KINGSTON IRREGULARS

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

Monday, June 22, 2015

OPERATION COBRA - A CROSSFIRE CAMPAIGN

OPERATION COBRA - A CROSSFIRE CAMPAIGN

This is a "3-Round Campaign as first devised by Steven Thomas http://balagan.info/ for Cross Fire. the campaign system uses a "ladder" to determine the flow of the campaign between table-top battles.
In the multi-player games that I have run using Cross Fire, I have had the problem of the Side Commander trying, to one degree or another, to run the troops of each player under his command. This is no fun for the subordinate and tends to alienate him from the game. It is also an advantage to a commander whose opponent espouses a fairer approach to his subordinates. To eliminate this tendency among some of my players, I provided a detailed introduction to how I wanted to see the interaction between the commanders and the subordinates to progress and required the CICs to generate a detailed Operations Order for each of his subordinates. See Below:

3 ROUND CAMPAIGN-INTRODUCTION
A 3-round campaign or a linked scenario campaign can use any historical (or non-historical, for that matter) action as its basis. The original developer of the system (Steven Thomas -http://balagan.info/) has used the idea for Kursk, Tarnopol, The Spanish Civil War (SCW) and other periods. The present version is modeled for modern conflicts that use Crossfire as the tactical rules but there is no inherent reason why the concept can’t be used, with proper modification, for anything from Ancients through WWI.

I am sticking with the author’s original concept, however, and have chosen the U. S. breakout from the Normandy lodgement in July 1944. There are plenty of choices from the breakout that had some 120,000 U.S. troops in 3 Corps to break through the German lines in what would eventually result in the Falaise pocket and the drive to the Rhine.

The operation was called COBRA and began with an enormous carpet bombing in front of the breakthrough jump off point. Unfortunately some half of the bombs fell on the U.S. positions killing and wounding many hundreds including General McNair who had been the main architect of the mobilization and training of the U.S. Army up to that time.

Though the 30th Infantry Division was one of the main victims of the Blue-on-Blue and it’s their action that we are going to game, I will ignore the effects of this tragedy for the sake of simplification.

Page 4 shows the sequence of scenario-events that make up the campaign. It should be self explanatory. ED NOTE: This refers to the "ladder" Shown above.

The Germans have TWO forces, a force to use when on the Defensive (217 points) and one when on the Offensive (259 points). The American has one force (265 points) which is used in all scenarios as they are on the Offensive.

The U.S. has some air assets, while the Germans have some AA gun assets.

The First game is an American attack vs. a German PREPARED DEFENSE.  The Germans receive 21 points of Defense construction in addition to their regular force.  This is the breakout of COBRA toward St. Gilles the next day after the fatal bombing preparation.

Subsequent games may require the Defender to mount a HASTY DEFENSE.  Such a scenario requires that the Defender keep 1/3 (1 complete Company +) off table as a reserve. They come in on the Defender’s Table edge on any Defender’s initiative on a D6 Roll of 5+.  This will be a scenario representing the historical battle at Troisgots.

Finally there may be the need of a  MEETING ENGAGEMENT.  In this both sides advance onto the table and essentially blunder into each other. The battle of Mortain – Hill 314.

Depending on who wins each scenario, there may be additional scenarios that lend themselves to the situation generated by the game "ladder".

Each scenario will detail the victory conditions for that particular scenario.

ALL the games will have the same players on a side and the same CIC for the duration of the campaign. This is to insure a healthy competition to win the campaign.

In playing the games, you must think of what you are going to do at all times so that you can act immediately once your side gets the initiative. Make all your moves in a direct and straight forward manner

ALL MOVES WILL FIRST BE MADE USING YOUR FINGER TO INDICATE THE PATH AND YOU CAN NEVER TAKE IT BACK BECAUSE THERE AN ENEMY  STAND THAT CAUGHT YOU IN THE OPEN!  NO ASKING IF SOMEONE CAN SEE YOU – You have to decide that yourself based on your understanding of the situation and on what has transpired before*.

