Showing posts with label Burma. Show all posts
Showing posts with label Burma. Show all posts

Sunday, 15 July 2018

Night Attack on the Shilohwaddy, and the Navy's here!

Back to Burma for this posting.
Japanese assault troops.  Classic light infantry; you don't always need a lot of heavy weaponry for a good game.
Since March there has been a dearth of posts, and indeed of gaming.  This was down to the usual culprits; work and family commitments, visa renewal hoop-jumping, and even getting back into playing jazz on the bass guitar again (a change is as good as a rest).

But the urge was there, and I had been hankering for some kind of game.  Finally, after lengthy negotiations Matt and I were able to get together in late June for a Bolt Action Burma Bash at my place.

This was followed a few weeks later by a small Napoleonic engagement, of which more in a future post.

The Bolt Action game saw another victory for my fearsome IJA; yet again with a little help from my (evidently bolshie) friends in the Royal Artillery.

The first idea was to play another game in a long running and very intermittent Kokoda Trail campaign, only to realize that I didn't have the necessary mule teams painted  in time for the game.  

So instead I thought we would turn once again to that indispensable source of inspiration, the scenarios contained in Neil Thomas' One Hour Wargames.

We have played many scenarios from OHWG so far, both with our Dark Ages and Napoleonic armies, but this was the first time to use it for WW2 and Bolt Action.

The scenario we are running was #27, Disordered Defense, and was inspired by the Battle of Shiloh of all things, with the Japanese taking on the role of the Confederates.

We dispensed with any point-based army lists for this one- we simply didn't need them, as the orbats were specified in the scenario (although tweaked around a bit to make it more suitable for Bolt Action).  

This would be an infantryman's fight; no tanks or vehicles.  My Japanese would have three, ten-man veteran units (squads in BA terms) plus a medium mortar (with spotter) and a command team.

These stalwarts would be pitting themselves against three regular Commonwealth squads (my customary opponents, Matt's fictional King's Own Academicals), a command team, and another infantry squad, this one made up of veteran Gurkhas.  In support was a Vickers MMG, along with a spotting team for the "free" artillery barrage that the Commonwealth troops get in BA.  

The Commonwealth have two units on table at the start of the game, the rest come in later, on turn #8.  All the Japanese enter the table at the south edge in turn #1, moving lengthwise across the table to the towards their objective, a crossing over a meandering stream, located not far from the northern table edge. 

Our mission- clear the area south of the crossing of Allied troops, and have at least one unit on the northern side of the stream by the end of turn #15.

The table was considered all jungle except for 25mm on either side of the huts, roads and the stream. Jungle was soft cover, and any jungle terrain pieces were considered particularly dense patches that were impassable, and which would block line of sight.

No running, so maximum movement was six inches. For a charge, a run had to be declared, but the distance moved would still be only six inches (you just try running across a new growth jungle floor one day, and see how far you get).

The stream was deemed fordable all along its length, being in effect a very wet road (albeit one infested with leeches).
To add some spice to the proceedings, I thought we would have the action take place at night, using the rules given in the Empire in Flames supplement.  

We selected the Flare! variant, so every turn we were to have rolled a dice; on a four or more, a flare would have illuminated the battlefield with no need for spotting rules for that turn. This in fact never happened, for the simple reason that we kept forgetting to roll the dice. 

Next time.
The two fences simply marked where the two Commonwealth units that began the game on table would be.
The crossing.  If there were any British troops left on the south (lower) side of the fordable river by turn 15, it would be a Commonwealth victory.  Otherwise the Japanese would win.
The game kicked off with the Japanese making a general advance; one squad on the left, another going up along the left of the road, and the third inching its way towards the squad on our right. 
Stealth and speed, men!
The plan was to take out the spotter team, and then use one squad to flank the British in Zone 2, while our right-hand squad would try to work its way around the British left flank and hopefully take them in a crossfire.

As it turned out, the Royal Artillery saved us the bother.
Major Bloodnock sees the advancing Japanese- and promptly loses his (blue?) bottle...
Major Bloodnock, RA; an officer whose hat is worth a good 10,000 men on the field of battle- to the enemy, that is.  This worthy gentleman once more proved himself to be mathematically challenged- if not, in fact, an outright fifth-columnist.

