Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Wednesday, August 10, 2016

Operation Barbarossa Campaign

Young Master Hitler attempting to add Russia to his "list"



I think most wargamers in their heart of hearts would admit they enjoy making lists. 



Far more lists get written than are ever completed, but I think there's a certain "fantasy shopping" element to it. There is a pleasure to be had from building castles in the sky, even if we know in our heart of hearts that those castles will never be constructed.  It's a similar sort of impulse to the sort of day dreaming that a lot of folk indulge in - usually revolving around "What I would do if I won the lottery?"  Wargamers ambitions are usually more modest, coming to a few units of cavalry, a dozen tanks and so on, rather than jet skis and Ferrari's.







An excellent addition to the Memoir '44 stable


For those of you, who are familiar with Memoir '44 Campaign Book 1 - it includes a number of campaigns, a British and an American Normandy campaign (need some paratroopers before I can play that, better add them to the list) and a Barbarossa campaign which is epic in scale.  We've played the Barbarossa campaign before and it's a really slick piece of design.  Unlike the other campaigns in the book, it can be played by multiple players simultaneously. The German team takes control of Army Group Centre, Army Group North and Army Group South, while the Soviets command the resistance to the Fascist viper. The campaign is playable in a day and can, depending on the scoring, be resolved in three games or it can stretch out to five.  Unlike an Overlord game where the players are interacting all the time, in this campaign each player is playing their own one on one games, but is drawing on a shared pool of reinforcements and resources. 


It makes for a grand and epic days wargaming. However, when we played before, we'd only used the plastic figures provided in the board game.  I have a mind to assemble a rather more formidable show using 1/72 figures and tanks played on three six by four mats.  Du Gourmand has already booked a place on Stavka.


Now such an epic days wargaming requires some epic list making. I could muster the resources to play any individual game without any real difficulty, but running three of them simultaneously would stretch things.  With that in mind, I decided that I would compile a roster of what would be required to play each "stage" of the game. Once I'd done that, I could work out what the maximum number of troops required would be and plan accordingly.  Depending on how things run, in terms of wins or losses, the scenario that is played can vary - the scenario can be played at a different stage.   This complicates matters, but I think I've worked it out.

Should you wish to give this a try yourself, you'll find the troops count by stage below and with a final total at the end.



Stage One



Bug River - Raeinac - Brody



Soviets: Infantry 11  Armour 8 Artillery 1 Heavy Armour 7 Cavalry 2 Mechanised Infantry 2 Train 1
Germans: Infantry 6  Armour 12 Artillery 3 Panzer Grenadier 7 Brandenberger Commando 1





Stage Two



Smolensk - Pruzan - Ingermanland - Vel. Bridgehead- Russian Breakout - Pripet Marsh



Soviets: Infantry 26  Armour 5 Artillery 5 Heavy Armour 4 Cavalry 3 Sniper 3 Train 1
Germans: Infantry 13  Armour 17 Artillery 5 Heavy Armour 1 Panzer Grenadier 11





Stage Three


Kamenwo - Yelna Timoshenko Assault - Smolensk - Ivan Bridge - Luga Bridge - Lipovec - Kiev



Soviets: Infantry 29  Armour 10 Artillery 5 Heavy Armour 5 Cavalry 1 Sniper 2 Train 2
Germans: Infantry 20  Armour 13 Artillery 5 Heavy Armour 1 Engineer 1 Panzer Grenadier 9
Train 1





Stage Four

Gates of Moscow - Yelna Timoshenko Assault - Kamenwo - Baltic Islands - Starayarus - Tikhvin - Sea of Azov - Rostov


Soviets: Infantry 27 Armour 11  Artillery 7 Heavy Armour 4 Cavalry 3 Guards 3 Sniper 1
Germans: Infantry 25  Armour 18 Artillery 6 Heavy Armour 1 Panzer Grenadier 5 Fallschirmjaeger 3
Division Azul 1 Train 1





