KINGSTON IRREGULARS

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

Monday, March 19, 2012

THE BATTLE OF CHAP HILL


We have been having problems with completing Fire & Fury games, never getting to the point that the attacker could meet (or not) his win requirement. We are reluctant to extrapolate a probable outcome as that leaves a lousy taste in everyone, mouth. We do not have the luxury of leaving the game set up for the next week as our gaming venue is the treatment room of Jack Breen, Physical Therapist. One of the problems is the time it takes to brief the subordinate players, set up and determine a plan. We have tried to shortcut this by choosing two side commanders and having them do several map moves to contact, the gamemaster then sets up the terrain and troops based on the contact map.

Our first test of the system was successful. We used only one or two Rgts. per player to keep things simple, using Fire & Fury Regimental Rules.

The gamemaster, Jack Breen, chose the two sides and generated a map with the two opposing sides initial placement show. Before the start each side commander was allowed to change the location of their units, but could not change the formation of initial placement. I.e. one could place the artillery as the 2nd unit on the road rather than the lead unit, etc.. The Union (Dick Bryant) had first move , marked his map scanned it, and sent it to the gamemaster and to the Reb commander. The Reb commander then made his moves on the map, scanned it and returned it. This went on until both sides agreed that it was a good point to go to the game table.

FIRST MOVES ON THE MAP
 The Union advanced a unit toward the fork in the road and the guns toward Chap hill. The remaining units advanced in column toward the hill. Note: The objective that had to be held at game end was the copse of woods on top of Chap Hill. The Rebs (Dick White) responded by moving toward their right to advance to the hill. The next moves are easily seen in the 3 maps below:

SECOND MOVES

THIRD MOVES
 THE FINAL MOVES
The final moves showed up the Union Commander's (Dick Bryant) mistake of letting some of his units get "out of command". The Rebs moved one arty piece into the sield and completely outgunned the Union 3 gun battery on the hill, silencing two of them! Then the Reb GREEN unit attacked the Union GREEN unit in the wood and broke them(!) with help of musketry from15th Ga(Tr).  The 17th GA (Cr) ran into a stiff defense by Cory OConners's 95th PA (Gr) but pushed them back to the base of the hill.

The Rebs now had control of the copse of trees (the victory condition) and the Union was down 2 guns and 1 Rgt. Another Rgt which was green wa hunkering down in cover and another ws out of command and out of position. A definite Rebel victory.

The map marking reduced our table playing time to a very reasonable 2 hours - a bit of that looking ups some rules, a very successful first try. Next time a bigger game and try to finish in the 3 hours available.

Sunday, February 26, 2012

BUNA, NEW GUINEA

This game was LOOSLY based on the actions around BUNA in New Guinea. The historical battle lasted weeks, we tried to capture the last day of the battle.
NOTE: The huts in the game were made using the techniques of Matakishi's Tea House  http://www.matakishi.com/  . Great Stuff!
Japanese Forces
REGULARS
ALL UNITS START DUG IN AND HIDDEN
ALL UNITS START NORTH OF RED DOTTED LINE

1 Machine gun Company with 3 x HMG*
(A CC(+1) is available IF you want to keep them as a Company)
1 81 mm mortar 12 FM - 4 smoke W/FO
1 x 75 mm Howitzer 12 FM -4 smoke W/FO
1 37mm AT Gun w/truck
3 snipers

2 Infantry Companies ea. with
Company Commander (+1)
1 Weapons Platoon
1 PC(+1)
1 HMG*
2 20 mm AT**
3 Rifle Platoons with

1 Platoon Commander
4 Rifle squads
1 60mm Mortar***

5 Bunkers and 2 trenches set to connect up to 4 bunkers allows troops to move from Bunker to Bunker without being seen unless enemy on edge – just like CF depressions. Cannot fire out of trenches. Bunkers hold 2 combat stands.

2 Tunnels between two ADJACENT terrain pieces. ONE squad can pass from one to another feature through the tunnel, appearing behind US forces or in their midst (Handle like a suprise encounter).

* 2D6 , can initiate Close Combat, not counting as crew served weapons.

**Also have 2D6 fire capability as riflemen in addition i.e can do both in an initiative. But only at +/-45 Deg . and can initiate Close Combat, not counting as crew served weapons.