Matt rolled an outcome that saw me able to place the dice where I saw fit.  Of course, I placed it plumb smack in the middle of his forward infantry squad. 
Gulp...
The subsequent roll did not miss, and a hail of Sheffield steel rained down -again- on his hapless infantry. 

Matt’s reaction, I have to say, was remarkably stoic. I would have been cursing the Gods. This was the third time an artillery barrage had ended up not just falling on friendly heads, but in effect had put the kibosh on his chances of victory. 
"All out..."
I don’t think the King’s Own Academicals could any longer be quartered in the same province as RA troops, let alone the same barracks, given the bad blood that must now exist between them. 

If I were a gunner I’d be hiding my arm of service badges.
"'Ere, they've buggered off!"
"So they 'ave- they've scarpered!"
It’s rumored that Major Bloodnock’s last reported sighting was in a small village in rural Bolivia, working as an itinerant musician and selling souvenir reed-pipes.
Battle-hardened Japanese troops move up in the night, bugles blaring and reeking of sweat, shit, and sake.
"Almost there!"
Eyes on the prize, lads...
The Japanese set up a position overlooking the crossing.
Rather remarkably, my mortar team actually hit something, landing some rounds on the British Vickers team lurking in a hut, and managing to take out a number of its crew.  

Mortars are largely ineffective in BA terms when compared to other weapons, as targets rarely stay still long enough for the mortars to range in on them.  But this time the boys did good.

By the end of turn #13, victory was in sight.  The area south of the crossing had been cleared of the enemy; I had destroyed his Vickers MG, taken out his C/O team, and sent a much-depleted squad back across the river where it pretty much cowered for the rest of the game.  
My right-flank squad repels an attack after a fierce firefight,  Next turn it will cross the stream and dig in behind the copse on the lower right.
Getting one's boots wet for Victory and the Emperor.
My own squad followed the foe over the river and got an essential toe-hold on the north side of the crossing.  

So far things were going exceedingly well for the Japanese, but any potential success would be thrown away if the Commonwealth forces got as much as one unit on the south side of the river, thus giving them the victory.

With one squad routed, and another reduced to a terrified cadre cowering in the underbrush, Matt had just two full-strength squads left in play by this time.  

One of these was a squad of regulars, who after entering the table on turn #8, mysteriously just kind of holed themselves up in a hut and passed their time brewing cuppas and swatting mosquitoes.  Either they were waiting to see if the war might suddenly come to a convenient end, or else they were trusting in Matt's other remaining squad to pull His Majesty's chestnuts out of the tropical fire.
Underemployed, underpaid, under pressure-  but in no great hurry.
This other squad were the Gurkhas.

These were veteran (in the rules as written they always are), and had been placed on ambush not more than two moves away from being able to cross to the other side of the stream, so they were a real danger.

I decided that I could afford to have one squad gutted if it meant drawing the teeth from this very menacing threat, so resolved to move up against them by ordering my squad into the river- out of cover but well within spotting distance of the enemy- and then Banzai! charge them.

As is, of course, the done thing when you are playing the Japanese.

Of course I’d lose a lot of men to incoming fire and melee; but if I could shave the strength of the Gurkha squad down by even just a third to a half, my neighboring full-strength squad should be able to make short work of the survivors.

As it turned out, I bit off somewhat more than I could comfortably chew.
Kukris of Kryptonite.
Gurkhas; tough troops, a good fighting reputation, and certainly deserving in being set somewhat apart from their compatriots in arms.

But damn it, Warlord has turned them into a veritable Nepalese Death Star- on steroids. Gurkhas scornfully kick sand right into Chuck Norris' face- and he hasn't the guts to stop them. 

In close combat they are pretty much indestructible. I halve my attack numbers; they double theirs. And did I mention they are always veterans?

Now had I known- I don't have a copy of the Armies of Great Britain supplement- I would probably have done things differently.  Suggesting we finish early and go out for a beer instead, for example. 

