Showing posts with label Battlegroup. Show all posts
Showing posts with label Battlegroup. Show all posts

Sunday, 14 March 2021

Re~Basing WWII for 'O' Group

I haven't posted on my WWII blog for a while. So to get it started again I've posted this article here and cross-posted it at:This 20mm World at War. A couple of minor changes but it's pretty much the same.
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I've been looking forward for the release of the new WWII rules: 'O' Group. After playing a lot of Chain of Command in 2019, I sort of lost interest in it. Whilst I do like the game I think it's a bit small scale. For a platoon level game I actually prefer Battlegroup & one of the main reasons is: because I can get to use more of the models and figures I paint. CoC doesn't allow for this.

So I've been keen for the release of 'O' Group to get some games of larger actions happening where I can use plenty of the models I have. However, I need to rebase my figures because individual figures isn't going to work for these rules. I'm quite happy with this even if it is a bit of a pain in the bum. I can still use the multi based figures for Battlegroup and maybe CoC if needs be. 
I started with my 1943 / '45 Brits because they are the most complete force that I own. With just a little bit a substituting one or two figures here and there I can field a complete battalion with heavy weapons, mortars, anti-tank, engineers etc. I also have enough models to field most of the armoured support and recce that I'll need to start with. Here is the completed battalion.
I have a bag full of these little mdf 12mm dice holders left over from another project a few years back. I added one to the BHQ base to hold a dice for the Battalion Orders. I like it and I'll do the same for all the other BHQ bases.
I'm now on to some Germans. I had forgotten what troops I had so I had to go through them. As it is, the Germans I have are far more fragmented. I thought I had a full infantry company but I don't. What I have is:
    2 x 1943 - '45 platoons with lots of odds & ends for support, 
    1 x early war platoon, 
    2.5 platoons of Hermann Goering Division organized as panzer-grenadiers, plus a section of assault pioneers (these will become a platoon),
    2+ platoons of Fallschirmjager in Mediterranean kit, and
    1 section of early war Fallschirmjager.
As I said... They're fragmented. So they're going to need a bit of work to bring them up to scratch. I've decided to concentrate on the Hermann Goering's because they're the closest to a complete 3 company battalion and I can also sub them for regular grenadiers if I need to.

P.S. A big Thank You to Viv at Knights of Dice for cutting the mdf bases for me. I decided on an odd base size (50mm x 30mm) and KoD came to the rescue for me.

Saturday, 7 September 2019

Welcome To My Salient

So sang Alice Copper back in 1975 (well, he sang something similar). Today I played a game of Battlegroup in 15mm!

I think this is the first time I've ever played WWII in this scale.

The game was put on by Leith at the NWA, Croydon venue. The action took place in the Kursk Salient 1943 using the original Battlegroup Kursk rules. So plenty of armour, big numbers of troops and some weird and wonderful units were the order of the day.

I played the Russians with my former opponent Tom as my ally this time around. We commanded a battalion sized battlegroup from a Guards Tank Corps. We were facing the Germans in the form of Piotr, Jeff & Leith commanding elements of an unidentified panzer division.

All the models and the table were supplied by Leith. And because this isn't 20mm it won't be appearing on my new blog. Because that would just confuse things even more.

Roll many Sixes.
Roll many Sixes.
For the Motherland Roll more Sixes than the Hitlerites
or you will go to the gulag.
And so will your dog.
(from an old Soviet era battle hymn)
Starting Moves:

The table was pretty large - 12' x 4', and we were playing long ways.
The game started, as many Battlegroup games start, with a little recce phase before the main battle. Unfortunately this recce phase only lasted for 1 turn (determined by a 1d6 roll). So not much happened. So I, Colonel Ivan Hemminksikov. moved our units on the board and that was about it.

We moved into the center. Put a sniper into a house and moved our armoured car to the center crossroad. It was only later in the battle that 2IC, Major Tomazs Tomazsivich realized that we had forgotten to deploy our second armoured car and light recce tank.
 Anyhow, the Hitlerites moved onto the battlefield first and like the facist cowards that they are they lurked around the back and hid from sight.
Unlike our brave Soviet troops who moved boldly into action to crush the Hitlerite menace and wipe them from the face of the world!
Pardon me (we had an NKVD officer so we must be seen to be good Soviets... Or else!).

I, Ivan Hemminksikov moved infantry with some armour support on the left. Tomazs Tomazsivich moved his armoured company with tank riders to the right. We also moved our on board artillery - a Katushya battery onto the table ready to do some hard hitting.
 Onward Soviets. Onward to victory!