*** 3 D6/0 Kill potential; 2 hits is still only a suppress; 1 stand of smoke.. Can fire as riflemen, but max of 2D6. But only at +/-45 Deg . and can initiate Close Combat, not counting as crew served weapons. PC cannot spot – all fire must be direct.

United States Forces
REGULARS
ALL UNITS EXCEPT TANKS MAY START HIDDEN – TANKS CAN START OFF BOARD AND BE BROUGHT ON WHEN DESIRED
ALL UNITS START SOUTH OF RED DOTTED LINE

126th Infantry Btn
1 BC(+1)
1 81 mm Mortar 12 FM -4 smoke W/FO
1 4.2” Mortar 10FM 3 smoke w/FO
2 HMG
1 57mm AT Gun w/Truck
2 M3 Light Tanks

A Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Squads

B Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons
1 PC(+1)
3 Rifle Squads

D Company
1 CC(+1)
1 60mm Mortar
1 HMG
3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Squads

Engineers
1 PC(+2)
2 Rifle/Eng Sqds.

TERRAIN INFORMATION
Grass Huts hold 1 combat stand and don’t have the -1D6 protection from mortars. The Mission is a standard building and holds 2 combat units.

All terrain has bog down potential. Bog Down on 1,2,3,4. Un Bog on a 6. A 1 on un-bogging means permanent bog down.
Water areas are impassible.


VICTORY CONDITIONS
Game starts at 0600 and ends at 2200 hours. Clock advances ½ hour when initiative changes IF it changed by a Suppress or a Kill. NOTE: This is Dick White's idea and worked very well.


VP                                         US                                            JAPANESE
+1                             ea. jap kill/Sup game end
+1.5                                                                                ea. US kill/Sup game end      
+2                             ea. “small “ Bldg occupied
+7                             Occupies Mission complex

THE BATTLE

The Americans spread their 3 companies across the entire front of their set-on. and started advancing from their right. Cory Conner, command ing the US Right ran into a stiff defense by Rich Bryant and lost several initiatives for the US before he could force them back to cover. B company started an advance against light oposition but then Rick Bryant attacked the US left with one his Japanese platoons in his, now patented, attack from the defense. This attack, however, met a spirited defense by Jack Breen's D Company and bogged down, much reduced, just in front of the US lines.
American Right pushes the Japanese back, using close assault through smoke.

The M3 (Chafee) Tank platoon advanced up the road toward Pong, but found that their 37mm gun was ineffective against troops in cover. Eventually, one of the Japanese 20mm AT Rifles took one of them out.
Chafee brews up!

The US kept advancing but with high casualties and managed to capture one of the buildings in Pong. The Japanese never took advantage of their tunnels, their 3 snipers missed their shots and their last line of defense (the bunker complex) was just glimpsed by the US at the end of the game.  The US lost 21 stands to the Japanese 7 but took one objective point. Japanese VP=31Pts; US VP = 8Pts, an essential rout of the US force!

Over all view showing end game with the position of the maximum US advance

Thursday, February 2, 2012

MYITKYINA, NORTH BURMA

MYITKYINA, NORTH BURMA
A CROSSFIRE SCENARIO





Dick White designed this scenario loosely based on one he found on the internet. I tried to contact the original site at: frenchwargamer@yahoo.fr but have had no response. So I hope that if he sees this and contacts us – Dick Bryant.

In this scenario, the Marines are attempting to dislodge a Japanese force holding the three building village near the pond in the southern area of the map.

Fields are in season; All green terrain is Jungle except for the swampy areas which are swamps (what a surprise!). Buildings are wood and may hold up to two combat units plus one command unit and one photo observer.

SET UP
Japanese forces start hidden and dug in. Bunkers and/or barbed wire if set up clear terrain must be placed on the table. Japanese forces set up anywhere south of the dotted line. Terrain features which overlap the dotted line are deemed to be on the side which as majority of the feature, and the set on will be adjusted so that there are no overlaps on the table.

Marine forces set up north of the dotted line. Marine forces which are set up in fields woods and swamps start hidden. This includes vehicles. Vehicles do not require Bog checks for movement in fields. Vehicles may not move in marshes.

VICTORY CONDITIONS
the Marines win if they have at least one unsuppressed unit in each of the three buildings at the end of the game. In all other circumstances, the Japanese win. The Marine advance begins at 0600 hrs. The battle ends at 0300 hrs. the game clock advances one half hour each time a unit or vehicle is killed, suppressed, or destroyed.