Stage Five

Breakout at Klin - Yelna Zhukovs Assault 

Soviets: Infantry 9  Armour 6 Artillery 2 
Germans: Infantry 7 Armour 2 Artillery 2 Heavy Armour 2 Engineer 2 Panzer Grenadier 1




Maximum Forces Required
Soviets: Infantry 29 Armour 11  Artillery 7 Heavy Armour 7 Cavalry 3 Guards 3 Sniper 3 Train 2 Mechanised Infantry 2

Germans: Infantry 25 Armour 18 Artillery 6 Heavy Armour 2 Engineer 2 Panzer Grenadier 11 Brandenberger Commando 1  Division Azul 1 Train 1

Thoughts & Conclusions

I'll be honest one of the reasons, I thought I'd tackle this project is the fact that it's a small self contained campaign that can be played in a day and that doesn't require an umpire and I was relatively sure I had sufficient troops. Having compiled the figure totals, it becomes clear that while I have a goodly selection of what is needed - there are still some gaps.

The Soviet armour is unusual, as I have quite a bit, but what is required is early war stuff like T-26s. What I reckon I do is use T-34 and KV-1 as Heavy Armour and everything else as standard armour units.  I have a couple of T-26 and T-70 light tanks, so I'm going to keep my eyes peeled on eBay for some of those cheap diecast armoured cars and tanks that were available at "The Works" recently.

The infantry and artillery are no problem, though I'm short the cavalry.  Fortunately John Cunningham set me up with a set of Revell Soviet Cossacks (which are probably a little later than Barbarossa, but they look well), which will do the trick. I'll add a truck to a standard infantry unit to show Mechanised Infantry and a Commissar figure to Guards units.

I have plenty of German infantry and will use a mixture of Panzer I, II, III and armoured cars to represent German armour. Heavy tanks will be represented by a pair of short barrelled Panzer IV from Armourfast.  I'll need to do an exact count, but there shouldn't be too much difficulty in finding some early war German armour to plug that gap.

Hanomags and other half tracks will mark Panzer Grenadiers. Engineers will be marked by a flamethrower armed figure, though I might add some clump foliage flame to make them stand out a bit as a 1/72 scale flamethrower can easily get lost in the mill of troops. The Division Azul will be some German troops with a Spanish national flash added in paint, though perhaps something more flamboyant to make them stand out might be in order.

Realistically, that isn't too bad of a list. We may be seeing Barbarossa before long.  








Friday, March 16, 2012

Advance Guard Action - How it played

The British team of Mr. Creanor and Savage, face Mr. E and the villainous General Du Gormand. The scenario is as outlined in my previous blog post. Unlike most Command & Colours game this scenario requires the player to deploy his troops himself, which is a skill in and of itself.

As always, click to embiggen.

(Click to embiggen.)

The British cavalry push forward on the right to threaten the bridge which is the French objective.


The British deploy their troops, most of the line infantry in the centre, the cavalry on the right and the elite light infantry holding the town on the left.


While the British consolidate their position, the French deploy a mix of infantry and heavy cavalry in the centre, leaving the bridge to be held by a battalion of light infantry and a squadron of dragoons.

(Click to embiggen.)

Mr E very kindly provided smokeables for the evening. Though somewhat stronger then what I'm used to, they were an excellent addition to the evening. You can also see the hills, which have been remodelled by well known landscape gardener Capability Savage. I think they've improved mightily.

(Click to embiggen.)

General Du Gourmand satisfied that the bridge and the all important cheese board have been secured moves up the Legion Irlandaise to the woods, where they were to cause no end of trouble for the British cavalry.

(Click to embiggen.)

The French artillery deploys in the centre, while the wily Frog masses troops on the hill overlooking the town held by the British.

(Click to embiggen.)

Savage in pensive mood as he eyes the French columns overlooking the objective.

(Click to embiggen.)

French light cavalry start to harry the British infantry in the centre, forcing them into square.

(Inniskillings by HAT, French Chasseurs by Italeri)
Whereupon they are immediately pounded by the waiting French artillery...

(Hills by Capability Savage)


The 13ieme cuirassiers charge the British guns. "I want those guns," announces General Du Gourmand.

(British infantry by HAT, Royal Artillery by Revell, French Cuirassiers by Strelets.)

Meanwhile the British cavalry have attempted to evict the Legion Irlandaise in the woods, but to know avail. The Royal Irish Dragoon Guards have taken savage casualties from their fellow countrymen in French service and eye the advancing French dragoons with anxiety.

(Click to embiggen.)


The British players eye a centre depleted by repeated bombardment. Their artillery has been silenced by the French cuirassiers and their right is looking increasingly shakey. The French are not unbloodied, but they definitely have the upper hand.

(Click to embiggen.)

The Royal Irish Dragoon Guards try to buy some time after rallying some of their lost men. The unkind would point out that they merely appear to have been manoeuvring to stay out of the way of the Legion Irlandais.

(Royal Irish Dragoon Guards by Newline)

The Legion Irlandais, bypassed by the Royal Irish Dragoon Guards, survey the devastation in front of them (French cuirassier casualty representing a fall British heavy). Definitely the men of the match.

(French Light infantry by Zvesda, Casualties by Newline)

Mr E and General Du Gourmand survey the battlefield, confident that their hammerblow on the British left will buy them victory. General Du Gourmand is even planning his next campaign in India, as you can see.
(Bridge by Italeri, Trees by Woodland Scenics, Cheese by Daisy the Cow)

The French assault laps around the town pushing one battalion of the Kings Royal Halberdiers out, but the second battalion hold on and weather the storm of bayonets.
(British light infantry and Young Guard by HAT, British officer by SHQ)

(Click to embiggen.)

The fighting is fierce, but on they come and on they come, in the same old style.
"Sacre bleu!" expostulates Mr E as the dice desert the French cause and he removes another unit of brave Gascons.

(Click to embiggen.)

Mr Creanor and Savage view their options carefully, trying to make best use of their available card. General Du Gourmand plays with his hand. Has it all gone wrong for the gallant Frenchmen?
(Click to embiggen.)


The casualty figures tell their own tale, as regiment after regiment is sucked into the meatgrinder around the town and eventually the French army is broken.
(Stone house by Italeri, Young Guard and French Light infantry by HAT)

The evening was a very pleasent one and I greatly enjoyed it. I was glad to get the first scenario of the campaign played so quickly, so I hope to power through the next three and polish them off fairly soon.

Good company and good gaming are two of life's great pleasures.

Tuesday, February 28, 2012

Tabletop Teaser Campaign

"Kinch has written a new mini campaign!"
"The swine!"

I was very taken with Jeffs suggestion that we attempt to cobble campaigns together from the available scenarios in “Scenarios for All Ages”. You can find a catalogue of our efforts here.

However, I was thinking that perhaps it might be better to attempt the same thing with the Tabletop Teasers that were so generously made available by Steve the Wargamer and Charles Grant on Steve Tabletop Teasers page. This would mean that we would have campaigns available that don’t rely on the player owning a book that currently out of print and is rather hard to get your hands on.

You’ll find my effort below. It is as always a horse and musket treatment of the subject and I have quite deliberately stayed away from the more modern offerings and the Vikings.

All of the scenarios needed can be found here.

The Scene

The war continues in Spain and two armies, one Allied, one French snake across the plains of La Mancha in a flurry of marching and counter-marching. This has continued for several weeks and both armies are beginning to reach the end the end of their endurance. Someone will have to strike a blow soon.


Scenario One: Advance Guard Action at the Guadiana

The advance guards of both armies clash over control of strategic points. As this is the first armed encounter since the antagonists left winter quarters, the result here will have implications for the rest of the campaign. Lose here and crucial momentum will have been lost, which is very difficult to regain.

