Showing posts with label Late War. Show all posts
Showing posts with label Late War. Show all posts

Monday, 25 November 2013

British vs Germans in Late War Cauldron

And so the day began - in the Brand new wargames room, oops did I say that? The family multipurpose room (It's alright wifey won't be reading this.....) 1750 points Late war FOW

Scott arrived with his Panzer Lehr Infantry Company (from Atlantik Wall) and against them - Bryan's Welsh Guards (AKA: Hells Highway) - We also used the Games Workshop Battle board. I had intended using US Para's but alas - finishing the room was more important than painting the toys!

We rolled Caludron - Scott defending with his Infantry Company against the Mechanised British Force.

Choosing which side of the battlefield was a conundrum but finally the woody side of the hill was chosen and two objectives were placed as far away from the German reinforcement arrival point as possible. (Was this the wisest ploy? I'm sure the experienced FOW gamers will know!) The Germans attached their HMG platoon to their two rifle platoons and started on table with 2 Rifle Platoons, a Heavy Artillery Battery (proxied by 105's) and some PAK 40's on Immediate Ambush, all firmly dug in covering the objectives .

German Deployment

Jammy is the word I think we would describe the British deployment as - rolling and being able to deploy 2 Infantry Platoons, and an HMG Platoon all together and able to advance through the woods to the hilltop objective. The 25pdrs deployed with their backs to a hedge line in the lee of the hill.

British Deployment
Turn 1, the Germans tried to range their artillery in on the Brits on the hill but failed and everywhere else they held fast in their dugouts. The RAF arrived with two Typhoons pinning the rifle platoon on the hill and the PAK 40's and destroying an HMG team all after ranging in (4+ required).



The Brits quickly advanced into the woods but decided against assaulting the pinned Germans instead opting for a little whittling before leaping to the assault. Although there was a hail of gunfire from the advancing troops the Germans were too well dug in and took no casualties.



Rolling a 6, yes another piece of Jam on turn one, allowed the The Welsh Guards Recce Tanks to arrive on the other flank (The idea was to keep Jerry honest, so he couldn't switch all his troops to the hill) and destroyed 2 dug in guns with 2 shots (again the jam factor - two 6 sixes, 2 failed saving throws and 2 successful firepower tests).


Turn two began with the German commander vacillating! Do I attack and potentially expose myself or hold fast but let the Brits dictate the attack and potentially swamp me? Opting for valour the Germans commander decide to open fire on the Brits advancing through the trees in an effort to break up the attack - the well prepared Germans accurate gunfire taking out two British Squads.


Of concern on the other flank is the appearance of the British Recce Tanks, SO the Germans turn their PAK's on the British Tanks, although they have less time and are able to put out less rounds they manage to score a hit on the the Big British Gun tank (Challenger) and brew it up. Meanwhile the infantry and German Heavy artillery stay dug in and decide not to expose themselves to the British tanks gunfire.


British Turn two, and more reinforcements for the British in the guise of the 2nd Household Cavalry! The two Damilers and Dingo advance up the road and put down a withering barrage of machine gun fire, but again fail to do a lot!!!


Meanwhile on the Hill objective the British, gather themselves for the assault, again scoring no kills in the advancing fire. However the 25pdrs do manage to pin the German platoon and anti-tank guns making an the prospect of an assault more promising.


The Brits decide to throw caution to the wind, and launch themselves at the defending Germans, however the defensive fire is to accurate and their first assault is thrown off, the Germans scoring 6 hits and the Jammy Englander saving every one!!!


The Second British Platoon follows the first to the attack, through the slackening defensive fire and clear the Germans from their initial positions - however casualties are high and only one squad and the 2 inch mortar remain!


Again the British roll well on their reserves roll and their mortar team arrives, increasing the pressure on the field objective. And Mrs Brit appears with some home baking! (Bickies off the the right)



German turn 3, And The German platoon on the hill is reduced to below half strength. Unfortunately they fail their platoon Morale, will the their CO step in and try and save the day? Well sort of, he tries but they are only encouraged by their unwillingness to stick around so he decides to off it with them (Failed CO roll). The PAK 40's are left solis to hold the objective.


British turn 3. On the hill, the depleted British platoon fail their morale and retreat from the fight, while the 25pdrs keep the Germans pinned.

The remaining Brits launch an attack on the recently vacated German positions - will they take it or will they be repulsed???? The manage to push the PAK 40's back and destroy one of the guns but are unable to take the objective - this turn!!