NOTE: this is a new method that was tried by Dick White to mark the advance of game time. It worked fairly well, BUT WAS TOO FAST. We will try it again where at the loss of either side’s initiative, if any unit or vehicle is killed, suppressed, or destroyed, the clock will advance one increment.



FORCES
Marine Battallion (-)                                    Morale: veteran

1 BC (+1) Lt. Col. Dickie Puller (Chesty's Brother) Dick Bryant
1 SMG Sq.
1 M4 Sherman
2 81 mm mtrs. (Off Bd) 2 FO (12 FM 4 may be smoke)
2 HMG's

Engineer Platoon w/
PC +1
3 Eng. Sq. (One SQ with FlameThrowers)

2 Infantry Companies (-) each with:
1 CC (+1)
1 60 MM (CC may act as FO)(12 FM's/4 may be smoke)
2 HMG

2 Inf Plts ea. w/
1 PC (+1) (PC's fight as squads in close combat)
3 Rifle sqds
Bn Reserve
2 Inf Plts ea. w/
1 PC(+1)
3 Rifle sqds


Japanese                             Morale: regulars

1 BC(+1) Col. Mifune Wakabak - Jack Breen
2 81 mm (off Board) 2 FO(12 FM 4 may be smoke)
2 57mm AT Guns
2 Bunkers, 2 Wire, 2 Mine
2 HMG (3 Dice only – does not count as crew served weapon in close combat)

1CC(+1)
1 Rifle Sqd.
1 HMG(3 Dice only – does not count as crew served weapon in close combat)
2 ATR Sqds

3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Sqds. One w/ATR
1 Knee Mortar (PC may function as FO or may direct fire. 2” smoke, 3 D6)

Japanese Relief Force
Amphibious Company
1 CC(+1)
1 Rifle Sqd.
1 HMG (effects as above)
2 ATR squads

3 Rifle Platoons ea. w/
1 PC(+1)
3 Rifle Sqds. One w/ATR
1 Knee Mortar (PC may function as FO or may direct fire. 2” smoke, 3 D6)


THE GAME
The Americans started out hidden with Company A on the right with the reserve and Company B on the left of the road. The Engineers and the M$ were kept in local reserve at the baseline on the left. The American plan by “Dickie” Puller (Dick Bryant) was to have Company B attack toward the house at the crossroads and set up a fire line to support the main attack by Company A into the town. The Engineers and the M4 with up to one platoon of Company B (Rich Bryant) were to be the left flank defense should the enemy try an attack from that quarter.

The watchword was to reconnoiter by fire then move up. That was successful and advanced Company A to the East-West road, where they took an enemy platoon under fire and decimated it, suppressing a mortar in the vicinity.
This blurry photo shows the Japanese flank move, one stand is pinned (upper Right) and they are about to charge the engineers just to the left of thepipe cleaner marking the set-on. You can see that the Japanese postion protecting the main objective has been suppressed and easy pickings until the Japanese maneuver on teh left flank. Apoogies for the photo - I have since had my camera fixed! Dick Bryant

Company B was preparing to advance when a Japanese platoon under the command of Rick Bryant swept around the American left, unopposed until it reached a point were it could be seen by the Engineer Platoon and the M4. Despite flamethrower attacks and shots by the M4, this platoon managed to attack the now suppressed engineers in hand to hand and beat them by 1 pip, destroying them.

The Americans rushed to regroup. Rich Bryant was to consolidate a defense of the left flank, while the main attack would move against the town. On the next initiative, however, a complete Japanese Amphibious Company under Jack Breen swept around the American left, following the path of the first platoon’s attack. Once again, the Americans couldn’t lay a hand on them and as they locally outnumbered the U.S. by almost 3:1, Chesty decided to pull out to try another day.

It has been pointed out that with all this force on the U.S. left, the Japanese must be very thin in the village. Chesty did give consideration to pressing the attack but recognizing that there were as yet unobserved mine fields (2) and bunkers (2), it would be a costly operation that the Japanese force on the left could then counterattack when the Americans were at their weakest.

A good scenario and fun to game. The idea of using the loss of a stand to a suppress or a kill for the clock to change is interesting but must be limited to only one such change per initiative or only one such change per one side’s initiative.