THE MOVE/OR FIRE MUST BE DECLARED AS GROUP OR INDIVIDUAL BEFORE THE MOVE OR IT WILL NOT BE ALLOWED AND YOUR SIDE LOSES INITIATIVE!*

NO ONE CAN TELL ANYONE ON HIS SIDE HOW TO MOVE OR HOW TO SHOOT – WE HAVE PLAYED THIS ENOUGH SO EVERYONE SHOULD KNOW THE BASICS. BREACH OF THIS WILL COST THE SIDE ITS INITIATIVE.  The talk needed to move the initiative among the players of a side will not be penalized as long as it is in the gist of " I could use smoke in front of that bunker" "Please support my advance from this wood to that wood" etc., No "Use your HMG in that wood to fire on that enemy stand there!"*

The side commander will pass along the side’s initiative to each of his subordinates as he sees fit. DO NOT TELL  YOUR SUBORDINATES WHAT TO DO WITH THAT INITIATIVE. The operations order (see below) will tell your subordinates what their mission is. How they accomplish it is ENTIRELY up to them. So in writing the OPOR be sure to take into account your knowledge of your subordinates’ strengths and weaknesses in the game and in tactics. *

The game  REQUIRES, If that is not too strong a word, that the CIC of each side will come up with a written plan and marked maps ( I will provide enlarged maps for those with weakened eye-sight and a list of the acceptable Map Symbols to be used. DO NOT show them where they should place their troops or their defensive items.* It also REQUIRES that each CIC provide a written OPERATIONS ORDER for each of his subordinates with a copy to me.  Without these the game cannot progress. 

INITIATIVE
 Initiative starts with the attacker, whomever that may be. All players on a particular side can move within his Company Sector or they can move one-by-one. When one player on a side loses his iinitiative it goes to another player of the CIC of that side as  directed by the side's CIC. When that player loses his initiative, then all 3 players on the side has lost theirs and the initiative switches sides. No player may have more than one initiative in a row unless gained by his own actions. The CIC may loose his initiative if he doesn't use it before the 3 players on his side loose theirs.

*These address the problems that I have encountered in running games with a side commander and several subordinates.


OPERATION ORDERS simplified for war gaming contain:
1. SITUATION
       a. Enemy forces.
            Possible strengths
            Probable course of action
            Most dangerous course of action
       b. Friendly forces. (Your subordinates force available to complete his mission)
       c. Attachments and detachments. (Attached armor, artillery, etc.)
      d. Position and identity of friendly forces to either flank or rear.
2. MISSION
      a. Who (which, if not all, of his force must be applied to the mission), what (defend, attack,                     support), 
      b. Where (the actual objective(s), When (if there is any delay, etc.).
3. EXECUTION
Intent
a. Concept of operations.
(1) Maneuver
(2) Fires
(3) Reconnaissance and Surveillance
(4) Intelligence
(5) Engineer
(6) Air Defense

AIRCRAFT AND AIR SUPERIORITY IN CROSSFIRE
 We are using the rules devised by Steven Thomas at http://balagan.info/aircraft-and-air-superiority-in-crossfire modified by me. My modifications are that the Typhoon has only 4 Pairs of rockets and 2 hmg.


USING COMPANY SECTORS IN CROSSFIRE
These are dervived from concepts sent me by Arty Conliffe, the author of Cross Fire and from a later posting,  Blagan's "Planned Zones" http://balagan.info/how-to-play-multi-player-crossfire-games#Planned_Zones.

Company Sectors
Historically, all units in WWII used delineated sectors to set up an organizational boundary between companies  and we can use them to allow multi-player games of Cross Fire.  Since we have 3 companies per side in this campaign, there will be 3 sectors allowing the entire game to be played as if there were 3 separate games, but tied together.

Company Sector Assignments
Company  Sector assignment is part of each side's battle plan. The Side Commander, Battalion Commander in this campaign, assigns each of his Company commanders a sector for his operations, his forces, supports and mission by the use of the Operations Order, described above. The sectors are drawn on the map and should use features that are readily identifiable on the table to delineate them. Sectors may not overlap other friendly sectors. 

Sector Fire
Troops in one sector may fire into another sector to support, but since their main objective is in there own sector, most of their fire will be in their sector.

Movement Between Sectors
There are only 2 times that a Squad may move out of its own sector. One is to perform a Close Combat  after which it must either remain stationary, only pivoting in place, or to return to its own sector. The other is if a "defending Line" was a part of the sector. In this case the unit may "counter attack across the defending line for a Close Combat as above.

Forward Observers
They must stay in the sector to which they have been assigned but may observe targets outside their sector.

Reserve Units
Reserves may be kept by the Btn. Commander(Side Commander) or a local reserve may be kept off board as a Local Reserve by each Company Commander. The Local Reserve is part of the company and can move in its Sector when ever desired. The Btn. Reserve  can be assigned to any sector by the Btn CO when ever and wherever he desires. It comes under the purview of the Company Commander and can thus move within his assigned sector.



