Mike Whitaker ran his excellent “Bloody Omaha” game at Salute 2019. I stopped by several times, and the table was never less than three deep in players and spectators.
Here’s loads of pics of the set up and game:
Mike Whitaker ran his excellent “Bloody Omaha” game at Salute 2019. I stopped by several times, and the table was never less than three deep in players and spectators.
Here’s loads of pics of the set up and game:
Battle of the Underpass. The steep Railway embankment showed how terrain is a massive influence on combat and manoeuvre. Interestingly the Americans, who were choked by the Pontoon bridge, were slow to deploy but destroyed most Germans by artillery and mortars (realism evident).
German Marder anti-tank guns KO-d several Shermans & Stuarts, but were punished by infantry with bazookas when they nosed through the underpass with insufficient support.
A cracking game. Allied win.
Julian Whippy
In the second scenario of Sea Lion, German infantry of the 39th Infantry Regiment (played by Frederik) had to clear the area around Pevensy and overcome several pockets of resistance of the Duke of Cornwall’s Light Infantry. To balance the scenario, I allowed the British player Elias (who is only 9 y.o.) a free deployment and upgraded the local Home Guard platoon to regular infantry status.
Elias posted almost all his forces in the houses in Wallsend Road, overlooking both bridges that were vital for the German player to capture. Two sections of British infantry and a light mortar were positioned in the area of Bexhill Road with orders to delay the German advance. Although these two sections were eventually wiped out, they kept some German troops busy for most of the game.
The rest of the Germans advanced to the bridges, but were halted by heavy British fire. Lacking artillery support or armour, the Germans took heavy losses and managed to establish only a small bridgehead. After fifteen turns, the Germans had run out of steam (and troops) and decided to wait for further reinforcements. Although losses were about equal (42 British k/w/m against 40 Germans), the British had held their positions and had thus achieved a clear victory.
Before the battle. The outskirts of Pevensy with the two vital bridges.
The scenario begins with one Stuka stonk against the British positions
Instead of large and showy Blinds based on national flags, we use more discreet stands with black-painted soldiers and a number
The small British detachment near Bexhill Road annoying the advancing Germans
Brits in the wood near Church Lane
The Germans reach the outskirts of Pevensy, but have to cross the river
The Germans managed to establish a small bridgehead, but took heavy casualties
German infantry in the outskirts of Pevensy. This is as far as they got.
Karim van Overmeire
It’s September 29th, 1939, and Independent Operational Group Polesie are marching south towards Koch. Attacked by Soviet cavalry and tanks, the Poles are at first beaten back, but then counter-attack and manage to re-take the village of Milanow. This they then prepare to hold in the face of further attacks from Russian infantry with tank support.
The above is a condensed version of the bakground given to scenario #31: The Battle at Parczew from the September War scenario pack. I would play the Poles, defending Milanow; with John and Dave commanding the advancing Soviets.
The picture above shows Milanow as it was represented on our table. The Poles begin the game dug-in under Blinds. All the Soviets have to do to win the game is take one of the two objectives shown by the green ‘eagle’ markers within a certain time limit: the Polish position might be a good one, but it is quite fragile. The Soviets would also gain extra victory points by getting units off my side of the table.
The defending Poles had three platoons of infantry, each about 20-men strong. One was a regular platoon, but the other two were border patrol units (KOP). Supporting their infantry were a platoon of three machine guns, a platoon of three anti-tank guns, and a couple of medium mortars. They also had access to two batteries of off-table artillery, controlled by a couple of FOOs.
Much more fun, however, was the fact that a squadron of Polish cavalry would appear from one of the two table corners behind the Soviets at some stage during the game, with the only proviso being that the Russians knew which corner they would be coming from.
The Soviets had, on paper, a very strong force. In addition to a large company of infantry, (three platoons of 40 men each), they boasted a platoon of four machine guns and a whole of company of T-26 tanks: nine of them to be exact. They could also expect air support from Polikarpov bi-planes!
The only problem with the Soviet force was that is would arrive somewhat piecemeal, with only seven of their ten platoons starting the game on-table. The other three would arrive during the game, their appearance governed by the dice.
I had deployed my men in three locations. Two platoons guarded the objective out to the left; one platoon, the machine guns and anti-tank guns guarded the objective in the centre; and my dummy Blinds were out to the right in an attempt to bluff the Soviets from punching through and then swinging round into my rear.
The Soviets had a cracking plan. Their seven initial Blinds would conceal all three infantry platoons, the machine guns, the tanks and their commander-in-chief for calling in air support purposes. All their strength would hit the right hand Polish Blinds (covering the objective out on the Polish left), with one platoon of tanks covering their open left flank.
Unfortunately, although the Soviets had a great plan, something got a bit mixed up in its execution!
Rather than starting the game with seven combat platoons on the table, the Soviets actually deployed only two of their three infantry platoons, one tank platoon, and their two HQ’s, the other Blinds being dummy. As this was a big game, with plenty of unit chips in the bag, this meant that they didn’t get to dice for their reinforcements very often and, as the Dice Gods were against them, didn’t get any extra troops even when they did.
That meant that rather than enjoying a numerical superiority appropriate for attacking dug-in troops (at least 3:1, should be more 5:1) they actually had eighty men and only five tanks against sixty Poles with six decent support weapons.
After much shaking of heads had taken place about their less than optimum deployment (presumably accompanied by the execution of several of their Big Men: “Shall we save on paperwork, Comrade?”), the Soviets deployed a tank platoon in the middle of the table, and two infantry platoons on their right.
The Poles quickly deployed the troops around both objectives on table: the aim being both to flood the chip bag to delay the Soviet reinforcements and to have as much time as possible to take pot shots at the Russians as they advanced towards contact.
A couple of the Soviet tanks fell victim to Polish anti-tank guns almost immediately, with the others scurrying for cover behind the woods.
It now looked as if the centre of the battlefield would settle down to a long, drawn-out war of attrition, with each side taking long range pot shots at each other without ever doing any substantial damage. This I didn’t mind: as the Poles, I wasn’t the one on a time limit!
Unfortunately, Soviet air support then showed up in the form of a rather ancient Polikarpov biplane. After one absolute miss, the pilot managed to drop a bomb right inside the Polish trenches, wiping out one anti-tank gun and a machine gun.
This was enough for the Soviet commander to try and break the deadlock by charging out of the field in an attempt to close assault the rather bomb-damaged Polish position.
Unfortunately for the Soviets, there were still a couple of Polish machine gun teams available to defend their trenches, and the Russians were knocked backwards badly damaged.
This is where the Soviet troops that hadn’t made it onto the table could have swept forward and finished the job.
Maybe.
That Blind in the picture above is a 20-man Polish KOP platoon dug in to the houses at the back of the Polish position. I also still had two anti-tank guns left…which would have made, it to say the least, “interesting”!
But the Soviets hadn’t got their extra men onto the table, and showed no signs of doing so…so a moot point. The salient point, however, was that the Soviets had been held and stopped in the centre of the battlefield.
Meanwhile, the Soviets had also been attacking the Polish position defending the other objective marker: moving slowly forward into assault range and then pausing to wait for the reinforcements that would give them enough strength for a successful assault to arrive.
These, however, showed no sign of appearing, so the Soviet commander, his time limit for success rapidly approaching, was forced to try and take the Polish position with what he had. This was unfortunately a bit of a forgone conclusion: forty attacking Soviets versus twenty-four dug-in Poles, and the attack came to nothing.
So that, as they say, was that.
Without their reinforcements, the Soviets had been unable to break the Polish lines around either objective, and were now out of time.
To give you an idea of how serious this problem was for the Soviets, this is what they still had left to bring on:
That’s a few cavalry scouts, a platoon of infantry, a platoon of machine guns, and two platoons of light tanks.
Could they have done it with the above? Well, the battle would certainly have been a lot closer than it actually was, particularly as two of those tanks are KhT-26s i.e. flamethrowers!
A lost opportunity but a good game.
Robert Avery
Battle recap. Vermont Historical Gamer's Group. South Burlington, VT bunker.
Skirmish at "Grandcamp" from Skirmish Campaigns' book, "Heroes of Omaha and Panzer Lehr"
About ninety American infantry plus one Sherman and a six-man HQ squad versus twenty-four Germans augmented by two MMGs plus one LMG plus one 50cm PAK and one six-man HQ squad.
Americans moved quickly on their left and overwhelmed one German squad. Fierce close range firefights with Germans and Americans stumbling into each other led to decimation on both sides. On the US right flank fire from 1 MMG plus one full strength German squad completely decimated three US squads before they could close the distance.
The Sherman and the PAK exchanged fire with no result. One American squad penetrated the courtyard but then was pinned down by German defenders in the house and could not return fire. On the US left, two squads went down the flank with one squad overwhelming the PAK crew and then both squads moved on to engage in a protracted firefight with the remaining German defenders in the farmhouse.
The Sherman eventually found a safer way to get in HE fire on the building and set it afire. On the 12th and last turn of the game, with the building on fire, Germans were forced to flee. As they fled, a US sniper took out their 5th man, leaving the German squad with only four out of its original complement of eight and thus were rendered "combat ineffective."
All in all, a very accurate historical representation of the intense and deadly nature of infantry vs. infantry combat in the Bocage of Normandy.
Dan Albrecht
The Run for Tunis, an effort to capture Tunis in late 1942 following Operation Torch, had failed and since the end of the year, a stalemate had settled on the theatre as both sides paused to re-build their strength. The 5th Panzer Army defending Tunis was being strengthened as was the Allied First Army.
This battle takes place thirty miles from Tunis in the Medjerda Valley, which has the German held peaks of Djebel Ahmera and Djebel Rhar, later known as Longstop Hill after the position just behind the wicket keeper in a cricket match.
On the 22 December the Battle for Longstop Hill commenced with an assault on Djebel Ahmed by the Argylls and two squadrons of the North Irish Horse. By nightfall the Argylls supported by the Surreys had captured the hill but couldn't press the attack to Djebel Rhar the second peak until a small ridge to the north had been cleared of Anti-tank guns and machine gun nest, this ridge was called Sidi Ahmed.
The rule system I`m using for this is I Ain`t Been Shot Mum.
HQ: Big Man (Level IV), two MG42 teams and one PzB 39 AT rifle team
Two Zugs of 3 x Gruppe (8 men, all veterans)
AT platoon of 3 x 50mm PaK 38 AT guns
Off board support of a battery of 105mm leFH18 Field guns, pre-registered fire support.
Reinforcements of 2 x Panzer IVs and 4 x Panzer IIIs enter after the Turn Card is pulled out three times.
HQ: Big Man (Level IV), Big Man (Level III), one Boys .55 AT Rifle team
4 x 3" mortars
Three platoons of 3 x 8 man sections, two veteran and one elite
Three troops of armour: 3 x M3 Grants, 3 x Sherman, 3 x M3 Stuarts
To soften up the defenders the Allies get one pre-game stonk.
The German position is set in a small group of buildings with a small compound to the left flank and other small buildings running through the middle of the deployment area.
A road runs through and off to the rear of the board where their are two small hills, one covers the right hand flank and the other to the rear of the left hand flank.
These two hills have an AT gun dug in on each and the right hand hill has a MG42 dug in. The buildings to the centre has a German Zug entrenched with a Big Man (Level IV). The small compound on the left has the other Zug and the MG42 with firing positions cut in and reinforced walls. The last AT gun and the AT gun team is positioned behind the compound looking down the road.
All German units set up on blinds with two dummy Blinds positioned in the centre of the defences.
The Allies have to advance across open ground towards the enemy with no cover at all but the dust churned up by the tanks. The tanks advance to the front with the M3 Grants to advance on the hill to the German right flank with the Sherman and Stuarts to attack the centre and compound with a veteran infantry platoon following close behind them. The other two infantry platoons are to attack the compound with a Big Man (Level III) and the mortars giving support.
The tanks made good the charge towards the German defences managing to get halfway across the stretch of open ground before two of the AT guns opened up on the Sherman`s,knocking out one and immobilising another. The Grants instantly returned fire with their hull mounted guns forcing the crew of the AT gun on the hill to their front to abandon the gun.
The infantry advancing on the compound came under fire forcing them to go to ground and, for the moment, stalling the attack.
The M3 Stuarts came out from their Blind to fire HE at the compound catching it on fire. The defenders had no choice but to abandon part of the building.
But the AT gun on the hill behind knocked out one of the Stuarts and the AT gun behind the compound knocked out another. With the building on fire and the defenders in disarray coming under ever increasing infantry fire from two infantry platoons which silenced the MG42 position and drove the defenders back into the courtyard on the opposite flank, the M3 Grants charged up the hill and over ran the AT gun and the MG42 position crushing the two guns.
It was then that the Allied 3"mortars decimated the AT gun on the hill behind the compound leaving just the one AT gun left intact behind the compound which had new targets in the form of M3 Grants on the hill.
The Zug in the middle opened up and fired at the advancing infantry behind the Shermans but with tanks on their flank they were over run in no time.
The AT gun behind the compound fired three times at the Grant with no results before one of the allied infantry platoons charged them from the rear and captured the position. With the compound surrounded and on fire the remaining Germans, with the sound of there own tanks just the other side of the ridge, surrendered. With the road captured and the guns knocked out the Panzers were pulled back.
With Sidi Ahmed captured the push for Djebel Rhar could now commence. By the 27 April the whole of Longstop Hill and Djebel Rhar had been secured. Longstop was the last great natural barrier barring movement towards Tunis.
On the 7th May, British armour rolled into Tunis, taking Axis forces buy surprise. By 15th May all Axis forces had been cut off and soon surrendered with more than 250,000 taken prisoner, ending the campaign in North Africa.
Carojon
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.
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.
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.
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
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?
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:
Looking north up the table from the British advance line. San Marco village is in the top left corner.
Just to add a little discomfort for the Allies the German StuG, once spotted, was placed on the table as a Tiger Mk1.
British troops were notorious for thinking every German tank was one of these beasts.
Obviously for firing and counter fire the statistics for the StuG were used and the model replaced once damaged.
Andy’s infantry making good use of fire and movement under the cover of the smoke mortar.
San Marco village up on the hillside.
German view of the valley from the north eastern corner of the board.
In the foreground is the Olive Oil factory, defended by infantry and a machine gun team with nearby support from a StuG III assault gun.
British infantry moving through the vineyards next to the Villa .
A British Sherman tank troop advances through the valley towards San Marco.
Observers will note the A10 being used as a temporary Sherman!
Close quarter combat in the vineyard.
The valley from the British table edge. The tree line either side of the central Road represents the area of the gully and it’s impassable steep sides.
The other British Sherman troop emerges from the vast array of olive groves that covered the hillside below the olive oil factory.
Richard’s troop of Sherman tanks ‘swanning about’ after making light work of resistance in the area of the factory.
Prolonged and concentrated British fire eventually destroyed the assault gun.
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:
To add to the deception of our second run at this game we allowed to German players to replace their STuG III with a Panther.
However further complication was achieved by placing a Tiger model on the table to maintain the fear factor for the Allied players.
Reading accounts of Italy and Normandy the British infantry thought everything was a Tiger.
The game is in 20mm. Some buildings are by Hovels, some are scratch built.
Also a couple more staged shots of a Tiger 1 lurking around the village.
Close up of the Beast!
The completed Olive Oil factory scratch built for the IABSM game Attack on San Marco, Italy 1944.
The second unit on the right of the photo was made by Group member Barry Foster and painted by me. Not a bad piece of terrain built with one good arm.
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.
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
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
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.
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.
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!
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!
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 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.
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!
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.
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.
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.
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!
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.
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.
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
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
This action takes place north of the Danube as a Kampfgruppe of the 20th Panzer Division swings left to get behind the Soviet lines around Bucs. The Danube would be off to the left in this picture. The Obidsky Canal is on the right side of the table (north edge).
The Germans (William) would enter along the south edge with eight Panzer IVH/Js and Sdkfz 251-mounted Panzergrenadiers: two 4-section companies, two Stummels, two MMG teams and an FO for a couple of 82mm mortars. I put a Blitzkrieg and Rapid Deployment card in for them and they had a+2 Tank ace.
The only way to get across the canal was via two bridges .
The table is flat and cut by several hedges. The farm off to the right is unoccupied. There are some defensive works facing east from the earlier actions in which the Russian forced the Axis defenders back.
The Russians (Randy and myself) had the remains of the 30th Guards Mechanised Brigade of the 9th Mechanised Corps: six M4A2s (76mm), two Valentine IXs, and six sections of Guards infantry, supported by two MMG teams and three ATR teams. There was an FO for a section of medium mortars. And four SU-76s from the 697th Self-Propelled Artillery Regiment were also available.
We would start coming in as Blinds on turn two from the north edge so we had to cross the canal. We also were low on AP ammo, so when a tank rolled doubles, we would only have one more turn of firing. The SUs had to roll doubles twice. This proved to be unnecessary.
By the time I got my M4s across the canal, William had gotten up to a nice position along a hedge with a platoon of Panzer IVs.
One of the 251s broke down along the road and the occupants hoofed it to the hedge just outside of the farm.
One of the defensive works is off the road to the left. That did slow the Germans down as they made sure they were unoccupied.
The abandoned halftrack is also in the pic.
In the background are some Blinds that are the lead right hand Germans. They moved through the other farmstead.
German dummy Blinds are moving on the other side of the far hedge.
The Shermans did get some shots out at the Panzers, but failed to damage them.
Grenadiers move off to the left to avoid the tanks. The Panzerscheck team prepares to take a shot at the M4s. Another previously prepared entrenchment is shown next to the Grenadiers.
Still no hits on the Germans. More M4s on the Blinds beginning to cross the bridge.
And take out two halftracks. They need to find out what is under all the other Blinds heading their way though.
Seeing the Grenadiers scramble from their mounts gave the Red infantry some great targets.
Randy opened up with a platoon and an MMG team and chewed up one of the Grenadier sections before it could get back to the trees and cover.
The canal was a barrier to all sides though, and Randy's infantry was unable to get any closer to the weakened German infantry for the rest of the game.
This was the Russian problem. We were just too slow (or the Germans were too fast) in getting on the table. The bonus moves for the Germans put them across the table and in position to cover the two bridges before we could get most of our units out.
But with no infantry support and the Panzer IVs waiting for the slightest chance of a shot, I got very cautious.
The leader's M4 did hit a Panzer IV but it didn't seem to do much. Then he took a couple of hits, knocking out his gun and damaging the engine so he bailed.
I started banging away at the houses to deny them to the Grenadiers as cover to sneak up on me.
And the Valentines quickly get knocked out - not before doing no additional damage to their foes.
Nice thing about this scale and rules set is that it looks right. No silly fender touching.
I guess I should have drawn some track marks behind them.
Sdkfz 251/9s start to target the infantry in the trees on the far side of the canal. They were surprisingly ineffective with their shots.
There was no good cover to cross the canal and Randy was stuck on the north side of the canal.
The ATR teams aren't going to stop this group.
And a few shots from the Panzerschreck and Panzrfaust will do it. The Panzer IV on the road has also broken down.
The SU-76s might have done something but alas, they didn't even get on the table. The ATRs did cause some consternation, but not enough to stop the advance towards the bridges.
The MMG and ATR team on the right did cause some casualties on the Grenadiers to the right. If they could stop the halftracks it would be a moral victory at least.
And past the smoking Emchas. The ATR tried a couple of shots but missed. A big victory for the Germans.
Not a good showing for the Guards in this game, but they never had good field position. The Rapid Deployment cards came up every time possible for the Germans and really aided their advance.
Overall Russian losses were all the armor-6 M4s and two Valentines. Infantry-wise they had one infantry KIA and one ATR team eliminated.
The Germans had one bogged Panzer and anther with a gun sight damaged (their tank ace). One infantry section was wiped out and they had five other casualties. They never even deployed their MMG sections and half of their infantry.
A good winter battle that demonstrated the advantage of coordinated movement between tanks and infantry.
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.
The table, US entering from right top.
US pushed hard on their left (on Blinds) and bumped into a German squad, pretty much wiping them out for light losses.
A German MG-42 opened fire from the top window of the farmhouse, inflicting a few casualties on the newly-arrived US Weapons Platoon (top, near road). The Blind in the orchard would reveal another US Rifle platoon, the one near the top was a dummy.
US activations were kind and they flooded the courtyard, but German mortars landed precisely where needed and they, along with the MG-42, inflicted serious casualties on the US platoon from the orchard. However, the flanking move was already in place...
Fighting over the house saw a German squad on the ground floor repulse the first assault, but then fall to the second US Squad. The MG was overrun soon thereafter.
On the German left, fire was traded with the third US Rifle Platoon but the Germans (even with an MMG) got the worst of it.
The second German MG-42 succeeded in doing very little, taking a lot of Shock, and when the German CO went over to rally it off they obviously all jumped up and saluted as he was hit next...they then took two hits followed by two more and I rolled double 6s for each...typical.
The Grenadier Squads had by this point all taken a beating and it was fairly obvious that the US, having secured the crossroads, would push through and take the Chateau.
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