Scenario Two: The Dawn Attack at Monte Aragon

Pride goeth before destruction and a haughty spirit before a fall. After the victory at the Guadiana, the pursuit was not as unrelenting as it should have been. The victor of scenario one is caught napping in his tents by a sudden counter-attack of the supposedly fleeing foe.

Scenario Three: The Rear Guard at Tomessellino

As the retreat continues the army defeated in scenario one mounts a stern defence. This may blunt the attack of the advancing army and finally turn the tables.

If the attacker wins this scenario, play scenario 4a.
If the defender wins this scenario, play scenario 4b.

Scenario 4a: The Hasty Relief and Defence of the Town of Borges

With the enemy snapping at their heels, the retreating army takes refuge in the town of Borges. Summoning reinforcements, they hope to hold out long enough.

Scenario 4b: Hold up in the Badlands


With the advancing enemies momentum finally running out, the retreating army attempts to halt the attackers by mounting a defence in some difficult terrain.

I'm going to try and play these (probably solo) using Command & Colours Napoleonics. In which case I'll be scoring the campaign with one point for a victory and two points for a crushing victory where the victor doubles the losers victory points.

Thanks again to Jeff for coming up with the idea, Charles Grant for writing them in the first place and Steve for hosting them on his website.

Thursday, February 23, 2012

Jeff's Campaign Challenge


Bluebear Jeff posted a very interesting challenge on his blog. The idea is to create a mini campaign using the scenarios in Scenarios for Wargamers. Steve, Ross and others have already posted their versions - so I think I shall have to try my hand at it.

It's 1804 and a British expeditionary force has been landed to support a French Royalist uprising at Clochmerle. This has been, as is traditional, a complete disaster and the expeditionary force are marching to Nouvion, the nearest port which is being held by the Royal Navy, for the traditional evacuation.

The campaign is made up of the following four scenarios.

1) Scenario 42 - Advance Column

In this scenario, the pursuing French are catching up with the British who are attempting to hold them up before they manage to get into open country.

In the event of a French victory play 2a.

In the event of a British victory play 2b.

2a) Scenario 50 - Horse & Foot

The French having won the previous battle, have managed to keep the British on the run rather than just retreating. In this scenario they must keep on the pressure.

2b) Scenario 8 - Dead Ground

The redcoats have turned at bay and have ensconced themselves in a good defensive position. The French, assuming the British are whipped and rather than take the time to outflank the position, pile straight in.

Then play scenario three.

3) Scenario 6 - Rear Guard

The British have arrived at their destination with the French hot on their heels. This scenario is a miniature sort of Corunna, so it's perfect.

Casualties

Carry the losses over from game to game. I would use the Grantian formula of a third dead, a third wounded and a third return to the Colours immediately. The wounded return to the Colours after a break of one game. The loser of the battle does not get his wounded figures back.

Victory Conditions

Whoever wins Rear Guard, wins the campaign.



- Posted using BlogPress from my iPhone

Saturday, February 11, 2012

Noli Illegitimos




The French fleet heading out to sea


We had a games day at Chez Kinch last week. Donogh brought Force on Force, Admiral Creanor brought the Fletcher Pratt naval wargame while the chaps gave my latest scenario a run over. In between all of this, I ran from room to room clutching Noli Illigitemos - a naval kreigspiel written by Paddy Griffith.

Donogh's game was a series of small engagements in Ngorno Karabakh (I think that is how it is spelled) which went rather well, but which he will chronicle on his own blog. Admiral Creanor's Fletcher Pratt game which was a sort of reverse River Plate went well, though apparently ship identification was an issue.

Noli ran well though I regret to say it was a bad campaign for the Royal Navy. They were dogged by ill luck and an uncharacteristically decisive French command.

The wind naturally played a key part in proceedings with the French unwilling to sally until they were assured of a favourable wind. The main events were as follows

- the British fleet was concerned with keeping the French bottled in Toulon and also wanted to prevent an invasion of Corsica.