BOTH SIDES RECEIVED THIS BRIEFING:


3-GAME CAMPAIGN
OPERATION COBRA – THE NORMANDY BREAKOUT
FIRST GAME – THE BATTLE FOR SAINT GILLES


The first game is an American attack against a German PREPARED DEFENSE.

 The US has a PRE-PLANNED BOMBARDMENT as per the advanced rules of CROSS FIRE. They have a number of Fire Missions (FM) BEFORE the game they have selected terrain features (hills, woods, fields, buildings, Bunkers, hedges, etc. that they suspect may hide German units.
1 D6 is rolled for each FM:
A “5” Suppresses a Squad, A “6” Kills a Squad; If in a building or a Bunker, a “6” is required to Suppress.
Two successive Suppresses Kills a Squad.  The Owning player determines which squads are hit but cannot spread hits around multiple stands in one area.  Any successive attacks are against the same squad until killed.
 The Germans use the “Defensive Army” for this scenario.

 The Germans have 21 additional points for mine fields, bunkers, wire entanglements, and emplacements. See your Army sheet for point cost of various emplacements.

The Germans place first, NOT HIDDEN, AFTER the PRE-PLANNED BOMBARDMENT. The US places SECOND, also NOT HIDDEN.

OBJECTIVE: There are 6 objectives, 1 Minor (a) and 5 Major (A,B,C,D and E). (See Map). The attacker, before the game,  may secretly elevate ONE of the major objectives to VITAL.

Objective values:
Minor:   2 VP
Major:   4 VP
Vital:      8 VP
1 VP for ea. German sqd, Hvy Wpn, CC or BC  killed at game end
2 VP for ea. German AFV destroyed at game end
-1 VP for ea. US sqd, Hvy Wpn, CC or BC  killed at game end
-2 VP for ea. US AFV/Aircraft destroyed at game end
  
We will not carry casualties from one game to another. Rather some of your forces( the number determined by casualty percentage) will downgrade to GREEN as the casualties are being replaced by less well-trained personnel.


THE FORCES AVAILABLE 
US ATTACK  FORCE - 265 POINTS
Leg Btn. (Regular)
Btn HQ
1 BC (+1)6.00
          1 SMG2.50
Btn Hvy Wps
          2 HMG12.00
          1 81mm W/12FM6.00
          1 57mm AT Gun w/truck3.00
3 Infantry Companies EA. W/141.00
           1 CC(+0)*4.00
                    Coy Hvy Wps
                          1 60mm W/12 FM
                          1 HMG
                          3 Rifle Platoons ea. w/
                                      1 PC(+1) 
                                      3 rifle Sqds
Equip 1 Sqd in ea Company with Bazooka6.00
* CC of A company +2, others +0
Engineer Assault Platoon (-)
           1 PC(+2)2.00
          3 Eng. Sqds10.50
           Assault Bonus pts.4.00
2 75mm  Howitzers W/12FM12.00
5 Sherman/76mm45.00
1 Aircraft Support20.00
total265.50


ELEMENTS OF THE PANZER LEHR DIV.  DEFENSE FORCE - 217 POINTS
Leg Btn. (Regular)
Btn HQ 1st Btn, 902nd Rgt, 130th Pz Lehr Division*
          BC (+2) 6.00
          3 SMG + PC(+0) 7.50
           1 Sniper 1.00
3 Infantry Companies EA. W/
           1 CC(+2) 180.00
                    Coy Hvy Wps
                          1 HMG
                          1 120mm W/10FM
                          1 81mm W/12FM
                              3 Rifle Platoons ea. w/
                              1 PC(+1)*
                              2 rifle Sqds
                              1  sqd w/Panzerschreck(early)
Equip 1 Platoon in ea Company with Panzerschreck(early) 22.50
* 1ST Platoon PC =+2, others = +1

If in prepared defense add 21 fortification points:  4 sqd bunker = 4.5 pts; 3 sqd bunker = 3.5 pts;
 2 sqd bunker = 2.5 pts; 1 sqd bunker = 1.5 pts. Mines ( 4" long or 1 feature) = 2pts;
wire (4" long) = 0.5 pts.
 









* Figure stands may be identified with different unit designations
Boundary Lines as selected by both sides




THE BATTLE
The Battle for  Ste Giles
NOTE: The 75mm Observer shown in the US center is in error, there was none and I am too lazy to change the map!