Saturday, January 21, 2012

THE BATTLE OF SAILOR’S CREEK

THE BATTLE OF SAILOR’S CREEK
A REGIMENTAL FIRE AND FURY GAME



Jack Breen latest F and F game was taken from the battle at Sailor’s Creek. A longer game time was anticipated so it was played on a Saturday (6 hours available), rather than our usual Thursday evening (3 hours available. Note to “Rivet Counters”: The scenario is loosely based on the actual battle. The unit strengths and ratings were randomly determines using the method found in an early issue of The Zouave http://fireandfury.com/rffsupport/ZouaveArticles.pdf

THE SCENARIO
A synopsis of the preamble for both sides reveals that a Confederate Corps is holding high ground protecting the flank of Lee’s position near Appomattox Court House.
Union Victory conditions: 3VP's for getting 2 or more non-worn brigades behind the knoll for 2 turns, and 1VP for causing "Heavy Casualties" to the Rebels (36 of 104 total stands) and 1VP for causing greater number of casualties than Rebels.

Rebel Victory conditions: Prevent the Union from reaching behind the knoll, and 1VP for causing "Heavy Casualties" to the Union (40 of 148 total stands) and 1VP for causing greater number of casualties than Rebels.

To win the Union must occupy a position behind the Rebel held hill with unworn units for two turns. Both sides diced for reinforcement entry points and turn of entry.


UNION ORDER OF BATTLE
Corps Commander: Gen’l Humpheries (poor)
Division Commander: Gen’l Wheaton (poor)

Hamblin’s Bde(All RM)                 Gen’l Hamblin(poor)
2nd Ct 12/10/8 (green)    65th NY12/8/5(crack)    95th PA8/7/6(Green)    121st PA10/7/4(crack)

Edward’s Bde:(All RM)                Gen’l Edwards (able)
37th MA16/11/7(vet)      82nd PA12/8/5(crack)    49th PA8/6/4(trained)    2nd RI8/6/4(Trained)

Stagg’s Cavalry;                            Gen’l Stagg(poor)
7th 10/9/7(crack) (RC)

Battery A: Sec. 1: (green) 2LR, 1 HS             Sec. 2: (green) 2LR, 1 HS
Battery B: Sec. 1: (Trained) 2HS, 1 LR          Sec. 2: (Crack) 2HS, 1 LR

Reinforcements. Arrive Turn 1 at Position D (note a discrepancy here in the report!

Truex’s Bde: (All RM)                 Col Truex(able)

14thNJ 12/10/8(green)    10th VT 12/9/6(veteran)       6th MD 16/13/10(green)



CONFEDERATE ORDER OF BATTLE
Corps Commander: Gen’l Kershaw (Gallant)

DeBose’s Bde:                            Gen’l DeBose (Gallant)
26th GA(Vet) 10/8/5(SM)         18th GA(Trained) 10/8/5(SM)                 23rd GA(Trained) 8/6/4(RM)

Fitzgerald’s Bde:                         Gen’l Fitzgerald (poor)
13th MS(Trained) 12/9/6(SM)   17th MS(Trained) 8/6/4((RM)                 18th MS(Trained) 8/6/5(RM)


Lee’s Cavalry:                            Gen’l Custis Lee(poor)
Trained 10/8/5 (SG)                 Trained 10/8/5(pistols)

Reinforcements: Arrive turn 2 at extreme right behind Confederate lines.
Sims’s Bde:                               Gen’l Sims (able)
10th GA(Crack) 12/8/5(SM)    50th GA(Crack) 12/8/5 (SM)                    51st GA( Green) 12/10/8(SM)

Artillery:
Btry A: Sec.1 (crack) 2LR             Sec2 (green) 1LR, 1HS
Btry B: Sec. 1 (trained) 2LR           Sec. 2 (Veteran) 2LR


THE GAME



The Union started off on the wrong foot! Having misunderstood the Union reinforcement entry point as point “E”, not point “D”, Dick Bryant planned a different approach than what had to actually occurred . Once that was corrected, some catching up had to be done (blue arrows of Map 1).


