FO 12 FM
   1 HMG
   2 Rifle Platoon, ea. with:
     1 PC(+1)
     2 Rifle Sqds
   1 Rifle Platoons, ea. with:
     1 PC(+1)
     3 Rifle Sqds

1 attached Tank destroyer platoons(regular) ea. with:
  3 M-10 Tank destroyers

1 Squad of Pershing tanks
  1 Pershing Tank

Deploy second north of the line B-B



Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire    only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

The M-10s and the Pershing were only armed with armor piercing rounds Their main guns suffer a -1 die conducting direct fire against buildings and a -2 die fire penalty against other targets to a minimum of 2 dice.

THE GAME




The Americans did not take advantage of the ability to put on all their troops in the terrain between the road (dotted line B-B) and the North end of the board (see underlined phrase just before the American victory Conditions above), electing to come on the table edge piecemeal and paid the price.



The map does not show all the defensive positions of the NKPA (commanded by Dick White)as they were never tested during the game. The Americans (commanded by Jack Breen) started with initiative and moved A Company to the Western Ridge almost to a line of hedges along its edge. A platoon of B Company moved on just to the west of the river. Then an M10 was moved down the road with an observer on foot, on the road, behind the M10. A NKPA platoon on the Eastern side of the river was able to get some fire on the B company platoon, pinning and suppressing some of its stands. An anti-tank gun lurking in a wood near the road junction picked off the M10, and the U.S. made no attempt at getting the observer into cover.


Maximum advance of A Company. Note observer stand on road behind tree at top left. M10 on road is about to "bite it".

The NKPA pltoon under the command of Rick Bryant made an end around sweep of the U.S. left and took out the remainder of the B Company platoon under the command of Cory Oconnor.

Rick's NKPA reinforced platoon about to make its end run

Rick’s next move was a classic – he moved into the building in the rear of the American positions with a couple of squads and a HMG. Where he lost the initiative. However, the Americans were so enthralled by this small nuisance in their rear that they spent several initiatives in trying to eliminate the force- to no avail. Their FO was picked off in the open and, though they exchanged fire with the NKPA in the town and pinned a few, they were never able to maintain initiative long enough to mount an attack. Cory did manage to flank the enemy held town on the right but it was too little, too late. The Americans had too many losses, and were unable to get all their forces on the table before time was up – a DECISIVE NKPA victory.

Thursday, July 7, 2011

FOX'S GAP

FOX’S GAP

A follow on game to the defeat of the Union and General Banks at Jack’s Crossing was caused by the Union moving toward South Mtn. and Fox’s gap. Jack Breen designed the scenario.

CSA:
You have received a courier from Gen Lee. stating that the US arsenal at Harper’s Ferry was taken earlier today. Gen. Stuart reports that a Union force of greater than 75,000 men are approaching South Mtn. in pursuit of the South’s divided army.

South Mtn. has 3 gaps that allow an army to pass through unhindered. You are to tasked to hold Fox’s Gap and deny the passage of the enemy. You are to hold this vital area for the remainder of this day. If allowed to pass, Gen McClelland’s army will find our army divided and unable to defend itself.

You will be outnumbered, but with available reinforcements from Longstreet released to you as needed (at a cost of holding the other 2 gaps) you must hold at all costs.

If the Union’s march is delayed through this day, Gen Lee expects to meet and defeat Mclellans somewhere west on the Sharpsburg road.

Game Start is 1300 hrs.

The force at your command:
General Longstreet 1 Corps. (not at the battle)
D.H. Hill Division Commander
Garland (E)                 9/7/5
G.T. Anderson            5/3/2
Ripley                         6/4/2
Law(E)                       6/4/2 (enters from Turner’s gap at 1430 hrs)

Pelham’s Battery 2 Guns

Reserves
G.B. Anderson           5/4/2
Hood(E)                    9/6/4 (can enter at 1600hrs)

Set on as shown on map.

Victory Conditions:
Hold Fox’s Gap at game end: 5VP
Use G.B. Anderson before 1500 hrs -1VP
If use Hood -2VP
Other VP as per rules.