The US had a pre-planned bombardment of 18 rounds ( see Optional Rules in Cross Fire) and it was somewhat effective costing the Germans on the US right several squads and the Germans on the US left the FO for their 81mm mortar. This was followed by an air strike that was ineffective except for pinning a couple of squads.


B Company (US Right0 advanced under heavy fire, their 2nd Platoon becoming pinned down in the wood just at the German set on line. B's 3rd platoon managed to get into the house to the left of the 2nd platoon but soon had a sqd suppressed and the others  behind  the house with no place to go.  The 1st Platoon was initially held in reserve. The German Cpt. Seamens' deft use of mine fields and barbed wire stopped the US cold in their attempt to reach the objectives A and D to their front. 


The Us position on the Right. B/2 is pinned in the wood and B/3 is in the house but suppressed.
That Suppress moved the initiative to the US Left where Rick Bryant pushed quickly into the wood and fields near the German set-on line then passed the initiative to Dick Bryant in the center. Dick moved up to the wall to his front and into the woods on his left Sector line to set up the 75 to command the road. Fire from the German 2/10 Platoon in the field to the front of the US advance suppressed an inf. sqd. in the wood and the initiative passed to the Germans.

Rick Bryant moves up on the US Left.

Dick Bryant's US Central position. Note his suppressed infantry in the wood. But he got his own back by suppressing a German stand in the field to the front.
The Germans attacked on their Right, but managed to loose most of the platoon in the orchard. In the center the Germans and US exchanged fire with Dick Bryant getting the worst of it, loosing his HMG and most of the platoon in the wood. Well directed mortar fire from the German Right under Mitch Abrams added injury to the insult! Dick was expending most of his smoke rounds to protect the advance of Ricky's forces on the left.

Another sweep of US air power netted no results except for a couple of pinned stands. Dick White was expending a lot of smoke trying to get his platoons unpinned and unsuppressed. He sent in an engineer squad to deal with the mines, but it was killed outright giving the initiative to Dick Bryant.
US air arrives for its 2nd sweep pinning a stand of Germans
Dick Provided more smoke cover to his left and charged the German unit with the suppressed sqd in the center. In spite of the suppressed stand, Jack Breen's unit won the melee and and the initiative passed to Rick on the left. Rick pushed A company's 2nd Platoon into the center wood driving out the Germans. He then brought one of the tanks assigned to him by the Btn Commander, Dick White. It promptly found a mine field and brewed up, Initiative to the Germans!

The Germans essentially held their positions, trying to cause as many casualties as possible among the Americans. In this they were successful but some attempts at moving and and unpinning eventually lost them the initiative and it was back to the US. The Btn CO, in charge of the Company on the US Right attempted to force an opening in the enemy to his front with one of his tank reserves and promptly lost it to Panzershreck fire. In the center Dick Bryant moved his reserve Platoon up to the wall and  decimated the German platoon to his front with rifle fire until  he lost his initiative.
The US Btn Commander decided that the best chance for a win was on the left and sent the remaining Tanks over to Ricky on the left. He advanced a tank up to the left of the orchard where it was destroyed by a Panzerschreck! Initiative to the Germans.




US looses a third tank! This time to Panzerschrek fire
The Germans used their initiative in trying to get some help to their right but lost the initiative in doing so. The US opened up with a third pass of air power, but had the Aircraft shot down!
US Loses its air cover

The Germans, on the left had lost two platoons but were still holding out with a platoon and a HMG. The US Force there was essentially out of smoke and was hesitant to move across the no-man's land between their position and the objectives.

A few more turns were played but the US  conceded as they felt that they didn't have the strength to take enough of the objectives to make up for their lost  victory points. They had lost 3 tanks, 1 Aircraft and  7 stands for a total of 24 points. The Germans lost 11 stands for a total of 11 points.

As this was a German win, the next battle will also be an American attack into a prepared German Defense. Reinforcements for both sides have arrived, but are mostly Green, Will the US find the right formula to win the next battle, Stay tuned......









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.

Friday, May 1, 2015

A Franco-Prussian Wargame -2

A FRANCO PRUSSIAN WARGAME
PART 2

We returned to "the fray" this past Thursday and some very interesting moves occurred. Full Disclosure: there are so many nits in these games that it is easy to loose track of whom did what to whom! I took many photos and tried to piece the action together from them and my observations of the battlefield afterward but Wellington was right.