MAP 1 UNION PLAN

The plan was to send the artillery to each flank, 4” behind the small hills at each flank. From there they were to destroy the artillery on the Rebel flanks and then decimate the flank infantry supporting them. A strong Brigade would demonstrate before the enemy position on the knoll(Dick White), while the two remaining brigades would attack each flank. The cavalry orders were to counter the Rebel cavalry where ever it showed up.
THE REBEL FORTIFIED KNOLL

The confusion as to where they came on had the reserve- Truex(Clough)- coming on before the center holding force(Hamblin). Since they were late to come up the Union artillery on the left took a beating while in column from the Rebel artillery on the knoll. On the right, the Union guns managed to get into position unscathed and took the Rebel artillery under fire. Later these pieces moved onto the hill proper and continued the destruction of the Rebel artillery. The Rebels(Jack Breen) ended up with only one gun not silenced which they moved to their left to counter Edward’s (Dick Bryant) attack around their flank. The Union guns continued to do damage to the Rebel infantry moving to their left as well.

MAP 2 ACTUAL MOVES


The Union cavalry under Spencer Clough, though outnumbered two to one, decimated the Rebel cavalry and forced it back off the small hill on the Rebel left. The rebels (armed with pistols and shotguns, only) dismounted and traded fire with a crack Union infantry Rgt., a sure no-win proposition and one of the Reb Rgts. went to “Spent”.
UNION RIGHT FLANK - TURN 5

In the center, Dick Bryant (the author of this piece)did not align his troops very well, putting the “crack” units in front to catch the brunt of the Rebel fire and driving them to “Spent” status. With only green troops to continue the attack in the center, the Union holding attack lost its believability and the Rebs under Dick White started moving troops from the center to their left.
UNION ADVANCES TOWARD THE REBEL CENTER

On the Union left, Rebel reinforcements (Dick White) came in on turn 2 and caused the Union Left (Clough) to counter without attacking the Reb. flank as planned. These two forces never came into contact for more than a few ineffective volleys.

UNION LEFT: TOP REBEL REINFORCEMENTS ENTER. RIGHT: TRUEX MARCHES TOWARDS HIS
FLANK ATTACK

The game ran out of time at about turn 6 with the Rebels declared the victor!


Friday, December 23, 2011

SINK THE CHOKAI - A SEE KREIG GAME


UNITED STATES
The Japanese Hvy cruiser, Chokai, was damaged in the recent action and has escaped to a complex of islands where it is hiding in the hope of escaping to the Japanese base at Bendova to the North east. The extent of the damage is unknown, only that it was slowed by several knots. That damage may have been repaired. The Chokai is accompanied by destroyers. It is night and there is no moon.

Your mission is to enter the Archipelego and seek and destroy the Chokai.

Your Force:
USS Nashville CL (Flag) Commodore Bud Tocks
USS Richmond (CL) Captain Ty Kune
Your force enters as a unit from the western edge of the table.
NOTE: The islands can cause sighting problems visually and with RADAR. The Umpire will decide.


JAPANESE
Your ship, the Chokai, was damaged in the recent action and you have escaped into a complex of islands where you made the necessary repairs to attempt a dash to the Japanese base at Bendova wish is off the Northeast corner of the table. You and your escorts have hidden all day and are about to make the dash at dusk. You can guess that the enemy has forces in the vicinity attempting to find and destroy you.

IJN Chokai CA (Flag ) Captain Mefune Wakahomo
IJN Uranami DD

NOTE: Chokai damage has slowed her to 24 knots. Each turn you can try to repair damage(severity 65)as follows:
No Damage Control applied Roll above severity +20 01-07 makes damage permanent
Damage Control applied Roll above severity 01-02 makes damage permanent

Your force is hidden between islands 5 and 13 on the map.
NOTE: The islands can cause sighting problems visually and with RADAR. The Umpire will decide.

The American forces searching for you are to the West.

G.O.D.* NOTE: The Americans were given a map with 3 possible areas the Japanese may be lurking in. They had to deploy to try to best cover all three.
*G.O.D refers to Game Operations Director

THE BATTLE

Map of the Battle

The US entered from the west in line abreast and within a few minutes had a radar fix on the Japanese force at 0400. They immediately changed course to close but a Japanese destroyer interposed herself between the US force and the Chokai(Dick White). The Nashville (Dick Bryant) edged to the North East to avoid torpedos and take the Japanese Destroyer under attack with her secondaries. The Richmond (Jack Breen)continued East. The Richmond made the first hit on the Chokai at 0406 that barely chipped paint(35points). At 0408 a torpedo hit the Richmond but, luckily was a dud, and failed to go explode. After several hits by both American ships causing minor damage, the Chokai managed one hit on the Richmond starting a small fire that was soon put out. At 0412 the Nashville opened up on the Uranami(Dick White) and landed six 6” hits, sinking her. Though the Americans “counted coup” the Chokai got away and so it was a Japanese victory.


