Can't give away the details, as folks may well be playing this in a couple of weekends time. but suffice it to say I got the halftracks finished (without damaging that blasted bedstead aerial) as well as the Fiesler Storch objective marker and a British jeep.

Things you never think to ask when assembling a jeep - were WW2 British jeeps right-hand-drive? Turns out the answer is no, but I'd stupidly put a driver with a wheel in both front seats, so I had to over paint one with quite thick white so he looked like he was holding papers.

Anyway. Picture gallery without commentary for now. Other than to note that that's one of the best by-the-drill-manual uses of the British 2" mortar firing smoke I think I've seen on an IABSM table.

 

Mike Whitaker

 
 
 
 

Matthew Matic and friends ran a game of IABSM at Cold Wars this year. Here are a few photos…

 
 
 
 
 

Some pictures of the first scenario of ‘Operation Sea Lion’ that we played: ‘the Fight for the Military Canal’. A company of the British Home Guard had to guard a bridge. They were attacked by German paratroopers that had landed behind the British lines.

Frederik planning his attack

Because Elias, who played with the British, is only 9 years old, I upgraded the three sections of Home Guard to four sections of Regular Troops. Still, the British had a very hard time against the highly trained paratroopers, led by Frederik. Half of the British troops were on the wrong side of the Canal, and when they tried to cross, they were pinned on the bridge by German fire. With British troops on the bridge, it was not possible to blow it.

Germans attacking the village

Elias still holding out against the paratroopers

Soon, the Germans took the boathouse with the detonator and then dashed to the other side of the canal. By now, British reinforcements launched a counterattack with infantry and carriers, but this was halted by the German fire.

It’s hard to reach the middle of the table when you’re only nine!

British pinned on the bridge, explosives are in position

In the last turn, a determined British bayonet charge overran two German machineguns that were facing the wrong direction. That could not change the result: with the bridge in German hands and ten Germans killed against fifty-six British losses (likked/wounded/MIA), this was a clear German victory.

Karim Van Overmeire

Counter-attack with carriers and infantry

Germans dashing over the bridge

 
 
 
 
 

This was a scenario adapted from "Near Vchena" in the Bashnya or Bust campaign booklet. It delivered another cracking engagement, with the momentum swinging back and forth throughout. Excellent company and a game well played.

August 1944 and Operation Bagration is underway. We joined a desperate campaign along the fertile Bashnya and Chera valley in Lithuania. The full backstory is in the main booklet. This scenario featured a rapid counter-attack by German forces of the 30th Panzer and Panzergrenadier Regiments which aimed to capture a strategic road junction at Lardiarz (which would lead to them cutting the supply-lines back to Vcheva.) The Soviets had rushed up a combined-arms force to plug the gap and contest the T-junction. Both had the same objective: victory to the side that ended the game with infantry on or nearest the junction.

The paunchy village of Lardiarz consisted of a group of shabby dwellings and a somewhat dilapidated church. It was surrounded by dense woods that were impassible to wheeled vehicles and even slowed Blinds.

The Russians began with their scout infantry and armoured cars on the table (optionally on Blinds) and the Germans began with a solitary Puma on the table on Blinds. The OOBs were broadly comparable, with a random selection of reserves available, but the Germans could rely on better quality tanks and NCOs on the whole.

We diced off for sides, with John landing the canny German forces and the plucky Soviets being led by Charley and Mike. 

Hmmm. Where oh where to deploy the Scouts and those outdated Armoured Cars? The Soviets plumped for the limited cover and spotting advantages of the rather tasteless orange-walled Church (it's my paint-job so I can be critical ...)

German Blinds zip across the table. An assault-rifle zug seized the village but was spotted. The Puma, commanded by a Big Man called Spatz, pootled towards the crossroads and spotted the advanced vzvod of Russian T34-85s (below).

Leytenant Peykachu in the Armoured Scout Cars spotted the Panthers (mid-left) and the Sturm zug in the village. Handy. But this was worrying for the Soviets whose Blinds chip didn't show for several turns. We added a House rule involving command chips - a bit like SP2 - which allowed limited deployment, bonus turns etc.

This photo features the obligatory "wargamer's lower midriff and crotch shot"

Where's Spatz (in the Puma)? He'd reversed down the road and was hiding under a Blind. Meanwhile, Tiger I's fly into battle. Well, John rolled mainly 1s and 2s so crawled. Historically accurate, I'd say.

A ding-dong erupts between the T34s and Panthers. Panthers have the upper hand (boy they can hit hard and have good frontal armour.) Note the exceptional distance that the Tigers moved this turn. They redefined the word "slow". But the Soviets rolled well for reinforcements and 3x IS-2s appeared on Blinds and fairly rocketed down the road.

Nyet! Uh-oh, Panthers deploy in a wood off Blinds. 2 IS-2s are put out of action. As you can see, the Soviet armour is taking a pounding but some remarkably low hit rolls by the Germans saved the day. I've never seen so many "1s" rolled in succession like that before ... Meanwhile one scout infantry group is decimated in the church. Hey-ho, plenty more to replace them.

It looked a bit bleak for the Soviets at this point but the chips came out en masse for them and swung the momentum back their way.

Surprise! Turns out that BA-64Bs can churn out quite a bit of damage on infantry in wooden buildings. No-one quite expected that. Several Russian units are now skulking in the graveyard.

An apt situation to be in.

German Sturm Zug in the village is close to breaking. They quickly check their tactical doctrines and drill manuals, opting to hide under Hanomags. And the Dynamic Big Man dives under several Hanomags each turn to rally off shock. Top-left, 3x SU-85s swing around on Blinds to get a flank shot on the Panthers. The IS-2 explodes a Panther. Russian Blinds start to arrive in greater numbers. Will they be in time? Are they infantry?