German turn 4 and The German Armour arrives behind the 25pdrs, hoping to take them out, they manage to destroy one 25pdr, pin them and move to assault. However discussion ensued about the 25pdrs being on turntables and a look at the rules suggested they were able to defensive fire (which we later checked on the FOW forums and discovered we played correctly), However the accurate British gunners halt the German PzIV attack taking out 2 tanks


Biritsh turn 4 and the The RAF put in another appearance and destroy another HMG team, this time on the field objective and then Jammy as ever, while the German gunners cower in their holes it is not enough to save them as the 2 remaining British tanks take out another Gun.


On the hilltop objective The Welsh Guards assault again, the Germans score 4 hits but are just 1 shy of repulsing the attack, with a hearty Hoo-Rah the Welsh capture or destroy the remaining PAK 40's and capture the objective. More British reserves arrive - this time the 17pdrs and immediately go into action behind the German tanks - but fail to score any hits.


German turn 5 and the German recce arrives behind the British 17 pdrs and in a hail of well placed gunfire completely decimate them. The British play rues his reserve deployment looking to play the edges better next time.


At the Start of British turn 5 the Brits hold an uncontested objective and snatch the win. The Brits starting with 9 platoons reduce the Germans points by one, the Final score a 5-2 victory to the Brits. 

Monday, 21 October 2013

'Oktoberfest' Mini-Get-Together...

On Sunday 20th Oct, I hosted a mini Flames of War Get-Together.

Over the last couple of years the 'Kapiti Coasting' FoW players of our little group, have got to know many of the regular Flames players, by attending several of the tournaments in and around our region. Recently, one of whom; Damien (Damo) Tyson, offered to drive up to the coast, to have some games with us, so with a modicum of planning a small event was put on...

The theme of the friendly 'Tournament' was Late War 1350pts, with myself, Brett and Paul, entertaining Damo... 1350pts was chosen as we have often found 1750pt games either drag on too long, and/or cannot be brought to a satisfactory conclusion, in a couple of hours of game time. No-one likes a game to time out...

There is also something more visually appealing about the smaller games as they seem to better represent the company level game that FOW is, without drawing in huge amounts Divisional support like artillery parks and such like...

I set up two tables; one fairly dense terrain Western Europe theme, the other a more open steppe Eastern Front theme.

We had planned to have a simple round robin of games; each player playing the other players once, for a total of three games each, but we ran out of time over the afternoon, and the last game turned in to a general chin-wag instead...

For myself, after some pondering over a suitable force I decided to keep things simple and go with a Tank Company - not too much stuff to worry about or move around, and relatively simple tactics - attack!

I had a Panzerkompanie from Grey Wolf:

HQ: 2 x StuG G, + Bergepanzer III
5 x StuG G
5 x Panzer IV H
2 x SdKfz 7/1 3.7cm Armoured AA guns
1 x 250/1 + 2 x 250/9

Brett had brought along his FJs - mostly Fearless Trained, led by Von der Hydte and his trap teams

Paul had decided to rock the Shtraf again! His massed penal forces led by flame throwers and supported by breakthrough guns...

Damo, had brought 3 different armies, and randomised each game which one he would play, by a dice roll by his opponent.
He had a very colourful Polish infantry force, a US mechanised cavalry recon force featuring lots of tanks, and a Finnish fortified company.

On to the games!

First game was Free for All. I was drawn against Bretts FJ, and Pauls Shtraf went up against Damos Poles...


Game 1 - Brett vs Scott (Free for All)


Deployment, as pumpkin head 'trophy' looks on... with Tidy the cat in his customary place

Reverse angle - Scotts panzers hope to swamp the exposed objective.
Our game became a typical see-saw, with Brett choosing to attack my weaker side with his recce force supported by mortars and trap teams who had eventually partly revealed their hand, whilst he mostly stayed put in the face of my tanks. He did start a cheeky advance through the centre with three infantry scout teams...

I managed to hold off his recce on my right flank, losing my own in the process... My tank approach was slightly hindered by terrain due to my worries about the trap teams materialising. By the end of the game, I had held my right and was beating Brett off my target left objective, having lost a StuG platoon tangling with trap teams, shrecks and fausts in the wood, when I should have just broken off... but the battle was decided when Bretts scouts reach my left side objective, which was only defended by my Bergepanzer!

