Showing posts with label Campaign Games. Show all posts
Showing posts with label Campaign Games. Show all posts

Thursday, February 16, 2023

Back to Palestine!

A fortnight ago, Peter and I met upon the remote plains of Palestine to continue the WWI campaign.  Peter's account of the action can be found at, WW1 Palestine Campaign T4G4.  For completeness, I offer up the tale from the Turkish perspective.

As a brief refresher, Peter is refighting the WW1 campaign in Palestine using his D3 variant of Neil Thomas' One Hour Wargames (OHW).  This variant extends the base rules to include some interesting twists including using a D3 die and unit activations.  The unit activation mechanism introduces variability and decision making into the game which enhances play markedly over the original.  Well, in my mind anyway.

In the two preceding contests, the EEF attacked Turkish defenders set in standard OHW scenarios.  This action is no different but Scenario #8 Melee is used a second time.  Peter mixed the terrain up a bit but the ground was familiar.  Orders of Battle were changed up too with the addition of an armored train and a tank.

Anyway, on to a captioned account from the Turkish perspective.
With Turks on the heights with gun and machine gun,
fire into the oasis is not very effective
 as the enemy comes on. 
Turkish reinforcements on the way!
As the EEF advances and deploys,
Turkish support comes under heavy fire.
The hilltop defenders retire slowly off from
their exposed positions on the hill.
The supporting unit of Turks is quickly dispatched.
Armored train arrives with infantry moving along in support.
Unfortunately for the Turks, the supporting infantry
is brought under fire from both gun and rifle. 
The EEF swings around to threaten the heights.
Infantry advancing under cover of the train take a pounding.
They are not under cover!
The EEF continues to advance upon the heights.
The MG on the train fires into the infantry to its front.
Enemy takes casualties but the Turkish infantry refuse to act!
In preparatory fire, the EEF lurks below the crest of the hill.
For the Turks, casualties mount.
Having seen the Turks off on the EEF right,
targets switch to the Turks detraining.
  Casualties are frightful.
A whistle blows.
Over the top! 
As the enemy crests the hill, fire erupts from the Turks.
Many fall.
The enemy emerging from the oasis scatters.
The train mounted MG continues its fire down the tracks.
An explosion is heard as a large, black plume of smoke
 rises from the enemy tank.
The tank stops and the crew bail. 
With armor gone, the enemy are caught in a deadly crossfire.
In a blink of an eye, two units disintegrate. 
Enemy guns take out another Turkish infantry moving up.
With time and resources ebbing, the enemy moves
 out from the cover of the woods and toward the hill.
They succumb to fire.
The MG fire scatters the enemy astride the tracks.
With only the EEF guns left and time expired,
 the battle is over.
Victory to the Turks,
AGAIN!
Turkish commander inspecting the burned-out tank
atop Mount Disappointment.
photo courtesy grid based wargaming.
Wow!

Another exciting game in which the action saw the defending Turks turn back yet another attack.  Three times, now, the EEF has come on in the same way.  Three times the Turks have repelled their attackers.  Will the enemy try a fourth time?  We will see.

In hindsight, the battle hinged on the untimely destruction of the EEF armor.  The Turks were taking a real pounding from enemy guns.  Failed activations hindered Turkish progress.  When the tank exploded from a failed activation, the balance of power shifted to open up the battle and turn the tide.

Great fun and an exciting match.

What comes next and can the EEF reach Damascus? 

Sunday, January 1, 2023

Last (and First) Game of the Year

Last and First game of the year?  How is that possible?

When one player is situated in the USA on the afternoon of December 31st and the other player hosts the game from Australia on the morning of January 1st.  That is how.

Peter (Grid Based Wargaming) set up his table in a continuation of his WWI Palestine solo campaign.  Rather than fighting the next battle in the campaign solo, he asked if I would consider taking command of one of the armies.  Without hesitation, I said, "of course!"

