Showing posts with label 10mm WW2. Show all posts
Showing posts with label 10mm WW2. Show all posts

Sunday, 20 February 2022

Connections UK 2019 Fire-Move Game 2

The afternoon/early evening Connections UK 2019 game was played with one defender and three attackers. The attackers being a mixture of old wargaming Grognards (from Wargames Developments) and a newbie DSTL wargamer C-in-C, with the defender being a newly civilianised DSTL military man who clearly knew his way around wargames. You may have guessed that with his astute interlocking defence [without clumping two units adjacent to each other] and good deployment in rather problematic terrain set-up for the defender (see below, the defender it always made to think hard about whether to occupy exposed hills [with the disadvantage of potentially defending too far forward] or sit back in the "lee" [defending on the baseline] risking being overrun, it is always a compromise of sorts. Another sensible choice was a simplicity of choice in that the two German infantry companies defended separate areas of the board and were not "layered" in a confusing manner [that did not help the defender in the first game Connections UK 2019 game]):  


The British came in "across the board", using three out of four companies represented from the get go, plus sticking the Vickers HMG platoon in the first turn [the middle seemed to be a safe bet]. Of note is the use of the cover afforded by the wood on the second row in. The Green company commander was able to place his full company in its "protective lee" outside of German LOS. However, the notion of an overall "plan" seemed to be missing for this set-up, but all players "were on the board," great for playability but the consequences could be somewhat fatal for the troops involved (see below, the question the British player should ask is where do I use my support assets - the Vickers HMG and 3" mortar - to best effect? It looks like they will continuously be "haggled" over, too many cooks perhaps will spoil this broth): 


Turn 2: The British Grognards see Blue company advance unsupported by the Vickers HMG because of LOS problems and the mortar was "haggled over" and taken to the other end of the table, to what purpose I am still not exactly sure. The Blue attack looks promising as there is a local British superiority of 3:1 and the potential of an additional 3" mortar support on later rounds that means there is a very good chance of suppressing the defender and getting a close assault in (see below, Red company at the top of table has a covered approach [it will take some long range fire initially], then there is an awful "show yourself over the top" moment at the end): 


Turn 3: The British make a big push or rather two big pushes at two separate ends of the table. The British re-sight their mortar (taking precious time and still leaving Blue company unsupported in its continued attack) and provide the German Purple Company some  "target practice" on Green company's platoon as it enters the woods. Blue company has moved a platoon to a close assault position but has rather rashly has opened itself up to more defensive fire than is healthy for the British assaulting troops liking! All depends on Lady Luck and the dice (see below, Blue company has missed a classic fire-fire-move tactic, with a 50% and 33.3% chance of suppressing the defender - one thing the British have forgotten about LOS is that you don't block LOS if you are in the same friendly hex firing, they have swung their assaulting platoon too far left and got into trouble): 


Turn 4: There is a withering hail of German defensive fire with seven "fire for effects" being rolled for. The German defending platoon in peril of being close assaulted is opting to fire for a single hit on two British platoons to make them both "spent" and inactive until their rally phase rather than hurting one with three hits. As it stands with accumulated casualties the British player is very near to withdrawing one for platoon with KIAs and also one platoon for ammunition expenditure (see below, the dice rolls will be "make or break" for the southern British attack):  


To the horror of the British players, Blue Company evaporates under withering fire and logistic depletion (loosing two platoons, but the Germans gaining only 1 VP  for the KIA platoon). The reserve Yellow company is now thrown on - in the middle of the battlefield, which is literally the teeth of the German defence presenting themselves as bunches targets (a German platoon firing can hit two adjacent hexes, remember also the Germans do not have to worry about ammunition depletion and the only way you can cause hits on an entrenched German platoon is to close assault them). This looks an increasingly hard task for the British players to pull off and now depends on the main attack in the North going well for them - but again it is into well sited German entrenched platoons (see below, the surviving Blue platoon it providing distant covering fire for the Yellow company, which really should have been following like avenging demons in the tracks of their brave Blue infantry compatriots [route one down the middle is "not open"]): 


The British again have to pay the butcher's bill from the German defensive fire and again, because they fired so many units - the ammunition depletion rule hurts them. Blue company is no more (ammunition depletion) and both Yellow and Green company have removed KIA platoons. What also does not seem to help the British is the fact that the supporting mortar and Vickers HMG seem to be supporting in the wrong places (see below, the British are now looking very thin on the ground thanks to some costly human wave tactics against entrenched Germans): 