The map of what I term "The Middle Moves"
At the beginning of the game on the second day, the Wurtemburgers became more aggressive on the Prusian Right. They pushed the Marines out of the orchard in the only melee of the game and advanced toward the left flank of the French. The French had to abandon the town to the right of the orchard and though the Wurtemburgers had not as yet been able to take possession, the French left was in trouble. Of the  3rd Bde (Marines) of 6 Rgts., two were in rout and two were just about 1/2 strength. 
The French left. just before the Marines leave the Orchard. Note the 1/2 strength unit near the field and the routed unit near the Dice in the center-right. The Wurtemburgers  are at the edge of the town.
 On the Prussian Left, the Colburg regiment advanced toward the Algerians only to be routed back to the wood under Chassepot and Mittrailleuse fire. The Zouave and Algerians begin to advance on the Prussian position. In the Center the Guard is advancing with an eye to placing a unit at the crossroads, the Prussian objective. Meanwhile, a runner arrives to advise General Breen that the French Guard is nigh - will they arrive in time( Being diced for they arrive a turn later than wanted but at least at the entry point desired)?

The Final Moves - The French Guard arrives

The Prussians have placed a Guard unit on the cross roads, but half of White's Brigade (the 1st Bde) is in rout or at half strength. The Wurtemburgers advanced triumphally on the Prussian left where a third French Marine Rgt breaks! The Prussian Guard is advancing on the center and the French Guard arrives scattered. Note that the Two Rgt. of the Guard Grenadiers-see small red flags that I attached to the Gds on the map to deliniate them- are on table almost 2ft apart. (Note that in the scaled down measurement we are using for the 15mm figures this is equivalent to 30"!) the Guard Jaegers are together but in the wood. The French did not seem to worry about their collapsing left flank!
This shows the arrival of the French Guard. Note the French one stand Rgt in the wood and the routed units on both sides. BUT the Prussian Guard is on the Cross Road.
At the end of every turn a count of lost stands is made. When the French loose 33 stands (25%) they have shaky morale and have to remove any unit with a morale of 10 and one or more bases missing must retire from the field. Before this is done, routing units reduce their morale by one level and the unit that caused the rout raise their morale by one level. This reduced several French to 10 and kept Prussians above it. When all of this was accomplished, the French had lost 39 stands (almost 30%) to the Prussian 17. The 3rd Bde was destroyed (4 stands in one Rgt of the 24 stands that 6 Rgts started with were still on the table). The Prussians held the cross Roads. It was determined to be a Prussian Victory.  I have to say that it was the Wurtemburgers under Bill Seamens that had the honor of the day.

Friday, February 20, 2015

OUR (ALMOST) FIRST CHAIN OF COMMAND(CoC) GAME

We have tried several CoC games, one-on-one and a few with several players per side - all learning games. This was our first "Club" game and went well with a few minor rules problems. We chose a scenario map out of the " 29Let's Go" campaign book from TooFat Lardies but modified it slightly and used standard troop selection from the basic rules (Both the "Delaying Action" scenario). The Americans chose an Armored Infantry Platoon with a Sherman tank with a Jr. Leader in support. The Germans chose A Heer Platoon supported by a tripod mtd MG42 and a Sr. Leader.

THE AMERICAN SIDE OF THE TABLE

The scenario calls for the Americans to start their patrol markers spread along their set-on line as shown, while the Germans had to start at one spot within their set on area. The patrol moves went quickly with the Germans opting to hold back and have the Americans come to them. The next map shows the final postions of the Jump Off Points JOPS.
OVERALL MAP SHOWING JOPS AND INITIAL PLACEMENT OF FORCES
The Americans could not place any more than 3 JOPS, The Germans had the same requirement, one of which had to be on the objective (its in the house on the left).
The US had first move and placed their Hvy Wps Squad supported by the Mortar in the edge of the Orchard at the bottom right.
TWO HVY MGS SUPPORTED BY A 60MM MORTAR ON THE US LEFT.
The German move was to deploy a Squad befing a small hedge on their right and immediately took the US MG position under fire. The US did not go on overwatch so had no response. The Next German placement was anothe Sqd in the hedges and orchard in the center of their position.
GERMAN POSITION BEHIND HEDGEAFTER THE US FIRE CAUSED CASUALTIES, SHOCK  & A WOUND TO THEIR JR. LEADER