Thursday, December 22, 2011

THE BATTLE FOR WEISSE - A CROSS FIRE GAME

THE BATTLE FOR WEISSE
Overall view of the ame board. Set-on is indicated by brown and blue "pipe cleaners"


Dick White developed a Cross Fire scenario on short notice, thus the name of the battle. The Forces and missions were as follows:

Germans
The Americans are trying to take the road exit beyond the town of Weisse. You must hold at all costs.
Your Force
9TH Infantry Co (Veteran)
1 Coy CO (+2)
3 HMG
1 FO 81 MM mortars w/ 12 FM (3Smoke)


1/9 inf platoon
1 PC(+2)
3 Rifle sqds (one w/panzerfaust)

2/9 inf platoon
1 PC(+1)
3 Rifle sqds(one w/panzerfaust)
3/9 inf platoon
1 PC(+1)
3 Rifle sqds(one w/panzerfaust)

3 Mk IV Tanks

Germans win if they control the road exit at game end. Control equals no unsuppressed American unit within 12” of Road edge.

Moving Clock is in use. Game begins at 0600 hours and ends at 1800 hours. The clock advances 30 Min on a roll of 4+ when the Germans loose initiative.
Place first, start dug-in and hidden anywhere south of the indicated line on the map. The tanks are able to use camouflage nets to hide them until they move.
Americans can hold any number of troops off board at their option for later entry.
Buildings hold 2 combat squads plus one commander and one FO.
The blue oval is a swamp which does not block LOS and is impassible.
Fields: Vehicles BOG DOWN on a 3- Un Bog on a 4+*
Woods: Vehicles BOG DOWN on a 3- Un Bog on a 3+*
* Un-Bog result of 1 means that you are permanently bogged

Americans
You must occupy the road exit south of Weiss. This is accomplished by having a least one unsuppressed stand within 12” of the exit at game end.

Forces:
1 BC(0)
1 SMG Sqd
1 FO for 105mm Howitzer (8Fm, 5 Smoke)
4 Sherman Tanks (Commanded by Rich Bryant)

Engineer Platoon Veteran) (Commanded by Rich Bryant)
1 PC(+2)
4 Inf Sqds

A Company (Regulars) (Commanded by Rick Bryant)
1 CC(+1)
1 60mm Mortar*
3 Rifle Platoons ea. w/
1 PC(+1)
2 Rifle Sqds
1 Bazooka Sqd

C Company(Regulars) (Commanded by Jack Breen)
1 CC(+1)
1 60mm Mortar*
3 Rifle Platoons ea. w/
1 PC(+1)
2 Rifle Sqds
1 Bazooka Sqd

*60mm Mortars loose initiative if fail a smoke attempt.

Fields: Vehicles BOG DOWN on a 3- Un Bog on a 4+*
Woods: Vehicles BOG DOWN on a 3- Un Bog on a 3+*
* Un-Bog result of 1 means that you are permanently bogged

Moving Clock is in use. Game begins at 0600 hours and ends at 1800 hours. The clock advances 30 Min on a roll of 4+ when the Germans loose initiative.

Place second North of the indicated line.


The writer, Dick Bryant, was the German commander and as such, I wrote up an Operational Order for my subordinate for this game, Dick Messier. I did this in the interest of starting a game sooner by having all the players briefed BEFORE they come to the game. I also gave him a small map showing the German dispositions as shown in the Battle Report Map.



The Operational Order
TO Dick Messier
FROM Dick Bryant, Commanding

SITUATION:
The enemy is trying to take and occupy the road exit to the South of the swamp. We must prevent him from coming within 1 ft. of the exit.

ENEMY:
Expect between 1 reinforced Company (5 platoons) to two companies with armor support. His main effort is expected to be on our left as he has more covered approaches in that area, though he may try an armor attack from our right.