We'd given each other a bloody nose in the process and the game went 4-3 to Brett with his cheeky scouts! Had I got stuck in with my Panzers a turn earlier it might have gone my way...

Game 1 - Paul and Damo (Free for All)

Pauls Shtraf Soviets, rolled up at the other end of the table, and a dice roll later revealed they were up against the Polish home army... As per first caption below, I believe this is an army Damo borrowed from Andrew - superbly presented!

Pictorial commentary from Paul:


Andrew Stanton's Polish Home Army





The "mini-Shtraf". Even at 1350 points there's still a lot of stuff.



Starting positions in Free For All against Damo.


The blob pushes forward.


Very lucky defensive fire pushes back the Shtraf assault, but they still do enough damage for a 3-2 draw in the Soviets favour.


Game 2 - Damo vs Scott (No Retreat)

Game two and I was up against Damo, and having rolled a dice found I was playing his US Mechanised Recce Force - which had a Sherman platoon, two platoons of Chaffees and two recon patrols...

Since Damo was Mech and I was Tank, I would be attacking, even though Damo had about as many tanks as I did!

I put an objective down on my front left, which Damo covered with his Shermans and held a Chaffee platoon in ambush. My plan being to hold/deal with the Shermans with my Stugs, whilst the Panzers, recce and AA went on a thrust for the rear objective.

I advanced and let fly with the StuGs at the Shermans hoping to start knocking some out, only to find out what a Jumbo was, and the 'Jumbos lead the way!' rule, not having played against one before. FA12 on a Sherman! WTF!? ;-)

My recce thrust had not been the cleverest either... allowing Damo to ambush with his chaffees against my Panzers, though I only lost one, with 2 bailed, which thankfully, both subsequently remounted.

I swung everything I had at the Chaffees and they went down in hail of fire, the last failing morale...

The Chaffees behind the corn on the right  have all just died, as Damo starts his 2nd turn...
The game dissolved into a slug fest between my StuGs and the Shermans, where I just couldn't seem to get enough hits to get past the Jumbo, and if I did Damo passed his armour saves or I failed FPs... curses. Consequently I was steadily bleeding StuGs to the Shermans attentions... More Chaffees arrived with good covering fire, from a hill, over the centre, stopping me sending my Panzers over to help the StuGs... So instead I sent the Panzers and CO after this 2nd Chaffee platoon, and over two turns destroyed those too, again the last failing morale.

By this point it was just my 2iC StuG holding up against the Shermans, but everything else I had was now chasing Damos Recon patrols in the backfield... eventually I got enough hits from the Panzers and AA, and bergepanzer to destroy a recon patrol, though the 2iC Stug had finally succumbed! Again Damo failed his third morale check in a row, this time his Company Morale, giving me the game 4-3! Woot! :-)

I really thought I was going to lose this as I just couldn't knock out the Shermans, thankfully the Chaffees were a much easier proposition. Damo thought I would win from the start, and said I should have just rushed both tank platoons at the Shermans and dealt to them... probably a very good point! I think I got a bit twitchy though, once I realised the resiliance of the Jumbo...

Game 2 - Paul vs Brett (No Retreat)



Initial deployment against Brett's FJ in No Retreat. 


Shtraf shaping up for assault formation as volley-fire and breakthrough guns take their toll.


Turn 4. German lines after the flame-throwers. The FJ on the right failed morale, taking von der  Heydte with them. Brett called it before the mass Shtraf assault. 6-1 to Mother Russia. The Shtraf in FOW are essentially like a shot gun - not much to worry about at a distance, but up close it will take big lumps out of you. Missions like No Retreat are really it's party piece, with only half the defending platoons on to try and thin out the "blob" before impact. 


Results

After two games a clear winner had emerged. With the Shtraf bullying the FJ, for the 6-1 win for Paul, this had shot him to the front with a total of 9 points over two games.

I managed to come second with 7 points, with Damo and Brett tying for third place on 5 points.

Well done to Paul, a clear winner on the day, and he wins the Oktoberfest trophy I knocked up over the preceding couple of days, when I wasn't converting my Bergepanzer!


Paul - Mr PumpkinHead - The Winner!
Big thanks to the guys for coming and making the day, and especially to Damo for taking the time to drive up to see us. We are not too far from his place as the crow flies but there's a darn big bunch of hills/mountains between us, meaning a lengthy drive around them. So again, thanks for the effort Damo, hope to see you this way again! (BTW - when does a hill become a mountain? I never figured that one out!)

And thanks to my dearest Darling for putting on some drinks and nibbles for the troops - an army marches on its belly as they say!

Hopefully this can become another regular event for us... and I hope to rejig my playing area...

I have a permanently set up 12' x 6' table, as when I designed and built the room I had had grandiose visions of massive armies clashing over it, but these games never materialised... and we haven't even managed to organise a big FoW Total War game... most of our games are standard size, mostly due to time constraints in playing time, or are skirmish games... and these can cause problems having to stretch and lean over the table to reach stuff in the middle.

To demonstrate the point, Paul presents his derrière, to all as he micro manages his Shtraf blob forward to crush the FJ, as Brett looks on in amusement...


Paul's Shtraf advance, sustained by macaroons!
So if I break the table down into three 6'x4' tables, I'll be able to host more games at once and thus slightly bigger mini-tournaments - I could even squeeze a table or two into the adjacent garage...

When I next get some leave I'll have a go at organising this, as the table also conceals a host of material underneath, which I'll have to find storage space for!

So keep your eyes peeled for the burgeoning Kapiti Tournament scene! ;-)

Thanks for reading!

Saturday, 14 September 2013

Brett's Post - Fallschirmjäger... A new army!

Fallschirmjäger... A new army!

With Paul setting me up nicely in his last two posts I guess I better find the keyboard and tap out something... and here it is!

So I've been playing the gung ho yank with occasional forays with reluctant German blood guts and glory lists and decided after a year and a bit of Flames of War to try something quite different and something that I crafted from scratch. 


a reluctant trained german if ever I saw one!

The yanks were purchased off trademe so I don't feel a vested interest in what happens to them, not like Scott who wouldn't commit his panthers when he first painted them in case he got them shot. 

I decided I wanted to lavish a bit of tlc into this army and feel the pain every time one of my miniatures got popped. Or hesitate to commit them because they might get shot...

Inspiration
Why cool FJ's you ask...  Well the interest has been lying dormant for years, along with Rommel they always seemed to pique my interest.

The Eagle has landed was one of my favorite movies as a boy... which left me thinking Fallschirmjägers were cool and played with honor... definitely expect to throw sixes with these boys.



Finally I've been reading It never snows in September which provides the German perspective for the market garden campaign... Lots of scenario ideas and cobbled together forces with extraordinary bravery and ruthlessness from both sides.



Along came the new market garden books and as I perused the bridge by bridge book, there in all its glory was the final nail for my inspiration, von der Heydte and panzerfaust ambushes attached to fallschirmjägers.



What to collect and why
I enjoy constructing lists and pondering what to use, how they would play against different opponents and whether I could keep it within respectable historical parameters.

I don't normally graduate towards infantry, too slow, usually defending, slow, defend a lot, not very mobile...  And did I mention defending!

I tend to be a bit impatient and therefore do not develop strong defense lines and I get positively itchy if I'm dancing to someone else's tune...  I like to grab the initiative in my games and get quite possessive about keeping it.

So to my first list
Fearless veteran FJ seem pretty tough but expensive... I also felt they'd be a bit too like playing paras and Paul has that team locked up good and tight.

Also Ersatz FJ feel more in keeping with the forces and fighting mentioned in It never snows in September.  I could also expect a bit more bang for my points buck as it were.

A little platoon by platoon summary of my first list to face Paul

HQ: -  well with this I maxed out on panzerschreks - to give some anti tank punch and a couple of mortars... I figure being able to drop smoke is useful if I need to sneak up if attacking or limit shooting effectiveness, after all being trained means I'm going to be getting hit more often.  155pts gone

Von der Heydte and panzerfaust trap teams, what's not to like - four mini ambushes, in no mans land or deployment area and can assault and VdH can motivate on a 2plus. Also killing them wont impact on any platoons. They also give me something to grab initiative with if I ambush them well.  170 points



A couple of combat platoons, 1 full and 1 short. Obviously the big one to attack with and the smaller one to just hold on wherever it is put. And occasionally to ambush with the big one just to mix it up a little. 360 pts

A 2 mortar weapon platoon, give me some more smoke or some direct fire against dug in infantry if I'm attacking, and at only 55points they're a cheap extra platoon that can be kept out of harms way.

A couple of captured Russian pak36 anti tank guns give me some punch and support for FJ combat platoons. At 65 points they're also quite cheap for an added platoon.

A full strength assault gun platoon, literally the last 5 assault guns in the area and at fearless veteran they'll provide a pretty potent ambush if I'm defending. I'll also make one a stuh42 for its breakthrough gun. Gives me some much needed mobility too. A steep 545 points though.

A good artillery battery of 15cm howitzers, again AT5 is useful against clumped soviet amour and any big pussy cats playing in the backfield, and can always dump some smoke or counter battery fire if tanks are scarce. 205 points

I do like my 88's so grabbed a Luftwaffe flak platoon with 88 and two 3.7cm anti aircraft. Only reluctant trained but pretty useful with the 88 upgraded to ROF3. 110 points with some transport. I have been known to set them up then hop in the trucks and race them somewhere else!

Finally some confident trained recce, tough one this, take these for those games I attack, does give me some more mobility, and an 8th platoon, but the 85 points could be used to max out on panzerfausts in command teams and the smaller FJ combat platoon.

So there is my first list. I'll be striking out at the local forces to see how it handles different combinations and hopefully chart their journey from idea to finished army.

I've sent off an order to battlefront for a few FJ packs and tank hunters to start.

The look of the army
I think this force is going to have a mixed look, lots of thrown together kit and a mix of uniforms as men were thrown together and sent to plug the lines with whatever they could get their hands on. Hence a smattering of captured stuff will find its way into my platoons.



The reading gives a confused picture of the Germans constantly scrambling to put ad hoc formations together! And often just in time.

That seems like my kind of force, now just need to roll 4plus for those annoying storm trooper moves and save lots of hits.



I just noticed in the list I can also have some confident trained panthers... woo hoo I even have them painted so my first unit is done... wait a minute that means I'll have to change the list... :-)

photo.JPG

Cheers
Brett

Friday, 23 August 2013

Gepanzerte-Schule!

In an ongoing attempt to find a balanced German mechanised force, with enough options to attack and defend against a variety of opponents, and how well to tactically play, I have begun a learning curve, with a bit of a back to basics approach.

 I have played this force, both in Mid-war and Late-war incarnations for over two years now, with just about a game a week, but with few victories to show for it... but being stubborn and pig headed I have not given up - largely because I have put a shit load of resources, both money for buying the models, and time to paint them up, to give up on them.

So I am going to find a way to make them 'work'. However I admit I have certainly 'spat the dummy' at differing times, or just declared I needed a break to rest my jangled thoughts...

 So, in an attempt to salvage thoughts from the ashes, I suggested to Paul, a chance to play a sort of 'doubles solo game'; we'd play the same arse of a mission for the GPGs; attacking the Brit Paras in a No Retreat scenario - but the difference being we'd both discuss how we thought mission objective placement and deployment should go, and then discuss each turn as we played it, from both sides point of view...

 This would develop a more global view of the game from start to finish...

We also agreed that if something didn't work, during a turns activity, we would try a reset, at that point and try something else...

 This led to a lengthy game, but many lessons were learned from mutual discussion... some from more past experiences being echo-ed, and others from Pauls insights from the defenders point of view, and how he thought an attack should best proceed...

The force I have chosen to use is a Heer force from Grey Wolf;

HQ; 2 x SMG/P'faust + P'Schrek
Full CBT, w/ SMG/P'Faust
Full CBT, w/ SMG/P'Faust
Heavy Platoon; Cmd 251 + 2 x Stummel + 2 x 8cm armoured mortars w/ obs
Recce; 1 x 250/1 + 2 x 250/9
Panzers; 3 x Panther
Artillery; 3 x Hummels w/ PzIII obs.

The thinking being I have two solid Mechanised Infantry platoons to handle the attack, Recce to mitigate ambushes and lift GTG, Heavy Arty to get ranged in and pound targets (I want to kill what I hit!), Panthers - the ubiquitous Tank killer and infantry support, and the Heavy platoon is my 'versatile' option, being able to support the infantry with direct fire and smoke.

On to the game, Paul took his same Para force as last game, chose an end to defend and placed his objective centre rear of his position. The German objective went down in woods to front left of the German position, the idea being an advance to this position would be screened through hedges and woods and much of the defenders defensive fire in this area would be blocked by the wood and building. The other flank was more open and would allow for the potential of a quicker thrust to the rear...