UNION
Gen. Reno – Great News! General Lee’s orders were intercepted last night. Gen. Pleasonton and his advance Calvary have learned the location and deployment of the Rebel army. Lee has split his forces at Harper’s Ferry and again divided at South Mtn.. We know he is under strength at each of the 3 mountain passes.
You are ordered to attack and pass through Fox’s Gap today. You will have superior numbers, four Divisions against perhaps 3000 rebel defenders. Securing Fox’s Gap and the other 2 passes will put this army between parts of Lee’s army and drive them from Maryland, and perhaps end the rebel cause once and for all.

Game Start is 1300 hrs.

Your Forces:
General Reno (E) Corps Commander
Battery(2 guns)

Cox’s Division
1st Bde.                                 6/5/2
2nd Bde.                                5/4/3

Sturgis Div.
Nagle                                     6/5/4
Ferrero(E)                              6/4/2



Wilcox Div
Christ                                     6/4/3
Welch                                    6/4/3
Battery (2 guns) Arrive 1400hrs

Rodman(E) Div.
Fairchild                                 6/4/2
Harland                                  6/4/2

Special conditions for turn 1:
All Union troops can charge except Rodman
Rodman, Ripley and G.A. Anderson move at ½ speed.
Drayton and G.T. Anderson move pro-rated ½ speed and while in woods < 2”/turn

Set On as shown on map.

Victory Conditions:
Hold Fox’s Gap at game end: 5VP
Other VP as per rules.
The Battle report is by the game Master Jack Breen:

Initially Cox's Div. (Rich Bryant) moved into contact with Garland's Brigade. He was badly repulsed( Rolled a 1 to their 9!) and was forced to retreat to the woods SE of the gap. Garland then reforms behind the south stone wall. While this attack faltered, Sturgis' Div. (Messier) assaulted G.T. Anderson who had moved up to the wall north of Garland and was soundly driven back with many losses (2 stands ). All this time, Pelham's Guns (Cory) were maintaining a steady fire to both of Wilcox's Div. on/near the Sharpsburg Rd. and the Corps guns on the road with good success. At least 1/2 the guns were silenced, and the Div' suffered sustained losses while attempting to remain in good order for their attack to the junction/gap. They were slow to the attack.

overall view showing start positions

On the Union right, Rodman's Div (Dick Bryant) were steadily making their way through the north wood and trying to engage Drayton's Brigade (Spencer) behind the north stone wall. After Cox was repulsed on the Union left, Cox attempted to turn the flank but was stubbornly held back by Garland. Crook's Brigade (Cox's Div.) was able to level a flanking fire along the back side of the wall, but with few casualties.

Rodman starts to turn the rebel Left

Law arrives on the Union rear!
Garland tightened up his lines and Cox lost the advantage. Meanwhile, Sturgis was repairing for another attack upon the wall, but was halted by a fierce volley from Anderson's brigade that stopped his attack. Wilcox's Div was having difficulties rallying his brigades and they blocked the road on the upcoming guns of Rodman. By this time, Rodman's brigades had cleared the woods and had gotten up over the north stone wall only to have their guns jam and exact a less than effective fire upon Drayton. Nearing his flanking attack, by the wall, Rodman was met by Ripley's Div (Cory) who had formed an unseen line in the woods and held back only to find Law's Brigade entering from Turner's gap behind him and force a hasty retreat back down South Mountain towards the base and closer to McClelland (sp) . Decisive Confederate victory....!

Tuesday, July 5, 2011

ATTACKING IN CROSS FIRE

I have been thinking of putting up a "tutorial" on how to attack in Cross Fire. As with most of my ideas, someone has beat me to it!
Nikolas Lloyd  has done a lot with CF including the great CF round-the-world  game day, many scenario and optional rule ideas. I often look to his website for inspiration when trying to come with a scenario. Nikolas has written a great tutorial on  how to attack at:
http://www.lloydianaspects.co.uk/wargames/crossfire/cfadv.html  He has also written a nice tutorial on setting up games for novices on the same page. I recommend both articles. - Dick Bryant