Meanwhile the Hitlerites moved onto the battlefield. Like maggots crawling around the carcass of a swine they moved their inferior tanks into position.
The first attempt to call in an artillery stonk was called off due to inaccuracy (see the little spotter-round marker in the middle of the table.)

So our brave troops continued to move forward to repel the Hitlerite menace. We had plenty of orders to use and plenty of reinforcements to bring on. Our main tactic was to use infantry on the left where the terrain was more closed and armour on the right where the terrain was more open. We also moved the second T34 company on to the right as a reserve.
Following the failure of the first artillery stonk the forward observer knew that his future well being was on the line and that he'd better pick up his game. And this time he did well.
This time Comrade Stalin's Organ really gave the fascist invader a good rogering.
Twelve dice: 2 direct hits and 8 pinning hits. Two Pz III's took the direct hits and both were destroyed. Four other units were pinned. Unfortunately a Panther and Marder II were unaffected.

A second stonk from a 120mm mortar battery virtually in the same area resulted in more pinned units and an SdKfz 251 being abandoned by it's crew. Great work by our brave Socialist Artillerists! No gulag for you!


Unfortunately things started to go south from here.
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The Hitlerites Strike Back!

Onward Brave Soviets! We moved further on to take up defensive positions. My brave, and loyal comrade; Tomazs Tomazsivich, took another one of our objectives and move his armour up to destroy the invader and drive him from our land. Only a single platoon of Pz IV's faced him. Until a troop of Tigers crested the heights opposite.

 "Take that little green objective Tomazs Tomazsivich.
Take it for the Motherland!"
Meanwhile, I took a much deserved quick break after patting myself on the back for my fantastic artillery efforts and ordering the capture of yet another objective, for which I think I deserve a medal. I returned to find that my subordinate, Tomazs Tomazsivich had lost three tanks to the Hitlerite shooting. One of them was one of mine! He will be breaking rocks in Siberia before this day is out.
Things only got worse. A Panther leading the thrust on the main road targeted the Forward Artillery Observer's vehicle and sent an armour piercing shot into it, instantly killing the FO and his driver. This didn't seem so bad until it was determined that he was the only Soviet officer able to call in artillery. The others were only rated as Mortar Spotters.

Bugger. 

The katushya's were once again loaded & ready to fire but we had no one to call in their shots. I can only blame my subordinate Tomazs Tomazsivich for this oversight. As second-in-command it is his duty to remind me that I have forgotten to do important things.

One bonus for us was that the chit I drew for the dead FO was the Breakdown Chit and we played it on the Panther that shot up the FO.
 Look at the dirty Fascist dogs. Moving up and killing brave soldiers of the Motherland. 
So we continued to move up. We moved some heavier armour up to deal with the Fascist Menace but both of us were hopeless when it came to hitting anything. I moved a T34 onto the left flank with the intention of shooting up some infantry in the open. I missed. A Pz IV moved up in support and...
The Hitlerites obviously didn't suffer the same problems as they continued to knock out our tanks in the center and on both flanks.
More mortar stonks did nothing. They chewed up orders for no value whatsoever. I maneuvered tanks in the center and they missed their targets. Apparently, Tomazs Tomazsivich killed some enemy armour but this will not save him from the gulag. He is doomed and I fear that I will be the one who has to report him for his failures.
The troop of Tiger's on the hill took up a commanding position with very good fields of fire. Our T34's had a hard time dealing with them due to their frontal armour. Our 76mm guns were not up up to the task of taking them out.
It was late in the day and I sent my infantry on the left into the wheat fields towards the enemy and then, in what I can only describe as an act of pure tactical brilliance, I ordered an SU122 to move up onto the high ground and take on the Tiger troops. This saw the DESTRUCTION of one of the mighty metal monsters. And I, Colonel Ivan Hemminksikov, deserve a medal.

And Tomazs Tomazsivich should be relieved of command and deserves to go to the gulag.


Here ends my report.
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Conclusion:

The game ended due to time. We added up our BR Chits and deducted these from our Battle Ratings. The Germans ended up on 102 BR points and the Soviets on 98 BR. So it was a minor victory for Jeff, Piotr and Leith. Really, our battle rating would have been worse if we hadn't drawn the Breakdown chit.

This was a far larger game that I've played using Battlegroup. I did enjoy it but I'm not sure I'd play games of this size very often - Especially with my own 20mm kit  because it would just be too big. But I can see a company sized game in 20mm being interesting.

Using Soviets was interesting. They have a lot of units and trying to coordinate them is tricky. They can very easily end up getting in each others way. If the German commanders had more dedicated artillery assets they could have caused some serious carnage to our infantry.

