Sunday, March 10, 2024

Stolberg Corridor - Day One

It has been a long term aim to replicate the Command Decision Stolberg Corridor scenario for Rommel.  The biggest challenge was to not give in to bright ideas and keep things as close to the Rommel rules as possible.  The only new rules were for pillboxes and dragon's teeth.

Pillboxes function like Prepared Positions (Page 50) but are not removed after absorbing the first hit. They are removed when the position is occupied by the US.  

Dragons Teeth block supply, but do not cause isolation.  They are in a hex but line a hexside and only affect units crossing that hexside. They are ignored by non-motorised, but other units must stop on reaching them.  If a motorised/armoured unit starts adjacent it can cross but is tipped. They can attack across, but are vulnerable and do not provide armour benefits (i.e. tank shock), and if it advances across the hexside (as it must) then it is tipped. Dragon’s Teeth can be removed by engineering (Page 78-79). Place a marker next to the Dragon’s teeth in a US Marker Step provided a US unit is in the hex containing the Dragon’s Teeth.  Remove the Dragon’s Teeth in the subsequent US Marker Step provided the US are still adjacent.  The assumption being that enough explosive is on hand to blow a gap or engineering equipment to bridge a crater. (I'm still perfecting the wording.)

The map for the first day:

Please note the following images are taken from the German perspective.
The above map is orientated from the US perspective.

Simon and Stephen were CCA and CCB of the US 3rd Armoured Division respectively while I was the German commander and adjudicator as required (which was mainly just looking up a rule to confirm how it worked, the downside of only playing Rommel a few times a year).

This image doesn't do the initial deployment justice.
There are wall to wall Yanks with more on the way.
and not enough Germans to man the defence lines.

After moving up, CCA starts to attack what just happens to be the best German troops.

The single battalion of Pz Grenadiers are not enough to hold the wooded area near Aachen.
and the US troops are soon breaking through.
(each hex is about a square km and each stand around 200 men)

CCB starts to isolate Schmidthof.

It will take time as the pillboxes absorb the first loss in each combat.

The various battalions of the German 353rd Division arrive surprisingly quickly.
A promising counterattack however ended in disappointment.
This was the one and only German attack.

CCB still trying to isolate Schmidthof.

CCA launches another attack on the Pz Grenadiers.

CCB makes a direct assault on Schmidthof.

US attacks at both ends of the German line.

CCB pressing on with its attacks.

The Germans withdrew from Schmidthof.

The defence of the German left-hand side of the corridor now rest on the hills.

CCA attacks on the other side of the corridor, by passing Aachen, 
the outskirts of which can be seen on the right-hand side of the above image.

CCB have now broken through, and the Germans are at risk of being surrounded.

The Germans withdraw.

The US forces don't want to miss their chance to trap the Germans and surge forward.

Attacking at multiple points in the line.
but night is falling, and the bulk of the Germans slip away to the next defensive line.

The US content themselves with mopping up.
The exercise completes in the first turn of the second day.

Always tricky to know how a scenario will play out.  I was pleasantly surprised about the different challenges this one presented so far.  The pillboxes and dragon's teeth worked fine.  We had to move the mat once to gain an extra two hex rows, but that went smoothly.  The nighttime phase, out first in a Rommel game, worked surprisingly well, with the Germans taking full advantage to break contact and rebuild.  

The first turn of Day 2 saw the US mop up the Germans who were left defending the dragon's teeth (hex row 5). This meant the Germans could use their first turn to complete consolidating on the Stolberg defensive position, hex rows 13 to 15.  The US will start in hex rows 10 to 11 for their second turn of day 2. There is a small forward force of Germans in hex L11 near Zweifal and the US will be set up one hex back from that position. Both sides have 2 Ops dice to start with.

The map for Day 2:



Thursday, March 7, 2024

Early Seleucids versus Sui Dynasty Chinese

Having recently completed some Seleucid heavy cavalry I was keen to get them on the table and so took this army to fight Karl's Chinese.

Things started off well with the Seleucids winning the scouting.

A cautious advance in the face of the Chinese superior missile fire.

Slight advantage to the Seleucids.

The Thracians held the Chinese heavy cavalry off.
The Seleucid heavy cavalry had a spectacular charge,
but pulled up short before the Chinese crossbows.
The pikes were also successful, 
but didn't appreciate the potential of the Chinese counterattack.

The crossbows get 6 dice on the cavalry which are already disordered.  The Chinese infantry had a surprising plus 3 charge bonus (the pikes were only plus 1).

It's all starting to unravel,
but the Seleucids still have hope.

Hope fades with the Seleucid heavy cavalry reduced to a pin cushion.

Defeat 
:-(
Although it was close.


Saturday, March 2, 2024

Barbarossa Turn 43

The weather turns to mud for Army Group Centre.  AGN, even with good weather, makes no offensive actions.  However good weather in the south sees attacks everywhere.

AGC still manages a few attacks, but they achieve little.

AGS successfully attacks Kiev capturing half of the city.

Attacks on Odessa achieve nothing.

But Kherson is weakened and will soon fall.

AGS is also spreading down the Dnepr, clearing all in its way.

The north.

The centre

AGS - north west
Note two divisions making a dash to reinforce AGN, top RHC.

Kharkov is the next target for AGS.

But there still remains Odessa and the Crimea.




Friday, March 1, 2024

Ill Gotten Gains

Simon put on this game at the club.  My Sudanese figures got to venture on to the Table Top in the pay of a dastardly adventurer who had looted ivory and gems from Africa.  The rules were Men Who Would Be Kings.  Karl was on the dark side as well, looking after red and blue Arab gunmen.  Curtis and John were the good if very unlucky natives - Massai warriors.

Trudge, trudge, trudge.
The white Arab gunmen seem a bit reluctant.

Natives arrive on the left,
but they soon scatter after a few volleys from the blue Arabs,
and a shot or two from the cannon (not yet in view).

More natives, this time on the right.
Note cannon at top of the image.
There is also the plane, which the dastardly adventurer intends to make good his escape in.

My Sudanese warriors get ready to charge the natives.
Meanwhile two more groups of natives have appeared in the rear.

Moving swiftly under the acacia trees.

The natives fall upon the blue Arabs who promptly get a move on.
(Always tricky when the results of your attack see the enemy
 going further in the direction they were heading anyway.  Doh!)

Unlike these natives who my Sudanese have bested and pushed back.

The white Arabs stand to fight hoping their shots will hit the mark.

They do and these natives stall.

All over.
The red Arabs well aimed shots put an end to the other natives.
The Sudanese had chased off their opponents.
The dastardly adventurer jogs off to board his plane.
 100 years later his descendants will have to apologise.
If only he had thought of the consequences of his actions
it would have saved a lot of future bother.

 

 

Monday, February 26, 2024

AUSGAME 2024 NEW GAME Part 7

AUSGAME2 - Catch up report for the end of AUSGAME2

SEP/OCT 1940 (Cont) – A Surprisingly Good Turn for the Axis – Will it Last! Alas NO as the Dice Gods (weather) determine another Game.
Axis 2nd Impulse. With S/O Fine weather the Axis DOW v Greece, rolling a 2 upsetting the US Senate again and gift another chit to the ever-increasing GE/IT pool. Greece aligns with the CW and sets up both units in Athens as the invasion and para units supported by Italian SB would have attacked a single unit. The Italian ‘surprise’ GS fails to disrupt any of the Greek defenders, so the Axis land on the 4 adjacent hexes securing the city’s outskirts. Germany’s Land sees continued failure with GS failing against both British units in Lille and the French line, so the Wehrmacht mop up the 2 rearguard units in France with a +20.5 assault and a +23.8 blitz. Italy’s Comb sees them sail a Conv to tpt the Greek resource and then land Graziani HQ in Syria as a ‘peacekeeper’ after a German MIL had advanced into the hex securing the port. A Corps from Egypt rails North into Jordon deferring the conquest of Saudi Arabia. The Japanese takes a NC Land and assault another Mtn Hex guarding Chungking and roll very well (19) on a +6.8 for a TotT result, taking the hex for no loss, no inversions and dislocating the Chinese front line. EOT advances by 1.
Allied 3rd Impulse. With another important weather roll, a 9 is rolled by the French and its bad weather – a common thematic (extremes of weather 1’s and 10’s) in this game, any hope of this game continuing evaporates as the glimmer of hope of a long fine weather turn in S/O and more importantly taking Paris is extinguished, +1 on the next weather and impulse up by 2. Saving oil, all four Allied nations take NCL or NCC actions and make minor changes. The Greek Flagship Giorgios Averof sails into the W Med challenging the entire Italian Fleet in the rain – but no one finds with the Italians obviously thinking it was an Italian SCS. EOT advances by 2.
Axis 3rd Impulse – might as well passed. The Italians, now with four Corps sized units adjacent to Iraq convinces the Iraq Government, with suitable bribes and promises to align with the greater Italian empire. The US Senate is incensed by this act of betrayal and gains another chit – that is six failed chit rolls in a row for the Axis, which is a delight to the US player who is constantly reviewing his USE now multiple options. The German with few opportunities, and a best attack of a +6 Assault in rain, and anything else being worse – takes a Comb. Hoping the war at sea may reap some rewards – not his night, as the CW player returns to his old form and again rolls extremely well. The Kormoran sails from Panama into the Caribbean looking for convoys in the Caribbean and U-Boats to the Bay of Biscay and Cape St Vincent. Kormoran needing 3’s v CW needing 1’s searches with confidence but is very surprised when the CW escorts roll the 1, damaging the raider. Banking on lightning not striking twice in the same place the damaged Kormoran stays and searches again and yep, the CW escorts roll another 1, and sink the raider. Germany is shattered. Clearly the CW naval luck had returned as he needed two 1’s to find twice and sink the German CX Kormoran AND the German to roll high enough to ensure its destruction twice!
The sub in Bay of Biscay is found by the escorts who decide to guarantee it aborts, rather than chance a damage. The sub in Cape St Vincent searches and activates the Italian sub in the 4 box to damage 3 convoys and aborting the remaining 2 CW convoys – the Italian takes the credit for the only success. On land, the upright triple stacks of French units in front of Paris are too intimidating in rain and no inversions, so no land attacks are launched. Japan takes a Comb and Strat Bombs Chunking and with a nice roll of 10+1 shuts down the cities production. Minor movements as acft are rebased.
The final insult in a night to be forgotten from the German perspective and celebrated by the Allies is highlighted when the German rolls the EOT with a 1 – two fine weather impulse in the S/O turn and he still hasn’t a single hex against Paris – it is looking grim.
Partisans roll a 4 – and finally a cheer from the Chinese as the first Chinese partisan for the game is rolled. Elsewhere the Axis curse continues as a 1 is rolled by the German in Holland, Part turns up in and another 1 is rolled by the Japanese for a Part in Korea - there seems to be something wrong with the Axis dice tonight. Rebasing and USE – The US Senate continue to create tension as it approves embargoes against Japan. Production and reinforcements for N/D 40 are placed.
Initiative rolls sees Germany rolling a 2 but France obliging with a 1. France demands a re-roll and Germany rolls a 5 but France rolls a 2, Axis gets the initiative. Drumroll …. the so, so important weather roll and there is again the dreaded 10 +1 (11) STORM on the first impulse of N/D. The slim hope of any fine weather in N/D disappear with that roll as well as the game, as it is more than likely to end after the next session with Germany unlikely to take Paris. End of session.
N/D 1940 – End of AUSGAME2
Axis 1st impulse, due to the atrocious weather, Germany takes a naval and sails everything it can. Searches in the North Sea, N Atlantic and Azanian Sea - no one finds. In the Bay of Biscay, the CW rolls a 1 and its escorts find and damage German Sub with a soft split. Italy took a Naval and the CW luck holds as the only find with a 1 rolled is also countered with another 1 rolled by the CW aborting the Italian Sub. In the W Med the brave Giorgios Averofis found by the Italian Navy, and is sunk by gunfire – the highlight of this round for the Axis. Japan takes a no cost combined to prepare for the next impulse hoping the weather will clear. EOT advances 3!
Allied 1st impulse. CW in a surprise takes a combined and sails the Royal Navy to search for the remnants of the once proud German Fleet in the North Sea – no finds. France takes a no cost land and steps back one hex SE of Paris leaving a 3.5 CAV to defend the hex. Russia builds up its border garrison forces and China patiently waits. EOT advances 3!
Axis 2nd impulse, Weather roll is a 3 (+2), modified to 5, rain in N Temp, fine in the Med and N Monsoon. Italy finally comes to the aid of the German and makes a DOW on France – surprisingly there is no interest from the US Senate – no chit. All Axis players take land actions. Germany flies three GS and fires Arty and again sees only a single CW Corps in Lille inverted – again no French units. With limited options and more than a hint of frustration, Lille is assaulted at a desperate +6 and with an attack roll of 3 (9) sees 2 German losses and a full invert. Germany needed some luck this round, but not on that roll. A 2 Hex Blitz attack SE of Paris is blitzed (+12.3) across the Seine with a roll of 10, modified to 22 to destroy the 3.5 CAV. A police action in the Netherlands eliminates a partisan unit (0) factor.
Italy’s Land with GS against Athens being unsuccessful, the focus is shifted to a combined Italian/German attack on Damascus with a TotT result, Damascus falls – Syria will be conquered, and the Iraq oil will start being railed to the Axis. Italian land units in E Africa assault French Somaliland capturing the port of Djibouti and the country but the French CA escapes the overrun and sails away. The intercepting searches in the Red and Arabian Seas both fail to find – it seems it is a charmed ship - as it flees to the port of Diego Suarez, Mauritius.
Japan GS both units in the Southern city of Kweiyang and an attack launched with an average roll costing them their ENG for the loss of both Chinese defenders Kweiyang is taken, again no interest from the US – no chit. It is looking extremely good for the Japanese at the moment as the Chinese line is stretched and the Japanese look down on Chungking from three mountain hexes, two of them with Arty – fine weather and Chungking will fall. EOT advances 2.
Allied 2nd impulse sees CW go Naval with the entire Home Fleet in the N Sea hunting the German Navy - a find by the German Navy with a soft split sees enough surprise to convert to an abort as the Kriegsmarine seeks sanctuary in Keil. France takes a no cost land and adjust its line as it defends the approaches of Paris, China moves a few units to back fill some holes – these units flip in the rain.
AND THERE IT IS – The French player rolls a 2 to end the N/D 40 turn on their first chance – END OF GAME. Germany’s morale already at a low ebb is broken as the German Government stages a Coup and replace Hitler with a moderate as they seek an armistice and an end to the misery of a second game of frankly, abysmal rolls, bad weather and again short turns.
Despite impressive gains by Italian and solid progress by the Japanese, German still does not have a single hex adjacent to Paris. The USE has 13 chits in its pool and 1 more to draw although it has yet to gear up. However, the US Navy is about to relocate to Pearl Harbour and with high value actions likely and even the possibility of US units arriving in France before it goes Vichy and after a very short consultation, the Axis concedes the game in favor of a new game which is hoped will be more balanced and reflective of previous games.
The Allies and Axis players shake hands and in a surprise decision the German Player elects to give it another go, in the belief that the weather rolls – and other rolls – cannot be any worse than what he has experienced. The US player having little action in the last two games with both games ending N/D 1940 due to Paris not having fallen, elects to play the CW. The Italian/Japan player will now be the US as they have had a lot of fun conquering Egypt, Saudi Arabia, Kuwait, French Somaliland, aligning Iraq and about to Conquer Greece and expand into the Indian Ocean region with Subs, NAV air and SCS – oh happy days. The French/Russian player now becomes the Japanese/Italian as a reward for his stoic defence of Paris.
Our first game this year had only 21 Impulses an average of 2.6 impulses per turn, and only 8 fine weather impulses for the game. Our second game was marginally better with 23 impulses (2 more) for an average of 2.9 – almost 3. There was more fine weather impulse (12) but equally more Storms/Snow with 8 rolled. Players struggle to progress a game with these weather rolls – compounding the weather was a persistent failure by the German to be able to GS target hexes, as well as poor rolling both in the air and on the ground. Interestingly no French pilot was ever shot down, saving the French Airforce as France had only to replace their Ftrs which cycle through quickly and are competitive v the Luftwaffe. With large losses in both Acft and land units the German’s position was marginal as the opportunity to conduct a 1941 Barbarossa has again failed.
Weather and Impulse Tracker – AUSGAME2
F Fine, R Rain, St Storm, Sn Snow, IMP Impulses for the turn
1939
S/O – 3 IMP = 1st F, 2nd St, 3rd Sn, 1F
N/D – 2 IMP = 1stF, 2nd Sn, 1F
1940
J/F - 2 IMP = 1st St, 2nd St, NIL
M/A -2 IMP = 1st St, 2nd St, NIL
M/J - 4 IMP = 1st St, 2nd, 3rd, 4th, F, 3F
J/A - 5 IMP = 1st– 5th F, , 5F
S/O – 3 IMP = 1stF, 2nd F, 3rd St, 2F
N/D – 2 IMP = 1st St, 2nd R, Allies rolled EOT 2! (3 needed) NIL
Total Axis Impulses 23
FINE Weather Impulses – 12
BAD Weather Impulse - 11 – 10 being Storm or Snow – only 1 x Rain.
AUSGAME3 RESTARTED LAST WEEK AND GAME REPORT POSTED
France at the end of the game N/D 1940 - Germany has no hexes adjacent to Paris - 
France would survive till the clear weather of mid 1940 - possibly longer.

The Greater Roman Empire expanded East - India next!

Casualties bad weather and only a two-impulse turn

Sinking the Greek flagship - the highlight of the Axis N/D turn.

USE entry scary +1 chit to draw for EOT - assuming an average of 2 drawn Ger/It Pool 31 and Japan pool 33 Oil embargo or a 3 chit and it would have been CW reinforce the Pacific in J/F 1941 ! 
Tension is super low as the US failed most tension rolls.


Friday, February 23, 2024

Tiny Tanks

 

Exquisite detail

But the title did say tanks, so here are two of them.

The US got the jump on the panzers,
but immediately ran into trouble trying to capture the central village.

The US have pulled back from their thrust to get round the north of the village.
And on the southern approach the Tigers now have a new focus.

At this stage (Turn 9 of 16) the US conceded they weren't going to breakthrough.
Luckily it was just a test game :-)

Monday, February 19, 2024

Seleucid Heavy Cavalry

These figures were undercoated and partially painted for Field of Glory.  In the great studio tidy up initiated by my partner taking some long service leave, I came across them and decided their time had come.

Backs to the light

Bathed in light