KINGSTON IRREGULARS

KINGSTON IRREGULARS
US Support Teams take up positions in Chain of Command Wargame
Showing posts with label Korean War Wargame Scenarios. Show all posts
Showing posts with label Korean War Wargame Scenarios. Show all posts

Sunday, November 27, 2016

THROUGH THE FIELDS
A Chain of Command Game

I have been playing quite a few Chain of Command (CoC) games of late and decided that it was time to report on one. I have been using the maps from some of the scenario books up to now but wanted to try a design of my own and this is the result.
TERRAIN: In this scenario the yellow areas are fields giving light cover. The hedges are NOT hedgerows and provide only light cover but troops further back than 2" from the hedgerow cannot be seen nor fired upon. The grey lines are stone walls and give heavy cover as do the buildings. The white line is a fence giving light cover. 

SCENARIO: This will be the Flank Attack scenario from the CoC rule book. The Germans can set 4 Patrol Markers (PMs) within the red dotted line  and the US starts  6 PMs, 3 set up on each of the two blue dotted lines. The Germans will place 3 Jump Off Points (JOPs) based on the result of the PM movement and a 4th JOP somewhere within the town. The US as attacker gets free PM moves, the number determined by a D6 roll. The US will place a total of 4 JOPs.

OBJECTIVE: The US objective is to force the Germans off table, either through the loss of Force Morale or by the German player opting to retire.

The US got 2 free PM moves and moved up one PM from each stating point. The following PM moves are shown above with the Germans opting NOT to move any PMs during move 3 - 8.

The final JOP placement was as shown below along with German placement of their two minefields:
FORCES: The US force was a basic Rifle Platoon with a Force Rating of 0 and 10 Support Points. The German force was also a basic infantry platoon with a Force Rating of 0 and 5 Support Points. Both forces started with a Force Morale of 9. The forces:
THE GAME: The US started by bringing on two Squads, one on each side of the German position.
The first Us unit arrives from the East



The second US unit arrives from the South
The Germans placed a unit in Building 5 (Note the numbers on the buildings and terrain pieces are to identify which model they represent for ease of matching a map to the table top).
German and US forces exchange fire for a phase then the US brought on their third Squad (on the left) and the Germans bring in their second unit in center woods.
 The two German forces in the building and in the wood are able to bring an effective cross fire against the US Squad in the center. The Jr Ldr with them is kept busy trying to keep the shock down and finally the US has to commit a Sr. Ldr to that force. Just in time, it turns out, as the Jr Ldr. is killed dropping the US Force Morale by 2. The US moves the left hand Squad into the building which can now bring fire into the central woods, though its not very effectively.

The Germans brought their third Squad into building 8  and exchanged fire with the US Squad coming in from the East.  That US Squad threw smoke grenades and started a tactical advance across the field. Meanwhile the attrition of the US Squad in the center continued, 2 wounds to the Sr Ldr causing a loss of another 2 points to the US Force Morale. One more loss and they would loose a command die!

The US had to "go for broke" and brought in their tank from the east and their 4th Squad on the west behind building 1. Why not bring in the tank from the southern road, you ask - well the Germans had a CoC die in hand and the US felt that the Germans had a better chance at ambushing the tank if it came in there. In any case the tank was able to bring 75mm fire on to the German unit in the central wood which now had to endure 3 fires! The German commander retreated that unit to the fields behind his initial position.


Now the US was able to move up to the wall in the west in a position to assault the German position in building 5. The Germans  used their CoC die to pull back the JOP in the field and started a general retreat toward building 5. It was then that the Germans (Dick White) decided that they was in a no-win situation and retired from the field.
.

The dire straights of the US central Squad, Jr. Ldr dead, Sr. Ldr with 2 wounds,
both teams pinned and only  4 shock each away from routing.
The final positions



    

Sunday, May 3, 2015

A Franco-Prussian Wargame

A FRANCO-PRUSSIAN WARGAME
CHASSEPOT AND NEEDLEGUN

Chassepot and Needlegun is a "old style" miniatures wargame written by Larry Brom in the 1980s. I have always enjoyed the "feel" of the game and have played it for years. The members of Kingston Irregulars, being of a newer generation of wargamers don't quite see the same appeal that I do. Having borrowed Bob Beatties's 15mm figures on extended loan, I finally convinced them to try another outing of the rules. Of course being the only member who knows them and has had more than 1 or 2 games with them, I ended up designing the scenario and umpiring the game -so I still didn't get to play. I might get one more in before returning the figures to Bob at this Historicon!

