Down by his prise panzer (alas "Panzer Pete was no more) the German Commander knew he had to pull something out of the bag. He had but one trick left in the bag his 81mm mortar battery. He needed it to come in quickly and so rather than chancing losing the initiative he brought his barrage without a spotting round. There was a deafening roar of cannon fire and a whoosh of splintering hard rain ... somewhere far, far off table. As per the "wants of the game" his command dice meant hat he kept going and got a flip-flop so could have another go. To the despair of the British Commander (me) and the utter delight of the German Commander (Mr K.) the got it picture perfect. I had concentrated too much into too little a space and hung aroung too long. A cardinal sin against a veteran player (see below, Mr.K is seen rushing in with his tape measure in ungentlemanly haste):
Innocuously looking but it is covering my whole platoon (see below):
Not so innocuous now as the "shock" and "kill" markers mounts up (see below):
There was nothing to do but pull back. I had not enough Chain of Command points to influence the turn and the German Commander (Mr K.) had accumulated more 5's so could counter any end of turn gambit I could play. All I could do was hope for an absurd triple or quadruple roll of 6's to hit the 'strange but true' event table. That wasn't going to happen. In retrospect I endured two rounds (I should have bugged out after one in hindsight) as I took a massive thirteen casualties, four the first turn and a massive nine the next. Too much, even if I get some converted to wounded to return to action later in the campaign (see below):
My Nemesis (see above and try and spot him), was a German Artillery FOO with Martian style telescope, hidden in the "White Barn's" roof. My tank on table was the only thing that could fire on him but needed infantry and an NCO nearby to point out hidden enemy infantry targets. Hence I had to "bug".
Despite this drubbing I am eagerly awaiting the next crack at the "Martlet Campaign" to be continued over teh sam egroung (with the new addition of a wrecked German tank as extra German cover..tune in next time for "Go again Sir?" or more sinisterly "Anymore casualties like that Sir and we will have to 'frag you' mate!"
The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Showing posts with label Operation Martlet. Show all posts
Showing posts with label Operation Martlet. Show all posts
Sunday, 15 November 2015
Saturday, 14 November 2015
Normandy Mini-Campaign (Operation Martlet Part 3): Chain of Command
To my horror (as the British Commanding Officer: First Lt Spencer) "Panzer Pete" stirred into action. I was also not chuffed to know I was facing the 12th SS Panzer Division. Things were looking "slightly sticky" as the long barrelled 75mm gun barked out some HE at the occupants of "Grey House" (see below):
Kaboom. The Bren team was a team member down. With no PIAT in play I was in no possition to retaliate, I would have to just sit there and take it like KGL at Waterloo (but hang on that was a different strong point). Meanwhile "Panzer Pete" was grinning like a madman and ramming another of HE into the breach for his next go (see below):
Then, down the end of the road came a most pleasant sight to the beleaguered Tommies, Royal Engineer XXX Churchill Spigot armed tank. One of Hobart's funnies still finding gainful employment off the landing beaches. Despite its unassuming appearance and aging paint job [circa the last century ... at a guess 1995 or thereabouts] it still packed a "Chain of Command" punch throwing a dustbin sized charge of HE about (See below)
Even better "Panzer Pete" completely unaware of its existence as he had lined me up with a perfect profile shot (see below):
The small black dot got larger and larger and larger. The Panzer crew stood transfixed in horror as the equivalent of a Barnes Wallis "bouncing bomb" piled into their venerable Panzer IV framework, which despite various upgrades, was no match to something that was the equivalent of naval gunfire in its devastation. The result was inevitable as it was spectacular (see below):
With a sight of relief the British Commander (me) sat back relieved, the German aghast (Mr. K). However the cunning German had another ace up his sleeve.