But I had committed myself to the charge; and in my profoundly misplaced confidence I duly advanced my squad across the stream, the men lustily screaming out Banzai!! 

All of which clearly didn't seem to unduly trouble the Gurkhas. 
 
"てんのへいか、ばんざい!"
The Gurkha's CO gives his orders...
Before even getting into contact I had lost almost half of them to uncommonly accurate incoming fire.  

Ouch.

And just to add insult to injury, it was about the only time the whole game Matt rolled anything better than an average result.

"Oh, SHIT!!!"
When the battered survivors actually got into contact, it just got worse.  

Much worse.  

"Draw your KUKRIS!"
You wouldn't believe the amount of melee dice Matt could roll; while I, of course, had to reduce my own pitiful number of dice by half.

By the time the double-whammy of melee had been worked out I had lost the squad.

The-whole-damned-entire squad.
"Well, THAT was quick!"
The Ghurkas had gotten away with barely a scratch- although it was later determined that Lance Naik Thadapur Rai had, in fact, lost a fingernail while carelessly slamming home a fresh clip into his Lee-Enfield in all the excitement.  

Even Matt, while enjoying what was in effect the only ray of sunshine to illuminate Commonwealth fortunes throughout the game, thought that this was way over the top. So by mutual agreement, the next time they see action the Gurkhas are going to be de-fanged. 

They will still be fearsome, but forcing a morale check with some kind of modifier- especially when getting up close and personal with a kukri- should be enough, without necessarily turning them into a squad of crazed Nepalese Terminators.

Nevertheless, and at the cost of being lavish with the blood of the Emperor’s devoted servants, at least we did buy time.  The Gurkhas had been held up a turn repelling the Japanese attack, and it was clear that the clock was fast running out for them to actually get across the river and set themselves up on the south bank.
Too little, too timid- and far too late.
So despite having to put up with that unpleasant little speed bump, by the end of the 15th and final turn the Gurkhas were still north of the stream.  That meant I had successfully expelled the enemy from the area south of the crossing, with a squad of my own infantry dug in on the northern side.  

The game had ended in an undisputed Japanese victory.

But I couldn’t help but think that had the Gurkhas been in play right from the start, positioned well forward so as to start inflicting damage from the get-go, and if the Royal Artillery officers hadn’t failed their "A" levels math examinations, then the outcome may well have been different. 

At least it would have given me a lot more worries.

Had my squads been carved up early in the game, having three regular units coming on in turn eight against a mauled Japanese attacking force meant that the outcome would have matched that of Shiloh much more closely.

As it was, the butcher’s bill for the fight was quite lopsided; I inflicted twenty-six casualties (with a bit of help from the RA, admittedly), and in turn only lost thirteen. Mind you, ten of these were as a result of me having unwittingly thrown that one squad into the Gurkha wood-chipper.

Although it must be said that the Dice Gods were clearly favouring rice and raw fish over bully beef and chapattis this day.

And it wasn't Matt's best game.  Matt is a great opponent; a real gent and sportsman, he never gives up.  He possesses considerable tactical acumen, nerve, and is a dangerous and challenging opponent on the wargaming table.  

But this time he was having very much an off day, and playing uncharacteristically cautiously.  I think that when he at his usual form, he would have given me much more a run for my money.

One thing we realized is just how tough it is to take out veterans. Regulars have a hard time against them- I can’t imagine what possible good inexperienced troops would be, unless to provide a meat shield. 

Put them in fortifications, and with a larger number of weapons being fired downrange, and I suppose they have their uses. Probably historical, but I wouldn’t want to be in their field boots.

A great game with never a dull moment.  The night fighting rules worked well, and like all the scenarios in OHWG the game went right to the wire, regardless of the era being played.  That book is simply excellent value for the money. 

This was how I like my Bolt Action games to play.  Infantry-focused, lots of suppressing, flanking and movement, and all the time facing historical opponents over historically plausible terrain.  

Neither Matt nor myself are fans of those games where you pick an arbitrary point limit, create a list, and end up fighting ahistorical opponents over ahistorical terrain.  A lot of people here like to play games like that- in fact it's often unavoidable given the variety of different wargames armies out there- and that's absolutely fine. But it's just not our thing.

