Comparing my previous after action report to other batreps of the same battle on Vis Lardica, I realised I made a number of major errors:

  1. I played the stream as unfordable
  2. I forgot the Canadians were vets
  3. Also, after a bit of research I figured I had the hamlet a little wrong:  no church and the main road being the 'lower' of the two

Which all add up to a good excuse to play through the scenario again. So...

James Tree

 
 
 
 

Today, Steve C and I returned to our I Aint Been Shot Mum WWII campaign. The Germans had pushed the Soviets back last time, and the battle has moved on to the small town of Sorok which guards a ford crossing.

With the Russian infantry fleeing before the advancing German armour and totally outgunned, the town falls to the German force.

It was not an equal contest - but who knows what is coming next - well, we do because we have looked at the next scenario and the T-34s are back.

Tank fest !

Norseygamer

 
 
 
 
 

Split into two halves on two rather separated club nights (largely due to the umpire (me) not having time to build the northern half of San Marco!).

Initial assault (red table area)

The British advanced largely up the right flank, with 7 Platoon in the lead, under cover of a smoke barrage from the supporting 25 pounder. They came under some heavy MG fire from the church, and in an attempt to root that out, their supporting Churchill CS had its 90mm gun knocked out by a StuG III.

After a fairly gritty firefight, the Germans, taking heavy losses to the advanced Nr. 1 Zug, chose to fall back across the river, and the British were thwarted by a well placed minefield (just south of the bridge) from following before the bridge was blown up. As the river was somewhat tricky to cross, they elected to consolidate their position and renew the assault after a couple of hours.

Initial assault from the eastern end. Note the large smoke barrage centre table. 7 Platoon close-assaulting across the road centre of picture

Followup assault (blue table area)

Some fairly heated discussion at the British O group led to an original plan to feint an attack towards the vineyards and Castello San Marco, while gong for a main thrust towards the church. This (as ever, perhaps) didn't survive contact with the enemy, as initial probes revealed no German forces south of the ford on the British side of the river. (There was a fascinating almost 'pre-game' of cat and mouse with Blinds, with a lot of missed spotting rolls, but some excellent use of Blinds by the British.)

Followup action - the calm before the storm. The villa roof is just visible bottom left.

7 Platoon (with a scratch section made up of Nos 2 and 3 sections), thus went in up the left flank via the unoccupied villa, seeking to cross the river by the vineyard. 8 Platoon, meanwhile, pushed across on the extreme right, encountering no resistance to taking the church. A Spitfire dropped its 500lb bomb load roughly in the middle of town, causing some consternation among the Germans but little serious damage.

The Villa, and Castello San Marco

If you go down to the woods
today...

About the point 7 Platoon splashed across the river, a Tiger was revealed in the woods north of the castle (spotted by a dummy Blind that had been advancing up the extreme left and making excellent use of the topography and available cover not to be spotted itself). The Spit, to the frustration of the ground troops, turned for home before spotting it (anything but a 1 would have done for it to stick around). 

The British deployed their armour off Blinds (a troop of Sherman IIIs and a Firefly of the Granta Yeomanry), and proceeded to unload on the factory, reducing the chimney to rubble and generally doing a fair bit of damage. 

Over on the right, 8 Platoon pushed into the orchard and came under heavy fire from the building that overlooked it, as well as a well-placed  stonk from the Germans' 8cm mortars. Unfortunately for the Germans, the section defending that flank was the rather tattered remnants of Nr. 1 Zug, who came under a withering storm of return rifle and Bren fire. Meanwhile, the Firefly (after Ash had actually read its stats line and realised that the 17 pounder is definitely a match for the Tiger :D) poked its nose round the side of a house on the south bank and popped off a round at the Tiger. 6 hits to 4 saves - gun out! Jubilation from the British, and it looks like Unteroffizer Honisch will not be getting promoted to Junior Ace this time out. 

Bridge out? No problem! (Churchill ARK by Skytrex)

7 Platoon (not for the first time in and around San Marco) take a fair amount of hammer from the factory and an MG in the house by the ford: the scratch section manages to stick around, but No. 1 Section bails (0 actions, lots of shock).  Meanwhile, the German Nr. 1 Zug also bails (its Big Man unpins it and has it retreat), and Nr 2 decides the factory is becoming untenable.  

About this point, another British Blind, that's been largely keeping out of sight, deploys at the river's edge - a Churchill ARK, which uses all its actions to drop ramps and provide a river crossing for (what I assume was) Platoon 9, advancing on Blinds behind Platoon 7. 

About here is where we called it for the night. The Germans are surrounded on three sides, from 8 Platoon advancing from the orchard, 7 and 9 through the woods to the factory, and the Grantas who will be pushing across the ARK to lend fire support. 

In short, a British victory.

Mike Whitaker

 
 
 
 
 

Rather than immediately clear away the rather nice set up for the For the Honour of France game played a couple of weeks ago (click here to read the AAR, opens in a new window), I decided to use the same scenario for a game that I was umpiring between John and Dave.

Quick background

Syria, 1941, Vichy French versus Australians. The village of Ras Begus nestles astride a road running through a region punctuated by rocky hills that hamper movement by reducing any dice rolled by one. On a nearby hilltop lurks the ruined Red Fort, south of the village is an olive farm. A wadi runs from the southern end of the table right up to the village, providing excellent cover to infantry within it. Tracked vehicles could risk the wadi, but were likely to bog down.

The French were defending the village with a force consisting of three platoons, one of four and two of three ten-man squads (100 total). Mr Clarke, who wrote the scenario, didn’t specify the stats for the French infantry, so as I already thought the scenario would be walkover for the French, I classified them as Good Troops starting on three Activation dice. In addition to the infantry, the French had three 60mm mortars, three MMGs and a forward observer in touch with a battery of three 75mm guns. In command were four decent quality Big Men, and there was an extra MMG team sited in the fort with a Poor Fire Discipline card. In reserve, arriving after a certain number of appearances of the Turn Card, were three R-35 tanks. Formidable.

The Aussies also had three platoons, but each was four sections of eight men each (total 96 men) along with a light mortar and an anti-tank rifle (ATR) per platoon. In support, they had a recce platoon of three MkVI light tanks, five recce carriers (two with MMGs, two with LMGs and one with an ATR) and, as proved very significant, an FOO connected to two 25-pounders sited just off table. The 25-pounders were very responsive: they had a Bonus Fire card in the deck. I decided that the Aussie’s would start on four Activation dice and get the Aggressive bonus in Close Combat.

In today's game, Jon would play the defending French, Dave would play the attacking Australians.

The Game

Unlike Bevan in the previous game, John had chosen to hang back and wait for the Aussie's to come to him. His Platoon 1, the big one, occupied the village, with Platoon 2 positioned along the edge of the wadi in front of the town. Platoon 3 was in reserve behind the town. 

What this meant was that the Aussies had almost a free hand to get onto the table and deploy...which they did, massing just behind the hill.

Being largely out in the open, the Aussie's were spotted fairly quickly. One infantry platoon had headed down into the wadi; their light tanks and carriers had headed straight up the road towards the town; and a couple of Blinds lurked at the back (the Blinds on the far left and far right in the picture below are Dave's other two infantry platoons).