As predicted Paul then deployed the Brits strongly covering the front objective, with a thinner force on the German right, and howitzers at the back. A fairly typical defense. Since Paul had engineers, he also placed 3 sections of barbed wire covering the approach to the front objective.

As I didn't have pioneers, the wire would be a problem. Not insurmountable, but it slows you down, catching teams in the open, so this wasn't the place to attack... So it was decided to attack down the German right flank, the idea being to push into the central wood and right side corn, and then look which way to go from there with potential to push on to the rear objective, or swing left in to the front flank objective, depending on how the game developed.

Deployment as below, with German mascot well placed...

Deployment and overseer.
It was decided to advance the infantry on foot through the terrain... This went against the grain for me somewhat as I can't help the feeling that I have paid the points for the half tracks so I want them on the board doing something... but so often in the past I have found they have invariably got caught up in terrain, either slowed by it or blogging down on it, or simply given away an easy range in point for artillery, that their use often leads to problems before the game gets properly underway, ham-stringing any German attack later... The half tracks would remain available to be called up later at a more opportune time...


The early stages of the game saw the Germans cautiously advancing into position, and being particularly aware of the LOS from the Para Arty observer. This was blocked by smoke from the mortars allowing the infantry to advance unmolested. Recce had already pushed up to throw back any immediate ambush, forcing Paul to hold his 17pdrs till later.

Paul ranged arty fire on the exposed Panther which hit but bounced but this forced the Panther to move, as I didn't fancy the medium arty support getting called in on top of it, subsequently...



As turns continued, the Germans had got in to position to assault the para engineer pickets. A small mistake by Paul had left them just too far from their supporting main line, so they were taken out without any possible reply from the paras. The 17pdrs did however deploy knocking out one Panther. The remaining two hid behind the wood, till these guns were dealt with.


Boom goes a panther, but infantry are pushing up well...


In the face of the German assault, Paul started pulling back towards an 'Alamo-like' line joining the two objectives...



This allowed the Recce, Heavy platoon stummels and by now the called up half tracks to start swinging round the flank, and MGing Pauls reserves as they were coming on to the board. The paras were admittedly now feeling under pressure.. The hummels had ranged in and taken out two 17 pdrs by this point.. allowing the Panthers to get back into the game with main gun and MG fire, at the paras, keeping the ones on the front objective tied up in place, whilst the rest of the German force were gradually pushing back and compressing the paras onto the rear objective. This was in turn providing groups of targets under templates for the Hummels and Mortars to keep chipping away at, and with more direct fire from the Stummels and Recce too.

The Germans had at one point, tried an assault through the middle, as there was a chance to capture the 17pdrs and deal to more paras... we weighed it up, checked the Def fire, and went for it. Def fire just got 5 hits, but we played on as if only 4 had occurred, took the saves and attacked. I didn't get the best round dice and the Paras motivated and had enough teams to destroy the attacking platoon. So we reset and instead had the German platoon mount up their half tracks and drive back out the way of the ranged in Arty (that had triggered their assault; a 'do or die' moment), thus preserving the platoon. This just reinforced that you can only really hope to attack a weakened position and win, otherwise you are going to get beaten off taking severe losses..., especially where a defense is in depth...


This was about how we called it, through time more than anything. Paul had lost his small platoon of mortars that had come on from reserve, and got shot up, his 17pdrs were down to one gun, the engineers were severely battered,  and the CO had got MG-ed, but Paul still had his 2iC and Urquart, and the rest of his troops bunch up, waiting to get pounded... it was just a matter of time...

The Germans had lost a couple of infantry teams and one panther...

So the lessons learned in the main were...

1. Let the game develop, don't rush in
2. Preserve the infantry, moving through terrain and smoke cover. Watch for observer lines of sight.
3. Leave half tracks off until needed, when they can be effective, then call them up (as per Ambush deployment rules), but bear in mind the turn the arrive they cannot shoot or assault so you need to be thinking a turn ahead...
4. Get artillery ranged in and keep pounding targets that can hurt you; AT guns, howitzers etc...
5. Wait till the opportune moment to attack and do so against weakened positions, with greater force than the defender can withstand.

It all sounds straight forward, but keeping a cool calm head and sticking to the plan, during the game, will be the key to future successes...

Many thanks to Paul for his patience and working though this scenario, is has giving some hope to my mechanised cause!