As most of the club had little or no experience with the rules, I wrote the scenario and placed both armies on the board at start.
The Prussian set on is the red line, the French set on is the blue.
The scenario is entitled "On The Road To Paris". Each side was given a scenario description as follows: (Someday I am going to figure out how to hold the tab positions when I copy from Word for Windows to the Blog!!).
THE ROAD TO PARIS
FRENCH ARMY
You have been tasked with holding the crossroads at Maison-Boutain. The command knows that your force is very much depleted and the Boche are very strong. We are sending you what help we can - the Garde is en-route. But their march is a long one and you must delay for the life of France! Note that The Guard Mobile and the Algerians are green troops at best (Listed as “other” in the rules)
Your force:                                                                                        # Stands
General Commanding   (Major General)  (Jack Breen)                                            2                           
GUARDS BDE
Commander (Bd. General)   (Steve Myers)                                                                   1
               1st Guards
                              Commander ( Col.)                                                                               1
                              1st  Grenadier Btn                                                                               6                                            
                              2nd  Grenadier  Btn                                                                            6                                            
                1st Chasseurs
                              Commander  ( Col.)                                                                           1
                              1st Btn                                                                                                6
                              2nd Btn                                                                                               6
2nd BRIGADE
Bde Commander  (Bd.  General)  (Jack Breen)                                                        1
               1st Inf Rgt
                              Rgt Commander  (Col.)                                                                   1
                              1st Inf Btn                                                                                         6
                              2nd Inf Btn                                                                                        6
                              3rd Inf Btn                                                                                        6
               2nd Inf Rgt
                              Rgt Commander   (Col.)                                                                 1                                           
                              7TH Inf Btn                                                                                      6
                              20th Inf Btn                                                                                     6
                              1st Garde Mobile Btn (other)                                                       6
               1 Btry 4# Guns                                                                                             3
 ALGERIAN BDE
Bde Commander   (Bd.  General)  (Dick Messier)                                                1
               Algerian Rgt                                                                                                                              
                              Rgt Commander   (Col.)                                                               1
                              1st Btn, Algerians  (other)                                                          6
                              2nd Btn,  Algerians    (other)                                                      6
                2nd Rgt
                              Rgt Commander   (Col.)                                                               1
                              1st Btn Zouaves                                                                             6
                              2nd Btn Zouaves (Francs Tireurs used as zouaves)               6
 3rd  BRIGADE
Bde Commander (Bd. General)   (Gene Tower)                                                      1
               1st Rgt
                             Rgt Commander  (Col.)                                                                  1
                             1st Btn Marines                                                                              6
                             2nd Btn Marines                                                                             6
                2nd Rgt
                                Rgt Commander (Col.)                                                               1
                                3rd Btn Marines                                                                         6
               4th  Btn Marines                                                                                         6
 MITRAILLEUSE Btn
               2 Btry Mitrailleuses                                                                                 6   
TOTAL                                                                                                                    131 STANDS


THE ROAD TO PARIS
PRUSSIAN ARMY
The French are on the run. Enemy forces to your front are very weak, though reports of troop movements to their rear are coming in with every messenger. Push through with all speed take the crossroad and send the French reeling back before they can muster any more strength.
Your force:                                                                                                                # Stands
General Commanding    (Major General) (Dick White)                                         2                           
GUARDS BDE
Commander ( Bd. General)   (Rick Bryant)                                                              1
               1st Guards
                              Commander   (Col.)                                                                          1
                              1st Prussian Gd Grenadier Btn                                                     6                                                                                                          2nd Prussian Gd Grenadier Btn                                                    6
               1st Jaegers
                              Commander   (Col.)                                                                          1
                              Prussian Jaeger Btn                                                                       6                                                                                                       Gd Shutzen Btn (Jaeger)                                                                   6
               6# Krupp Battery                                                                                            3
 1ST BDE
Bde Commander  (Bd. General)  (Dick White)                                                        1
               Prussian Rgt
                              Rgt Commander  (Col.)                                                                   1
                              1st Btn, 29th Prussians                                                                  6
                              1st Btn, Colburg                                                                               6
                              1st Btn, Hesse Damstadt                                                                 6
                Saxon Rgt
                              Rgt Commander (Col.)                                                                    1                                                                                                          1st Btn,Saxon 4th                                                                            6
                              2nd Btn, Saxon 4th                                                                           6
                               1st Btn Saxons                                                                                 6
                              2nd Btn Saxons                                                                                6
               6# Krupp Battery                                                                                            3
WURTEMBURG BDE                                                                                   
Bde Commander (Bd. General) (Bill Seamens)                                                        1                                                                                             Bavarian Rgt                                                                                                                             
                              Rgt Commander(Col.)                                                                      1
                              1st Btn, 5th Bavarians                                                                     6
                              2nd Btn, 5th Bavarians                                                                    6
                              2nd  Btn, Silesian Jaegers                                                             6
               Wurtemburg Rgt
                              Rgt Commander  (Col.)                                                                   1            
                              1st Btn, 7th Wurtemburgers                                                        6
                              2nd Btn, 7th Wurtemburgers                                                       6
                              3rd Btn, 7th Wurtemburgers                                                        6
                              4th Btn, 7th Wurtemburgers                                                      6
               6# Krupp Battery                                                                                          3
                         TOTAL                                                                                        128 STANDS

NOTE: though the two sides seem to be equal in size, The French have 3 Btns of "other troops" with a lower morale which makes each of them about equal to 1/2 a normal Btn. and the French reserve, The Guard arrives late  - they came in on the 3rd turn. which make the French Number of stands about 99 stands vs Prussian 128 for the first several moves of the game.

The Initial Set-up

A schematic map of the original set-up


The French have the Chassepot, a much longer ranged rifle than is the Prussian Needlegun. In game scale it has a 24" range compared to the 16" of the Prussian weapon. The balance is the longer ranged Prussian 6# guns (54") vs the French 4# (40"). The French do have the Mitrailleuse, (Not a machine gun, but more a Volley gun) with a range of 30".
Despite the rifle and Mitrailleuse range advantage and having the mission of "holding the crossroads", the French gave up that initial advantage and advanced into the Boche. See Below:
Both sides advance, the French giving up their range advantage!
Add this to the fact that the Prussian stands can take more punishment than can the French (4 figures/stand vs 3 figures/stand - but equal number of stands to ea. Btn.)and the French were in for a walloping. The Prussians took casualties as well, an equal number of stands, mostly due to one mistake which brought up a Prussian column close enough to the unit in line in front of it to suffer artillery fire passing through the line.  However the casualties are scattered and the Prussians have a lot more figures until French reserves can be brought up.

The Right Flank of the French shows the first signs of problems and its early times yet!

The French advanced left flank. Note the TWO Btn. in rout hiding behind the village.


The French Right flank. One Btn. of  Zouaves has routed to a position beside the wood, hoping to rally. The French guns at the top of the photo (left) have already lost a gun and the Algerians on the bottom left of the photo have managed to move out of command radius!
Can the French pull this out of the fire? Check part 2 below to see.

Saturday, November 12, 2011

THE ISLAND

THE ISLAND

We have been having problems with finishing games in the allotted 2.5-3 hours. We have to bring them to a conclusion by the game master extrapolating the situation to determine the victor.
Part of the problem is the time it takes for the gamers to make a plan and determine how they will proceed. Another is that games tend to be long if one wants to have scenarios with interesting situations.
I decided to try running duplicate small games where the attack plan and the defense plan were already planned out before the game. The two most experienced players were asked to develop both an attack and a defense plan. They were told that they could play either side, but not against their own plan. Further they were told that they had to write an operational order for their subordinates (troops under their command, start position, and objective). Our first try worked quite well.
Jack Breen controlled the Marines against the North Koreans with Dick White’s plan of defense, Rich Bryant controlled the NK forces with the help of Dick Messier. Dick White played against Jack Breen’s Defense run by Rick Bryant.
My arrival at the game was delayed and I found that the two sets of terrain were skewed from the original layout. I believe that this made the game harder for the attacker and so it proved to be. At the end of the report I will show the original map , so the reader may judge. The report is based on the map as laid out on the table.



THE GAME
The Sides
American Marines (VETERAN)

The Germans are developing a new secret weapon on a small island off the coast of Denmark. You r force will invade the island, capture the plans and destroy the labs (Bldg. X on the map).