The US deployed one infantry squad with a bazooka team in the fields on their right before the German position. Though moving tactically, this unit took several casualties and shock as well as a wound to their Jr Leader. Firefights continued along the line of contact and the US brought on their B Squad with a Bazooka team. from the central JOP.  Ther German counter was to bring on their 3 Infantry Sqd. which includes and MG42 (bipod= 8 D6) and their one support a Atripod Mtd MG 42(Tripod = 10 D6). a total fire power of  28 dice when you include the leaders with SMGs. They were in the center house with LOS directly to the two American suads in the field.
THE "POWER POSITION OF THE LAST GERMAN SQD W/MG 42 SUPPORT
THE TWO US SQDS. BEING SHOT UP BY THE COMBINED FIRE OF 3 MG 42
AND 12 INF. DESPITE BEING "TACTICAL"
In desperation, the two US Sqds charged the German central position in the Orchard only to be wiped out in Hand-to-Hand combat. The loss of 4 teams, 2 Squads(sections) and 2 Jr leaders caused numerous rolls on the Morale chart, the US dropping to a 1 and pulling what forces they had left off the field. As the remnants ot the force trudged to the rear, their captain ws heard to mutter "I should have used my tank, but they might have had a panzerfaust".

Saturday, January 31, 2015

20 mm FENCES FOR CHAIN OF COMMAND (CoC)
My grandson asked if I could build up some 20mm picket fences for his CoC gaming. Always willing to encourage his interest in the hobby, I undertook the project as follows:
I used a scrap piece of MDF as a manufacturing base and applied a couple of strips of 2-sided scotch tape to hold the fence while under construction. Two "Coffee Stirrer" sticks cut to 6" length form the support for the fence and an identical length of "popsical stick" cut square on the ends for a base. NOTE: Bob Beattie e-mailed me to suggest that those using very smooth "Stirrer Sticks" should use steel wool to ruough them up before using them to impart a better texture to the fence. See Below:

"MANUFACTURING BASE" WITH "COFFEE STIRRER" STICKS IN PLACE
I then cut various lengths of the cocktail stick corresponding to shoulder to head height of a 20mm figure.

SHORT LENGTHS OF STIRRER STICK CUT TO VARYING LENGTHS


Using the base  to insure a straight line on the bottom to align the bottom of the fence strakes, I glue(White Glue) the strakes individually with random lengths and at small difference in angle. (If one wants a moer "formal" fence, one could align strakes of equal length more carefully).
Using the base to align the strakes I weight them down until the glue is completely dry.
Next, using one of  the same cocktail sticks, I glue it to the base at a distance from one edge such that there is just enough room for the fence to fit between it and the edge of the base.


Using some kind of support I now glue the completed fence to its base against the supporting cocktail stick.


One should make a few of these wher the fence is longer than the base on one or bothe ends by the length of the base width. This enables the fences to be abutted at right angles without a gap  for enclosures.
Finally I  spray paint the whole piece black, then dry brush in grey ( one could use white, tan, etc whatever fits your terrain). I finish with terraining the base.
THE FINISHED FENCE IN A CHAIN OF COMMAND GAME

Thursday, December 18, 2014

TERRAIN PIECE FOR PITS

TERRAIN PIECE FOR PITS
(Patrole In The Sudan by Peter Pig)

In preparing a scenario for introducing PITS at Fall In 2014, I realized that I did not like my first attempt at making a DEPRESSION piece for the table top. My first attempt was carving out a peice of foam and painting it:
ORIGINAL DEPRESSION
Having read several gamer's descriptions of using cork as a means to build terrain, I thought I might try it with, what I think, a reasonable result.
STANDARD CORK SQUARE AVAILABLE FROM CRAFT SHOPS
Using the standard PITTS terrain size of 6" x 12", I made a base of 1/8" MDF and added pieces of Cork simply broken off the cork square with my thumbnail, managing the shape to fit the base size.
6" x 12" BASE PIECE

ADD CORK EDGE PIECES
I then "terrained" the piece using pre-mixed adhesive and grout, my latest go-to material for terraining bases and terrain peices.
ADDING TERRAINING COMPOUND
I then painted the terrain with diluted white glue and spread Woodland Sceanics Medium Ballast over the surface.
SPREAD MEDIUM BALLAST OVER THE SURFACE 
And painted it all in Burnt Umber.


And finally dry brushed with a Craft paint sand color. I'll make two more like it as 3 such pieces are supposed to be available to the Mahdists to choose.
THE FINAL PIECE