And it doesn't mean we're about to drop everything and take up CoC.   

For a start, the issue of point costs have just never come up in our games as we tend to play scenario-driven games, using points as a way to get some approximate parity of forces without feeling any need to scrutinize lists.  Terrain, experience, and the vagaries of luck often negate any attempt at balancing force composition anyway.

And as the mechanics of BA are fundamentally sound, they will take a good amount of tweaking.  Something jars with the rules as written? Then we decide what would work, and agree to change 'em for the next time round.  Then we just get on with the game.  

I've always approached my wargames like that, and I always will.

We're having a ball.
*****
Now on to some recent hobby acquisitions. 

I now have a Japanese “fleet” on the slipway, ready to patrol the Irrawaddy against Matt’s Commonwealth forces.

One is an unusual but sleek-looking armoured motor patrol boat, an AB-Tei Type C.  Just the thing for covering a Japanese supply convoy along the coast, and considerably well-armed for it's size.

The gunboat is a hefty model given its length, but the resin is both light and high-quality, the casting flawless. A simply beautiful model of an interesting, useful and off-beat subject.  

The second craft is a small landing boat.
The landing boat is indeed designed just for carrying personnel and supplies. Barrage have the Sherman pictured above with several different models, just to give an idea of scale.

I anticipate a craft full to the gunwales with a squad of infantry, patrolling along the coast, and ready to go inland and search for pesky coast watchers or bailed-out Allied aircrew, while the gunboat provides any fire support as needed.

Barrage also do a very nice model of a Daihatsu landing craft, which can carry a Japanese tank, but that one is for a future order. Generally, though, I tend to do better when I don't rely on armoured vehicles. Give me an additional squad of fanatics with bayonets, loaded to the gills with seishin and sake, any day of the week.

Based in Spain, Alf at Barrage was really helpful. Initially I had to email him, as his site wasn’t set up to receive orders from Japan. He replied within minutes, and after an exchange of e-mails he soon fixed things so I could order online.  I had mentioned that we have an active Bolt Action community here, and he sent me a .pdf file of his rules for using gunboats and other riverine craft. 

The models arrived much sooner than I had expected, and to add to my satisfaction, I found he had thrown in a model of a Shinyo kamikaze motorboat as well.

I can easily imagine a raid on a small harbour installation by British commandos trying to destroy it before it could cause any havoc with an Allied amphibious landing.  It would make a great scenario for Bolt Action. 

So I couldn't have asked for more.  Barrage is simply a great vendor to deal with, and with a lot of exciting models in the catalogue. 

Highly recommended. Go, Navy!


*****
Away from Bolt Action and the Far East, but staying with WW2, I also got myself a box of plastic Italian tanks in 15mm for my North Africa project, but more on that in the future. 

Some breakfast for the Matildas.
Lorenzo's Rams sounds suspiciously like it should be the name of some gay porn flick from the 1980's, but the vehicles themselves are nicely moulded and easy to put together.  The box came with a free set of FoW rules, too. 

I played the first edition of FoW way back in 2003 with Kris, my late and much-missed friend, while visiting him in Frankfurt.  We were using his 1940 French and German models in 20mm.  The game was fun, and we had no issues with parking-lots full of fender-to-fender tanks.

Next up, a report on a Napoleonics game that I had with Giovanni here the other day.

Sunday, 21 May 2017

IJA Reinforcements

Recent swag.  

Here are the latest additions to my ever-growing collection of Imperial Japanese for Bolt Action:

A squad of starving and desperate spear fighters is a pretty dark subject for gaming it has to be said; but there were a number of situations where the Japanese were fighting an end game, while suffering from a lack of all kinds of supplies (not to mention from malnutrition and a host of untreated nasty jungle fevers and infections). 

For any clever and ambitious young officer in the IJA, going into the logistics branch was a dead-end as a career path, as it was neither glorious nor held in any esteem, being well down there in the pecking order. A hangover from the samurai days, where a warrior was supposed to be just that; a warrior, not a clerk. 