You set on second behind the beach ridges as shown by the blue dotted line and have the initiative. The first 4 American initiatives are at night. To win you must destroy the lab (Any stand near the lab, un-suppressed for 2 enemy initiatives destroys the lab and is a minor victory, getting that stand back to the beach after the destruction is a major victory).

NOTE: The ridges to either side of the beach are impassible and block LOS. The “Night Fighting Rulesof “Hit The Dirt” are in effect.
                                                                                                          POINTS
CC(+1)                                                                                                 4                                     
1 60mm Mortar w/12 rounds (attach to a unit)                                       4
1 HMG                                                                                                 6                  
      
Assault Platoon (labeled Rangers)

1 PC (+1)                                                                                             2
3 Assault rifle Sqds(+2)                                                                      16.5
                                                                                                                                                                                                                                                             
2nd platoon**
1 PC(+1)                                                                                              2
3 Rifle Sqds (1 w/bazooka)                                                                15.5

3rd platoon**
1 PC(+1)                                                                                            2
Rifle Sqds (1 w/ bazooka)                                                                 15.5

NAVAL SUPPORT
Heavy Arty 5FM with FO                                                                 10

TOTAL                                                                                            72.5
* Assault sqds. are +2 in melee. ** PCs fight as Squads like CCs with PC bonuses.

Germans (REGULAR)


Your mission is to guard the secret lab (Bldg. X). in the small town of Shiessehauer. You place troops first behind the red line. The only hidden troops are those in buildings and in the bunker. Each Bldg and the bunker hold 2 stands(not including observers and leaders). The Stug can only come on during daylight. The first 4 American initiatives constitute night. You must protect the lab at all costs, driving any enemy attempt at it into the sea. Any US stand near the lab, un-suppressed for 2 enemy initiatives destroys the lab and is a US minor victory, getting that stand back to the beach after the destruction is a US major victory.

NOTE: The ridges to either side of the beach are impassible and block LOS.

Panzergrenadiers Co. 59
1 CC (+2)
81 mm Mortar w/FO 12FM
75 mm IG w/FO 12FM
1 HMG

3 Inf platoons ea. with:
1 PC(+1)
2 Rifle Sqds
1 SMG Sqd.

1 Stug (starts off table)
1 Bunker and 1 barbed wire

TOTAL 72 points



The 2nd game was identical except that, since I had only one company of Germans, North Koreans were used and had a KV-76 rather than the Stug IV. The maps and conditions were identical. My battle report is based on the German/marine game but the actions and results were essentially the same.

The Marines moved up to the contour line with the intent of moving into the tree line under cover of darkness. The Germans could have caught them at a disadvantage if they held fire, but opened up as soon as they saw movement and gave the marines targets to shoot at. The marines were able to use their off board support (naval guns off shore) to stomp the tree line and were soon moving into it against suppressed units who had no chance in hand-to-hand combat.

Marines advancing from the beach
Once the sun had risen, Germans in the houses started to cause problems, pinning one platoon of marines and essentially suppressing another. The Marines laid down a base of fire and moved the Assault Platoon into the wood near the enemy lab, where it was promptly suppressed. The judicious use of smoke from off shore enabled Dick White to rally the suppressed Marines while a bazooka took out the Stug. The Marines assaulted the lab through a smoke screen, but were thrown out in hand-to-hand combat and started retreating to the beach. Dick didn’t feel he had enough forces left to continue the assault much to Rick’s relief as he was down to one platoon and no mortar ammo!
Stug get fried by Marine Bazooka in small house at top of photo

The North Korean version of the game was essentially the same with the NK forces giving away their night time advantage, the marines moving to the wood line and destroying at least one platoon of North Koreans. Once again the troops in the buildings held up the marine advance and the KV-76 was used to better advantage, killing some Marine Sqds. before they could prepare for the assault on the lab. Jack had lost too much strength to continue and also pulled back to the beach.

Since the defender won in both instances, one might think that the scenario was unbalanced, it was, because of the skewing of the map as described above. The map as played had several open lanes of fire right to the beach and some of the buildings and woods were moved to where the assault could not lay down an effective suppressing fire, if they could have moved into position.


The map as drawn by the Gamemaster

The map as laid out and played




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.

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