Wednesday, 24 July 2013

Panzerschreck Day Two - AARs

 Hi, Paul here to wrap up the action from Panzerschreck. I'll start this post how we started Day Two, with the obligatory Beauty Pageant:

Scotts Guards Armoured

Pauls British Paras





My personal vote for Best Painted went to Steve Hill's Soviets. As usual, there were several armies that displayed a very high level of brush work. The way I separate them is looking for creativity and custom built work. I loved Steve's objective marker featuring dogs armed with mines that were trained to run under German tanks, triggering the mine in the process. Woof, woof, boom!





















Russell Briants superb objective markers






We're environmentally conscious in this part of the world, so were encouraged to reuse our cups. I helpfully named Scott's cup for him so he wouldn't lose it. 


Bob rode his bike up from Shannon. He must have been exhausted after pedaling that far!



FoW designer Phil Yates guides Rhys through an aerial dog fight in his new game Flames in the Air. It was very popular with those who got to play it, and Rhys could happily have stayed at this table all weekend. 


The telescopic rods and dashboard of dials really caught the eye. We'll be hearing a lot more about this game in the near future I think.


 After the trials and tribulations of Day One, Scott and I approached Day Two with our spirits remarkably high. We had a good drive up to Palmerston North, and in between laughs we set some goals for the day – still to get a win, and if nothing else to make it into double figures for VP’s for the weekend. Above all else, we agreed to keep our chins up and play to win each game in a positive fashion.

 Game 4 was a Dust Up, played against Robert Groom and Mark Anderson. They were local guys I think, and fielded a double Sperverband combo featuring three platoons of RSO’s (vehicle mounted Pak’s) and lots of veteran infantry with high tank assault values. The table had a large town in the centre, which almost entirely blocked line of sight between our initial deployment areas. Scott and I both quickly agreed to place our “enemy deployment area” objective as close as possible to the edge where our reserves would come on.  Given the table size, we just couldn’t cover two objectives and grab a third with only four platoons, so our force was split in two. Robert and Mark figured the same and mirrored our objective placement. One Para platoon, both artillery batteries and the Stuarts started on table. 


We dig in artillery in our table quarter, a Para platoon moves up to head off enemy reserves.

 Both sides plan for the early turns was the same – bombard each other and wait for reserves. We lost a Stuart to an airstrike, but that was it. The first couple of turns whizzed by as we could hardly see each other across the table. Our opponents got reserves on their first roll, and immediately declared their intentions by bringing them on along their own long table edge and moving them towards their own deployment area. To be fair, with two infantry companies and no armour to speak of, this was going to be a difficult mission for them to mount an attack in. Luckily we had other plans!


We placed our objective as close to our reserves entry point as possible. Death or glory!


The German air support knocked out a Stuart, but that was as hot as it got on our side of town.

 Turn 4 and we get a platoon from reserve. We bring the Para’s on and they immediately assault an RSO platoon lurking in a wood. Defensive fire is minimal due to the wood blocking the view of the infantry holding the objective, and the RSO’s only having hull mounted main guns, which can’t defensive fire. The RSO’s were swiftly despatched and the Para’s moved up to occupy the woods.
 As per the script for the weekend, it was all going too well! We got more reserves next turn, so brought on some Shermans to add some MG support for the Para’s push onto the objective. Unfortunately we pulled out the dreaded “snake-eyes” when trying to unpin the fearless Para’s and their gallant CO. Another turn wasted.


The Para's got straight down to work, but couldn't get any further.

 As the game was nearing time, our armour kept hanging on against artillery and air strikes, and kept the German infantry pinned down. The Para’s weathered a couple of bombardments of their own, and then moved up to assault. There was no time to thin down the defensive fire beyond eight shots hitting on fours. Shaky odds, but still in our favour, and we had nothing to lose by going for it. Five hits of DF and that’s that plan down the toilet! Again. If that assault had gone in we would be fighting right on top of the objective against Reluctant troops, with little nearby that could push us off if we managed to gain the ground. It was not meant to be.

 We tried to grab a point on the other side of the table. An RSO platoon came on from reserve and finished off our Stuarts, but the other Para’s were close enough to assault. They passed tank-terror, no defensive fire, seven veteran teams of TA 3 and 4 against top 0 vehicles, should be odds on to gut them, right? Between a combination of missed hits and great saves, the only damage was one bailed RSO. Unbelievable! They pulled back, and the game timed out.