For their part, the Aussie's had spotted the French in the wadi (one squad is still concealed on the other side of the road) and were aware of movement to the rear of the village: John was bringing his reserve platoon across to cover his left flank.

A Mexican Stand-off then ensued. The French infantry crouching down at the bottom of the wadi were effectively immune from fire from the Aussie carriers and light tanks, but couldn't shoot back. The Aussies were unwilling to advance to edge of the wadi to shoot down at the French: they didn't want to risk getting a hail of grenades into their open-topped carriers.

Something had to give...and it did: the Aussie FOO picked up his radio and contacted the two parked-off-table 25pdrs dedicated to support the attack and called in their fire. Direct hit on the wadi!

And now the French infantry's defensive position became a death trap. If they stayed where they were, the enemy artillery would just pulverise them; if they left the wadi, it would be to end up right under the guns of the Aussie carriers and light tanks.

A tricky situation!

To give himself time to think, John fired his light mortars into the mass of British vehicles in front of the wadi, luckily scoring a direct hit on one of the carriers: exit carrier!

This brought home to the Aussies the fact that they couldn't hang around out in the open for too long, so with the French machine gun team in the wadi forced to fall back through the damage done by the artillery and a bit of rifle fire, in went the Aussie platoon in the wadi: charging into the mass of Pinned French infantry from the flank.

In they go!

Bounced back!

Unbelievably (I mean seriously unbelievably) the French managed to bounce the Aussies back (largely due to their Big Man: the Level IV Sergeant-Chef Aubergine!) but had suffered serious casualties in doing so. One more round of rifle fire from the Aussies and the whole platoon evaporated, except for Aubergine, who merely fell back to the town to take charge of one of the infantry squads there.

This left the wadi in the possession of the Aussies, who promptly moved their slightly battered platoon forward to within striking range of the town, followed by a Blind concealing a second infantry platoon.

Now it was the turn of the Aussies to get stuck in the wadi. Yes, they were under cover from fire from the French units in the village but, just like the French moments ago, leaving the wadi in an assault would have led them straight into a devastating hail of fire. Stalemate again!

Meanwhile, the third Aussie platoon had moved along the hilltop on the right flank of the battlefield, catching up with the lead light tanks and carriers. As it was manoeuvring into position to attack the village, however, a French Blind appeared at the end of the nearby road and, with a couple of good dice rolls, was right on them almost immediately.

Automatic spotting revealed the Blind as the three R-35 tanks that formed the French reserve:

But had the French tanks advanced too far?

A fierce combat broke out between the tanks and the Australian infantry platoon, attacking from the flank. On top of that, the Aussie carriers and light tanks joined in too.

One French tank was forced to bail, bits were knocked off another, but the MGs on the third tank were reaping a terrible price from the Aussie infantry: one section being shot down to a man.

Whilst that battle was being fought out on the right hand side of the battlefield, the Aussies on the left, in the wadi, had decided that if they didn't get a move on, they'd spend the rest of the game crouched undercover.

Unfortunately, the British artillery, having done such sterling work earlier, had now gone incommunicado, so shifting its focus to the French troops in the village just wasn't happening. There was nothing for it: the village was going to have to be cleared the hard way.

Up popped the Aussie platoon on a Blind, and charged the back of the souk building. The French squad therein was evicted, but the Aussies had lost five men, and were now coming under fire from French troops elsewhere in the village.

The Aussies gathered themselves and cleared another house, but lost more men, and it soon became apparent that they just didn't have enough men to clear the village in the way that they were attempting to do. They really need to bring up their carriers and tanks...but they were still engaged with the two remaining French tanks, whose heavy (for this time of the war) armour was proving tough to crack.

At this point it became apparent that neither side were getting anywhere, and a draw was declared: they had fought each other out.

Aftermath

Both sides sat back and considered the battle.

The French agreed that they had been a bit too passive and reactive: they had given the initiative to the Aussies and then let them keep it. They had let their tanks, which should have been a game-changer, get embroiled with enemy infantry when a bit of distance would have led to the same outcome but no damage. 

On the other hand, however, from the French point of view, the Aussie's hadn't managed to take the town by the end of the game, and had been fought to a standstill.

The Aussies had been suitably aggressive, but had failed to co-ordinate properly between their armour, artillery and their infantry. At the start of the battle, their armour had advanced way forward of their infantry: something that would have been harshly punished if the French had had even one anti-tank gun. At the end, their infantry was forced to assault the town unsupported by either armour or artillery: a very costly way of doing things.

On the other hand, however, the French tanks were almost neutralised, and the Aussies were almost in a position to take the village...almost!

A great game and, as Dave said afterwards "something for everyone and some scary bits for both sides"!

Robert Avery

 
 
 
 
 
 
 
 
 

James Tree

 
 
 
 
 

After spending an hour first thing softening up the enemy's defences with an artillery barrage, Soviet troops launched their main attack. Before noon, after the first wave of infantry divisions had wedged themselves into the main German defensive line, advanced brigades of the tank army entered the battle to complete the breakthrough. 

Their orders were to defeat the enemy's second line of defence, thus creating favourable conditions for the development of a strategic offensive into the German rear. Specifically, by the end of the day, the tanks had to advance and overcome a small, dug-in enemy unit, getting at least four of their five platoons off the opposite edge of the gaming table, with losses not exceeding half of the initial composition of each platoon. 

The enemy's defensive line consisted of a network of trenches connecting various strongpoints centred on a village. Although their main reserves were still unavailable, the defenders had had time to bring up a small number of tanks as reinforcements.

The Soviet company commander, carefully examining the German positions with his binoculars, determined the location of their troops and concluded that the Germans had prepared good positions around the settlement, therefore limiting his ability to effect a lightning breakthrough. They had also placed an artillery battery on a small hill, supporting their infantry, and designed to repulse any attacking armour at long range. 

On the other side of the village, there was what looked like a reserve of German tanks, doubtless to be used in support of their infantry or to launch a counter-attack. 

Without losing a moment, Soviet troops moved towards the enemy.

The Soviet tanks advanced to the edge of the village, followed by a line of infantry. Meanwhile, Maxim machine guns fired into the German trenches from the flanks.

The German tanks opened the firing, with the Soviets soon replying. Despite the fact that the German tanks were largely hidden by the terrain, one of their number went up in flames.

The German battery on the hill sent a hail of shells onto the Soviet tanks: two of which ground to a halt. Return fire silenced one gun, its crew either blown up or sent scurrying away, but the rest of the battery could not be suppressed despite the weight of fire coming its way.  

As the Soviet infantry approached the German line, one of their machine gunners opened fire and took out an entire German section. The Germans tried to hit back, but the machine gun's crew heroically kept firing.

Suddenly there was a huge explosion as one of the Soviet tanks erupted into flame! The commander of the German tank platoon had calmly waited for the Soviet tank to be clearly visible in hit sights, carefully aimed, and hit the tank dead on. The Soviet tank didn't stand a chance: too many successful penetrations and, as a result, the tank's ammunition store exploded!

Realizing that their infantry could not cross the open ground in front of the German positions, the Soviet tankmen desperately renewed their attack, but their enemy was quicker off the mark. 