Unsurprisingly, when push came to shove the lowly bean counters were told by their superiors to "knock it off with them negative waves", and trust in Japanese martial spirit overcoming mere material needs. 

Yeah, right.

Of course the soldiers in the field paid the price for the ensuing neglect, especially if they found themselves marooned on some island or other blockaded by the USN, or if their over-extended supply lines were under constant interdiction by Commonwealth Hurricanes and Beaufighters.
Field Marshal Neglect and his subordinates, Brigadier-Generals Disease and Hunger- probably the most dangerous opponents the Japanese soldier faced.
The sculpts actually capture this quite well, being ragged, lean, but mean. And they are a doddle to paint.

In game terms, the Bolt Action rules allow for squads of these last-ditch desperadoes. A lot of players will want to have a few units of them because they are very cheap in terms of point costs, they count as fanatics, and can still be deadly if enough get into close quarters. Good for soaking up incoming fire as they assault the enemy head-on, while your squad of rifles works its way around the flanks. 

Brigade Games do a good selection of near-naked and emaciated ragged infantry with rifles. I'll be mixing these in with the Warlord spearmen for more variety, and because I doubt very much that you would have found squads armed wholly with spear-armed troops alone.  

Fielding a whole squad consisting of half-starved & filthy fanatics with bamboo spears seems pretty "gamey" to me (in every sense of the word). Which is fine if that's the way people want to play it, but I feel it probably makes more sense historically to use them to beef up the usual rifle squads, rather than have them in separate units. And calorie/protein deficiency coupled with a near-constant case of the runs would probably mitigate against giving them any fanatic bonus. 

I will probably play it both ways, and often end up somewhere in the middle depending on situation and inclination. If it's a scenario I'm playing at my place, I'll most often want to play it more historically and distribute them equally among my rifle squads. If it's for a comp at one of our pub events, the emphasis is very much on the game, on rolling dice and socializing over a few beers, so I'd go with the flow. 

I'm quite comfortable wearing either hat on different occasions. Sometimes I'll look to contemporary accounts and my copy of the US War Department's FM72-20 Field Manual for Jungle Warfare as inspiration for wargaming WW2 in the Far East. Other times, it's an unrepentant homage to the action-filled romps of Commando Comics, no matter how improbable.

To be honest, I'm sometimes happier with the latter as when reading about the reality, I find it can be overwhelmingly grim.

Bolt Action can work for both approaches; it's just a matter of how I organize my force, and which of the rules I want to include/ tweak and which I want to leave out. For example, I never use any special character rules as I find them- well, silly, most being characters who would command well above the level that is being represented in the game. And all my squads have LMG's regardless of how effective they may or may not be for their point cost.  

*****
The Warlord tanks look good, and allow me to build either the original version with the 57mm gun/howitzer or the later 47mm Shinhoto Chi-Ha. They will be far easier to assemble than the resin vehicles, which with flash and mould bubbles can be a right old pain in the derrière to clean up.   Not to mention that the plastic ones come with decals, data cards (good idea), and even explosion markers- very necessary for the Japanese tracked sardine tins.

I might even do a kit-bash to make one of them a command tank, with the older turret carrying another MMG in place of the 57mm, and a 47mm ATG mounted in the hull. There are enough extra pieces in the box to do this.

*****
I've also found the time for working on more grunt-sans, these ones much better fed.

Fiddling about with plastics & putty
More infantry prepped and ready for priming.  These are mostly heavily-modified Warlord and Westwind figures.  ATG and crew Brigade Games.  Lots of Warlord head swops.

Saturday, 3 December 2016

Resurfacing; Burma, Brandywine, and Battleships

Fresh meat.  The latest Japanese to join the Aoba Detachment.
And my painted Japanese army so far...
Can't believe I haven't posted in over a year. It's certainly not because I haven't been gaming.  

Rather it's because I haven't really been all that inspired to do much blogging.  There have been a lot of demands on my time this past year, and I had long ago been getting the sense that interest out there in the blog was dropping off, which I can fully understand. There's a lot of excellent hobby related sites out these days to compete with. But that in itself is not the real issue, because I used to enjoy working on the blog whether it was one person enjoying it or a hundred.