The scenario background and details can be found on Peter's blog at WWI Palestine Turn 4 - Game 2 prep.  I would command the Turkish defense of the hill objective.  If the Turks can have a unit on the hill at the end of fifteen turns, they will be declared the winner.  Outnumbered and outgunned, I thought the Turks might have a difficult time hanging on for the requisite turns.  To compound the Turkish misery, the EEF can call in a bombardment mission upon the hill before the game begins in earnest.  Ouch.

Let's see how the battle played out.

The Turkish defenders await the attack
but there is only enough trench to protect one unit.
Preliminary bombardment causes heavy casualties
 on the Turks caught in the open.
Lead elements of the EEF arrive.
While one battery deploys to provide support, 
infantry move into the light woods
and mounted cavalry advance along the road.
As the EEF closes in on the hill,
Turkish reinforcements appear on the horizon.
For now, aid comes as one battery and supporting infantry.
Heavy fire is exchanged at the hill.
With the high ground proving too hot to hold,
the Turks fall back off the hillcrest. 
Turkish artillery targets the mounted infantry.
Taking fire, they dismount.
Turkish guns continue to pound the dismounted infantry.
EEF infantry fire from the cover of the woods
 against the approaching Turks.
Caught in a crossfire, the dismounted infantry
 in the open see their casualties rise.
The last of the Turkish reinforcements appear.
Hoorah!
With no targets remaining within sight,
EEF guns must redeploy.
The attack is stalling.
Sharp firefights continue on the EEF right
as the armored car moves to turn the Turkish left.
As the Turks begin to deploy in depth,
 EEF guns move up on the left.
Fighting is intense on the EEF center and right.
Turkish guns and infantry target the armored car.
Dismounted cavalry are destroyed in exchange
 for a Turkish infantry with MG. 
EEF infantry advances to take the hill.
Can this position be held until the final turn?

A second EEF unit is destroyed near the base of the hill.
The EEF holds the objective with its guns
working their way up the hill.
The Turks continue pounding the armored car.
Failing its activation, The armored car is wrecked.  
With EEF infantry on the crest coming under
a deadly crossfire, it can take no more and scatters.
EEF guns destroy the rightmost Turkish infantry.
Before this opening can be exploited, the sole EEF
infantry is hit from the right. Casualties are heavy.
The remaining attacking infantry is destroyed
 as the Turks move up to secure the hill.
Recapturing the hill with only EEF artillery remaining,
Turkish victory is complete. 
Victory to the Turks!

This loss for the EEF likely puts their plans, once again, behind schedule.

Neil Thomas' OHW scenario offered up another interesting and challenging fight.  With only two units on table at the start and two reinforcements arriving on Turn 3 and the remaining two reinforcements arriving on Turn 6, I figured staying in the game might be a challenge for the Turks.

The pre-battle bombardment caused some damage, but follow-on artillery barrages caused a lot of pain on the two Turkish units stationed on the hill.  While both Turkish units on the hill vacated their positions by Turn 3, I probably should have pulled both back off the heights on Turn 1 to preserve their fighting strength.  I realized this almost too late after they both were already heavily damaged by enemy artillery fire.  Once on the back side of the hill, these Turks were protected from enemy fire by the intervening crest.  As it was, heavy casualties prevented these two units from activating time and time again.

In the end, Turkish refusal on their right while concentrating fire against EEF elements on their left, brought about a winning combination.  Three EEF units fell in quick succession as the Turkish left got into range.  The EEF right was open and turned.  Turkish coordinated attacks kept the enemy from securing its objective but only in the nick of time.

This action was the third to see Peter's D3 adaptation of Thomas' OHW.  The third different period too.  Again, the rules and scenario produced a very good game.  Yet again, the result came down to the very last turn.

A great way to end an Old Year and start a New Year.

Happy New Year!

Monday, February 8, 2021

Debacle at Concord's South Bridge

The colonials drive off the Redcoats 
Photo courtesy wargamesinthedungeon
No, the title of the scenario was not originally Debacle at Concord's South Bridge but a revision seemed fitting after yesterday's outing.