FORCES:
2/9 Platoon
1 PC (+1)
2 Rifle Sqds
1 Panzerfaust Sqd (also acts as rifle sqd)
1 HMG

3/9 Platoon
1 PC (+1)
2 Rifle Sqds
1 Panzerfaust Sqd (also acts as rifle sqd)
1 HMG

In addition a FO reporting directly to the Company Commander with 2/9



FRIENDLY FORCES
1/9 is on your left rear and holds the left flank.
3 Mk IV tanks are in immediate support to the rear near the road exit.

MISSION:
Occupy the positions as shown on the map. You will dig in and remain hidden until detected by the enemy or forced to fire.
Hold your position (the center and right) as long as possible, causing casualties to the enemy as much as possible. If heavily pressed fall back to positions in the town, but maintain your zones of fire. If falling back, wood “A” must be held. Be prepared to reinforce the left by pulling straight back into the town on my order.

Bring all possible fire to bear on enemy when he shows himself except to keep one sqd from going “no fire”.


NOTE: You kill the enemy by firing on him – do so!
If you pull straight back out of a defensive position you cannot be fired upon until you exit the terrain feature!
You do not have to place the units in the positions they are indicated on the map. When you have to reveal them put them in the MOST ADVANTAGOUS position for the situation at the time of placement.


The 1/9, the armor and the Off Board Artillery were commanded by Dick Bryant

The overall map showing th German defense and the American attacks
THE BATTLE

The Americans opened by moving on to the table rather than setting on at the indicated line on the map. While this gave the Germans no advantage as they did not have a LOS to the table edge, the Germans did get a better idea of what the American plan was. After smoking the north-most house, the Americans moved to both flanks while a Sherman came down the road toward the town. The Sherman was knocked out by a MK IV shooting down the road. The American Engineers entered at the center near the road, in position to assault the German defenses once they had been suppressed. On the German initiative, the 60mm of the left-most American column was suppressed (at position 1) by the German off board 81mm, then the right hand American column was pinned. On the U.S. initiative another Sherman came down the road to meet the same fate as the first. Two Mk IV went to the right to take that U.S. column under fire and essentially destroyed the lead platoon with HE and MG Fire. These two tanks pinned the Right hand U.S. column in place the rest of the game, especially after several missed bazooka shots and the loss of the bazooka team. On the German left the Americans slowly advanced slowly by “Recon by Fire” and occupied the 1st of 2 houses just past the field. When the Germans moved a tank toward the left, that advance halted.
Sherman brews up

After a few initiatives of indecisive firing, The German tank on the left moved back to cover the road just as the Americans sent another tank down the road toward Weiss. It met the same fate as the first two.
Germans move to cover the right - note remains of US platoon in cener woods -yellow marker indicates "pinned"

The Americans were down 3 of their 4 tanks and the Germans had lost none. The American Company on the German Right was bogged down, one platoon wiped out, with little chance of advance against the two German tanks and had no counter with the loss of so much armor. The Germans had lost one Panzerfaust stand. The Americans decided to withdraw to fight another day.

Had the Americans set-on on the line as given in the player briefs and been more careful of their armor assets, a much different outcome may have been the result.





Sunday, December 11, 2011

PLEASANT VALLEY - A Regimental Fire and Fury Game

PLEASANT VALLEY
A Regimental Fire and Fury Game

Jack Breen has moderated several “what-if” battles based on the Union trying to force the passes through Stone Mountain which eventually will culminate in the battle of Antietam. The troops available as reinforcements in each game are a function of the result of the previous game in the series. In the original battle at Turner’s Gap, the Union was able to capture the gap and moved up troops to pass through it into Pleasant Valley. It’s this action that results in the present battle. The previous games were all played with Brigade Fire and Fury, this one was fought with Regimental.



The overall map and first moves

U.S.
You have successfully pushed through Turner’s Gap. Reconnaissance confirms at least 1 Division of Longstreet’s Corps in the valley beyond supported by rebel cavalry. You are to push into the valley and hold the crossroads leading to Sharpsburg and Boonsboro.

