Ran a game of Utah Beach: Exit 1 at Pouppeville last night. This was largely based on Scenario Nineteen: Blocking the Way from Where the Hell Have You Been Boys? I modified it so everybody came in on the first turn-- the Germans were told of the 4th ID approaching from the beach direction, then the Airborne placed their blinds on the inland table edge on the first US Blinds card. The Germans had a full strength company, and each US platoon only had two full strength squads per company, due to disorganization on the beach or from the air drops. I did not give the Germans the suggested Tank Killers card.

The US tanks came up the road from Utah beach, and the closest house held a Panzershreck team. The Panzerscheck team annihilated the lead Sherman, before the other Shermans started pasting the house. Another Sherman was immobilized by a Panzerfaust.

The 4ID infantry came through the bocage on the right flank. The squad nearest to Pouppeville was pinned down by a German sniper. The remaining squads then turned in to approach the town via the road. However, a German blind revealed themselves at the edge of some bocage and caught them in the open, tearing them up. The airborne had those Germans in a pincer, but did not get to press home due to time constraints.

It went well and everybody seemed to have a fun time. I had seven players show up, one of which had played a single game of IABSM before. So, we only got through about four turns in the three hours we had before the store closed. I didn't hear any complaints, though, and the players seemed eager for another game.

One improvement I made for this game was to paint single Old Glory CD Panzerfaust figures to be used as Panzerfaust counters per platoon. And I painted the US infantry company (well, most of it) for this game. I also made some orchards from some very cheap aliexpress trees, but I had them out on my workbench and my dog ate them the afternoon of the game.

Andy Cowell

 
 
 

Just a few hurried snaps from our six player game today. British hasty assault on Cristot, June 1944, against 12th SS Panzergrenadiers met the same fate as historically.

Good progress on the right flank cleared one village after much to and fro in close assaults. The British centre unfortunately collided with German reinforcements and was mauled. Left flank cursed by repeated failure of cards to emerge before Tea Break in the face of tough dug in opposition with anticipated results.

Nick Bellamy

 
 
 

Hong Kong, Christmas 1941, the 2nd company of the HKVDC hold the road to Stanley Village against the 3rd company, 229th IJA Infantry Regiment, supported by Tankettes.

Alex Sotheran

 
 
 

Great game today - Paras in the Woods with paras trying to clear the way to Arnhem.

Great progress by Alan and Nigel Chapman initially made using small unit tactics lead by effective use of the Platoon leaders but significant NCO (and CO!) casualties eventually stalled the attack in the face of stiff and entrenched opposition.

Great game and lots of fun!

Nick Bellamy

 
 
 

Hong Kong, Christmas 1941, the 2nd company of the HKVDC hold the road to Stanley Village against the 3rd company, 229th IJA Infantry Regiment, supported by Tankettes.

Alex Sotheran

#stormofsteelwargaming

 
 
 
 

Mercian Miniatures writes:

Cracking game of Defence Of Calais with the boys from 1st Corps .

Played over two days with some interesting twists on previous encounters .

A British victory , in terms of blunting the tip of the German thrust and certainly bought more time for the defenders.

Superb kit on lovely terrain all from the collection of Michael and Simon. The AFV’s etc in 1/48 are just beautiful!

And here’s the same game from the camera of Michael Curtis:

 
 

After about 11 months, finally organized another IABSM game with my buddies from Vermont Historical Gamers Group: scenario i from Skirmish Elite book series, Falaise Firestorm. St Eugenie, Normandy, August 1944.

Dave Goodwin and Elroy Davis commanded one platoon of Germans along with two Panzer IVs plus two halftracks, one with short 75mm gun and one with long 75mm gun. Brent Coulthard commanded the Americans, with three M-4s, one M-8 armored car, two towed 3-inch AT guns and two platoons of infantry.

The US had to try and get at least three armored vehicles or AT guns off the board edge with large orchard.

IABSM rules used, supplemented by use of TFL's Command Cards plus my tweak of adding two extra Big Men joker cards to increase likelihood of Big Man activation.

Dan Albrecht

 
 

A 6mm I Ain't Been Shot Mum game based on the Counterattck by Hungarian assault gun batteries and grenadiers of Feldherrnhalle against Soviet 4th Guards Mechanised Brigade. Played at GigaBites Cafe in August 2024.

Mark Luther

 
 
 

Cracking game tonight : set near Winsen Aller in Germany in 1945.

Having destroyed the nearby bridge the Germans settle into defensive positions throughout the night.

By first light two Bailey bridges are across the Aller and the Germans stand to!

A very close game with one bridge put under shell fire but the other bridge deployed wider , enabling an easy run in to the German right flank.

Went down to the wire ! A narrow British victory .

Mercian Miniatures

 
 
 

IABSM in 20mm. Somewhere in Normandy:

Mercian Miniatures

 
 
 

The boy and I had a bit of refresh game tonight. As much as the club is enjoyable, it can be quite noisy and you can often be bothered by others which makes learning the rules hard.

Anyhow, tonight it was Barbarossa. The Germans consisted of 3 panzer grenadiers platoons, a pair of 75mm infanttry guns and 4 panzer IIIs H.

The Russians had two platoons, two 45mm ATG and 4 T26s. The Russian tanks could only show up when our event card was drawn 3 times.

Both sides had access to medium mortars but these played to part in the game.

The Germans advance boldly and their reconnaissance team quickly revealed one of the Russians platoons on their left flank whilst their right flank advanced cautiously through a field.

The boy deployed his Infantry guns and started pounded the revealed platoon but some return fire kept them quiet, at least for a term.

Meanwhile the German right flank was spotted by the Russian HQ teams whoes HMGs opened up, causing a great deal of shock little casualties. This was the sum of the right flank for most the game.

On the left flank, then Germans kept surprising the Russian platoon by the woods which allowed a well timed assault from their 2nd platoon, which was successful.

The Russian atgs had appeared and tried lobbing shells at the Inf Guns to very little effect.

At this point the T26s rumbled on very little. The both panzers IIIs pounced, setting one T26 ablaze whilst kicking the others about.

The Germans had control of the board and the Russians decided to bug out; their commissar was dead so there little the political party could do.

Chris Lane

 
 
 

My afternoon game at Operation Market Larden X was Phil & Jenny’s excellent Throw Them Back scenario for I Ain’t Been Shot Mum.

This involved a German counterattack on one of the Normandy beaches just after D-Day, with my instructions being, as one of the German players, to get a significant force “onto the sand”.

View from the inland “German” end of the table

The forces involved

Knowing that the Allies had access to reinforcements coming off the beach, there was no time for shilly-shallying around, so my co-commander and I sent our troops up the table as fast as we could.

We knew we’d run into prepared defences, but felt that this sort of “reconnaissance by panzer” was still the best strategy to adopt.

Reconnaissance by panzer

The first obstacle we encountered was a dug-in 6lb anti-tank gun blocking off the left side of the table. It opened fire from its concealed position and battered one of our Panzer IVs as it struggled to get through a particularly thick hedge.

Another IV was on the road just to the right, so I picked up the dice and announced that the tank would swing round and come at tbe AT gun from the rear. An enormous dice roll later, and it ended up just short of actually crunching the gun under it’s tracks.

It was now just a question of who got the drop on whom, and unfortunately and despite cutting down half the gun’s crews with the co-ax, the Panzer IV took a couple of 6lb rounds point blank and promptly brewed up. Other tanks got their revenge however: HE and machine gun fire rapidly removing the gun and its accompanying infantry as a threat.

Meanwhile, on the other flank, a column of tanks supported by infantry was making its way along the track towards the beach. Another AT gun, again supported by infantry, opened fire, and the Germans soon lost two of their Panzer IIIs.

Back to the left and centre, and the Germans were getting their advance going, although another Panzer IV was lost to an AT gun lurking at the beach end of the central road.

But the Allies were also on the move, with tanks starting to pour off the beaches and advance towards the action.

Up in front, the Allied commanders were obviously nervous about their right flank, particularly as we now had a platoon of infantry supported by a couple of aged Somuas advancing forward.

They moved two platoons of infantry up as a blocking force but, in the heat of battle, forgot that we had more infantry avdancing up the central road.

With a quick trot across the asphalt, the German infantry set themselves up behind the hedge bordering the road and prepared to open fire.

Most wargames give a bonus for fire on the flank, but IABSM doesn’t. It does, however, give a bonus for shooting at multiple targets…such as six squads of infantry plus support weapons all crowded together in a neat line behind a hedge at close range.

The dice were rolled, and we had generated thirty casualties on the unfortunate Tommies! Thirty!

The saving rolls were not good, and half the Allied firing line disappeared, the rest suffering from more shock than an electric eel wearing a copper jacket!

Unfortunately at this point time beat us and although there was a bit more jockeying for position, nothing more of any great significance occured.

Phil carefully weighed up the situation (ignoring both sides’ loudly exhorted claims of victory) and declared a the game to be a draw.

Aftermath

Which was actually a fair result I think.

Although we had advanced just over half way down the table and cleared the Allied forward defences, we had lost two thirds of our tanks…and although we had caused two of the three Allied platoons horrendous casualties, the end game would realistically been our infantry (admittedly armed with plenty of ‘fausts) verses the Allied tanks from the beachhead.

All in all a brilliant game of IABSM played across what can only be described as a fantically created tabletop. Well done to all concerned and particularly to Phil and Jenny for putting on such a great display.

 
 
 
 
 

The scene is set for hard fighting tomorrow as Nigel Chapman and Alan try to clear the village of St Lambert-sur-Dive of the tenacious German rearguard (me).

Will Major Currie win his bravery award again as we play through “A Canadian VC”. “Does that sound like a Tiger engine starting to you, Sir?…..”

A Few Shots of the Pre-Game Table

The Game

After a great days gaming St Lambert-Sur-Dive was liberated by the Canadians. Great use of tactical bounds by Nigel Chapman.

The Germans were initially successful in holding up the British infantry who were very cautious the “empty battlefield. The German armour then put in an appearance to try for some early damage to the 1st Sherman troop but to no avail. Some crack shooting from the Canadian Sherman’s saw the Germans Tiger lose its main gun to the first hit and the Panther lose its main gun and become permanently immobilised in the first two shots at it!

With German reinforcements slow to arrive they were then on the back foot. The British then steadily cleared the village through good use of their veteran infantry and when one of the Panzer IVs fell to a side shot causing 5 net hits, it was all over for the depleted defenders!

Great fun had by all.

Nick Bellamy

 
 
 

Great weekend of gaming. Two games on Saturday and one team game Sunday.

Ken Snell

 
 
 
 
 

Fun game today with the Advance Guard of 5.Leichte-Division.

Those RRACs aren’t to be underestimated!

Ken Snell

 
 
 
 
 

Some France 1940 action last night. A British relief column trued to break through a German held village...all did not go according to plan!

First run out with the IABSM rules in ages but great fun was had by all.

Bryn Rea

 
 
 
 
 

Fun game with son tonight. I’m looking forward to more western desert action.

Ken Snell

 
 
 
 
 

I set up and played a couple of 'lonely pint' games over weekend for purposes of rule refreshing and plain old fun because (thankfully) this is how I still see myself and wargaming!

One was the IABSM scenario 'Action at Galmanche' from rule book. Only partly through this as lots of rules refreshing (been ages since used IABSM) but lots of action already.

Forgot that Blinds are auto-spotted on a Tea Break Card so was a bit nonchalant with the British deployments and they were all spotted in one go. Still the German Pak40 failed to brew two Shermans (some damage to gun-sights and mobility) and crew has been reduced to a mere two so Actions reduced.

German infantry shooting also sub-par (much less potent than in Chain of Command) although I did miss that Shock is doubled if shooting from Ambush.

British pre-game Stonk did inflict a lot of shock and killed the German Mortar Observer (not sure if any Big Men/Cot CO can call in these now?)

Had also forgotten that there can be a lot of markers required (I had to dig mine out) with Pins, Suppression, Overwatch, Shock and several types of damage for AFVs but this is a nice playable and flavoursome WW2 game (I prefer it to CoC in many aspects)

Sergeant Steiner

 
 
 
 
 

As the 2nd New Zealand Div pushed west towards Orsogna in December 1943, a battlegroup of the 18th Armoured Regiment, 22nd Motorised Battalion and some armored cars of the Divisional Cavalry made a feint along the Melone - Guardigrele road.

The board was mostly open muddy fields dropping off from the twin track. Vehicular off road movement had a good chance of bogging.

Jon had 2nd Company of Halftrack borne infantry (with 5 Big Men total) from the 22nd NZ Motorised Battalion. Eleven M4 Shermans from B Squadron, 4th NZ Armoured Brigade and two Staghound armored cars.

He came in on the eastern edge of the table centered on the road. The infantry had debused from their M5 halftracks No sense in getting them bogged!

The Germans didn't have a real chance but certainly could've caused more damage if the artillery had arrived and the PzIVs were more effective.

Overall casualties for the New Zealanders were 22 and the company CO killed. One Staghound immobilized and one bogged. Only one M4 damaged and three were bogged One infantry platoon and one troop were still on Blinds at the end.

The Germans had both PzIVs knocked out and lost 16 men out of 40.

From the official history:

The German engineers had prepared four demolitions along the northern road, but it was not until they were half-way to Melone that the tanks, though under frequent shellfire, were delayed by cratering.

It was by then nightfall, and the Germans who had held the line of the road during the day were falling back. Our own infantry followed hard on the heels of the German rearguards, who stalled off pursuit by a second demolition, by small-arms fire from the cover of village buildings along the way, and by blowing up in the middle of the road a lame tank which had been towed back from the main road junction.

Near the village of Salarola three Germans tarried too long and fell prisoner. One of them, coolly directing the retreat of his rearguard, was the 27-year-old commander of I Battalion 9 Panzer Grenadier Regiment, by reputation ‘the most capable and bravest’ battalion commander of 26 Panzer Division.

Still the men of 2 Motor Company pressed on in the darkness and they were nearing the junction of the two lateral roads when a third demolition was blown in their faces, making a hole about forty feet across. This in turn they skirted, only to find the enemy covering the road from posts sited in the prearranged delaying line before the Melone–Orsogna road. Not until next morning, the 3rd, did the company confirm the enemy's withdrawal from this position – a hurried withdrawal, it appeared, from the amount of abandoned equipment left scattered about.

Mark Luther

 
 
 
 
 

A great game with mates on Sunday. Scenario was Canadian VC from the pdf rulebook.

Game #2 and I’m in. We ran out of time but was unlikely the Canadians were going to grab the crossroads. Learnt a lot. Will bring in fire support next game.

Ken Snell