Next: Hard German 81mm Rain Falls
[Addendum: "Chain of Command" rules review and clarification. After the battle so to speak, when the clamour of the dice and the sweat and perspiration subsides (something that fills every game of Chain of Command and is associated with the indecision of decision) comes the realisation that we must have done something wrong. The Churchill AVRE seems something of a superweapon - only two less AT (10d6 v 12d6) dice than a 17pdr armed Firefly and an incredible 16 (1d6) HE factor. It can hit anything on the table and reload as per a normal tank. Or can it? I had asked in my pre-game support assignment because I knew I had to kill a Panzer IV. So it was a choice of a Sherman and Sherman Firefly combination or a Churchill AVRE and some mortar supports (2" and 3" battery). The latter gave me more AI punch too so that is why I opted for it. But no, the Spigot is externally mounted so reloading is a pain in the bum, it can only be done once per TURN as opposed to activation and its range is limited to 30" tabletop, one of the few range limitations in the charts. So in short an "impossible kill" for the Churchill. Musing afterwards we reinstated the kill (the overall effect did not change the outcome of the game for the Brits, deciding had I know the rules the Sherman/Firefly combination would have been used. Instead of being brewed by a lumbering Royal Engineer's "Funny" the Royal Armoured XXX had chalked up their first Panzer IV kill)]
Kaboom. The Bren team was a team member down. With no PIAT in play I was in no possition to retaliate, I would have to just sit there and take it like KGL at Waterloo (but hang on that was a different strong point). Meanwhile "Panzer Pete" was grinning like a madman and ramming another of HE into the breach for his next go (see below):
Then, down the end of the road came a most pleasant sight to the beleaguered Tommies, Royal Engineer XXX Churchill Spigot armed tank. One of Hobart's funnies still finding gainful employment off the landing beaches. Despite its unassuming appearance and aging paint job [circa the last century ... at a guess 1995 or thereabouts] it still packed a "Chain of Command" punch throwing a dustbin sized charge of HE about (See below)
Even better "Panzer Pete" completely unaware of its existence as he had lined me up with a perfect profile shot (see below):
The small black dot got larger and larger and larger. The Panzer crew stood transfixed in horror as the equivalent of a Barnes Wallis "bouncing bomb" piled into their venerable Panzer IV framework, which despite various upgrades, was no match to something that was the equivalent of naval gunfire in its devastation. The result was inevitable as it was spectacular (see below):
With a sight of relief the British Commander (me) sat back relieved, the German aghast (Mr. K). However the cunning German had another ace up his sleeve.
Next: Hard German 81mm Rain Falls
[Addendum: "Chain of Command" rules review and clarification. After the battle so to speak, when the clamour of the dice and the sweat and perspiration subsides (something that fills every game of Chain of Command and is associated with the indecision of decision) comes the realisation that we must have done something wrong. The Churchill AVRE seems something of a superweapon - only two less AT (10d6 v 12d6) dice than a 17pdr armed Firefly and an incredible 16 (1d6) HE factor. It can hit anything on the table and reload as per a normal tank. Or can it? I had asked in my pre-game support assignment because I knew I had to kill a Panzer IV. So it was a choice of a Sherman and Sherman Firefly combination or a Churchill AVRE and some mortar supports (2" and 3" battery). The latter gave me more AI punch too so that is why I opted for it. But no, the Spigot is externally mounted so reloading is a pain in the bum, it can only be done once per TURN as opposed to activation and its range is limited to 30" tabletop, one of the few range limitations in the charts. So in short an "impossible kill" for the Churchill. Musing afterwards we reinstated the kill (the overall effect did not change the outcome of the game for the Brits, deciding had I know the rules the Sherman/Firefly combination would have been used. Instead of being brewed by a lumbering Royal Engineer's "Funny" the Royal Armoured XXX had chalked up their first Panzer IV kill)]
Labels:
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German Infantry,
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Operation Martlet,
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wargame campaign,
WW2,
WWII
Thursday, 12 November 2015
Normandy Mini-Campaign (Operation Martlet Part 2): Chain of Command
Despite the disadvantage of the British 25 pounders hammering the French farmland, the Germans were directed to the frontline by a [suport purchased] -Adjudent. That was a well spent support point as it allowed three M42 teams, an artillery observer and a Medic to get quickly in place. My newly painted acquisitions were soon facing me across the table (see below):
Not only that but "Panzer Pete" turned up in the form of a Panzer IV. This is an old original ESCI kit given to me (unmade) several years ago by Mr K. himself. Now he was getting to use it against me! It was as if he knew it'd destiny and it was all part of a cunning plan. I am slightly ashamed of it as it is just out of the "primer" stage, with a black wash looking very grimy. I had planned to do it in a "three tone cam" but it will do for now (see below):