Most importantly, what with work and  keeping up with email correspondence, I had simply found myself spending way too much time banging away at computer keyboards as it was- I found myself losing that writing mojo.  To be honest I long been feeling that my posts were all getting rather repetitive anyway, and didn't think I was bringing anything new to the party.

But Matt here has been urging me to pull up my tabi and to put up some photos of our last game; an opening meeting engagement in a Bolt Action WW2 campaign (in fact a series of linked scenarios).

It's my IJA vs. Matt's 14th Army again.  The games are set in Burma, but the campaign itself  was designed for  the jungle fighting along the Kokoda Trail in 1942.   I found the (very well presented) campaign online here.  Our first game saw a Japanese victory (again!), but it was close.

The list for the Japanese was created using the Battlescribe App for my iPad, and we organize our forces as historically as we can given what we have available in our collections.

We played the game pretty much to the recipe given; the board was covered in jungle, with the only open area being the river that was fordable along its length.  

All jungle movement was limited to so that the move distances were no more than what is possible for an advance, even if the units were given a run order.  We also used our own spotting rules- we think that visibility in the BA rule book is much too generous for jungle fighting.  Our own involve a certain amount of randomness which seems to fit with what happened in reality.
I won't bore everyone with a lot of commentary; suffice to say that in the opening scenario, a veteran force of Japanese infantry runs into a much larger, but inexperienced, force of Commonwealth troops (including Matt's fearsome Ghurkas, which on the day were being used to represent a Burmese Police unit armed with a number of shotguns- ouch!). 

Basically the Japanese were, time and time again, to Banzai!  themselves out of difficulty and charge on to victory- despite the Dice Gods being very much with Matt this game- how many sixes is it possible to roll?  Reversion to the Mean was clearly on vacation this day, and the Butcher's Bill for the Japanese was fearsome.

The Japanese also had a very nasty brush with a British flamethrower team that sent one of our squads packing- fortunately the flamethrower ran out of fuel after the one attack.  But not before severely testing the most robust of Japanese testicular fortitude.

Still, a clear victory for the Sons of Nippon.  I've been spending a lot of time working on my Japanese this year (another reason for the lack of posts- blogging takes time, time I've been using for painting instead).  I've been very pleased with the results so far, and I'm close to my target of four large squads painted and based, with support units on the horizon.  The next scenario requires mule teams, so I need to get cracking on them.


*****

This past year saw me spend a few weeks back in Vancouver, and included a day of gaming with the usual gang at the North Shore Gamers' weekly bash.  We played an AWI game using Sharp Practice II, and I really had a blast.  

I'd like to run a Napoleonic game sometime in the new year using these rules.  They have a really great feel for horse-and-musket gaming at the sharp end, so to speak.

I'll post about my plans for these rules later- I'm really excited about them, and they may be just the thing for a jaded Naps gamer!

*****

Finally, and of course I haven't always been spending all my time on work and wargaming.  We enjoyed a trip to Yokosuka back in August, and were lucky enough to be there when both the US and Japanese fleets had just gotten back in port after exercises.  

There were two carriers, the USS Ronald Reagan and the JMSDF's new Izumo (officially a "destroyer"- anyone remember the RN's so-called "through-deck cruiser", HMS Invincible?).  Also present were assorted cruisers, destroyers, auxiliary vessels and some rather cool submarines.  

And of course a trip to Yokosuka isn't complete without a visit to that venerable old lady, the last of the pre-dreadnaughts and Togo's flagship at Tsushima, IJN Mikasa.  

We took in a fascinating tour of the old island fort at Sarushima as well, which provided a great snapshot of fortress and gunnery design from the smoothbore cannons of Edo times, on through French and British influences in the 1860's to the 1890's and then right up to 1945; by which time the French 10.6" Canet naval guns had been replaced by light AA to defend against B-29 raids.

Pictures are worth a thousand words.


 
The new Izumo-  As large as the carriers that launched the Pearl Harbor raid.
The Ronnie Raygun







Well worth a visit, despite the August heat!

I'll be working on some terrain this weekend, along with some more IJA.  I'll post some piccies when done.