The Puma completes its first full circuit of the wood to the top left and bags a T-34 en route.

Other side of the table. SU-85s deployed. Spatz in his Puma looks worried. His chip came out next and he promptly skipped off around the wood again for a second time. Consensus was that he would have continued to do this all night if given the chance.

Ominous. The Russian steamroller finally arrives (back of table.) In a classic Lardy moment, what will come out first? The chip for the Panther HQ in the woods or the freshly-arrived SU-85s? The smoke streaming from an SU-85 gives you a clue. Another of the SU-85s is immobilised.

Hard to see, but in the top-left the SU-85s get revenge and pick off a Panther. The second Panther (bottom left) goes up in smoke thanks to the lonely IS-2 on the road. A Schwerer Hanomag zug appears (centre of picture) and unleashes HE and MG fire into the church. Note the Tigers have bravely nosed forward an inch or two as well.

Sound the trumpets! Dushkin's Tank Rota finally arrives beside the church. These T34-85s blow up a couple of Schwerer halftracks and "persuade" the others to zip backwards. The lone IS-2 is sitting amidst the burning wreckage of lots of Soviet tanks. It has an unfeasible amount of Tiger shells bouncing off it. One of the plucky Soviet Armoured Cars bites the dust (but not before unleashing another nasty round of MG fire into the German infantry in the village.)

Sound the trumpets, play the balalaikas! The Russian infantry arrive in trucks off Blinds.

Predictably, they charge the Panther HQ in the woods. What?

The Tigers find their accelerators and, having seen off the final IS-2, obliterate the newly-arrived T34s. Alas poor Dushkin. His comrades are distracted by bits of T-34 thudding off their tanks. Ouch.

The Tigers take up a dominating position near the crossroads.

The Soviets didn't have much left that could hurt them.

Meanwhile (above) the SU-85s dispatch the newly-arrived Panther zug. Bottom-left you can see Russian infantry trucks hurtling towards the Panthers. Top left, Spatz begins his second or third circuit of the woods (he stopped and reversed at one point, so it gets confusing.)

His success is positively dizzying.

Heroic leader! After the remaining Panther shot up two of the trucks, the Soviet commander shouts "Uraiiiiiiiii" and leads his men on an assault into the Panther. Cue rummaging around the rules to find out what happens. It was very cinematic, totally unexpected, worryingly Eastern Front but in the end came to nought. The plan was to seize the woods and shoot up the Germans from behind which might just have worked.

The afternoon had flown by and it was rapidly approaching the witching-hour so we called it as a German victory and shook hands at that point. The Soviets had too little left to win the scenario or deal with the surviving German armour. The scout SMGs could have charged across the open fields from the church and sat on the junction for a technical win but that wasn't in the spirit of the game and seemed a bit unrealistic given that the Tigers were guarding the junction.

The game was played in excellent spirit and I really could not tell which side would win. For the Soviets, Peykachu's Armoured Cars deserve a commendation. The sole undamaged IS-2 was effective. My man of the match goes to Spatz and his perambulating Puma. He spotted pretty much the whole Russian force and bagged a tank. The Panthers were very effective and the Tigers were very strong in the centre.

For the record, the Soviets lost 2 vzvods of T-34s, an HQ T-34, 3 IS-2s, a Maxim detachment and most of the SMG scout infantry, plus a few odds and ends. The German assault infantry zug was pretty much wiped out. They also lost 5 out of 6 Panthers and a couple of Schwerer half-tracks. They'll be lacking a bit of mobility and firepower as they push on with the attack but the Soviets would have conceded the ground. Then again, what's that coming over the hill? Is it a steamroller?

Spatz, in the Puma, enjoying his 3rd or 4th circuit of the woods, but grumbling at having to dodge an immobilised Panther which really took him out of his stride and denied him a Guinness Book of World Records 5th circuit.

Mat and scenery supplied by John, who is also a superb host.

Buildings = Timecast and minis by Heroics and Ros.

Captain Cliche

 


 
 

Last night‘s game of TFL World War II. The attack on San Marco, Italy, July 1944.

Germans played by Ralph Gibson and Barry Foster. British played by Richard Hudson, Martyn Cartledge and Andrew Sharpe. Meth and Archie were in charge of the tea and Doritos.

As ever we used the rules “I Ain’t Been Shot, Mum!” from the TFL stable.

Both sides started on Blinds with the Germans defending the hillside between the factory and the village. They placed their only AFV, an assault gun, next to the factory covering the whole of the valley. Their only anti-tank gun was positioned on the edge of the village covering the main road from the valley, paying particular attention to the area around the gully where they hoped the Allied advance would take place. A lucky shot against any armour advancing through the gully would cause a blockage. They also placed their for machine guns liberally about the hillside and protected them with infantry sections.

The Allies were fortunate in the early rounds with the Blinds card appearing several times where as the Germans card didn’t and frustration set in a little.

Andy managed to get an infantry platoon under cover of smoke right up to the vineyard at the edge of the village under Blinds before falling victim to auto spotting. He was also supported on that flank by a group of Sherman tanks.

On the right flank Richard successfully negotiated the hillside which was heavily populated with olive groves. A combined infantry and armour assault here caused significant discomfort for the German defenders of the factory, who soon retreated with heavy losses.

The Germans responded with some very effective fire from the machine guns who raked the valley and caused mayhem. They combined this ferocity of defence with some determined artillery support who homed in on a series of pre-registered target points along the main road, between the gully and the village.

Not everything went the Germans way. Up on the hillside their StuG Assault Gun came under significant anti-tank fire from the Sherman troop in the valley. The clever use of tank support is key to British success in this game and Andy interchanged his AFV direct fire between the assault gun and by using direct high explosive at the closest buildings in the village.

We played the game for about two hours at which point the Germans considered a tactical withdrawal, leaving the British to clear the hillside under continuous artillery bombardment for the next day also. Very similar to the real thing.

Here are some pictures of the game:

Second Go

A second go at Attack on San Marco, Italy 1944 using IABSM rules. We imported/ exported half the players for good measure and to maintain some original play.

All set and ready to go we competed 12 packs of cards in 2.5 hours with Ralph Gibson and Togs aka Michael Togwell as the defending Heer with Bruce Carlton, Martyn Cartledge and Dale Askew as the British. Steve Meth and Archie ran the mobile NAAFI.

Here are some pictures:

Tim Whitworth

 
 
 
 
 

It was off to Benson again for another game of I Ain’t Been Shot, Mum. The scenario, written by Dave, was a Battle of Bulge encounter, with the action taking place on Christmas Day 1944.

We were to play in John’s shed which, although a great venue, can sometimes rival the Bulge in terms of temperature: it’s not uncommon for games played in the winter months to be so realistic that the players’ breaths are visible. A little disappointingly, however, today the weather was mild, and I could get by wearing only one coat!

John and Dave would play the Germans: attacking an American-held village. I would play the defending Americans, with Bevan joining us as British reinforcements once his Saturday morning chores were done! I’ve included all the briefings so that people can replay the game themselves if they wish.

US Briefing

It’s Christmas Day 1944, and here’s you, Colonel Dan Detroit of the 17th Airborne, sadly in charge of some two-bit little village in a godforsaken corner of Belgium…or is it France

The trouble is you have been put in charge of its defense and seem to be right in the middle of the Kraut’s line of attack. Feels like the whole Goddamn German army is heading for you!

A few miles behind you is the river Meuse and Dinant, which the Krauts need to capture if they are to get to Antwerp as the top brass seem to think they would like to. Having been there yourself you wonder why.

This offensive really caught Uncle Sam with his pants down, and chaos has been everywhere for the last week. However maybe things are changing now, with places like Bastogne holding out, the Krauts apparently short of gas and the brass finally getting themselves sorted out. Seems that some Limey General has been put in charge of this sector and he has herded up some Brits to act as reserve and they may even be headed this way. Maybe.

In the meantime your orders are to hold at all costs, with the forward supply depot just outside town of special importance. Some big shot three star made it quite clear on the radio that under no circumstances can the Krauts be allowed to capture it, but that since our boys need the gas as well, blowing it to hell prematurely would not be a good career move. Sounds like the usual Snafu!

You have a mixed bunch to hold with. You have some of your own Golden Talons boys (the 1st Platoon and the Support Platoon of the 513rd) and you know they will fight like hell. But how the bunch of rounded up cooks and orderlies will do.....

You also have some AT guys from a stray infantry outfit who were just passing through until you enrolled them, and some tanks and tank destroyers have just rolled, in assigned to you by Division.

You have been promised artillery support and air support just as soon as this weather lifts. Yeah right!

You have positioned one minefield and also some dummy mines (anything to slow the Krauts down) and have some wire and emplacements.

Time to go!

  • Company HQ

    • Colonel Dan Detroit (Level IV)

    • Captain William Baltimore (Level III)

    • Two Bazooka Teams

    • FOO

  • 1st Platoon (513rd) [Elite]

    • Lieutenant Steve Seattle (Level II)

    • Three 10-man parachute infantry squads

    • One Bazooka Team

    • One 60mm Mortar Team

  • Support Platoon (513rd) [Elite]

    • Lieutenant Beau Boston (Level II)

    • Three 60mm Mortar Teams

    • Three MMG Teams

    • One Bazooka Team

    • One Jeep & LMG

    • One Truck

  • 2nd Platoon (Mixed)

    • Lieutenant Sam Houston (Level II)

    • Three 10-man infantry squads

    • One Bazooka Team

  • Anti-Tank Platoon

    • Lieutenant Al Lincoln (Level II)

    • Two 57mm AT Guns

    • Two M3 ½ Tracks as tows

  • Tank Destroyer Platoon

    • Lieutenant Jack Kennedy (Level II)

    • Three M18 Hellcats

  • 1st Tank Platoon

    • Lieutenant Chris Carter (Level II)

    • Two Sherman M4 A3E8

    • Two Sherman M4 A3

  • 2nd Tank Platoon

    • Lieutenant Gerry Ford (Level II)

    • Two Sherman M4 A3E8

    • Two Sherman M4 A3

German Briefing

So it's Christmas Day. What did you expect: a Christmas Present from the old man with the long beard? Here I am, Oberst Franz Beckenbauer, in command of Kampfgruppe Beckenbauer, part of 2 Panzer Division, about to give the Amis their present.

The big attack, Wacht am Rhein, started well nine days ago, with the Allies taken totally by surprise and the Ami front line troops shattered by our offensive, whilst their High Command seemed paralysed.

The weather slowed us down, yes, but it also kept their damn air force off our backs, but now however things are more difficult.

Supplies are getting fewer every day, fuel is critical, the men are tired and some Amis have actually fought well to delay us: even now that place Bastogne behind us has not been taken, and the pace of advance has dropped

Today could be the critical day I think.

Ahead is the small town of Beauraing, with an Allied forward supply depot, and just a little further on is Dinant and the river Meuse. If we can get across the Meuse then Antwerp is ours and the Allies will be starved of fuel as their supply line is cut. If we can just get the tanks filled up in Beauraing, what is to stop us?

The troops are tired yes, but our Panzergrenadiers are the best and the new panzers are unstoppable – provided they keep moving.

My Gruppe has been reduced a little over the last week, but I still have a balanced force with a real punch – infantry, tanks, artillery, tank destroyers and engineers as well – so the Amis will know we are here! I know there are some Ami paras up ahead walled up in the town and that they have tanks backing them up, but surely we can handle them?

We must be ready for surprises (have they mined the bridge ahead or the road?) but that's what Recon and Engineers are for!

This snow is bad, for whilst the roads are good, anything off road gets slowed down and wheeled vehicles risk getting bogged down.

The cloud is still heavy, too much for the Allied bombers perhaps and certainly too much for Goering boys. If it clears later then who knows?

Time to go, forwards!

  • Gruppe HQ

    • Oberst Franz Beckenbaur (Level IV)

    • Hauptmann Uwe Seeler (Level III)

    • Feldwebel Gerd Muller (Level I)

    • One Panther tank

    • Two Panzerschreck Teams

    • One ten-man Engineer squad

    • FOO

    • Two SdKfz 251

    • Various cars and trucks

  • Aufklarung Zug

    • Leutnant Siggi Held (Level II)

    • One 8-man infantry squad (one Panzerfaust)

    • One SdKfz 222

    • One Panzer II Luchs

    • One SdKfz 234/2 Puma

    • One Sdkfz 250/10

  • Zug One

    • Leutnant Fritz Weber (Level II)

    • Three 8-man infantry squads (one Panzerfaust)

    • One Panzerschreck team

    • Three SdKfz 251

  • Zug Two

    • Leutnant Helmut Haller (Level II)

    • Three 8-man infantry squads (one Panzerfaust)

    • One Panzerschreck team

    • Three SdKfz 251

  • Schwere Zug

    • Leutnant Hans Grabowski (Level II)

    • Two 81mm Mortar Teams

    • Two MG Teams

    • Two SdKfz 251

  • Panzerjaeger Zug

    • Leutnant Pietr Schmeichel

    • Two StuG IIIG

    • One Jagdpanther

  • Panzer Zug One

    • Leutnant Heinrich Klose (Level II)

    • Two Panther tanks

    • One Tiger tank

  • Panzer Zug Two

    • Leutnant Berti Vogts (Level II)

    • Three Panzer IVJ

British Briefing

  • Motor Company HQ

    • Captain Robert Moore (Level III)

    • Lieutenant Martin Peters (Level II)

    • FOO

    • One 3” Mortar Team in a Carrier

    • One scout car, one jeep, a truck

  • Scout Platoon

    • Lieutenant Alan Ball (Level II)

    • Carrier with LMG

    • Carrier with PIAT

    • Scout Car

  • Anti-Tank Platoon

    • Sergeant Geordie Banks (Level I)

    • Two Achilles

  • Platoon One

    • Two 8-man infantry sections

    • One PIAT Team

    • One 2” Mortar Team

    • Three trucks

  • Tank Troop One

    • Lieutenant Geoff Hurst (Level II)

    • One Sherman Firefly

    • Two Cromwells

Just what you needed! Christmas Day 1944 and your comfortable billet in Dinant is now but a memory. You, Captain Robert Moore of the 3rd RTR, have been specially selected to be amongst the first British troops to be thrown in to stop the Yanks from breaking under the strain of the Hun offensive.

You have your own tank platoon from 11th Armoured Div with a small force of infantry from 159 Brigade and have been ordered to the front line village of Beauraing where apparently a German attack is imminent. Seems there is a vital forward supply base there being defended by a mixed bunch of Yanks under a Para Colonel and you are to place your men at his disposal. The Hun must not be allowed to capture the fuel or they'll be over the Meuse and on to Antwerp before the music stops. Not at all what Monty wants for Christmas,

If only the weather would lift and the Typhoon boys could join in, but otherwise it will be down to you and your boys to stop Fritz's Tigers and Panthers. Not a nice Christmas present for Mrs Moore's little boy! You know your men's fighting ability, but who knows how these Yanks will fight? If all else fails your orders are clear: the enemy must not get those supplies.

Arrival

For our game, the British arrival was determined by what time Bevan arrived (truly random!). You will need to work out a suitable mechanic : say, after eight appearances of the Turn Card, or similar.

 
 

Terrain Etc

The road is clear of snow & ice, but off road drifts will slow all vehicle and foot movement, whilst wheeled vehicles risk getting bogged down (all movement off road is at -1 pip per dice rolled for movement, wheeled vehicles bog down if they roll more 1’s than 6’s).

The hills & woods are very bad going (woods are impassable to vehicles of any kind, and at -2 pips per dice rolled for movement for foot).

The stream is fast flowing but tracked vehicles can ford it. Wheeled must use a bridge.

The weather begins with low cloud, but a strong wind is expected as the cold front goes through, and this will break up the cloud and raise the cloud base. Fine words, but there’s no air support and no artillery support available for either side!

Strategies & Tactics

As I would deploy on table, I had the opportunity to spend a bit of time working out what I was going to do. My first thought, fairly obviously, was to hang back and defend the village: let the Germans come to me as I shot at them from behind cover.

That was a fair plan, but they were sure to have lots of Big Cats and other semi-indestructible big gun platforms, so I thought that I was probably onto a long-term loser if I did that. He could pound the buildings from relative safety, and only come to get me once I was properly softened up.

Rejecting that tactics meant that I had to defend forward. Risky, but if I could get some sort of ambush going, I might get one clear round of fire at his Cats before being swept off the table in a hail of armour piercing rounds, and if I could knock out his big stuff…well I was fairly confident that the Paras and Brits could deal with the rest.

I therefore decided to put both my tank platoons as far up the table as they could go, leaving the Crunchies under cover in the town.

The terrain meant that the Germans could get on the table and set up before coming forward into view (i.e. over the northern hill or around the bend in the road), so I decided to sit, out of sight, right in the lee on my side of the hill and my side of the wood, engines running, guns loaded, as a nice surprise for any German Blinds that appeared.

My FOO was in the church steeple, my anti-tank guns covering the road, so I reckoned that when the Germans advanced forward in strength from their natural deployment area, my Blinds card came up, I could spot with them, forcing the German tanks to deploy, and then blow them away with the Shermans. That was the plan!

Opening Phase

The game began with the Germans moving cautiously onto the table. This I was happy about, as the more time they spent dithering about sorting which Blind was which and how to get them all over the bridge meant more time for Bevan to finish up his chores and get the Brits onto the table to support me.

Very sensibly, however, the German commanders had their recon unit out front and, as they moved their force forward, these poked their noses around the corner of the road to see what they could see.

Well what their lead vehicle actually saw was a 57mm shell heading straight for them as my anti-tank guns opened fire. Exit one recon vehicle!

Incidentally. for those wondering why my Blinds aren’t on the table, IABSM allows troops waiting in prepared positions to be under Hidden Blinds rather than just Blinds: nicely simulating the fog of war.

This tweak on the nose unfortunately failed to provoke the Germans into a more general advance, but several of their Blinds did keep their momentum going. Their StuG platoon headed up the hill, neatly cresting it to observe and fire down onto the town from a fairly hull down position; and their HQ platoon moved into the gap between wood and hill.

This, of course, sprung my ambush…and not in the way that I wanted. I hadn’t had a chance to put my Blinds on Overwatch yet that turn, so my tanks were effectively sitting out in the open for the Germans to shoot at. Luckily he had already moved a lot of his troops, meaning that he wouldn’t be able to bring his full force to bear on me.

As I am sure you can imagine, all hell broke loose!

John and Dave were somewhat surprised by the appearance of my tanks, but nonetheless rallied quickly and fired at them with everything they had left to fire.

Luckily for me, the Dice Gods were with me, and despite the tender ministrations of the two ‘Schreck teams and the Panther, I lost only one Easy Eight: a blow, but not a killer blow.

I returned fire as soon as I was able, and managed to knock out one Panther, one Puma and a StuG, and knock bits off various other vehicles as well. On top of that, I managed to Suppress his infantry in the wood with a bit of HE pounding, and kill off quite a few of his footsloggers in the process.

Here’s a montage of pictures capturing the action described above:

Much would depend on who got the first shot off next turn.

Unfortunately, the Cards Gods were not with me, and the Germans acted first next turn. A painful round of fire followed knocking out one of my tanks. Fortunately, I was close enough that when the Tea Break card appeared early, I could get in an automatic shot which did some damage in return.

Even more unfortunately, this happened again next turn. Suddenly I was down to just five Shermans.

All was not lost, however, as developments had been taking place elsewhere on the battlefield.

Presumably keen to get everything he could into action against my Shermans, John revealed his Jagdpanther and accompanying Panzers on the other side of the table.

This was good news, as my three Hellcats edged into a hull down position from where they were concealed behind the hill near the town and opened fire.

It took seven shots, but the Jagdpanther was smashed about so much that its crew decided to abandon ship. Other fire knocked out one of the accompanying Panzers.

More fire followed from both sides. My Shermans in the centre were wiped out after a few turns by the two Panthers, a surviving ‘Schreck, and finally a fantastic ram by a Panzer II, but they had done their job: all that the Germans had left vehicles-wise was one Tiger…which still faced my two dug-in anti-tank guns and three Hellcats! The Germans had also lost a good chunk of their HQ and Schwere platoon: cut to pieces by flying wood chips in a hail of HE fire in the wood.

The carnage from the German Point of View

The eagle-eyed amongst you will also have spotted Bevan sitting quietly in a corner (behind the Hellcats in the pic above). He, and the Brits, had turned up just in time to see the last of the German Panthers blown up.

The Brits Arrive…A Little Late!

Unfortunately there wasn’t much left for him, and the Brits, to do. There was no way that the Germans could push forward now: they were done!

Aftermath

A cracking game which, once the Germans hit my forward line of defence, was nothing but action, action, action!

Admittedly I had some very lucky dice rolling in that first encounter, but the German commanders were definitely shocked by my tactics: enough to make a mistake with the deployment of the Jagdpanther zug and leave them open to destruction by the Hellcats.

When it came down to it, I did lose eight Shermans but, ignoring with difficulty the thought of the men who died in them, I could afford to lose them…and the Germans couldn’t afford to lose the twelve tanks (mostly Big cats as well) that it took to knock my AFVs out.

The person I did feel sorry for, however, was Bevan. Turns up expecting to save the day, and the Yanks have done the job already!

Robert Avery

 
 
 
 
 

Operation Epsom 1944 in 20mm.
Figures from the collections of Ralph Gibson with terrain by Tim Whitworth.
Accurate tactical play generating accurate outcomes.

 
 
 
 
 

This is a great little scenario to kick off the campaign - not too long or complicated with only a couple of tank zugs/vzvods, a single infantry platoon and some recon on each side. We got through it in around three hours. The Soviets edge it a little with some air support and the T34/85s' superior stats over the Panzer IVs. Then again, the Germans benefited from better quality troops (more Actions) and slightly better Big Men/Commanders. All in all, a balanced pair of OOBs.

The finer details are in the Bashnya or Bust! supplement (and jolly good it is too, bravo Mr Avery). In brief, both sides needed to have infantry on the bridge (top-leftish in the photo above) by the end of the game. If no-one made the bridge, the force with more AFVs on the enemy's side of the table would win.

Below: the initial deployment of "Blinds." We adjusted the scenario to allow one blind from each force to move up the shorter side of the river - just for a bit of variety and to see buildings in action. The Germans got the jump. That's the Assault Rifle gruppe moving towards the bridge. The other two are a Panzer zug (centre) and a "dummy" Blind. The Russians led with a dummy, closely followed by tanks and a recon group on the far side. All Blinds are included in the supplement. They look great on the table.

German tank blinds move into a small wood (below) whilst the Soviet recon group try some spotting. They identified several trees and a bit of wildlife. But they remained stoically underwhelming at spotting Germans.

The first shots are exchanged (below). The Soviets went for a mad tank rush towards the bridge in Napoleonic style (Editor’s Note: too much Sharp Practice, methinks). They were easily spotted by the German infantry in the house by the bridge.

Panzer IVs deployed and brewed up a T-34/85 and immobilised another for the rest of the game (the one sitting on the red circle).

"Hans, this is so easy ..." The Panzer IVs use up all their favours with the dice gods to destroy another two T-34/85s and damage the turret of another (red circle with the dice behind it). Must get some markers for these things! At this point, the Soviets considered throwing in the towel as they only had two undamaged tanks left and their infantry had not yet entered the table. A pot of tea and maybe something a tad stronger settled the nerves.

The Germans don't have it all their own way (above and below). The heavier guns on the Soviet tanks punched through a Panzer's front armour. The Panzers returned fire but abysmal rolling (a score of 3 on 2D6 for every shot!!) led to the Soviet general needing a moment to wipe away the tears of laughter. It was a game played in good spirits, so everyone saw the funny side of it.

I mean, four consecutive rolls of 3 on 2D6? I think they only needed a 4 to hit.

Meanwhile the Soviet infantry arrives. The Big Man clearly forgot he was meant to be riding tanks. He was summarily shot and replaced with a new lead figure who obeyed orders blindly and was therefore promoted at the end of the battle.

Well there goes that plan...

Below, the Russian infantry is spotted loitering in a wood around a country mile from the bridge. It would take hours to get them moving again!

German infantry finally spotted (below.) The remaining Soviet tank in Zvzod 2 zoomed across the bridge and took up position by a demolished house. A couple of rounds of HE later and the German infantry was starting to wobble. The German cunning plan to seize the bridge was now in tatters.

Meanwhile, after their brilliant start, the German tanks took a pounding. The Soviet HQ tank obliterated the German HQ tank by tank. The HQ Panzer IV exploded in a rather dramatic fashion, spelling the doom of the chief Big Man. A foolish dash out into the open had left them hanging in a rather distasteful whirlwind of AP shells. The remaining Panzers in the wood were also destroyed in a single turn. The second and last remaining German Panzer zug sped into the trees and discovered some light Russian scout cars. They looked worried but the Germans had bigger fish to fry.

Below - Pop! The German Puma goes up in smoke (far side).

HE and MMG fire pounds the German infantry into oblivion.

The Russian infantry leg it for the bridge. As ever in a Lardy game, as the initiative swayed back and forth, it was that classic moment: whose chip would come out next? The Panzer chip would mean trouble for the Soviet footsloggers...

But the Russian infantry Big Man's chip emerged first. He deployed his rustic charm to holler at his lads and get them moving towards that blinking bridge. We ended it at that point - time was nearly up and the Germans could not really see a way of turning this around, although another couple of T-34/85s went up in smoke before the final Tea Break card appeared.

Soviet AAR: Kapitan Evgeny Dushkin [sipping on a molotov cocktail]

Never give up, that's my motto (actually, it's get ready to chuck in the towel and ask for a rematch because nearly all my tanks got exploded so quickly, then forget all that because all of my chips came out in the right order - less catchy but certainly accurate). You just never know with this random activation. That's the beauty of it.

My unsophisticated patriotic rush for the bridge worked perfectly-ish. The strategy was politically sound, based on the Soviet doctrine of stubborn sacrifice, and the tactical deployment of troops was first rate - at least it would appear so in the reports to HQ. But just between you and my un-tuned balalaika, I will confess I relied on a healthy does of Uncle Joe's luck.

We were carrying the Red Tsar's pipe into battle and after a vigorous session of rubbing it behind the trees, it finally poked the infantry into appearing and making a dash for the bridge. Luck was on my side. A lot of my chips came up and the German chips seemed to be MIA (ed - a couple actually were because they spent a turn in the box until we realised they were missing - must remember to add them when coming off Blinds!!)

Lessons learned? Those scout cars are abysmal. T-34/85s are not indestructible. Panzer IVs have a bigger punch than I expected. But T-34/85s are remarkably good at blowing up Panzer IVs in return. Oh, and read the bit in the scenario instructions that says the infantry can ride tanks into battle. We'd have been at the bridge about an hour earlier!

We win! On to Scenario #2A: Osen where we face the 101st Infantry.

German AAR: Leutnant Warsteiner, writing on behalf of Hauptmann Sauerbrauten, KIA

Kerput! Mein kampfgruppe, what a nasty series of unfortunate events. In the first couple of turns I was as smug as a smuggy thing. My tanks could not miss, Soviet tanks kept exploding, my infantry was ready to swoop onto the bridge and I had more AFVs in winning positions than the Russkis. Then the red chips just kept coming, aided and abetted by devilishly untimely Tea Breaks. I hate tea. I mean, any self-respecting general would be drinking schnapps at times like this. Then to have my HQ tank explode (seven - count 'em - seven unsaved hits on front armour: that's enough to kill it twice over) just rubbed salt into the wound.

Lessons learned? Infantry needs close support from AFVs (or other stuff). Don't commit the infantry too early in a game like this. I didn't make use of the Puma at all. Oh, and try to get to the side of the T-34/85s as that makes a kill very much more likely. I lost count of the number of times a good shot simply plinked off the Russian armour (lots of defence dice).

Ah well, the campaign needed a Soviet win to make it interesting. Let's see how Dushkin's tanks handle a face full of 'fausts and PaK 40s in the next one! Looking forward to seeing how the rules for FOOs work too.

For the Record

  • All units by Heroics and Ros: great value for money and they paint up really well.

  • All scenery: houses, roads, river, haystacks by Timecast (really impressed by these)

  • Trees by Scenics

  • Hills by Citadel of yore with annoying skulls covered with putty

  • Tea Break provided by the dauntless Mrs B

Captain Cliche

 
 
 

Inspired by Tim Whitworth’s upcoming Peleliu game, I thought I would share a game from the mists of time played back in 2013. The initial AAR is below, the rest of it, and the next part of the game is lost on a hard drive somewhere!

Introduction

I had a long think about how to handle the invasion. Obviously the defenders would be under intense bombardment prior to the invasion, so I had to allow for some impact on them.

The second problem was how to reflect any losses on the attackers coming into the beach. Rather than put Blinds out at a 24-36” distance from the beach, I decided to bring the invasion start point to 12” from the beach, particularly as the table was not that big! This is where the blinds would start from.

To reflect losses on the way in, the US player rolled 1D6 halved. This indicated the number of LVT’s/vehicles hit and lost on the way in. As I had an invasion force of fourteen vehicles, this seemed a reasonable amount to lose in the context of the game. I then rolled 1D6 halved for Shock on each Blind. This was to be spread out evenly on the units on each Blind. Note: I assumed the Marines were tough guys and 1D6 halved would be reasonable. Troops without such training I would roll 2D6.

Pre-Game Stonks

The attackers were allowed to hit every defensive position on the table. What these in fact represented, the attacker was not to know. As the vast majority of the defenders were in bunkers, pillboxes or trenches:

  • All sections of normal trench tested as a Poor shot with a 280mm gun (2d6+8)

  • All pillboxes tested as if a tank/AFV, with any loss converted into Shock – as they were 280mm I added +2 to the die roll. A roll of a six meant the pillbox was destroyed.

The Invasion.

Initially, there were four cards: US Blinds, Japanese Blinds, US Rapid Deployment ( to give the US Blinds a potential double move) and Tea Break.

All Japanese forces, unless Suppressed or Pinned were on overwatch.

LVT Buffalo’s had an Armour rating of 5, LVT4’s had an Armour rating of 6

Turn One

The first card out was Allied Blinds. The six US Blinds approached the beach, each deciding to go full speed using four dice. Each rolled four dice, halved for moving in water, although whether this is correct is debatable as their vehicles were designed to move in water.

The Japanese waited on overwatch until they had all moved. On the Tea Break card all the Japanese units attempted to spot. Three US Blinds were spotted. Note that the LVTs were difficult to spot as I deemed them low silhouette, and not a clear Spot due to smoke from the shelling. Blinds were deployed on table and the Japanese then Fired. In all, the Naval gun, two anti-tank guns and two HMGs fired. Only the Naval gun hit, and achieved nine hits on the lead Buffalo, effectively blowing it to pieces!

At the end of the turn, all the bonus cards were added for both sides:

  • Japanese Rally *3

  • US Rally *2

  • US Support *2

  • Heroic US Leader*1

Alas, the rest of the game is consigned to digital oblivion!

Time to revist and upgrade the terrain!

Desmondo Darkin

 
 
 

6mm IABSM game played at Gigabites Café January 2019

 
 
 
 

A second stab at our Ardennes game using the I Ain’t been Shot, Mum! rules from the TwoFatLardies stable. 

A German Kampfgruppe of two heavily reinforced Kompanies of Panzer Grenadiers races headlong towards Bastogne. In its way, a thin screen of second-line American platoons with supporting anti-tank platoon of 57mm guns and some sketchy medium mortar off-board assistance. 

Can they withstand the Iron Assault?

Will the Grenadiers succeed in breaking the Allied line?

In the background of the first photo is yours truly, still somewhat suffering after the stroke and unable to shuffle the card pack. My excuse anyway. 

Great game system with some very period specifics being fleshed out. 

Tim Whitworth and the Like A Stone Wall wargames group

 
 
 
 

Some pics from my solo game last weekend, including a close-up of what I'm calling "the world's luckiest Panzerjaeger I " which survived a duel with the KV-2.

James Manto

 
 
 
 
 

Earlier today we played the I Ain’t Been Shot, Mum V3 Rulebook Scenario #2: South of Cherbourg.

I've not played enough IABSM to really be familiar with the rules: this year will change that, and my brother and I will look to learn them thoroughly. We'll work through the book scenarios and go from there. Just a few pictures of the game with some brief commentary.

 
 
 
 

Five hours of I Ain’t Been Shot, Mum: a meeting engagement, slug fest of fun fighting for the Hill.

Axis troops quick to advance but Allied artillery pulverised one flank. Axis Panzerschreks and a troop of Panzer IVs really battered the Allied armour, and a quad 20mm Flakvierling drove off several Typhoon attacks. A draw?

Julian Whippy

 
 
 
 
 

Assault on the village of Sint Joost day 2 during Operation Blackcock, 20-21 January 1945

Before the Action

The table is set for day two of the assault on the village of Sint Joost, Part of Operation Blackcock in January 1945.

Vehicles that remain on the road are those that were destroyed or immobilised during the first days fighting. They will act as an obstacle to the advance on the second day.

Although the British were significantly mauled they will return with a fresh company of infantry and even more support. The war weary troops were withdrawn during the night and fresh units brought in to relieve them.

Day two will also start with one big heavy stonk by the British artillery in an attempt to force the Fallschirmjägers out of the village.

The British were forced to employ 141st Regiment (the Buffs) with their flame-throwing Crocodile tanks.

The Action

Preceded by a heavy bombardment which intensified the dense smog around the area of the river valley troops of 9DLI took up the challenge again supported by armour from 8th Kings Irish Hussars and flamethrower tanks of 141 Regt RAC.

Our game lasted three hours and about fifteen tea break cards were drawn.

The Brits attempted a flanking movement through the east woods but encountered heavy resistance from German veterans and a continued barrage from mortar supports which lasted throughout and brought the attack to a standstill.

On the centre British armour faired poorly against direct fire from assault guns and a well hidden PaK 40 in a fortified house.

Unable to get their own superior mortar and artillery support Into play, they quickly crumbled. The village would last a third day it seemed.

Here’s a link to pictures from the actual battle:

Tim Whitworth

 
 
 
 
 

Thanks to last minute help from John Ewing and Tim Whitworth, I was able to umpire a nice game this past Sunday, here in Vermont, of a hypothetical June 1940 encounter in France.

We had Germans come down the road under Blinds with two platoons of infantry supported by two StuG III assault guns supported by two Panzer 38(t) tanks.

The Germans moved fast, the British 2-pounder popped up to take a shot but was quickly dispatched. Things were looking grim for the Brits but then four Matilda II tanks showed up not only in the nick of time but, thanks to a random entry point D6, right on the flank of the StuGs.

A firefight ensued: one Matilda was knocked out by after three turns of firing, one StuG and one Pz38 were knocked out, whilst the other StuG and the other Pz38 were immobilized and awaiting assured destruction.

The German infantry wiped out one British squad and took the first house, with the German 105s starting to get the range when we ended...

Dan Albrecht

 
 
 
 

Played the first game on the central highway in the XXX Corps ‘Highway to Hell’ mini campaign today with Ralph and Andy of the ‘Like a Stone Wall ‘ Wargames Group at Martyn’s place. Another 12 x 6’ table, we are so very lucky.

Some 16 turns of the tea break card saw the British get a troop of Shermans off the far board edge.

British lost 2 Shermans destroyed, One Sherman immobilised and one firefly destroyed. These were mainly due to attacks with Panzer Fausts.

The Germans lost one Pak40 abandoned, 1MG 42 team destroyed, 2 tank killer teams destroyed, One infantry section captured and most importantly 2 StuG 3 Assault guns destroyed.

These rules are excellent if you follow the tactics of the time and the British were certainly doing that. Lots of infantry fire & movement and smoke cover from 2” mortars blocking enemy fire routes.

First battlefield table win to the British.

Tim Whitworth

 
 

Crete at Crisis

Crete at Crisis

Several weeks ago now I was invited by James to accompany him and Sam to the Crisis show in Antwerp.
I went with James and Nick a few years ago when we showed off James' Verdun game and then researched the Oppy Wood battle and game.
This time we were to take the big Crete game I helped James and Sam out with at Partizan earlier in the year.

James and Sam shared the driving (thanks guys) and we spent the trip planning future games and discussing the differences between Crisis and the UK shows. If you want to hear the nonsense Sam has a Podcast that you can download and listen to if you're young and hip to such things.

We arrived early evening and set up the table then went out to sample the delights of Antwerp.






We dined with WSS editor Guy and his partner at a splendid Arabian restaurant we chanced upon. Then James, Sam and I discovered Antwerp's gayest bar which was a splendidly convivial spot for several strong Belgian beers.

Fortified the following morning by a large breakfast (including waffles) we returned to the hall and added all the toys.

On this occasion we were going to use the I Ain't Been Shot rules. Previous run-outs had seen both Chain of Command and Bolt Action given a go. However neither really took advantage of the epic sweep of the table and tended to result in a game played in about a 6x6 square with the rest of the models as set dressing.
James and I had used IABSM before in the Keren game at Salute and we'd discussed it before Partizan, however James felt at the time (quite rightly) that Sam and Mike had only just come over to CoC from BA and adding yet another set of mechanics into the mix might be too much to handle.

However this time we were hoping IABSM (modified to use "Big Inches") would mean we could make far more use of the whole table and many more of the soldiers.

There now follows excessive quantities of eye candy. None of it (apart from some goats) supplied by me - all the work of James, Sam and Mike)


Only I knew where the camera was
Dead para - note entirely innocent Cretans shuffling off in the background
Sam made the flower bed things, based on what he'd seen on holiday in Crete earlier in the year
Gliders are 1/48 plastic kits. A pig to assemble apparently

The Vickers team on the hill did little damage to the Germans but proved a Stuka magnet.


Evidently this was very important at the time.


More Cretan partizans lurking innocently among the olives.


Matildas to the rescue!


The Sttuka goes about its deadly business

We had a thoroughly splendid day. Everyone was very complimentary about the game.
IABSM worked really well and kept the game flowing nice and simply but did allow many more troops across more of the board to take part.

In a slightly unhistorical outcome one of the Matildas made it to the river bed and machine-gunned down the assaulting paras - turning the tide in favour of the New Zealanders!

Crisis was a great show. It's hard work having just three people on such a big game. I felt the show was a bit more anglicised than I remember it - most of the big traders from the UK were in attendance and so the unusual things I saw on my first visit seemed less prevalent. But that's a minor (and personal) gripe - it's still by far one of the best shows around and being on the continent adds to the allure.

After the show was over we quickly packed up, jumped in the car and headed towards Ypres - which I'll cover in a subsequent post.

 

My fellow Vermonters and I (from the Vermont Historical Gamers Group) got a chance to play a few turns of a hypothetical Tunisia battle. Good practice at learning the rules and whetting our appetite for more Lard!

Figures and tanks courtesy of Jim Dirmaier and in game commentary from Brett McClay. Hope to get more of our group and others interested.

Dan Albrecht