The German battery opened fire on the tanks again. One tank's driver is killed and it's engine damaged beyond repair. Meanwhile, the German tank platoon commander is firing incredibly accurately:  another Russian tank burns, and another immobilised. The Soviet infantry hits the deck and lies on the reverse slope of the hills.

To divert the enemy's attention, the Soviet commander directed two tanks to the left flank. The Germans finished off the immobilized tank, then unsuccessfully tried to manoeuvre one of their tanks through the mud to cover the flank. A dry shot and a loud clap - one more kill!

The German battery is bombarded with aimed fire: the battery commander is killed, the gun crews suffer heavy losses, the battery is suppressed...but still represents a deadly threat.

Under the cover of two tanks on the left flank, the Soviet infantry finally launches their attack. Another German tank is hit, and the German infantry is losing ground: it seems that the situation is stabilizing for the Soviets. 

The German tank ace, not phased by the apparent reverses, changes his position and goes to the shooting range. 

Shot! The shell hits the engine, and another Soviet tank is immobilized, the crew shell-shocked. The Soviet tankers are disoriented: the Germans are acting boldly and decisively. 

Shot! A Soviet tank's gun is jammed! Another shot, and a sharp tongue of flame emerges from another Soviet tank. The second German tank also destroyed another Soviet tank.

By the end of the day, the Soviet troops are convinced that they cannot break through the village and bypass the key enemy defences, and begin withdrawing. By the end of the battle, most of the German forces were remained intact, and the village remained in German hands.

Thoughts

Clear rules make the game move along cheerfully. Activation of units depends on luck, and sometimes a turn ends before every unit has activated. This makes things chaotic rather than strictly linear, and there are also bonus events on top of this. This means you have to think before starting anything that will take more than one action: for example, is it worthwhile sending the infantry forward out in the open if they might get stuck there?

The rules are company-sized, but you can play at least at regimental level. In the game, one soldier equals one man, one model equals one tank: imagine getting a whole German tank battalion onto the table...

This isn't in my opinion, a set of rules made for tournaments: for example, there is no points system covering differences in armament, different skills, the experience of soldiers, list size, etc. In the battle you choose troops based on lists from their nationality. And everything is quite arbitrary: it is possible to change everything for a particular scenario from how a platoon is armed right the way up to the experience of tank crews...provided the scenario justifies it. All you need is the agreement of your opponent. The historical scenarios provided generally suggest fighting off ten tanks and a full company with one anti-tank gun and a handful of soldiers. And the most interesting thing is that even if you have a preponderance in tanks and infantry, you cannot simply expect to win: maybe most of your troops never arrive! 

The game has no maximum range of fire. There is a Close range, Effective range, and after that there are no restrictions. From table edge to table edge, if you see the enemy, you can shoot at him. As a result, an active firefight can begin on the first move of the game. However, to ensure that the game does not bog down to firefights at long distances, missions set specific tasks and deadlines for their completion. 

The game has a hidden movement system, but we didn't test this. Perhaps this has already been considered and I'm wrong, but it seems to me that the element of hidden manoeuvre in the game done this way (paper Blinds on the table) spoils how the game looks. I prefer the "hidden manoeuvre" in CoS.

We were surprised that the game does not require a lot of dice to determine the results of shooting. After FoW with 20+ dice, it seems unusual to throw one or two dice only. And the fact that you have to consult a table to determine whether you hit or not can be a pain.

Sometimes games of this scale lack mechanisms to deal with disabling rather than destroying tanks, or killing an artillery piece's individual crew members, but not in this game. In our game we had a duel between the Soviet and German tankers: after the first shot, the chassis was broken, the engine was damaged and stalled, but the crew was still fighting, not everything was lost! The next shot led to the damage to the gun sights, making it more difficult to hit anything, and the crew was shell-shocked. Another hit and the tank brewed up, the commander is killed. Another time, a tank's main gun jammed:  the tank no longer represented a formidable combat unit and, as a target, was not interesting, but it wasn't destroyed. 

The same with infantry: there is no need to kill everyone. The loss of 2-3 soldiers in a unit greatly affects its effectiveness, which makes it much harder for them to carry out their assigned combat mission. Yes, one soldier can display an act of heroism, but the rule is that one individual trying something in the field does not work very often. 

Some things do make the game complex: you have to constantly keep in mind the number of Actions available to each squad or vehicle. You need to know what strike value each tank has and/or whether a unit has lost casualties etc. The problem can probably be solved by using info cards or by the "friendly" atmosphere of the game (until the furious duel of gambling players of the tankers begins!). But here's what you can not do at all:  it's to show newcomers such a wargame with a historical miniature. They are horrified by all the mathematical calculations and rules. Modifiers, indicators, etc. 

Valderech

 
 
 
 
 

James Tree

 
 
 
 
 

A battle fought over randomly generated terrain, giving us all an opportunity to practice with the rules.

The Germans are hidden near a crossroads, the Americans have been ordered to take the crossing at all costs.

The Americans began the game by using their 105s to bombard the solitary grove of trees in the middle of the table, thinking that that's where enemy troops might be waiting in ambush. They then advanced as fast as possible towards the battered trees.

There they did indeed meet a German infantry platoon, but that had suffered badly from the bombardment (both from shells and splinters of wood) and was wiped out out after a single round of melee.

Whilst the Allied left flank seemed to be secured, on the right flank the advancing Americans ran into an enemy MMG platoon and two StuGs.

This could have been very painful for the Americans, but the initial German fire proved largely ineffectual: certainly not enough to slow down the American advance.

Meanwhile, a platoon of Stuart light tanks tried to get through the gap between a hill and the trees, but the narrow passage was covered by one of the StuGs. In response, the Americans reinforced their light tanks with a pair of 57mm anti-tank guns.

Whilst the American infantry take cover on the hill, the remaining Stuarts decided to gird their loins and heroically charge the StuGs head-on.

At this point we ended the game. This wouldn't have been the end of the fight itself: that would have carried on with the Americans advancing very slowly and the Germans awaiting them in their works. It would have been a real grind! As to who would have won...well, it would have been hard work for both sides, but troop quality (and therefore activation dice) favoured the Germans

Burt Minorrot

 
 
 
 
 

June 1941. A most unlikely conflict has broken out between two former Allies. Vichy French airfields in the Levant have been used by the Lufwaffe to support an uprising in Iraq, and Britain has decided that enough is enough. A task force has been assembled to move north into the Lebanon and Syria to take control of the area for the Free French and safeguard British oil supplies. Unexpectedly Vichy forces resist strongly, fighting for the honour of France.

That’s the introduction to the game of IABSM that Bevan and I played on Sunday evening. An unusual game featuring Australians versus French in the desert.

The terrain was as seen in the photos: the village of Ras Begus nestles astride a road running through a region punctuated by rocky hills that hamper movement by reducing any dice rolled by one. On a nearby hilltop lurks the ruined Red Fort, south of the village is an olive farm. A wadi runs from the southern end of the table right up to the village, providing excellent cover to infantry within it. Tracked vehicles could risk the wadi, but were likely to bog down.

The French were defending the village with a force consisting of three platoons, one of four and two of three ten-man squads (100 total). Mr Clarke, who wrote the scenario, didn’t specify the stats for the French infantry, so as I already thought the scenario would be walkover for the French, I classified them as Good Troops starting on three Activation dice. In addition to the infantry, the French had three 60mm mortars, three MMGs and a forward observer in touch with a battery of three 75mm guns. In command were four decent quality Big Men, and there was an extra MMG team sited in the fort with a Poor Fire Discipline card. In reserve, arriving after a certain number of appearances of the Turn Card, were three R-35 tanks. Formidable.

The Aussies also had three platoons, but each was four sections of eight men each (total 96 men) along with a light mortar and an anti-tank rifle (ATR) per platoon. In support, they had a recce platoon of three MkVI light tanks, five recce carriers (two with MMGs, two with LMGs and one with an ATR) and, as proved very significant, an FOO connected to two 25-pounders sited just off table. The 25-pounders were very responsive: they had a Bonus Fire card in the deck. I decided that the Aussie’s would start on four Activation dice and get the Aggressive bonus in Close Combat.

As I was convinced that the Aussies would have a very hard time of it, I gave Bevan the choice of which force to take (having first voiced my concerns!), but he suggested we roll for it. A die was duly rolled, and I ended up with the Aussies!

The Game

The Aussies began the action by bringing as many Blinds onto the table as possible down the road running off to the south-east. I led with a couple of dummy Blinds, then my tanks and carriers, then an infantry platoon.

Things got interesting very quickly, as I sent a dummy Blind up the hill to my right to make sure that flank was properly clear. It made immediate contact with a platoon of French infantry (3ieme Platoon, three squads) which, as the person running the game, came as quite a shock to me, as I knew the French briefing said that they couldn’t deploy south of the olive grove!

[Why, if I knew that, did I send scouts up there anyway? Well, because my troops didn’t know it, and it was therefore the right thing to do.]

I pointed this out to Bevan, who re-read his briefing and realised that I was right. It was too late to worry about it, however, so I suggested we just carry on and put the mistake down to the fog of war.

Meanwhile, the French had their binoculars out, and had spotted all my Blinds. They had also called in their 60mm mortars…one of which scored a direct hit on one of my light tanks, causing it to bounce up and down enough to disrupt its next Activation.

Even worse, they then called in their off-table 75’s: which arrived extremely quickly and accurately right in the middle of my recce vehicles. One MMG carrier was destroyed by another direct hit, and the others all losing Activations.

Two could play at that game, however. My FOO and CinC called in my artillery, which also arrived quickly and, even if not so accurately as the French artillery, started causing 3ieme Platoon all sorts of problems.

Meanwhile my other two infantry platoons, still on Blinds, and the non-MMG carriers, began bypassing my artillery-stricken armour.

I now realised that Bevan’s accidental placement of 3ieme platoon gave me a great opportunity to destroy a third of his force in isolation. I decided to ignore the French artillery as much as possible, and just use my artillery (firing twice as fast as their French counterparts), the three HMGs on my tanks, my remaining MMG carrier, and 3rd Platoon to pulverise the 3ieme.

All this, however, took time, and before I knew it, a rather ominous French Blind had appeared north of Ras Begus.

No matter, there wasn’t anything I could do about it for the moment, so it was time to investigate the French Blind on the hillside just north of the olive trees.

This turned out to be the 2ieme French platoon…also, it appeared, quite isolated: although the French MMGs, led by the French company commander, had by now moved forwards into the wadi.

Meanwhile things had got petty critical for 3ieme platoon: to the stage where their commander used the French's Heroic Commander card to charge two MkVI tanks on his own!

French Heroic Commander card:  Big Man 4 desperately attacks two British light tanks on his own, but to no avail

As 3ieme Platoon were just about done for, my FOO and the Aussie company commander shifted my artillery onto 2ieme platoon. At the same time, a platoon of Aussie infantry took up good cover positions in amongst the olive trees and began exchanging fire with the 2ieme, with a tank moving up to add the weight of its HMG to the fled flying towards the French.

To counter this threat, the lead French MMG team climbed up the side of the wadi and took up positions on its lip, and prepared to pour fire into the olive grove at point blank range.

The French were obviously on a roll, as their tanks then de-cloaked from their Blind, charging forwards (well as charging as an R-35 can do!) to engage my light tanks.

Everything then happened very quickly.

Firstly, the final Aussie infantry platoon, still on a Blind, jumped down into the wadi and charged the first French MMG team, which was now facing the wrong way. The platoon’s ATR team also climbed the opposite side of the wadi and began shooting into the lead R-35 from a distance of about 25 yards. They couldn’t miss, and despite its thick armour (AC5), the R-35 started accumulating a shock very quickly…especially when the light tanks and ATR rifle from the platoon that had by now dispersed the 3ieme joined in as well. Before it could do anything, really, the R-35 crew abandoned ship, running off towards the town…followed by the other two R-35s who obviously didn’t relish any sort of stand up fight!

The French 2ieme platoon also crumbled: continually hit by artillery fire, the HMG on a light tank, the Bren on a carrier, and some very fine shooting from the Aussies in the olives.

The French were now pinned into Ras Begus itself, with the final French Blind revealed as their final infantry platoon, now reinforced with the two R-35s and the only remaining MMG. The French were also about to lose two Big Men: both the 3ieme’s commander and the company commander were swept away by the Aussie platoon emerging from the wadi as they retreated towards the village.

Up came the British FOO’s card, and I announced that I was shifting the fire of my artillery again: this time onto Ras Begus itself. That was it: the single French platoon, with two tanks and the MMG, now faced three still-strong Aussie platoons, three tanks and three carriers. That meant they couldn’t really take the fight to the Aussies, but had to sit in Ras begus and wait for their enemy to attack. The problem, of course, was that I now didn’t need to attack: all I had to do was watch my artillery turn the village into rubble, then move in and mop up what was left. Although I like to think that the French downed their rifles and surrendered, given the quality of their troops, they probably managed to successfully retreat off the table with only a handful more casualties.

Much to my surprise, victory was mine.

Conclusion

Discussing the game afterwards, Bevan and I concluded that the French had positioned their three infantry platoons too far apart to give proper support to each other. This enabled me to focus on each platoon in turn, using a combined arms approach (artillery, infantry, armour) to hammer each one flat one by one.

I thought the three French tanks would be a deciding factor in the French’s favour (I just couldn’t see how I was going to deal with AC5 armour with ATRs and HMGs/MMGs), but the French hurled them forwards and let me get up close to their flanks with multiple weapons. After the first tank’s crew had bailed, the others spent all their remaining time retreating out of danger, leaving me clear to use my armour on the French infantry with impunity.

Whatever the result, it had been a great game…one that we will be re-fighting in the very near future.

Robert Avery

 
 
 
 

The game is based on action east of Ponyri station on July 8. The Germans have captured the former Soviet positions on 226.5 and are just about to be assaulted by the 3rd Tank Corps. As usual I never know exactly who is going to show up, so had several units ready to go at staggered intervals. The key was for the Soviets to get across the table and stymie any German reinforcements. Didn't happen.

Mark Luther

 
 
 
 
 

Introduction

Earlier this year I arranged an impromptu gaming session with one of my regular opponents. When I asked him what he fancied playing, his response was to ask if we could play an opposed landing, US Marines vs Japanese,  in the Pacific. At the time, my answer was very much "no we can't", as I had neither any beach-y terrain nor any US Marines.

Salute this year, however, changed all that. First up, one trader was running amazing offers on both the Battlefront Amtracks box set and the Battlefront LCVP box set. I snapped up both, then noticed that a company called Tiny Wargames had some lovely beach-based battlemats. Okay, so the mat cost more than the Amtracks and the LCVPs put together (which shows you how cheap they were) but looked fantastic.

I then got lost in Poland (the scenario pack not the country), leaving my purchases to the lead mountain. All that changed a couple of weeks ago, when I came across the mat looking for something else, idly flung it on the table to see what it looked like, then ended up spending an hour or so building the terrain and designing forces for a Pacific beach assault game!

Below you'll find enough information to allow you to run the scenario yourself, followed by the usual epic after action report

The Scenario

The scenario was essentially very simple: the Japanese were defending works at the top of the beach, the Marines would need to land, advance up the beach, and evict the Japanese from their works. Rather than producing written briefings, I ended up letting the players know what the situation was verbally, giving them only a list of their forces and the key stats they would need to play the game. The below should allow you to do the same.

Note that rather than gaming the run in to the beach, the Marines arrive on the table under Blinds as the LCVPs and LVTs hit the shore.

The Cards

Game Cards

  • Tea Break

Japanese Defenders

  • Blinds
  • Big Man 1-4
  • FOO
  • Platoons 1-2
  • Tank 1-2
  • Anti-Tank 1-2
  • MMG 1-2
  • Off Table Mortars
  • Dynamic Commander
  • Heroic Commander
  • Rally
  • Banzai!

US Marine Attackers

  • Blinds
  • Big Man 1-8
  • FOO
  • Company HQ
  • Platoons 1-3
  • Amtrack HQ
  • Amtrack Platoons 1-2
  • Off-Table Naval Guns
  • Rapid Deployment
  • MMG Bonus Fire
  • Rally
  • Heroic Leader

The Terrain

The terrain was based on the rather splendid beachfront battlemat that I bought at Salute from Tiny Wargames. This gave me a nice big area on which to base the Japanese defences, which consisted of a series of gun pits and trenches fronted by a line of barbed wire. There were minefields and booby traps interspersed with the gunpits and, at the back, near the watchtower to the left in the picture below, a command post. At the back to the right in the picture below was the small village in which second platoon were billeted.

US Marines

Company HQ

  • Big Man 1 (Level IV)
  • Big Man 2 (Level II)
  • Naval Liason FOO
  • 3 x Bazooka Team (2 men each)
  • 2 x MMG (5 crew each)
  • in Naval LCVP #01

1st Platoon

  • Big Man 3 (Level III)
  • 3 x Rifle Squad (12 men each)
  • in Naval LCVP #02, #03, #04

2nd Platoon

  • Big Man 4 (Level III)
  • 3 x Rifle Squad (12 men each)
  • in LCVP #05, #06, #07

 3rd Platoon

  • Big Man 5 (Level III)
  • 3 x Rifle Squad (12 men each)
  • in LCVP #08, #09, #10

Amtrak HQ

  • Big Man 6 (Level III)
  • 1 x Amtrak LVT(A)1 (Stuart Turret)

Amtrack Platoon 1

  • Big Man 7 (Level II)
  • 3 x Amtrak LVT(A)1 (Stuart Turret)

Amtrack Platoon 2

  • Big Man 8 (Level II)
  • 3 x Amtrak LVT(A)4 (M8 HWC Turret)

Off-Table Artillery

  • Unlimited fire missions from 4 x 11” Naval Guns via Naval Liason FOO (2D6+8 damage)

You have seven Blinds and three Dummy Blinds at your disposal.

You may land up to six Blinds on the beach at any one time

Stats

  •  It costs one Action to disembark from an LCVP
  •  LCVPs activate on the card of the platoon they are carrying.
  • Marine LCVPs are armed with two MMGs: each fires at 3D6 when beached, 2D6 if the LCVP moves in any way that turn
  • An LCVP MUST return to sea (i.e. be removed from the table) if they activate when empty i.e. have disembarked all the troops they were carrying
  • All other rules for amphibious warfare can be found in the Rising Sun theatre pack

The Japanese

MMG Bunker (left)

  • 1 x MMG (5 crew)

MMG Bunker (right)

  • 1 x MMG (5 crew)

Watchtower (either)

  • 1 x FOO
  • 1 x Sniper

Central Trenches

  • Big Man 2 (Level II)
  • 1 x Type 41 75mm Infantry Gun (4 crew)
  • 1 x Type 89 Chi Ro Medium Tank
  • 1 x Type 91 105mm Infantry Gun (5 crew)
  • 3 x Infantry Squad/LMG (10 men each)
  • 1 x Infantry Squad/Mortars (10 men)

Village

  • Big Man 3 (Level II)
  • 3 x Infantry Squad/LMG (10 men each)
  • 1 x Infantry Squad/Mortars (10 men)

Command Area

  • Big Man 1 (Level III)
  • Big Man 4 (Level II)
  • 1 x Type 89 Chi Ro Medium Tank

Off Table Artillery

  • Unlimited fire missions from two 81mm Mortars

Notes

All units begin the game under hidden Blinds.

The platoon in the village spend their first two activations waking up and getting ready for battle.

Stats

 

The Battle

Somewhat ironically, Bevan, who had been the person who asked to play a beach assault in the first place, was late, so John and Dave took the US Marines (John playing the Amtracks, Dave playing the PBI) and I filled in with the Japanese.

The Marines elected to send in their armour first: intending to use it as both a shield for their infantry and to get it up the beach as fast as possible in order to clear the wire in front of the Japanese positions. The first turn therefore saw a mass of six US Blinds arrive on the beach stretching from the centre of the table out to the marines' right.

The Japanese immediately began spotting, revealing that the Amtracks were concentrating their assault on the far left of the Japanese line (i.e. on the American right) and that the Blinds in the centre were dummies.

The Amtracks ground up onto the beach and immediately took fire from the Japanese artillery pieces in their two gun pits. One LVT A(1) was bashed about so badly that the crew immediately bailed, another just took some Shock.

John was somewhat perturbed to find out exactly what 'Slow Tracks' meant (i.e. -2 per dice used for movement) but decided to slow the command vehicle and 1st Platoon down even further by returning fire. The second Amtrack platoon, however, moved towards the barbed wire as fast as they could.

As there were very few cards in he pack at this point, the next wave of US Blinds appeared almost immediately behind the Amtracks, with one platoon of infantry in their LCVPs being soon being spotted by the defenders.

The Marine infantry quickly disembarked and began to make their way up the beach, trying to keep behind the Amtracks as much as possible.

On the Marine right, 1st Platoon formed line behind the three LVT(A)4s, and advanced slowly forward, their speed limited by the lumbering armour. Behind them were the infantry command element and support weapons: three bazookas and a couple of MMGs. The bazookas would advance with 1st Platoon, but the MMGs would get entangled with 2nd Platoon, on the centre/right, with a traffic jam quickly forming behind the remaining LVT(A)1s. On the Marine left, 3rd Platoon would advance in rushes up the beach, but come under heavy fire from the centre and right of the Japanese line.

All the above was accompanied by a massive amount of fire from both sides.

The LVT(A)1s of 1st Amtrack Platoon were quickly knocked out, immobilised or rendered toothless: mostly by the 70mm infantry pop-gun in the left hand gun pit. That was quickly reduced down to one crew member by concentrated American fire, but would remain a thorn in the Marines' side for most of the game.

The Japanese sniper was doing a sterling job: pinning an infantry squad every time he fired. He would continue to do this until a string of doubles took him off the board.

The Japanese off-table mortars had arrived, but were having difficulty zero-ing in on anything useful...but the threat was there.

Meanwhile, the Marines were having difficulty doing significant amounts of damage to the well-protected Japanese. Their main success was on their right: where the MMG in the bunker had been taken out by concentrated fire from the three LVT(A)4s advancing towards it.

Help was at hand, however, with the naval liaison officer calling in fire from four 11" guns from a nearby battleship. These soon found their range, and began pummelling the trenches in the picture above, incidentally forcing the crew of the Japanese tank to bail out after the huge shells rattled them around like stones in a tin cup.

Battleships can't take land, however, and the Marine advance in the centre was definitely stalled. The big Japanese howitzer was blowing big holes in 3rd Platoon, who by now were really acting as a distraction from where the main US attack was going in on the Japanese left.

The three LVT A(4) Amtracks, along with 1st Platoon, had managed to reach the wire, with the lead Amtracks starting to break their way through.

It now looked as if the Marines would get behind the Japanese trenches, presumably rolling them up with ease...but there were those two Japanese Blinds lurking on the other side of the small patch of jungle at the back of the beach. These were, of course, the second Japanese infantry platoon and the other Japanese tank.

The Japanese infantry charged forward, surrounding the lead amtrak and, with sticky bombs, forcing the crew to bail. The 1st Marine platoon countercharged, and a massive, and bloody, melee broke out. Fortunes swayed backwards and forwards until only one squad on each side remained capable of any actions.

Meanwhile, the second Japanese tank had crept up the side of the jungle and blown one of the LVT A(4)s to pieces...but was now being stalked by one of the Marine bazooka teams.

At this point, unfortunately, Dave and John had to go. We looked at the table and, after some discussion, declared that although the Marines had made great in-roads on the Japanese position, and would probably eventually prevail, as it stood at the moment, the game had to be declared a narrow Japanese victory.

The Marines were slightly frustrated, as they felt that their initial deployment and decision to shoot back rather than just get the Amtracks up the beach as fast as possible contributed to the traffic jam that built up around the right/centre area of the beach, leading to further delays in getting to the wire and therefore stuck in to the defenders.

Aftermath

So after John and Dave had departed, Bevan and I decided to play on for a couple of turns: just to see what would happen. I moved around the table and took on the job of Marine commander, Bevan stuck with the Japs.

Well it was a walk-over for the remaining Marines!

The bazooka team took out the Japanese tank in the patch of jungle with one shot from a distance of about 4", with the remaining Marines of 1st Platoon chasing their former opponents of Japanese 2nd Platoon off the table.

Meanwhile, the second Marine platoon poured through the gaps in the wire now made by the Amtracks, and captured the right hand side of the Japanese trench without losing a man. Next turn, they drove off the Japanese squad on the other side of the bailed out tank. At this point, the table was effectively in Marine hands...which shows you how close John and Dave had been to victory.

An interesting example of how much the mental game effects things. John and Dave were (relatively!) happy to accept that the Japs had held the table and earned a small victory, but hindsight showed that they were really only one turn from a comprehensive victory.

They were keen to criticise their own tactics, but had actually done just the right thing. Okay, so things got a bit tangled and bogged down for a moment, but their battle plan worked, and worked well.

All in all, a great and well-fought game on both sides.

Robert Avery

 
 
 
 
 

Now that my Greek and Italian forces for WW2 are done (10mm Pithead Miniatures), I decided to sit down and run a solo game so I could grasp the basic rules. This was also a play-test for the scenario I am writing, which is based on the Action at Molista, during the Battle of Pindus on 28-30 October 1940.

The Initial Dispositions with blinds

Greek and Italian Units revealed

The scenario focuses on the attempt of the 2nd Battalion "Aquila" of the 9th Alpini Regiment of the 3rd Alpini Division “Giulia” to outflank the strong defence of the Molista village by two companies of Battalion I of the 51st Infantry Regiment of the Davakis Detachment. Historically "Aquila" was able to outflank the Greek forces and drive deep into the Greek positions, before Greek reinforcements counterattacked and drove them back.

Scenario-wise, I gave the Greeks a platoon of Poor Regulars with two MMGs in support. The Italians were given a Good Regular Company of three platoons (one HQ Platoon and two regular platoon), plus three MMGs.

Both the ground and weather made moving, spotting and hitting hard.

To cut a long story short, the Italians were able to attain their objectives within the assigned time (as in history). A key moment was when one of the Italian platoons still under a Blind, took advantage of the  weather conditions and was able to charge the Greek MMGs and overrun them. This made the Greek defence untenable, though the Greek infantry platoon held out to the end.

The Greeks lost 32 men (killed, wounded, MIA, stragglers) and both MMGs, while the Italians suffered 20 casualties. 

In general grasping the basics of infantry combat was not too hard, though it took me a couple of turns to grasp that sections, as opposed to whole platoons activated to do things. I did not need to go back to the rule-book often as the QRS was very good, though I will need to print the Fire-fight table, and the Infantry Actions per Unit Strength table. The only major issue was deciding whether to use the table in the supplements or the one in the rulebook. Also I would had preferred some more guidance on how many Big Men to include in the forces.

I did not use Aircraft, Artillery, or Vehicle rules, so I cannot say much about those mechanics.

Konstantinos Travlos

 
 
 
 
 

We played the Galmanche scenario from the rule book, part of the British and Canadian push on Caen, which took place on July 8, 1944.  The scenario is a set piece assault on a German hedgehog held by a dismounted panzergrenadier company of the 12th SS and their single AT gun. The men of the fresh 59th Division were tasked with evicting the Germans from all five buildings with three platoons and two troops of tanks. 

Captain Lee and Lieutenant John decided a hard fast push along the left side would be the best chance, starting with seizing the three farm buildings. The woods to the front were impassable  to armor, so the British tanks had to go left or right, making continuous infantry  support difficult. They allocated two preliminary bombardment boxes on the three farm buildings on the left flank and two on the left side of the heavy woods to their front. 

Overview

The Germans were commanded by Captain Will and Lieutenant Rick. They dug in their single Pak 40 75mm AT gun on their left flank, near the Chateau. The artillery  observer (with 4 off board 8cm mortars at his command) burrowed into the front of the woods, toward the German left, but with a view of the entire British avenue  of approach. Platoon 1 was spread across the front woods, but more heavily to their left flank. Platoon 2 occupied the area around the three farm buildings. Platoon 3 occupied the orchard in the middle center of the German position. 

As it happened, the British barrage was extremely successful. The tank killer squad and the panzerschreck team and one squad of Platoon 1 were clobbered and sent reeling. All of Platoon 2 in the farm buildings were hit so heavily with shock that they had to route to the rear of the farm orchard. 

The way was at least temporarily clear for the British to push far and fast on their left. Knowing from historical reports of the actual battle that the British assault faltered when it failed to "keep up with the barrage", Lee and John made no such mistake. 

2nd Platoon Rushes the Woods

The British first platoon pushed vigorously up the left followed by the Cromwell tank troop. The British 2nd platoon pressed across the hedge toward the woods and were immediately slapped by the two unharmed German squads in the woods the their right. Two British squads melted away, but the supporting Shermans and the remaining British squad eventually battered and drove off the remains of the German front line. 

The Assault Persists

Meanwhile, the British first platoon occupied the three farm buildings without any fight and began to turn toward the center, with their Cromwell tank troop close up in support. 

1st Platoon finds the Farm Abandoned

The British Platoon 3 remained on blinds and swiftly moved past the farm buildings and into the farm orchard, only to discover itself in close combat with the recovering remains of German Platoon 2. This massive and swift close combat wiped out the Germans, bagging so many prisoners that the Brits had to detach a squad to march off their captives. The remaining two slightly damaged squads of Platoon 3 took up position facing the center of the board, cheek-by-jowl with Platoon 1. 

Epic Close Combat Wipes out Zug 2

The British had enjoyed it all their way so far (except for having Platoon 2 badly bashed up), but that was about to change. The British started to push out across the center of the board without much in the way of reconnaissance and soon discovered a flurry of panzerschreck, panzerfaust, and MG fire coming their way. One squad was wiped out, and one Cromwell brewed up. 

2nd Troop Pushes into...Panzerfaust Range

Zug 3 Opens Up on the Overconfident Brits

At this point, the Germans finally succeeded in getting their mortars to drop. The only thing in the target area was the Sherman platoon, which had just finished up wiping out or driving off the last Germans in the woods. The mortars merely scratched  the paint work input on a couple points of shock which were soon cleaned up. 

Germans Driven out of the Woods

Mortars Finally Arrive

When the Shermans next activated, they decided to move out of the target zone and inch up around the right flank. If the Captain in personal command of the dug in and camouflaged AT gun had waited a bit more, he might have lured the whole platoon around the corner and to their doom.. But as it was, he shot the first one and blew it to Kingdom Come. The others stopped to ponder their options.

1st Troop Finds the German AT Gun

Pak 40 Halts the Shermans

At this point, it was pretty clear we were heading toward a possible stalemate, and time was running out. So we called it over and did the always enjoyable post mortem. The British had lost two tanks and had two reduced platoons and one whittled to a single squad. 

The End

Seizing the Chateau and barn, even though the Germans had only two intact squads, was going to be hard since their little fortified orchard covered the approaches to the buildings. The Germans likely would have fought as long as their panzerschreck crew lived and then retreated from the middle orchard and taken up positions in the Chateau and its orchard, which would have turned it back into an old-fashioned infantry fight with little room for the tanks to help. Still, the Brits had a chance to eject all the Germans.

The Last Holdouts

Well played by everybody. I particularly applaud the Germans for being so philosophical and accepting as their brains were being bashed in while the fates kept their chits from bring pulled!

Joe Patchen

 
 
 
 
 

Burt Minorrot

 
 
 
 
 
 
 
 
 

Had a request at the club for an IABSM practice/teaching game. From experience, while the first couple of scenarios in the book are good for this, but:

  • they don't include everything straight off. I know this is deliberate, but sometimes you also want to teach why a combined arms approach really works
  • they can take a long time with inexperienced players

I think I'm now a grizzled enough veteran of the game that I can deal with this, so time for something a little different: IABSM Lite. 

No rule changes, but the scenario was designed to fit on a 4'x4' area with sub-company strength forces and a more tactical approach. 

The Forces

The British had two platoons; three Big Men, including the company CO; three Sherman V's with a Big Man; and an FOO with two fire missions from a rather busy 25pdr battery (reflected by being 1 pip harder to contact).

The Germans, holding the farm, had one infantry Zug with two Big Men; an MG42 with another Big Man; an FOO with a couple of 80mms; and a StuG III.

Extra cards were Allied Rally, Allied Heroic Leader, Axis MG Bonus and Axis Dynamic Commander.

Simple mission:  Take/Hold the Farm

Colin (running the Brits with advice from me) rapidly twigged that there was no cover to be had approaching the farm, so sent a couple of Blinds by circuitous routes to see what he could spook while radioing for a nice big smoke barrage to advance behind.

There was quite a bit of 'no, I won't bring any more Blinds on yet' going on, which was slightly more cat-and-mouse than some IABSM games I've seen. In the end, he brought two infantry platoons on behind the smoke, and managed to get a good way up the road and across the fields before a flurry of Tea Break cards blew the smoke away.  

At which point (having been pre-briefed by both Carl - who was watching while playing something else - and I, he brought the 2" mortars into play. The German section in the red-roofed farmhouse took a fair bit of tap, but things never quite panned out to get them Pinned preparatory to a close assault.

With hindsight, I should have reminded him a bit more than I did that HE Pins, and he should probably have brought the Shermans on before the second platoon to plaster the farmhouse and guarantee some Pins behind which to close assault. As it was, when they came on, the StuG (up on the road across the back of the table) picked off first one, then another, in consecutive activations.

The Brits also lost a couple of sections to enfilade fire from the farmhouse, which I think wouldn't have happened had the Shermans been around to do their job. In the end, the infantry in the farmhouse were down to five figures on four Shock, and two platoons went in and basically forced them out due to excess Shock after a tied close assault .

We pretty much left it there, not least so we could talk about it. Essentially taking the farmhouse had cost the British two Shermans and half their force, but the Germans were down to one section, an MG and a StuG III which had a pretty commanding view of the battlefield. It would have been interesting.

Thoughts on "IABSM Lite"?

I think it works: the tricks are:

  • Scenario design
    • have a clear tactical objective, and set it around the middle of the table.
    • make it a bit 'narrative' in nature so the players don't forget what it is
  • rationalise some smaller forces: two third of a company or so.
  • make sure there's a bit of cover around deployment areas!
  • more Big Men 

I think this last is pretty key. To keep things moving and make them interesting (and also to show off the 'magic' of the Big Man concept), you need to have slightly more Big Men than the normal org charts suggests. I'd even go as far as to suggest that some platoons should have their 2inC on table as a Big Man as well as the Lieutenant. Colin was, I think, pretty impressed with the flow of the game, and the way the Big Men worked : there was a moment which just felt right where he had a Big Man hare back down the road to activate the 2" mortar.

You might possibly consider, if you go with platoon 2inCs as Big Men, leaving the actual platoon cards out. I dunno? Thoughts?

I'm toying with a few more smaller tactical teasers like this: I think it could be fun and it can finish in a club night.

Mike Whitaker

 
 
 
 
 

Today's game was a random encounter using the IABSM rules between the Germans, preparing to withdraw, against advancing Soviets.

Each side's objectives are clear. The Germans must prevent the Russians from taking the town they are defending. The Soviets must clear the Germans from the tabletop.

We played the game on a table 180x240cm (6ft x 8ft) with a lot of terrain, making sure that each side had plenty of cover to fight from.

But let's see the game from the eyes of a camera mans from the time: in black and white.

The two sides begin the game hidden from their opponents under Blinds, separated by the natural obstacle of the river.

As units are spotted, between Russian rage and the aggressiveness of the Germans, the first casualties are not long in coming.

But the Germans have all the axis of advance towards the town well covered.

But the T-34s manage to find a narrow defile through which they advance unseen.

Other Soviet tanks do not bother to try to conceal themselves and fall victim to the precision shooting of the Germans.

But the Russians are no slouches at shooting either, and hit back hard.

But as soon as their Blinds card is drawn, more German tanks appear from where they've been hiding, and hurt the Soviets badly.

It's not just the Soviet tanks that are causing the Germans problems, the Russian anti-tank guns are working hard as well.

The industrial sector of the tow, apparently less well defended, falls to the Soviet infantry.

Allowing their self-propelled artillery forward into good positions from which to threaten the enemy.

The game had to end at this point due to running out of time. We declared the result a draw: yes, by concentrating their fire, the Germans had slowed the Soviet advance enough to be able to withdraw from the town; but the Soviets had already managed to take part of the town before this happened.

But the main aim of the game was to have fun with friends, and that we managed.

Burt (with almost all pics from VIIII Legion)

 

 
 
 
 

The Blandingshires at Grochstadt

A newly-retired acquaintance said he'd like to come for a game and he'd never played either of the Two Fat Lardies WW2 rules. So after a bit of email discussion a date was set and I devised a scenario.

View of the table from the German side

The objective for this game was two fold: introduce Don to I Ain't Been Shot Mum, and get some unplayed kit on the table. A straight forward set piece attack then. Late war, North West Europe, two understrength companies as the first wave of a battalion attack on a German defensive line. The two companies are supported by a troop of Churchill tanks, the battalions Wasps, a Churchill AVRE and a FOO. The British are hampered by the "Hesitant Troops" card but they do get "Heroic Leader" and "Rally".

The Germans have two understrength platoons, a pair of Pak40 AT guns, plenty of MG42s and entrenchments plus my new Brummbärs. The Germans are hampered by "Ammo shortage" and "Breakdown" but they get the "Bonus MG Fire".

The Game

Artie crouched under a wet hedge with his company and surveyed the pile of rubble that the maps called Grochstadt. His friend from B Company came up beside him.

"All right, there Artie?"

"All right Bert. You?"

Bert's company was to envelope Grochstadt from the right while he attacked from the front. They had tanks and flame throwing Wasp carriers, but he still didn't like it. The 4th Battalion, Blandingshire Fusiliers had lost a lot of men in Normandy and Holland. The companies were barely platoons.

"Righto, then. See you on the objective." Bert stuck out his hand. Artie shook it and they both repeated the Regimental cry "What ho, Blandingshires!" with a chuckle.

Bert disappeared into the predawn gloom to rejoin his company before the attack.

Artie checked his watch and looked to the platoons on his left and right. It was time. He waved everyone forward and they stepped off to cross another field.

First contact. Germans open up on 3 platoon

A company stalled at a line of bushes. Artie could hear smalls arms crackle to his right as B Company bumped the defenders lining the road. High velocity AT shot screamed over the Churchill tanks deploying from the woods.

Finally he got his men moving across the last field towards the still quiet town.

Churchills advancing

British attack on the town developing

A Company advances into the German MGs

German armoured support

Germans in the rubble

Where was the bloody artillery? His platoon on the far left started to go to ground in the middle of the field.  "C'mon! Keep going!" He waved them forward.

The young Lieutenant jumped up, waving his sten gun. "What ho Blandingshires!" he cried and charged forward. The rest of the platoon got up and followed straight into disaster.

As they neared the ruined town the rubble erupted with the sparks of small arms fire and the shredding paper sound of several German MGs.

2 Platoon about to get slaughtered

A vicious fight ensued but only a handful of the platoon came stumbling back dragging a few wounded with them.

Over to the right he could hear the sound of rifle and Bren fire answered by more MG42s.

A  big Churchill AVRE clanked up to try and blast the defenders out of their rubble.

1 Platoon presses the attack

With a whoosh and a godawful bang, a panzerschrek rocket roared out of the town and hit the big tank squarely, brewing it up.

Panzerschreck team brews up the AVRE

Their supporting armour started engaging some big German assault guns, with little effect to either side. Except they weren't supporting his remaining platoon trying to assault the town.

Churchills trade shots with the Brummbärs

Things were stalling, and his company was getting cut apart in front of the town. He grabbed the driver of his company HQ carrier. "Get up their and get the Bren on that fucking MG nest!" The corporal put the machine in gear and off it rattled, bullets pinging off it's sides. Soon the Bren gun was chattering away in answer. He then got his other platoon to press it's attack and after a vicious exchange of grenades and close range rifle fire they had a foot hold in the rubble.

More clanking behind him as the Wasps from the Carrier platoon finally got clear of the hedge.

"Where the hell have you been?"

He ran to each carrier, directing it's deadly flame onto the Pak nest and the MG42 nests that had caused him so much grief.

Wasps burn the Germans out of Grochstadt

Only a few Germans were left to surrender in shock or run away in terror.

And there's nothing left....

What remained of A Company dug in among the rubble and got a brew up started. B Company was still tangled up in the hedges along the road clearing the Germans out of  some trenches and bunkers. But C and D Company were coming up and the German SP guns were backing off covering the retreat of the surviving grenadiers.

God what a mess. Artie surveyed the damage as he positioned his men to defend the rubble. The Padre and the stretcher carriers were coming up searching for wounded and taking them back to the RAP. 3 Platoon had been pretty much wiped out on the far edge of Grochsadt, caught by fire from a bunker while trying to knock out a second German Pak. Good old Bertie had caught a bullet trying to cheer his lads on to the end.

Artie sat down on a broken wall, suddenly very tired. He fumbled with this pipe as his driver shoved a tin cup of tea into his hand.

"All right there, Sir?"

"All right, Herb. Cheers."

Conclusion

It was a pretty bloody game. 2 Platoon rushing into the German MGs without support or suppressive fires was devastating. The AVRE would've been great for blasting the Germans out of their defences but a stalking Panzerschrek team got it's card first. The Wasps once they finally showed up were pretty devastating, which was good for the Blandingshires, as the attack was running out of steam.

It's been a few years since I played IABSM, so it was good to dust them off and play something bigger. I forgot a few things of course. I need to make markers to remind me that units are pinned or suppressed.

You'll also notice some clear plastic markers with unit labels on them. These are to remind the players which units are activated by which cards.

The Blandingshire Fusiliers are my fictitious British regiment from my Colonial gaming with the BGen Sir Percival Gronville Wooster, VC KCBE.

My friends running the British managed to have fun. Don would like to give the rules another try. My Churchills, Brummbars, Wasps and AVRE all got some game time. So objectives met.

James Mantos