For the second action in the continuing Rebels and Patriots mini-campaign set during the early stage of the war, Concord's South Bridge is the scene.  The scenario as laid out was:

Concord – Action at the South Bridge

American Briefing
As reports of the action at Barrett's Farm filters out into the countryside, local militia and minutemen answer the calls to arms.  Marching on Concord from the southwest, these militiamen encounter a British scouting party sent from Concord across the South Bridge.  Having driven off this small party, the Americans draw up their forces centered on a small hill overlooking the bridge.  Included in this collection of rebels is a section of light artillery.  Placing the artillery behind hurriedly prepared breastworks, the Americans settle in to await the attack they figure is coming.  The major of this ad hoc group is determined to make a stand upon this ground.
    
British Briefing
After scattering the colonials at Barrett’s Farm, the British gather their dead and wounded and return to Concord where the main, expeditionary force is stationed. There was no interference from the rebels on the two mile march back to Concord over the North Bridge. Good thing. Following these exertions, the British are battered and fatigued.

Having returned to Concord, the major is congratulated on the success at Barrett’s Farm but cautioned on the casualty count suffered in overcoming the rebels. After sending the wounded off for care and making arrangements for the dead, you are informed that another patrol, mostly of skirmishers has encountered organized resistance near the South Bridge. This patrol has been driven back to the east bank of the river, fatigued. The skirmishers report that the rebels have a section of guns overlooking the South Bridge and its position threatens the security of Concord, itself. A fresh unit of combined grenadiers and another of light skirmishers are allocated to your mission as replacements since both of your units saw heavy action at Barrett’s Farm and suffered heavy casualties.

As the British patrol reaches the South Bridge, the situation becomes clear. Rebel artillery and a militia unit are deployed upon the crest of the hill with supporting skirmishers deployed to the front. How best to tackle the enemy positions and drive these damned rebels from the field?

The Map:
The area shows the farm and hill on the west side of the South Bridge. Since it is April, the fields have been plowed but no crops are up. It is about midday with plenty of time to see a conclusion to this skirmish.
Action at South Bridge Sketch Map
Matt transformed my sketch map above into this:
Action at South Bridge battlefield
Photo courtesy wargamesinthedungeon
Quite an amazing transformation, don't you agree?

The British force reaches the South Bridge in whatever formation ordered. They may spread out along the eastern board edge.

The Colonials have one artillery section and one militia deployed on the high ground to the west of the South Bridge. Both of these units are situated behind hastily prepared breastworks. One unit of minutemen and the riflemen are deployed on the board as shown (Rebel’s choice). One more militia and one more minutemen unit come on the board on turn 1.

SPECIAL:
River is an obstacle.
Trees and brush along riverbank are difficult.
Fences, woods, and bridge provide cover.
Hasty breastworks on the hill provide hard cover.

Orders of Battle:
British:
1 x Grenadiers: Shock, VET (8pts)
1 x Light Infantry: VET (7pts)
2 x British LI skirmishers: VET, Good Shooters (5pts each)
1 x Loyalist militia skirmishers: GREEN (1pts each)

total = 26 points

Americans:
1 x Light Artillery: (4pts)
2 x Colonial militia: (4pts each)
2 x Minutemen skirmishers: Good shooters (4pts each)
1 x Riflemen skirmishers: Sharpshooters (6pts)

total = 26 points

OBJECTIVES:
Both:
+2 Honor if your company suffered fewer than 33% casualties.
+1 Honor if your company caused at least 33% casualties to the enemy.
+2 Honor for holding one end of the South Bridge.

American:
+3 Honor for driving the British back to the east side of the river.

British:
+3 Honor for driving the Rebels from the field.
+2 Honor for capturing the gun.

So, how did the battle play out?  Well, with "Debacle" in the title, the outcome is not likely good for someone.  Let's see who folds.

Photos are annotated so viewing as a slideshow is a good way to view the action.












That was another fun game but not the outcome for which Matt expected.  Matt experienced several crucial bad rolls which either prevented his troops from activating or broke his units while testing morale.  Two back-to-back rolls of snake eyes is no good when testing morale.  After a bit of post-game armchair generaling, talk turned to the next installment.

Next time, we may increase the points allocation to around 30 points each to produce a larger game.  In some situations the recommended 24 points is too little.

Thanks again to Matt for hosting another fine game.  Until next time.