Forces:
Gen Hooker (able) Corps Commander







1st PA Light Btry
Section “A” 2 Hvy Smoothbores (veteran)
Section “B” 2 Light Rifles (veteran)
Section “C” 2 Hvy Smoothbores (veteran)

From 2nd US Horse Arty.
Section “A” 3 Hvy Smoothbores (veteran)
Gen. Doubleday (poor) Division Commander

Gen Phelps (able) Bde
22nd NY (green) 7/6/5
24nd NY (green) 7/6/5
30nd NY (green) 7/6/5
54nd NY (green) 7/6/5
2nd US Sharpshooters (crack) 6/4/2

Gen Pleasanton(able) Cavalry
Col Farnsworth (brave) Rgt. 17/13/9 (trained) enters turn 6
Btry B 3 Light Rifles (trained) Horse Arty.


CONFEDERATES
We have held all but Turner’s Gap on South Mountain. The enemy has broken through with at least 1 Division and is near Pleasant Valley. You are to intercept him and push him back. Hold the crossroads to Sharpsburg and Boonsboro. Gen Stuart is in the valley, south. Kershaw and Cobb are on Fox road. Semmes and Barksdale are on Harper’s Ferry road. Use all haste.

Forces:
Gen. Longstreet(gallant) Corps Commander
Gen. McLaws (able) Division Commander






Manley’s Artillery: LR – LR – LH (crack)
Pulaski’s Artillery: HR – LR - LR (trained)

Gen. Stuart (gallant) Cavalry Commander
Col Hampton (brave) Rgt. (veteran) 13/9/6
Horse Artillery
Pelham’s Horse (veteran) 2-LR
Virginia Howitzers (veteran) 2-LH

THE GAME

The game started with Seymour(Union) marching through Turner’s gap with the brigades of Magliton, Anderson and General Doubleday’s Division (Rich Bryant) in column behind him. (See map at beginning of report). Hooker’s Division guns were between Seymour(Dick White) and Magliton (Rick Bryant). Pleasanton’s Btry A of 3 Heavy Smoothbores had been attached to Hookers artillery. A faulty survey of the field by the Union engineering staff suggested that the wet area to the left of the Turner’s Gap road was impassible when it only would have slowed the movement of the troops. Also the area on the mountain to the immediate left of the road exit into the valley could not take an artillery position as first supposed.

Moves 3-7
The Confederate cavalry under Stuart (Spencer Clough)was moving quickly along the road toward Turner’s Knoll and Kershaw (Dick Messier) moved to flank the Union position in the field before Turner’s Farm. Seymour properly decided to drop Gen Hooker’s (Dick Bryant) plan to provide a strong position on the left flank while Magliton attacked the farm and the knoll and instead provided a weak flank guard and assaulted the Farm driving the rebels off the hill. He was helped by Sections A and B of the artillery (Dick Bryant) who silenced all the Confederate guns in the vicinity of the knoll.
Union Infantry moves through Turner's Gap toward Turner's Gap. Note onfederate Cavalry and Horse Artillery racing for the other side
Union holds desperately to Turner's Farm and Knoll

Seymour was sorely pressed on his left as the Rebels brought up several guns but Magliton could make little progress to help as the entry roads were blocked, not by terrain or troops or rough ground, but by the Union engineers misreading of the ground to the right!
Rebel guns and infantry assail the Union Left.


Magliton pushed on down Turner’s Gap road with one Rgt and worked to get the rest of his units up. The rebel Brigades under Cobb (Messier) and those of Semmes and Barksdale under Clough) were all pressing the left flank of the Union army, struggling to get more troops through the gap. The Bdes under Semmes and Barksdale moved to support what was left of Stuart on the knoll while Cobb and Kershaw and all the Confederate guns moved to attack Seymour’s left.

Union Reinforcements Await Their Turn - Rich Bryant
The old saying “ here comes the cavalry” is no more a-propos than it was at this battle. When things looked bleakest for the Union, Col Farnsworth’s (Dick Bryant) Cavalry Rgt with 3 Light Rifle Horse guns appeared on the Rebel rear having managed to ride from Harper’s Ferry without the enemy detecting them – of course, Stuart was attacking the knoll!
Union Cavalry and Guns arrive into a "Target Rich Environment"

The Union cavalry immediately caused havoc in the long columns of Confederate infantry on the road towards Seymour’s flank. With the loss of the 3 artillery, the Union Cavalry rolled up Cobb’s Brigade and some of Kershaw’s. This put them in position to the rear of the Rebel guns without infantry support. One more turn would have destroyed those guns – but a Union victory (1 Bgde and 1 Rgt against the Rebels' 3 Bde’s and 1 Rgt) was called and the game ended.