"First Blood" goes to the Brits as a SS MG42 gunner team member gets caught by my sustained Bren team fire from my mini-Hougomont in "Grey House". As these German MG teams were seriously under strength I saw (or rather got fixated by) the opportunity to reduce its effectiveness and score a 'quick win' (see below):
Fearing the 'open fields of death' to the left and again wanting to eliminate the damaged MG42 team I deployed my whole platoon along a strong hedge line. Dangerous as it was putting all my eggs in one basket, especially as there was a (grimy) Panzer IVH on the loose. Mr K. also saw the opportunity as denoted by the mortar target spot [aka white circle] placed close to them (see below):
Next: "The Risks You Take" and "The Proce You Pay"
Not only that but "Panzer Pete" turned up in the form of a Panzer IV. This is an old original ESCI kit given to me (unmade) several years ago by Mr K. himself. Now he was getting to use it against me! It was as if he knew it'd destiny and it was all part of a cunning plan. I am slightly ashamed of it as it is just out of the "primer" stage, with a black wash looking very grimy. I had planned to do it in a "three tone cam" but it will do for now (see below):
"First Blood" goes to the Brits as a SS MG42 gunner team member gets caught by my sustained Bren team fire from my mini-Hougomont in "Grey House". As these German MG teams were seriously under strength I saw (or rather got fixated by) the opportunity to reduce its effectiveness and score a 'quick win' (see below):
Fearing the 'open fields of death' to the left and again wanting to eliminate the damaged MG42 team I deployed my whole platoon along a strong hedge line. Dangerous as it was putting all my eggs in one basket, especially as there was a (grimy) Panzer IVH on the loose. Mr K. also saw the opportunity as denoted by the mortar target spot [aka white circle] placed close to them (see below):
Next: "The Risks You Take" and "The Proce You Pay"
Labels:
1/72,
1944,
20mm,
British,
British Infantry,
Campaign,
Chain of Command,
German,
German Infantry,
Normandy,
Normandy 1944,
Operation Martlet,
Wargame,
wargame campaign,
WW2,
WWII
Wednesday, 11 November 2015
Normandy Mini-Campaign (Operation Martlet Part 1): Chain of Command
With my 20mm German Panzer Grenadier figures now painted and burning hot in my hand, it was time to get them "on table" ASAP and at the same time, rekindle my love affair with the Chain of Command skirmish rule-set. The scenario was a Normandy 1944 infantry probe towards Caen, called Operation Martlet. Before you could say "Jack Robinson Jam" I was in amongst it in the "patrol phase" with markers pushing forwards over what I considered very "open" aka dangerous) ground. I opted to go "Tommy" so my newly painted figures could shoot at me. The alternative was to play SS which left a tangled knot in the consciousness of my stomach. Silly really, but as I had played British before so I should be better able to pick things up from where I left off. I was against a very experienced foe, Mr K, the instigator of the Chain of Command's popularity in my local club. Anyway I rolled well and was pleased that got up table pretty fast. I opted to move three patrol markers instead of the possible four in order to move faster by shortening "the chain" [markers have to maintain a contiguous string, with no marker more than 12" from another ] (see below):
Fritz was, through a 'scenario specific rule' was waiting in stasis on the road, straining to be let free to pin my markets. After my 'five free moves' (1d6 worth according to the scenario) Mr K. was free and set about pinning me in place, but I had shifted over half-way up the right hand side although a measly third up the left (see below, Fritz's patrol marker line):
I converted to 'jump off markers' and was reasonably happy to get near some 'hard cover' to my right but was dismayed by the openness of the left that offered great scope for the devastating MG42 fire (see below, Q: Was I creating a rod for my own back thinking in such terms? Am I giving the German player Mr K, an advantage with the equivalent of a "psyche" Tommy own goal? ):
The SS were nicely placed in hard cover, but that was to be expected from the set-up. It was going to be no meant feat of arms to plod through the "open" if the Germans got defensively set, as expected (see below):
After all the paper chasing in the Payrpl Phase it was a relief to get "Toys on the table!" Huzzah! Gaining the initiative an Infantry Squad, [Support] 2" Mortar Team and a Senior Officer occupy the "Grey House" on the right. It offers a good field of fire the left but is "blind" looking up the table, so not as good as I wanted. Still, I was lucky, as there was another 'scenario specific rule' regarding the Scotch Mist and a chance for troops to get lost and NOT even finding the battlefield. My turn over I settled back to hear the comforting sound of a British Artillery barrage landing behind German lines, another [beneficial for the Brits] 'scenario specific rule' (see below, my mini Hougoumont):
Next: The German SS Panzer Grenadiers deploy
Labels:
1/72,
1944,
20mm,
British,
British Infantry,
Chain of Command,
German,
German Infantry,
Normandy,
Normandy 1944,
Operation Martlet,
Wargame,
wargame campaign,
WW2,
WWII
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