We had plenty of banter and laughs during the day and the final shot that resulted in brewing up the Tiger was unexpected and pretty funny: "You need to roll a 6. A SIX!" - "You need another 6 on two dice: A SEVEN!"

Thank you to everyone for a great game. I have absolutely no idea what was happening on the German side of the fight and look forward to reading Leith's take on the battle. I know that I've got half the facts out of order and the other half completely wrong. But this is pretty close to the events of the day. This is the official Truth according to Pravda.

P.S. And remember, my friend: If you disagree with "the Truth" you might find yourself airbrushed out of history!.






Monday, 26 August 2019

More G.I.'s ~ I shouldn't have, & I knew it...

As I mentioned in my previous post about U.S. infantry I said that I bought some AB Figures. I knew that if I painted them they would make my plastic Italeri look second rate.

I knew it. They look really nice and they're really easy to paint too. And, to make matters worse, they are really easy for me to get direct from Eureka.

Now I have to get more AB miniatures. Oh well...

I bought two section packs and some support units to get myself started.

 There are a couple of PSC plastic figures, that I inherited, mixed into the command and FOO bases.

 I also got a couple of vehicles painted. Some recce and some AA.

Saturday, 24 August 2019

We calls' that an MG34, Boyo!

T'was a fine day in Croydon and, once again the Welsh Guards bumped into the Boche. This time around Battlegroup were the rules being put to the test.

My opponent, this time was Tom. Like me, Tom had a very tenuous grasp of the rules. This was his first game and I've only played about 3 or 4 games over the past couple of years. The problem is that the games I've played are so far few and far between that it's difficult to retain very much of the rules (what with several other sets of rules all vying for space in my limited brain).

The Set Up

We decided that this would be a learning game and, if it turned out well we'll make sure to play more often so that we can really get a good grasp of  the various nuances of the rules. It would be nice to play a limited campaign or something similar.
Once again I played the Welsh Guards:
Motor Infantry Platoon - Cromwell Troop - Carrier Section and some supports.
Von Tomaz had a
Panzer Grenadier Platoon - StuG IIIG Battery and supports.
(I left the German trucks at home so they used captured vehicles.)
We played the Recce Screen scenario from the Battlegroup Overlord rules. Looking at the table below, the Brits came on in the bottom left corner and the Germans from the top right.
The view from the von Tomaz's perspective.


The scenario started with d6 turns of recce units trying to out maneuver and gain the edge on each other. We rolled 2 turns so after these see who had won the recce phase which would result in the loser drawing a Battle Rating chit (BR chit) and the winner adding their difference to the initiative dice roll.

Note: Some of the details of the game are a bit muddled. I'm writing this from memory after a long day, but the general gist of the game, the overall events and the final outcome are all pretty much accurate.

The Guards came on first with their two recce units, moving bravely into no-man's land intent on finding the enemy and destroying him.
 The Hun came on sneaking and hiding unlike my brave Welsh lovely boys!

There's a Gerry halftrack waiting behind that bombed out building but we're ready for him (the scout car is on Ambush Fire).
The SdKfz 250/9 did poke it's nose around the corner and the Ambush Fire did absolutely nothing. A shot from the halftrack missed and drilled into the church wall.

By the end of the Recce Phase all of our units were still in good order. Von Tomaz's mounted recce patrol managed to sneak into the church and set up a good OP in the steeple. I tried to pin them with the scout car but I didn't have enough firepower. On the other side of the churchyard my White Scout Car did manage to pin the Gerry SdKfz 251 with their .50 cal MG.

After the recce my lovely brave boyo's got the initiative and started to push onto the field. We rolled 1d6 each turn to determine reinforcements.
I pushed into the field to my right with two sections in M5 halftracks. One section dismounted and moved quickly across the fields. In the center I pushed up the PIAT team from the Carrier Section. The team dismounted and took a shot the SdKfz 250/9 and blew the front wheel off (I rolled snake eyes = Immobilised!).
I also brought a Cromwell on to the road to support the center.
Then we started to see the Hun moving around in the distance. They came up from behind the town and started investing the buildings and surrounding hedges.

 "And what's the coming up the blummin' road, mun?"
   
First things first: Deal with that halftrack - "Bring up the PIAT."  They shot again at teh halftrack and this time they aimed true and knocked the thing out of action. Then the Cromwell moved up. It was a risk and it would only have one chance before the StuG to it's front retaliated. Unfortunately... The Cromwell missed.
The platoon HQ came on and deployed it's morta as did the carrier section. So a bit of mortar fire resulted in two German casualties but Hauptman von Thomaz kept his men in good order.
My infantry in the fields we not doing well. Casualties were minimal thanks to the cover of the hedges and walls but they became pinned. Harassing fire into the buildings from the halftrack's .50 cal's helped to keep the German's heads down too.