- the French were to retake Corsica and support French armies in Italy as well as helping boot the Dons out of Perpingnon. This rather tall order was followed by a series of orders-counter orders and threats from Paris as the game progressed.

Toulon

The British began the campaign by instituting a close blockade of Toulon with a skeleton force while maintaining a looser blockade over the horizon. A frigate each was despatched to the Italian and Spanish fronts to raise hell along the coast line. Meanwhile a small squadron covered Corsica and a single frigate was sent too woo the Tuscan rulers of Elba.

The French waited a while until the wind allowed them to venture out, covered by an early morning fog. This gave them the opportunity to engage the close blockade before they could be supported. The French headed for open sea hotly pursued by the British who lost them during the night.

The British admirals were faced with a dilemma, whether to head for Corsica or whether to comb the open sea looking for the Fench. They adopted a compromise plan while the French looped south and headed back to Toulon.

The British reorganised their fleet swiftly, despatching Nelson to circumnavigate Corsica at the head of a strong squadron, while the damaged vessels from the close blockading squadron were sent to Port Mahon for repairs. Meanwhile two sail from the Neapolitan navy had arrived and were kept at Corsica, while Nelson swept east in search of the elusive French. A British frigate was sent into Toulon to get a close look at what if anything was there. The British began to get rather worried when it did not return.

The French on the other hand were of the opinion that an invasion of Corsica would be a very dicey proposition as they only had vessels to transport a quarter of the army. A successful invasion would involve loading soldiers on men of war, a forgiving wind and ensuring that the Royal Navy could be kept off the vulnerable transports.


The French engage the Close Blockading Squadron

Sadly the French admirals arrived home in Toulon (pausing only to beat up the reduced blockading squadron) to outraged letters from Paris condemning their inaction and the demanding that something about the British fleet (actually a frigate) rampaging around the coast of Perpingnon. The French licked their wounds as best they could and waited for a good wind. They then broke out again, abandoning any hope of taking Corsica and setting out to put down the British fleet which was terrorising the French army's supply lines at Perpingnon.

The British meanwhile, were frantically attempting to recall Nelson who had gone as far a field as Alexandria looking for the French. They also set out to find the French fleet and they managed to do so, but not before the French fleet had pummelled the solitary British frigate which had put in a very respectable innings up until now. The British players looked at the balance of forces and felt that as they were outnumbered two to one in ships of the line, it would be madness to attempt to engage the French. They flew back to Toulon with the French fleet in hot pursuit.

Meanwhile a British frigate had finally caught up with Nelson who was making best speed back to Toulon, however battle was joined before he arrived and the French fleet managed to maul the British before being mauled in their turn. The battle ended in a pyrrhic British victory, with seven French vessels being forced to strike. However, the British flag ship was literally shot to pieces and sunk. Surprisingly the British admiral survived this and was taken off on one of the 74s.

The Battle of Toulon

However four Royal Navy ships were forced to strike and two of those were not recaptured. Not the sort of crushing victory the British public are used to and likely to end the careers of the admirals responsible.

In conclusion, this was an enjoyable game and if my poor brain felt a little overloaded, I think I managed to keep all the balls in air without the players seeing behind the curtain too much. The Royal Navy were dogged by poor luck throughout, while the French were uncharacteristically decisive and lucky to avoid the poor weather that would have sunk some of their poorer sailors.

Highlights of the game

- The dashed poor luck of the Frigate Excelsior, dis-masted by a lucky shot in Toulon harbour and taken.

- The problems of the British command, many times they echoed Nelson's claim that if they were to die, "want of frigates" would be written on their hearts.

- The instant response by the French to political pressure from Paris which led them on a strategic wild goose chase to Perpignon.

- The drastic over estimation of the raiding effectiveness of the British frigates.

- The pluck of the Luigi, a 74 of the Neapolitan navy, which fought every gun to the last an the battle of Toulon, standing where better crewed, better trained and better built ships either struck or were sent to the bottom. They were definately proof of General Du Gormand's diction, "better lucky than good."

Definately a game I would run again.