The German defensive fire has left the Northern attack "pinned under the guns" and they are likely to be stuck there for some time. The British Green company loses another assaulting British infantry platoon and the attrition is going to be only one way from point in (see below, the battle is called at this point, the British will not be able to destroy a single German platoon, let alone get to the baseline [therefore zero VPs, whereas the German player has at least 4VP]): 


The British have attacked in what amounted to piecemeal "Human Waves" (I don't think alternative "all-in-charge" would have done any better though) and have been comprehensively beaten. I believe in the South they did have an "in" [an isolated German platoon] with Blue company but mismanaged it, but could have reworked it with Yellow following it up, In the North there was a terrain problem to work out, domination of the ridgeline which would have been a protracted firefight (with correct positioning of "supports" - keeping a company off table would have pinned the German platoons "in position" in the middle as the flanks were attacked. This one was a hard nut to crack, in fact a win in VP terms needed very patient play (see below, the Grognards did use it very much as a "learning the rules2 experience and game away thinking how they would do it next time, after many games the nuisances of the rules only come out after several play-throughs): 


The laurels for this play-test definitely lay with the defender, but with terrain generated randomly it means that any two games are highly unlikely to ever play the same. 

Saturday, 19 February 2022

Connections UK 2019 Fire-Move Game 1

The Connections UK 2019 Conference allowed me the opportunity to run two games of Fire Move, one in the morning and one in the afternoon. The morning game had one defender and two attacking players, all of which had never played the game before. Interestingly this meant that a few new wrinkles came to light as the players discovered important aspects of the rules, which as we all know is an invaluable and the critical part of playing the game in the first place (see below, we are several turns into the game - the German player has elected to keep a platoon in reserve off table [a sound tactic], but he has "stacked heavy" [concentrated] in the centre in order to try and dominate the centre and the German right flank. However the terrain to the German also left disrupts "his line of sight" which has isolated his far left platoon. In the centre a single British platoon firing can hit two German platoons simultaneously, so note the positioning of the Vickers HMG platoon allows the British a good chance to suppress two German platoons each turn):  


The problem on the German left is an awkward hill that lies three rows in from the British side, which means the German cannot set up on it. Three waves of British infantry are now in the process of assaulting the German left flank [8:3 in the British favour ], so the German player hastily calls forth his platoon out of reserve and ponders the use of his valuable mortar ammunition (see below, the yellow "sun" marker is the landing point for the British 3" mortar, note also the British players have pounced on this avenue of attack, to the almost the point of ignoring attacking the German right flank. remember the black cocktail sticks denote movement - the blue coffee stirrer denotes firing): 


The British player starts to crowd and concentrate multiple platoons into single hexes [a potentially dangerous tactic if in clear LOS to an enemy "fresh/active" platoon or if the German player can conduct a mortar attack on the hex in question - however it could pay off in close assault and allows a better chance of supporting fire by clearing LOS hexes]. The key thing here is to suppress the Germans in the British "fire phase" so they cannot return fire in their "fire turn" - it is all a balance of risk and probabilities (see below, suppression and poor LOS are very frustrating to the German player):  


The British "Yellow Company" conducts a classic and very successful close combat that destroys a German platoon, note "close assault" being the only way in the rules an entrenched infantry platoon can take damage (all other hits simply supress and is a design feature of the rules). The platoon in question takes six hits and is removed from play - excess hits would not carry over to other platoon, they are simply lost (see below, the risk in this case payed off with handsome rewards - the barn door is now swinging open, the deployed reserve platoon is looking very vulnerable in the "open"): 


The Fire/Move battlefield looks very good from a British point of view, fifty percent of the German forces are effectively "out of play" because they cannot interfere with the streams of British infantry flanking to their left threatening to roll up the German baseline. The Vickers HMG is causing extra pain by consistently pinning them in place to stop the German platoons reinforcing the German left (see below, the British have performed a very good attack exploiting the weaknesses of the German set-up): 


Despite the outstanding success the British players were hit by the "cunningly clever" logistics rule of Fire-Move, again a purposely designed subsystem in the game which means that after a certain amount of firing [set IIRC at eight or nine fires - note this is a factor that can be calibrated as a game parameter] the British have a "depleted ammunition platoon removal". No victory points awarded to the Germans but there is one less manoeuvre element for the British Battalion Commander to use (see below, if you look closely there are now only two not three "yellow company" British infantry platoons - and note to fulfil this logistics requirement you have to take a platoon off that has been actively firing that turn [cheesy play is always possible - which platoon you take, but the temperament of the players is arbitrated by the umpire's oversight (or overrule - aka final word) to be "simulation" and not "competition" play (aka avoid unrealism's)]): 
 

The German reserve platoon (in the open) was mercilessly gunned down. The Germans had suffered 50% casualties and could not stop the British advance. The game was called as a comprehensive British victory, well played to the two young players from DSTL who had not played a wargame before! The German player took away some valuable lessons learned. 

Thursday, 17 February 2022

Connections 2019 Fire/Move Components

In hindsight perhaps I should have showed this post first as this was in preparation for the 2019 Connection UK Fire-Move games. I decided to take the same terrain as I did for Connections UK 2016 when I first did Fire-Move, but upgrade the infantry models from Skytrex Action 200 to Pendrakon 10mm figures (see below, the basic British OoB for the game [as per the book], comprising of an infantry battalion, four companies [red, yellow, green, blue] of three infantry platoons, plus a Vickers HMG support platoon [white] and a 3" mortar platoon [top right hand corner, off-table left with basic flocking]): 


The similarity to a Spearhead or Command Decision order of battle (OoB) is somewhat striking (and reassuring) - so I now can field a British infantry battalion for those rulesets too, which is a bonus. These are also the playing pieces that can appear on table top - note the Vickers HMG can support all the other companies with direct fire, but once placed on the baseline cannot move other than to retire out of the game for good. The other thing to remember about the Vickers is a -1 DRM applies when danger close, as in a friendly unit is adjacent to an enemy unit it is firing at. The distinct colour banding is also to act as a aide memoir to help supporting direct fire and close assault respect the "same" company restriction (see below, I have also colour coded fire and assault markers [painted cocktail stick and coffee stirrers] for the combat phase, so a simple "same colour" visual check can be applied): 


The Germans can in theory operate in two modes, the common static defence position, as shown below with a colour coded company (as per the British because the same fire restrictions apply to the Germans)  and a crude "barbed wire" representation to their front (X-X-X). This slip of paper could be detached or folded under the figure base if it was moved in the course of the game (see below, a simple system that worked well in practice, although it is noted that the Germans hardly ever elected to move .. note in the London Exiles game, the only German movement was to move [retreat] off table): 


With that the game components were complete ready to "meet the players". Going back to reference the Spearhead and Command Decision rulesets again, in Fire-Move there is no reference to a Battalion Command Stand, so there is no limitation to the number of orders that could be given in a turn, either in the number of or distance from the battalion. Command Decision drops a level further down to Company Command Infantry stands [Nationalities like the Americans and German can actually elect to have a separate Company Command Stand]. One last difference is the provision of the Battalion Carrier Platoon, often used in a fighting Reece function or a very valuable Admin helper moving munitions and stores around, even evacuating casualties. That element is ignored for Fire-Move and assumed to be on "other duties".

Sunday, 2 January 2022

WWII Western Desert interest for 2022

This will be a thing for me in 2022, the Western Desert theatre of operations - starting with the British 1940 Western Desert Force (O'Connor's boys) Tolls Royce Armoured Cars, those quaint light (MK VI) tanks and woeful early cruiser tanks (A9, A10, A13). Doing it in 10mm Pendrakon (see blow, my first British Cruiser troop assembled - A13 Cruiser Mk II): 


Meanwhile scanning the internet and bookshelf for inspiration ... and hitting You Tube over the remaining part of the holiday ..

Operation Compass: 

https://www.youtube.com/watch?v=b71kdhj27rk

https://www.youtube.com/watch?v=jw4-ytNktYg

Churchill:

https://www.youtube.com/watch?v=NK0FNnTX6c

Monty:

https://www.youtube.com/watch?v=a1QapjJzTRE

https://www.youtube.com/watch?v=duOYnIGivys

Recommendations gratefully accepted ;) 


Sunday, 12 December 2021

A13 Mk II British Cruiser Tank: 10mm Pendrakon

Time to see how this little fella paints up. Recently picked up from the Battleground 2021 Stockton Show from Pendrakon miniatures(see below, the early war Western Desert Force, the precursor to the famous 8th Army): 


I am keen to build up an early war British force to face against my painted Italians, probably using Sam Mustafa's Rommel as a set of rules. I also have some 8th Army Infantry to paint up. First I should check out what tanks were with the 7th Armoured at this time.

Additional source of inspiration for this Western Desert Force project scenarios courtesy of Bob Mackenzie's website:
Orders of Battle and Command Decision Websites: