Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Wednesday, December 30, 2009

Trench Raid Mission

This past Monday (12/28) I put on a Trench Raid game for the DAHGS.
This was the first play test for this mission with others and I was really looking forward to their feedback. I had played it solo and enjoyed it. I will post some ideas on how to do this in the future.
I let them pick sides and nations. Jan and Frank chose the British and Attackers and Josh (with my help) was the Germans and Defender.
The British had a raiding force of three full infantry platoons. Since the rules allow the attacker the Kampfgroup rule they created a fourth platoon using the 2IC and teams from the existing platoons. The Germans had three infantry platoons, an HMG section, a Marksman HMG section and two SOS barrages.
The British chose to attack at night. For those not familiar with the Night Fighting rules this limits movement (no double timing) and visibility (each platoon must roll for visibility each turn).
After the placement of the objectives, six in all, three placed by each side, the Germans plotted their SOS barrages. The British then placed their platoons and wire gap markers.

Turn one through three were fairly uneventful as the British moved through the wire and into the trenches quietly in the dark and the Germans did not successfully roll for any troops (reserves). The British did manage to take two objectives (I made a mistake on the first one and allowed them to capture the first one incorrectly). To counter this I gave the Germans an extra die for the next two turns for reserves.

One turn four the Germans were successful in calling in both SOS barrages and receiving two platoons. They rolled a 2 and 6 for location of entry. The six being the left side front trench that the British had not set up a blocking unit like they did on the left (location 1). The Germans entered an infantry platoon at this location. Location 2 was the right side support trench which the Germans brought in the HMG section. From this point the left side was afire with grenade blasts and rifle and MG fire pretty much the rest of the game.
The Germans assaulted the British, forcing them back and successfully holding the objective in that location.
The British had obtained two objectives and needed a third to have a minor victory. Their right flank was in a struggle costing them casualties so the left went for a bold move to capture a deeper objective on their side. Luck was with them as the Germans had a difficult time unpinning their platoons and allowing the British to sneak a few teams up and eventually taking the third objective. The German HMG section on that side must have had extremely bad night vision because they were never able to see farther than 4”.

Now all the British had to do was get it’s platoons off the board. Easier said than done!
Their tactics were text book as they left Lewis gun teams to cover the escape and it was working on their left. Their right was another story and before the last teams could escape their casualty numbers caused a moral test which they failed reducing their number of platoons that had captured an objective to two. A Minor victory to the Germans.

A good time was had by all! The only tweak to the mission is to reduce or eliminate the 8” distance from the table edge requirement for the objectives.

Saturday, October 17, 2009

1917 Nivelle Offensive game

Last night some friends came over and we tried a new scenario I created,
1917 Nivelle Offensive.

The Germans had full knowledge of the attack and prepared well. The French tanks were a disappointment and the artillery was not well coordinated.

The Preliminary bombardment did little to the one German platoon in the trenches, only pinned them but it was effective on the wire creating a few large gaps.

This is the French starting off.

By turn three the Germans call for one of there SOS/defensive barrages and it catches a Schneider tank and sets it a fire. The French rolling barrage is starting to get away from the infantry.

Turn four the second SOS barrage falls but does little. The French continue to push forward as the barrage rolls pas the front trench and the Germans start to man the line.

The French get into the trench and try to fight their way down the line but the Germans put up a stubborn defense.

The French left tries desperately to get up the trench as the right takes the trench but is then pinned and never recovers. Eventually they are ground down on the left and the game goes to the Germans.
It was a lot of fun and played and flowed well. The German HMGs caused major problems for the French.
I will post the scenario on the FOW1918 yahoo group.

Saturday, May 16, 2009

Trench Battle Game - FOW1918











The other day I hosted a game for the DAHWG's (Dulles Area Historical Wargamers) at the Monday night fights. It was a pure infantry attack based in 1917. I used a combination of The Big Push mission in the main FOW rule book and the D-Day mission. I will work it up as a FOW1918 mission and post it on the Yahoo group after a few more play tests.

The British had four infantry platoons, a Stoke mortar section, a rolling barrage and a counter battery barrage. The Germans had two full platoons, one with three squads (no bombers), a HMG section and a Defensive (SOS) barrage.

The Pre Lim bombardment was fairly effective in clearing some wire but did little damage to the one German platoon on the table.

By turn three some of the Tommies were through the wire and into the trench. Will the Hun finally got their SOS barrage only to have it blasted away by the British counter battery. On turn four the German HMGs come on the table as his ambush.
Turn six the Germans finally get their reserves (both platoons) and they rush to cover the objectives.

It came down to a real nail biter at the end of turn 11 beginning of turn 12.

Jan wrote up a more detailed review from his point of view as the British CO at http://knightrecoil.blogspot.com/2009/05/western-front-wwi-tactical-combat.html


I think we may actually have it. The feel is good the game flows. The different weapons and FOG is good.

Wednesday, March 18, 2009

Cold Wars 2009 AAR

Last weekend was the HMGS East convention Cold Wars in Lancaster. PA. http://www.coldwars.org/

I went up Friday morning and stayed till Saturday afternoon and had a blast the whole time.

First thing Friday morning I attended a sculpting class for beginners. There were only four of us in the class and the sculptor, Don Goddard, was very informative on all aspects. It is not easy making clay do what you want. Practice, practice, practice!

I then wondered the Dealer area a bit checking out possible future buys and grabbed something to eat before setting up for the first of two FOW1918 games I was hosting.

The Friday game was the Cambrai, Day Two game I have hosted at other conventions.

It is a general Hold the line scenario but the objective area is a destroyed town. I had three players how up. not sure what happened to the fourth because it did sell out. I was busy reffing and forgot to take notes and only got a few pictures. The three players enjoyed the game but the British were overly cautious and failed in there mission.


One of the only times the RFC made it to the board but they were very effective in intercepting the German air support.

After the FOW1918 game I got in a Trench Wars game. It was a Boer War variant and we had over ten players. The table and figures were very nice but the game was very slow and I ended up talking more with the other players then actually gaming. I would like to try a true trench battle with the rules before I complete my judgement of them.
I had hoped to get in on the DBA Midnight Madness game but the Trench Wars game ran over and I decided to just get some rest.

Saturday morning, Harry and I got in on the DBN game. There had been a lot of discussion on this game on the Fanaticus forum. Harry and I ended up being French and supporting each others flanks. It was a great time even if my attack was fended off by Bob's Brits.
The Allies

The starting positions
My attack on the left flank

The French (Winners!)
After the DBN I hosted my second FOW1918 game. It was a Fighting Withdraw scenario of the French against a German Stosstrupen. Again I only had three players, not sure what was up with the fourth guy. The German players were fairly new to FOW and so they got beaten pretty badly. I still think the scenario is a good one and will host it for the DAHWGs sometime.
Overall a great time and I look forward the next convention I can make.



Tuesday, February 10, 2009

Battle report - FOW1918 September 1918 Western Front

Taking a break from painting Turks I got a game in with Jan at the LGS.
It was the standard FOW Fighting Withdraw mission that works well with late 1918 after Amien. The Germans were mainly fighting a delaying action to keep the Allies off German soil until the Armistice. Jan took the British Bicycle Infantry Company and I had a regular German Line force. The British had two cycle platoons, one lorry mounted infantry platoon, one cavalry troop, a full RHA battery and a 17th Battalion A/C section. The Germans had three full infantry platoons, on HMG section, one Light mortar battery with the new lMW n.A. and a 37mm ATG, and a full 7.7cm battery with an AA MG team.


Set-up was straight out of the rule book with the three objectives.



Turn one the British advance and the Germans immediately respond with HMG and Artillery fire. The RHA take a bloody nose off and loose two guns.


The German Artillery continues to dish out the hurt on the RHA. The British Cav sneaks through the woods dismounts and assaults the left flank throwing the Germans back a little but the lMW battery that was in ambush pops up and takes range. The British push up the road on right cautiously.


The left flank becomes a heavy fire fight with the lMWs starting to take some toll. The area around the villa is starting to heat up as the British continue to push forward.


The Cav are taking the short end of the stick as the mortars continue to cause damage.


The British get to the edge of the villa and the fighting becomes hand to hand. The British push in but are counter attacked. The attacks taking many casualties. The A/C unit starts exchanging fire with the HMG teams in the fields.

The final positions at the start of turn six and the LGS telling us to pack up our toys and go home. The British concede.



The situation on the left is clear.

It was a good game even if er did not get to completely finish. The RFC only showed once and did not do anything. The A/Cs provided great support to the infantry trying to take the villa but with literally no artillery the British had an uphill battle. In WWI the artillery was the king of the battlefield and it proved itself today.