 It was a frustrating game, as it ended just when things were getting interesting. Full credit to Robert and Mark though, they kept the pace of the game up even though they never looked like getting anywhere near capturing an objective. It was always going to be a very difficult mission for them with two infantry companies, but they were sporting players and it was good to play against some different guys for a change! End result was 1-2 in Robert and Mark’s favour (as with our error in Game One we should have claimed a point for each platoon, so we diddled ourselves out of a 2-2. We didn’t bother correcting this as it was hardly likely to upset the medal ceremony, and apparently lots of others had made this mistake too).

 Only Game 5 to go and it would all be over, a no pressure, bottom of the table clash against similarly hapless opponents, right? Partly right! Our opponents were none other than Team Buddha, aka: Mike Haycock and Chris Townley from Battlefront with their German/Hungarian combo, not exactly easybeats! They had also had some disastrous luck with the list they had used to win the competition in 2011, so at least we were in good company.


Hmmm... which end would you defend? Answers on a postcard!


A King Tiger reminds the Hungarian tankettes who's the senior partner prior to deployment. They were so tiny they looked like they could get sucked in by the Tigers gravitational pull and crushed!

 The mission was a No Retreat, and we defended on a table featuring a river and a charming novelty hedge maze. We chose to occupy the maze end, forcing the attackers to cross the river and planning to turn the maze into a tourist attraction at the end of the war. We put down two Para platoons, a Howitzer battery, and a Sherman Platoon in ambush. The main threat from Team Buddha was 10 Zyrinis with breakthrough guns and three King Tigers. I won’t dwell too much on the action of the game, but we put up a gallant fight in the face of the near untouchable King Tigers and punishing fire of the Zyrinis. A heavy artillery battery also added to our hurt. Our only option to knock out the King Tigers was for them to get caught under a repeat bombardment from our artillery, but that was well beyond our dice rolling abilities. The big cats sat back and covered the Zyrinis as they removed the first Para platoon, and then pushed the second back to claim the forward objective. By this time our armour was nearly all ablaze. We did take down two of the Zyrini platoons in the process, one with Shermans and one fell when it assaulted the Para’s. The 9+ platoon rule did apply in this game however, and we only got one point for our efforts. 2-5 to Mike and Chris.

 These guys were a real pleasure to play. They were easy to get along with, played in a relaxed but efficient manner, and it was a great game to end the weekend on. Our only concern was that by scoring two points we may have blown our chance of securing last place, the irony! 


Shake, shake, shake, what will it be....?


A one! Who would have picked it?


For Sale: one novelty maze, some fire damage, may contain shrapnel, phone Gunther for details.

Scott and myself in our sadly prophetic team t-shirts! Beaten but not broken, we'll be back. 
The pride of Kapiti FoW Gamers, and proof that we're not completely hopeless - Rhys and Brett, Runners Up for Best General.



At the end of it all, we were last on total Victory Points with a stunning 9! Army and Sportsmanship points pushed us up to the giddy heights of 21st. Thanks to the support of Battlefront, no one went home empty handed – Scott got the latest copy of Wargames Illustrated and I got the 2013 FoW Late War Catalogue.

Thanks also to the organisers and to everyone who brought terrain along. It was a mammoth effort to bring the whole weekend together, and they did a sterling job. Reflecting on our force, I think we tried to cover too many bases with too little stuff. Maybe being more one dimensional and strong in one area would have served us well, but we chose our list to have some historical context and work with the models we already had and enjoy playing.

We find it satisfying to get a “combined arms” force running smoothly, but it was a bit beyond us this time. Tactically we made the odd small blunder, but no major disasters. In four of the games we were either beaten by better players or the clock.

 As for the luck of the dice, the bad rolls are always the ones you remember most, but I suspect the numbers averaged out more or less. It was more the timing of the bad rolls that hurt us. The higher the stakes, the lower the numbers we rolled, and the lucky break we were “owed” failed to materialise. If the dice gods are reading this, Scott and I both expect a torrent of sixes at Call To Arms! Two draws and three defeats doesn’t necessarily make for the most fun weekend of gaming I’ve had, but overall it was a good time.

The highlight for me was playing with Scott instead of against him all the time. Through every game we hung together as a team and managed to keep each other’s spirits up. We’ll always be bound by our crushing defeat, and are considering a “redemption” theme for next year’s Panzerschreck. But for now, I’m off to introduce some dice to my wide selection of hammers…

 Cheers, Paul.