Another StuG appeared on my left flank and targeted the M3 scout car that had been trying to shoot up the German transports.
 The commander adjusted his sights. 
"Eine little bit to zee right, Gunther.
 "Back eine little bit to the zee left..."
 Feuer!

Ka-Boom!!
Bloody 'ell. That wasn't very nice.

Then the StuG on the main road took aim at that Cromwell that had one chance... Well it never got a second chance.

So far this turn I had pulled 2 BR chits  and I now had to pull another as one of Von Tomaz's teams took an objective. All of a sudden my healthy looking attack was not looking so healthy.


One thing that I did have in my favour was that I had moved up a second Cromwell to support my infantry on the right. It managed to get into position behind a hedgerow where I put it onto Ambush Fire with a StuG directly to it's front.

I also brought up a Firefly on the main road. It has no HE but it did use it's MG well and dislodged the German OP in the church steeple.
More movement. More fire from my halftracks. I managed to kill an MG34 team (in the building on the left in the above pic). I also managed to pin a rifle team behind the hedge. This was good and at the end of the turn I pulled another BR chit to rally my infantry. It was time to assault the bloody Hun!

Meanwhile, my little scout car had moved up to try it's hand at harassing the German transports (going for easy BR pickings). And boy! Did it pay off?
I missed everything and then the StuG took notice and brought it's gun to bear on the little scout car. When damage was rolled Tom needed a 3 on 2d6. He rolled box cars.

Then the StuG on the main road stuck it nose around the corner into the field of fire of my Cromwell on Ambush Fire. So, Sgt Jones took the bait. Took aim and FIRED!

 Good shooting Sgt Jones.
While all of this tank fighting was going on the infantry were getting stuck in. My PIAT team had moved up in the center and had been shot to bits by MG34's. The platoons own PIAT team had moved up with a section on the left and taken on an SdKfz 251 but couldn't get a hit and they too paid the price. 

The section in the pic below were supposed to assault the pinned German section in the opposite hedge but they decided to stay put (failed their Experience Test) and became pinned again as a result.

After shooting the StuG on the road his friend beyond the hedge moved up and took out the Cromwell. Luckily revenge was on it's way in the guise of a Firefly. The big 17pd'r roared and the StuG brewed up. 

Things were looking up again. I still had another plan up my sleeve. I moved up the Bren team of my carrier section and got them into the church steeple. The idea was to clear away the Gerry's as take that aid post (one of the objectives).

Bren team v's MG34's. Not a very even match up.

First: the last remaining StuG fired HE at them. Three direct hits. Three saves.
Second: MG34 fired - One kill - Moral Roll - Beyond the Call of Duty. They shot back and reduced the German MG team to 1 man. Second shot missed the bren team.
Third: A second MG34 fired - One kill - Moral Roll - Beyond the Call of Duty. They shot back and reduced the German MG team to 1 man. Second shot missed the bren team.

Eventually a HMG team got the last Bren Gunner - Pte No: 6, Evans.
Four hits and he only managed to make one save.

This all happened in the area of the innocuous little pic below. It was very close quarters. And I did not manage to capture the aid post.
Then von Tomaz finally got his off-board mortars firing. He had tried a couple of times before but kept on running into comm's problems (failing the comm's roll). It was only 4 shots but they managed to cripple my right flank. One halftrack was abandoned. One infantry section routed and another was pinned.
By this time it was getting late and my men couldn't go on. They were pretty much spent so it was time to withdraw and regroup. Von Tomaz's men weren't in much better shape. But the squareheads held two of the objectives and I held one. So it was a hard won victory to Tom. 

Ymladd yn dda!
(Well fought!)
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Conclusion:

This was a great game. We started off a bit slow because we were uncertain about the rules. As mentioned above, I'd played a few games but not nearly enough to be competent with the game. But we picked it up pretty well and the turns started to move along pretty well. What we both need to do is read through the rules as an after battle exercise and find all the bits that we got wrong. 

As with any rules, more games will mean a better understanding. The game played really well. It was a good hearted game thanks to my opponent, Tom. There was enough tension to keep things exciting and enough toys to keep things interesting with plenty of command options available. Plenty of laughs and silly voices also made the game a lot of fun.

And before I go I must say: The much prayed for Typhoon never did arrive to save the day.

Bloody RAF!
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A quick edit:
Russel from Nunawading Wargames Association posted some pics on the NWA facebook page. So I stole some of them and here they are: