Phil Turner, Jenny Owens , Tim Howard , Leigh Jackson and I played a great game on Saturday. It was a 1940 scenario set around Arras. Here are some pictures:
Joe McGinn
Phil Turner, Jenny Owens , Tim Howard , Leigh Jackson and I played a great game on Saturday. It was a 1940 scenario set around Arras. Here are some pictures:
Joe McGinn
Following on from trying out my first game of IABSM, I wanted to try out the rules again and made this our Christmas game. Dean and Ninjasaurus Rex joined me the week before Xmas and I talked them through the rules. This game was set in Malaya again, and was a fictional engagement just after the Japanese had broken through the Allied lines during the disastrous Battle of the Slim River.
The mixed British and Indian force was defending a palm plantation against the attacking Japanese. My defence consisted of two platoons of infantry, supported by two 2 pounder anti-tank guns.
The Japanese attack had two platoons of infantry with three Type 97 tanks in support. The Japanese elected to split into a two pronged attack down the road and through the jungle on their left flank. The village held a battalion refuelling point which was the objective for the Japanese attack.
The game was over with a major Japanese victory. Although the Allied defenders had caused heavy casualties, they had lost their anti-tank guns, transports and the refuelling point. Their defence line was in disarray and the Japanese were pushing back across the board.
This was very similar from a historical point to the actual Battle of the Slim River, with the Japanese running riot in the Allied rear areas. You can find out more about this battle on the Storm of Steel Wargaming video on the subject (click HERE).
As another game of IABSM, this was an exciting clash and we all enjoyed the quick play aspect of the rules. We all quickly had the basic rules in our heads and there was little referring to the rules during the game. The one thing I missed out was having my British defenders concealed at the start of the game. This is something I need to understand a bit better for future. But we are still learning the system!
Alex Sotheran
Played a 20mm 1945 game tonight with Daren B.
British forces were pushing down a road towards Oldenberg. They had to clear the road and secure the area. A small hamlet was on table, with fields surrounding it. The key feature was an area around a stream. The flood controls had been destroyed so the fields around it were flooded, leaving only one crossing point.
The British had overwhelming force, but the avenue of advance was very limited. Two troops of tanks, an AC troop, a carrier section and a MG section all supported an infantry platoon. Artillery support from a battery of Sextons was also available.
Facing this formidable force was a platoon of Volkstrum, a platoon of SS, one PaK 75. One HMG, one SdKfz251 and a Jagdpanzer IV. All the infantry sections had two Panzerfausts. The game hinged on the British not losing men, rather using firepower to win the day. For the defenders, any sort of damage done to the Brits was a victory.
We used the IABCYM from the Toofatlardies 2019 special and it handled the scenario very well.
The result: the British lost one Cromwell, one Bren carrier and six infantry KIA. The Volkstrum took a beating losing two Big Men and ten other ranks, the remainder broke and went home. The SS still held the village but the Brits were about to assault it using artillery and HE. On balance I think the Germans “won” as they managed to do some damage to the advance.
Desmondo Darkin
Before Christmas, I tried out the Too Fat Lardies I Ain't Been Shot, Mum. I have wanted to try these rules out for a long time and decided to put together a small action set in Malaya and play it solo to get a hang of the game. I used the Fall of the Lion Gate TFL supplement to create the OOBs for the opposing Japanese attackers and British defenders.
A small village is attacked by Japanese soldiers in Malaya
The Japanese were attacking down a straight road into a small Malay village and had two platoons each of four sections of ten men each. The two platoons were each commanded by a level 1 Big Man and there was also a Level 4 & Level 3 Big Man as commanders.
The British defenders had two platoons each of three sections of eight men and a 2" mortar. Each of these platoon were commanded by a Level 1 Big Man, with an extra Level 4 Big Man in overall command. One defending platoon blind was placed in the area of the village and the second blind placed in a rear area patch of jungle.
The Japanese began their attack crossing the river and being spotted and immediately coming under fire from the defenders in the village.
As a first game of IABSM, it took a little while as I had to go back to the rules every so often, just to remind myself. However, most of the basic rules can easily be held in your head and I think a few games would be enough to cement them in there. It's a fast play game and had a lot of friction and unpredictability due to using the command cards which allow units to activate.
This means you have to be careful and use opportunities as soon as they arise, such as using Big Men to command units when they can. This was a lot smaller than a typical game of IABSM, but it was enough to give me an idea of the game flow and the general rules. What I do like within the rules is that they are not prescriptive, it is about enjoying the game rather than being a rules lawyer and that might not suit a lot of players. For me, I really like that approach, as the Lardies say: play the period, not the rules. I've been looking for a replacement for Rapid Fire! for some time now and think I've found it!
Alex Southeran
Played a 1940 using the IABCYM rules from the recent TFL Magazine (I Ain’t Been CoC’d Yet Mum: a variant of I Ain’t Been Shot, Mum that uses the dice-based system from Chain of Command for activation rather than cards or chips). Philip Andrews and Iain Fuller battled out a scenario I put together based on the “Arkforce” that was left to defend a perimeter near Le Havre, in June 1940.
The Germans had a standard infantry company and two Panzer zugs ( Mark II and Mark I’s); the British had an infantry company, two understrength AT platoons ( two 2pdrs and two 25mm AT), a troop of Vickers tanks, and a Vickers MMG platoon, but these were spread thin across two lines of defence trying to keep the main escape route open.
The British had a tough job on their hands.
Both sides had variable reinforcements, and each time a “Mums” dice was accumulated a reinforcement could be rolled for.
The table was 10ft by 6ft and the action was non-stop and by the end of 3.5 hours of fighting the Germans managed to get almost to the main road and cut the last route to safety.
The rules worked well and it was good to try them out on a 1940 scenario rather than the 1944 Normandy. The light armour of all the tanks was frightening for those of us used to Panzer IV or Panthers!
It was a hoot even as the Brits. There was some scoffing at my front line being two platoon ‘bastions’ in densest terrain flanked by the light armour of the Hussars (if it was good enough for Wellington...) with 2pdrs and MMG in deep defence and long fields of fire. My dice rolling was, er., well below the bell curve , but I managed a local infantry counter attack (also to spread out my platoon when the artillery ranging started on my position!) and I killed a lot his Big Men, admittedly one by the flukiest bomb drop by a Fairy Battle. Nice proper suppression then assault by Iain on the farmhouse. On the scenario, the Germans probably have 6in too far to go. Thanks again to Des and Iain.
Iain Fuller comments:
1940 action with Jerries taking on the Jocks of Arkforce. Great fun game with Panzer I & II's taking on Vickers Mk.VI's and 2pdr and 25mm AT guns. A couple of Fairey Battles even turned up too!
We used our 'I Aint Been CoC'd Yet Mum' adaptation again and it is playing better each time we do. Big thanks to Des for the game and Phil for being a gentleman opponent.
Desmondo Darkin
It's 1800 on 11 July 1943 in western Russia, where the German I Battalion, 195th Infantry Regiment of the 78th Sturm Division, is on the attack, looking to evict the Soviet 1023rd Rifle Regiment, augmented by the remnants of the 1019th Rifle Regiment, themselves refugees from the defeat at Shirokoye Bulotev. The goal of the fight is possession of the 1 May Collective Farm; the Soviets are defending prepared positions while the Germans are conducting hasty attack supported by Corps artillery (rockets) and armor.
I am playing this game because I have the good fortune of being buddies with Steve of the "Sound Officer's Call" blog , and he is running a "Firestorm Ponyri" campaign. He is playing some games with his local buddies, but was unable to play all of the games himself; rather than simply 'dice off' for results of campaign fights they were unable to play on the table top, Steve asked if anyone in the blogosphere wanted to help, so here I am.
It's been a little bit of an issue that I literally just sold off a bunch of German late war gear, so I'm a bit under strength, but Steve is working with me to make sure the fights I get match up with the forces I have. Please enjoy the last instalment of my support to Steve's campaign at Kursk.
Overview, north is up. The 1 May Collective Farm is the series of buildings at bottom left, while "Yuri's Hovel" is at top right. Other than that it's all cultivated farmlands, uncultivated grassland, and stands of trees bisected by a southwest-northeast running road with several branches coming off it. Highly significant to the military terrain on the battlefield are the stands of trees that line almost every single road on the map; the various hedges you see spread across the table (mostly lining the cultivated crop fields) do not block line of sight, but the stands of trees absolutely do, so the battlefield isn't nearly as open as it may appear at first glance.
Once again I'm using the Too Fat Lardie's excellent "I Ain't Been Shot Mum" rules, which I find work great for solo play. I'm playing on a 6' x 4' mat (from The Wargames Company) using 10mm troops that are a mix of Pendraken, Minifigs UK, and Takara. The buildings, trees, and hedges are from Crescent Root Studios, the fields are from Hotz Mats, and the beautiful roads are from Fat Frank in the UK.
Commanding Officer
2 x Rifle Company
Each with three Platoon Commanders and nine rifle squads
1 x Schwere Company
MG Platoon (PC and 3 x MG-42
Mortar Platoon (PC and 4 x 8.0cm tube)
Infantry Gun Platoon (PC and 2 x 7.5cm howitzer)
Truck Platoon (2 x Opel truck)
1 x Panzer Company
2 x Panzer Platoon (3 x Pz Mk IIIJ w/long 5.0cm gun)
1 x ersatz Panzer Platoon (2 x Stug III w/long 7.5cm gun, 1 x Marder w/76.2mm gun)
1 x Armored Carrier Platoon (3 x Sdkfz 251 halftrack)
1 x Rocket Artillery Battery (2 x Nebelwerfer)
The Germans are rated as average capability and average morale; yes, they are very experienced and grasp the importance of this attack, but they have suffered heavy losses and are worn out from six straight days of ferocious fighting.
Commanding Officer
1 x Rifle Company
Three Platoon Commanders, three 50mm mortars, and nine rifle squads
1 x MG Company
PC, 2 x SG-43, and 3 x Maxim 7.62mm MG
1 x "Tank Killer" Company, consisting of:
1 x Anti-Tank Rifle (ATR) Platoon (PC and 4 x PTRD ATR)
1 x Field Gun Platoon (3 x 76.2mm 'crash-boom' guns)
1 x Anti-Tank Gun (ATG) Platoon (PC and 4 x Zis-3 57mm ATGs)
1 x Mortar Platoon (PC and 3 x 82mm mortars)
The Soviet Rifle Company is comprised of the scraps of two beat-to-hell Rifle Regiments that mostly weren't particularly well-trained or experienced and are pretty much shattered at this point, but they've been stiffened by the additional automatic weapons of an understrength Machine Gun Company and a specialized "Tank Killer" company.
The Tank Killers are an elite force comprised of savvy veterans with very high morale. They are specially trained to avoid target indicators by dispersing their guns and digging them in in open areas, almost flush with the ground, where they allow the Germans to advance to point blank range. They use their field guns to separate the panzers from their supporting infantry, their ATRs to harass tank commanders and force them to button up, and their long-barrelled 57mm guns to engage the enemy's flanks.
I don't know if any of that is true, but it sounded good, and it's how I used them in this fight!
There's another wrinkle, which I'll cover below.
All Soviet units except the 82mm Mortar Platoon begin the game dug-in and camouflaged. The Soviets are, once again, utilizing a 'hedgehog' defense of mutually supporting strongpoints, of which there are three.
At top left is Strongpoint Nadia; at center left is Strongpoint Mila; and at bottom right is Strongpoint Sasha. Each strongpoint consists of the following:
Platoon Commander
50mm Mortar
3 x Rifle Squads
Maxim 7.62mm MG
76.2mm Field Gun
So you've got a beat up, worn out rifle platoon bolstered by a machine gun and the 76.2mm field gun. I thought long and hard about whether to split to break up the Field Gun Platoon and one of the MG Platoons, but in the overall scheme of things, each strongpoint has close defense provided by its three rifle squads, and each strongpoint has a significant long-range capability consisting of the MG, light mortar, and field gun. I believe the long-range capability and the elan and training of the tank killers provides the low-grade infantry a real boost in confidence, such that breaking up an MG platoon and the Field Gun Platoon was warranted.
The 82mm Mortar Platoon is at far left bottom, in a field. The 'other' MG Platoon (PC and 2 x MGs) is at bottom center left. The Anti-Tank Gun Platoon is split: the PC and two guns is at far left top (the "West ATG" position), and the other two guns are at bottom center right (the "South ATG" position). The Soviet CO is at bottom center, between the MG Plt and the South ATG position. The ATR Platoon is dug-in at center, just below the road, the purpose of which is two-fold: first, engage German armor coming down the road, and second, keep between any German infantry and the ATGs below them.
My only regret with the Soviet deployment is that I wish I could have even further dispersed the four Zis-3 ATGs (in order to counter German supporting fires sure to be levied against them); I would have but I didn't have enough sandbagged emplacements, so I had to double up each set of ATGs!
Okay, this is ugly and not terribly creative, for four reasons:
The Germans are attacking on the hop, conducting a hasty attack straight off the march, immediately following an attack earlier today. They've barely had time to untangle and reorganize their units following the earlier attack, and no time to rest or replenish.
The Germans are in a very big hurry as supplies, men, and equipment are all worn out and Intelligence reports strong Soviet forces en route to reinforce the 1 May Collective Farm garrison.
The Germans had no time to conduct reconnaissance of the battlefield, so they have no idea the strength or disposition of the enemy facing them.
In order to get to the Collective Farm, the German infantry have a tremendous amount of ground to cover on foot. Moving cross-country would be almost as exposed, and would be even slower than heading straight down the middle via the road.
So this is literally 'hey diddle diddle, straight up the middle,' in a hurry to take and consolidate on the Farm before the Soviet reinforcements arrive. The German CO was at the head of the column coming into the area; he called a halt at Yuri's Hovel, sent for his senior leaders (some companies are now being led by Sergeants), and climbed atop the roof to get a look at the situation. He can't see anything in terms of Soviet troops or activity, but a simple appreciation of the terrain makes a few things clear:
the Soviets are sure to be thick in the Collective Farm and its adjacent wooded areas; he'll sic the the Nebelwerfers (which Corps has placed in direct support) on them.
the wooded area to the northwest (in the vicinity of Strongpoint Nadia) is sure to contain a bushel of the Red devils. He can ignore them/use direct-fire support to keep them at bay.
the wooded area to the south (at bottom right, in vicinity of Strongpoint Sasha) is also sure to hold hordes of the Bolsheviks. They're too close, they'll have to be deal with.
So, the German Colonel climbed down and quickly sketched out the plan of attack to his subordinates:
Direct fire-supports (MG Plt and IG Plt) will emplace in/around Yuri's Hovel with the mission of protecting the Kampgruppe's right flank and isolating the objective (keep any Soviet forces north of the Farm away from the Farm). (target acquisition and quick, accurate engagement will be king, might be a bit much to ask of worn out troops)
1st and 2nd Platoons of 2nd Company will assault the southeast wood (SP Sasha). This assault will not be supported; their mission is to tie down the defenders without becoming decisively engaged. (god luck with that!)
The Ersatz Panzer Platoon (hereafter referred to as the "Stug Platoon") will lead the entire 1st Company, in platoon order, down the road, straight into the objective. Speed is of the essence! (emphasis on speed can get real expensive real quick!)
The indirect-fire supports (Mortar Platoon and Nebelwerfer Battery) need to get in where they fit in, i.e., find some space out of LOS to likely enemy positions and set up. They are tasked directly to the Kampgruppe commander. (terrible idea, a leader's job is to lead, a commander's job is to command, a forward observer's job is to forward observe. There's a reason the duties are split!)
1st and 2nd Panzer Platoons, and 3rd Platoon, 2nd Company (mounted in the halftracks) are the Kampgruppe's reserve (begin game off table to east).
So, what did he miss?
Well, he's incorrect in his assumption that the Collective Farm is a bulwark of the defense; you see, the elite Soviet 'Tank Killers' are trained to look for target indicators (such as a cluster of buildings and clumps of trees) and stay the hell away, knowing the Germans will target them with copious amounts of artillery and mortars. This means Nebelwerfer rockets will soon be falling on unoccupied ground, and the KG's assumption, along with his inability to conduct a real reconnaissance, means he completely missed SP Mila, which his Stug Platoon and 1st Company will be waltzing straight down the road to. And he has completely missed the flanking deployment of the deadly Soviet Zis-3s.
Doesn't really matter I suppose, the farm is devoid of Soviet troops in any case. The Soviet 2nd Platoon Commander, at SP Mila (top right), lets out a whistle of relief; "glad I listened to that hopped up Tank-Killer guy!"
The CO had directed him to begin pounding the treeline to the northwest (top right, which is actually SP Nadia), but he's been glassing the area and spotted some Russkies, the ones at SP Mila (top center left, with the Collective Farm at top left)! He orders his guns to crank over on target; "Feuer!" The two 7.5cm guns bark...
The 76.2mm Field Gun is knocked out, the MG team and a rifle squad are suppressed, and another rifle squad an the 50mm mortar team are pinned!
You see, these Russians have actually caught the German 1st Platoon, 2nd Company (top right) in the open, having not even gotten off their start line!
…as the 2nd Platoon and German CO look on in horror!
“Do not become decisively engaged," eh? The German 2nd Company's attack on Strongpoint Sasha gets off to an auspicious start, setting in motion a string of events that will not prove helpful to them accomplishing their mission of taking the Collective Farm...
Instead of using his mortars to support his attack on the Collective Farm, the German CO panics and uses his mortars to lay smoke on SP Sasha, in support of 2nd Company's flailing attack, but the smoke is off target and doesn't do all that much to help out the assaulting German infantry.
So he (bottom left) begins tossing HE rounds into the northeast woods (SP Nadia, top right), where he actually manages to suppress several Soviet units.
And he can't believe his eyes; he calls for a single spotting round. "Hang. Fire!"
Their Platoon Commander dead, get their stuff together and, covered by the smoke (top left), get moving towards SP Sasha. Their 2nd Platoon comrades are visible at right.
I will allow the Soviets to re-man the gun by sacrificing a rifle squad, but they've got to activate to move guys over, either on the platoon card or the platoon commander's card, and they'll be eligible to fire the activation after that.
The two platoons of that were to tie down SP Sasha but 'not become decisively engaged' are now down to one commander and three rifle squads. I'm not a mathematician, but that seems like about 50% of the attacking force gone. As I mentioned previously, both sides understand the gravity of the situation, the desperation of their respective attack/defense, so they are going all out.
They're supposed to be pushing up the road 'with all speed,' supported by the 1st Company's infantry.
They are on the verge of breaking into the Soviet position, though return fire forces them to halt at a nearby hedge.
The platoon commanders for 1st and 2nd Panzer Platoons come on (center left), as does 3rd Platoon, 2nd Company, in the halftracks!
But the situation is confused, with mortar, machine gun, and anti-tank rifle fire zipping and popping and bursting everywhere, cut off German soldiers huddled up or wandering about, dead and dying strewn about hither and yon. The radio crackles, but the Halftrack Platoon Commander can't understand if the CO is also talking to the Mortar Platoon, the Nebelwerfer Battery, both Panzer Platoons, and him, so he can't figure out if he's supposed to support 1st or 2nd Company's attack...
The Reds at SP Mila are pretty beat up, and, under heavy fire from German infantry guns, machine guns, and the Stugs, they are unable to rally back into the fight.
He can't see much, but fires between the remains of 1st Platoon (bottom center) and the remains of 2nd Platoon (top center), suppressing some of the Soviet infantry in SP Sasha (top left).
To take a squad forward (far left, from right) to aid the Stug Plt (top left) by dealing with the Soviet anti-tank riflemen nearby...
The German inability, blunted here by the Soviet mortars, to use infantry to clear the ATR position and locate the South ATG position, was absolutely a critical point in the fight.
…by supporting 2nd Company's assault on SP Sasha (top left). The rounds are little off target, not causing any real casualties, but helping to keep the Commies pinned down.
They are superbly camouflaged (and thus far unspotted by the Germans) and are patiently allowing the German Panzers to stick their heads into the noose, but the Soviet CO can't stand it anymore! He departs the MG Platoon's position (bottom left) and hauls ass over to the South ATG position (top right): "What the hell are you waiting for, comrades, open fire, open fire!" "But comrade, there are more enemy tanks out of sight. We can hear them, but they are not yet in our kill zone!" "To hell with your kill one, open fire, now!"
The Soviet Mortar Platoon commander (bottom left) is still watching the road, and he's almost giddy. If you think a big group of Germans were clowning around on the road before (top right), wait until you see this mess! He orders his teams to get to work, fire for effect...
…as the remains of the assault force (top right), look on, through the smoke of the burning panzer platoon commander's vehicle. Two platoons have been reduced to two squads.
Two things: first, you've probably noticed that I'm not typing, nor showing photos for, every little thing that happens. I've been skipping over a lot of events/pictures, not wanting to bore you with rallying actions, or shooting that didn't accomplish anything. So with that, you're getting a somewhat incomplete version of the story: the German direct-fire support weapons (infantry guns and machine guns) have activated very frequently (as have the Soviet machine guns, regularly getting their Platoon card and the MG Bonus card), and they've done okay in terms of pinning or suppressing a couple units, but not a lot, and not knocking hardly anything out. The German mortars haven't been activating hardly at all, whereas the Soviet mortars are absolutely pummeling the German 1st Company. I actually took 205 photos and uploaded them, but I'm cutting a lot out to try and keep this manageable.
The German Nebelwerfers fired to begin the game, then it took them a couple turns to reload, and now they're getting to fire again, finally. Quite incredibly, they would never again be reloaded, so this was all the Germans were able to squeeze out of their Nebelwerfers.
Second, recall that the Nebelwerfers were responding to taskings directly from the Kampfgruppe Commander, so they are pretty much without direction as he's been busy trying to keep his floundering assault force moving. I figure they realize how bad things are going and, rather than sit around and do nothing, they take their lead from the nearby Mortar Platoon which, in their own absence of orders, fired on the nearest visible target, SP Sasha.
The Platoon Commander, the Field Gun, the light mortar, and two rifle squads disappear in a flash of blood, guts, an spittin' ass, leaving only a Pinned rifle squad and a Suppressed MG team!
So the German mortars (bottom right) engage them...
The Soviets only have a pinned rifle squad and a suppressed MG team left in SP Sasha (off camera to right top), so if the Germans could just get those two squads in there and evict the Russkies, they could roll up the Soviet flank on this side, but they've got no leaders to rally them, the mortars have been worthless, and so the only fire support available are the panzers, which means snugging them up to the ATGs of the South ATG position.
The Stug Platoon Commander's vehicle still can't rally (far right), but the other two vehicles pick up the slack, pushing straight at the Soviet ATR platoon, firing HE from their main guns, but they can't see anything until they're practically on top of the Soviet position, by which time they can't get their guns to depress far enough to engage!
The elite Soviet gunners sight in on Stug #2 (top center, between the trees)...
"We told you we shouldn't have opened fire yet, comrade!"
Sorry Steve, I was treating them as elite, I swear, but they still ran, nothing I can do. They must be 'Army' elite
…keeping them suppressed.
You know, the ones that were supposed to move up and take care of the Soviet anti-tank rifles that just knocked out the Marder and absorbed all of Stug #2's attention so that it could be knocked out by the West ATG position. While the PC's Stug (top right) just watched.
When the mortar platoon commander's card comes out I let him fire a single tube, and when the mortar platoon's card comes out I let all three tubes fire. I don't know if you realize it or not, but as devastating as the mortar platoon has been as a whole, every time the platoon commander calls for a single round, he puts it right in someone's pocket, deadly accurate. Just for fun, I've been using D100, and he's rolled in the 90s three times this game.
But that's it for this game; the whole game, all they've done is kill the gun crew, which the Soviets replaced with a rifle squad, and then knocked out a rifle squad. Not much bang for the buck, so to speak...
Things could be looking up for the Germans. The remnants of 1st Company are rallied and could conceivabley get moving, though probably not good for anything other than drawing fire at this point. Same goes for 2nd Company, though it's enough to tie down the shattered Soviet elements in SP Sasha. But the Germans have four tanks and a Stug left, their mortars (and their unreliable Nebelwerfers), and a rifle platoon in halftracks, so if they can just have their MGs and Infantry Guns keep SP Mila occupied, they could literally slip through the cracks and grab the Collective Farm, and the Soviets have no reserve, so I don't see how they'd be able to evict the Germans.
The round slams into the earth, throwing up a shower of dirt and fragments, which suppressed the German CO (far left) and forces the platoon commander and squad from 2nd Plt, 1st Company, to fall back (top right, from white puff at left, with the rest of 1st Company still under fire at top left)!!!
Both Zis-3 ATG's fire, sending 57mm armor-piercing rounds out at the flanks of the German 2nd Pz Platoon's tanks (top center right)...
…the IG Plt commander (bottom center) spotted the Soviet anti-tank position (top center) and orders his one remaining gun to engage, which suppresses one of the Soviet gun crews.
The Soviet infantry pop and engage the remnants of the German assault force (top right)...
with the halftracks below him and the last tank of 2nd Pz Plt at bottom left) is despondent, and still pinned down by the Soviet mortars, but he's heartened when the German Stug Plt commander's vehicle finally gets back in the fight! The plucky crew pushes the assault gun straight up the road (far left, from the CO's position).
Given the fact they are well dug-in, I've been surprised how easily the Germans have knocked out the Soviet ATGs, once they've been spotted.
The walls are coming down around the Germans, but if those halftracks can get to the Collective Farm and kick out their infantry, I don't know what the Soviets could do.
Wow, I still can't believe it, the Germans just couldn't get it done. 2nd Company got shot to pieces before it could even decide to not get decisively engaged, and 1st Company got mortared to death before it could make use of the road. The Germans committed their reserve rather early, but the mechanized infantry just sort of floundered about as the armor got shot to pieces by anti-tank weapons that the German infantry never got the opportunity to locate. And while the Soviet mortars did yeoman's work, the German heavy weapons (MG Plt, IG Plt, Mortar Plt, and Neblewerfers) were next to worthless, so from that standpoint, the Soviet hedgehog defense worked wonders in just keeping the German supporting fires occupied while their mortars and machine guns handled the German infantry.
I haven't been doing this, but I figured I'd share the loss figures:
German
4 tanks, 1 assault gun, 1 tank destroyer knocked out
1 tank, 1 assault gun, and three halftracks destroyed to keep from falling into enemy hands
10 rifle squads (out of 18) knocked out and 3 captured
Soviet
3 Zis-3 ATGs knocked out
2 76.2mm Field Guns knocked out
1 50mm mortar team knocked out
4 anti-tank rifle teams knocked out
6 (of 9) rifle squads knocked out
Man, that was a slog, very tough fight, with an every dwindling chance the Germans would be victorious, but still a possibility of snaking out a victory, right up to the very end. If only they could have gotten those halftracks moving just a little sooner; should have used their CO to get them moving, rather than continuing to use him to try and get 1st Company and the Stug Platoon (stalled out after the Soviet ATR Platoon whacked their Platoon Commander) moving. C'est la guerre...
Just Jack
This is an interesting scenario with objectives that may frustrate players. This scenario is by Robert Avery and is part of his 'Anzio: Wildcat to Whale' scenario booklet.
It considers the German counteroffensive on the first day and focuses on the pinch point attack made by the veterans of the 29th Panzer Grenadier Regiment against the green troops of the United States E company, 2nd Battalion, 157th Regiment and their associated supports.
The Americans start on blinds in their hastily dug shallow trenches and scrapes, having retreated back from the area known as the Factory during the previous two days. The ground was hard and the weather cold and the troops found it very difficult to break into the earth. The resultant efforts generated only light forms of cover to add to the already almost spartan and featureless terrain of the valley area around the Via Anziante.
The Germans on the other hand are not only experienced troops but have the benefit of being supported by a full-strength platoon of panzer III tanks and a second platoon of assault guns. The Germans do not have any offboard artillery support as their barrage is assumed to have just been lifted from the American frontlines to enable their advance. Conversely, the Americans have the ability to call upon a three gun battery of 105 mm guns from the 58th Field Artillery Battalion directly behind their lines.
The Germans are allowed to enter the battlefield on Blinds using a randomised number of Blinds each turn.
We played the game with Barry Foster and Togs being the Germans; the Americans being played by Dave Wilson, Andrew Sharp, and Martyn Cartlidge (his place being taken later in the day by Dale Askew).
There were no Turn Cards required in this game pack however there were a few surprises namely a pair of Vehicle Breakdown cards to represent the frozen ground warming up and becoming the ubiquitous thick Italian mud which in real life halted much of the German advance. The action starts at around 06:30 hours.
The Germans made initial strikes using their Blinds and quickly raced to the edge of the railway embankment where they took up initial positions in cover behind the collection of linear obstacles and light hedging which denoted the irregular field boundary markers. The Americans undertook some initial observation and detected the Panzer platoon almost immediately.
As is my way, I decided to add a little entertainment into the game and represented one of the Panzer III tanks with a Tiger I to represent the fear that a lot of Americans had of these vehicles and their inability to distinguish them from other less lethal vehicles at long range.
Rapidly the Germans deployed their infantry platoons, of which they had many, and quickly established a fire base with their heavy weapons platoon comprising of four medium machine guns who set up on their right flank (the western side of the table). Simultaneously they also advanced on their Eastern flank and began to take fire from the American positions deep within their half of the table.
One thing is that American platoons are blessed with is the number of heavy and medium machine guns and these started to make their mark as the Germans advanced. This would have been catastrophic under normal circumstances, however Barry was in his element once again and was making saving throws time after time with the result that the Germans were actually sustaining very few losses indeed during their advance.
As the German Blinds became uncovered the American Forward Observer began to target their advance with the off table artillery support. The results of this bombardment was that many of the Panzers in the centre were pinned by the barrage and their adjacent accompanying infantry were also temporarily halted. This was a major factor in the American defence plan and they continued to use it most effectively. The Germans were distracted by this and frequently had to redeploy their Big Men accordingly to remove Shock and Pinned markers on the affected units. This bought the Americans considerable time and helped them prolong the time that the Germans were under the sights of their numerous and effective machine guns.
The Americans continued to be successful with their observation efforts and more German platoons including that of the assault guns were unmasked. The StuG III unit drove through the centre attempting to make a dash over the railway line and along the track towards the single building on the battlefield. This terrain feature was surrounded by some lightweight hedges and vineyards but again the cover was considered minimal. It was in this area that the Americans had deployed to 57mm anti-tank guns in temporary camouflaged dugouts but these remain silent for some time. The Americans were also blessed with holding a pair of M10 tank destroyers, again in camouflaged dugouts however these two were held back as the German onslaught followed.
The battle then continued as the Germans attempted to make headway from their positions behind the railway embankment, across the road and into the fields containing the slit trenches and scrapes occupied by the Americans. They in turn continued with their unrelenting machine-gun fire; however this was successfully defended by the German players continuing to have good luck with their saving throws.
The German Panzers and their assault gun support platoon made a play and concentrated their efforts using the Blitzkrieg card to good effect; driving hard through the centre of the battlefield in a concerted manner. It was at this point that the Americans declared their hand and their phenomenal anti-tank capacity by masking three separate Bazooka teams. Under normal circumstances this would have been dire for the Germans but once again their saving throws were outlandishly effective and many a hollow charge projectile failed to damage the advancing armour. The Germans retaliated and quickly destroyed two Bazooka teams with a pair of throws of "Lucky 17".
Barry pressed home with his attacks on the American right flank and given their ‘green’ nature, many of the units under fire quickly became ineffective and started to abandon their positions. He also made good use of the Blinds card and a blinds bonus move card to quickly bring up another full Panzer Grenadier platoon along that flank with which he then attempted to get into close assault with the remaining defenders holding out in that area. It was at that point that his luck ran out somewhat and he failed to make the distance to get into contact, leaving his troops exposed in No Man’s Land and with many American machine guns trained upon them. It looked rather dire at that point.
Meanwhile in the centre the Panzer versus American anti-tank weapons battle continued unabated with units trading shots. Quickly two more Panzers were damaged and one totally abandoned as the morale of the crew deteriorated under such pressure.
Eventually the close combat did take place on the flank but as the American defenders were neither suppressed nor pinned, they managed to drive off the Panzer Grenadier assault and their respective position was made more precarious by the massive firepower placed against them by the dug in machine guns.
The Americans were starting to lose heavily but they still held on. The Germans managed to get one of their assault guns free from the clinging mud and back into action but as time progressed it was apparent that they had not done enough in the time available and their attack began to falter.
They had been set the objective to clear the road entirely of Americans and also prevent any units being able to be in a position to fire upon the road. This they had unfortunately not been able to achieve and after playing with approximately two dozen reshuffled decks we decided to call it a day.
It had been a demanding and at times frustrating game but the outcome was very similar to the real historical events that took place around the extended Anzio beachhead in February 1944.
Tim Whitworth
A game of I Ain’t Been Shot, Mum, set in Normandy: Operation Express.
Mark Luther
Here is the set up for the latest encounter set around the Gothic line in 1944. A British company attack this time supported by Sherman tanks and artillery against Germans dug in and determined to fight for the last inch of their territory.
The valley lies between two fictitious towns but is typical of the terrain encountered by the Allies during this campaign.
Again we will be playing this game using the three new mats from Geekvillain, a new mat manufacturer based in Leicester. A fantastic product and highly recommended is the rocky grass mat for this geographical area.
For those interested in this scenario appears in a Too Fat Lardies Special and was penned by Mike Whittaker.
We played this game again using the Too Fat Lardies rule set "I ain't been shot Mum" and played it over two evenings. Barry and Ralph played German defenders whilst Bruce and Richard aided by myself play the attacking British force. As ever the tea and refreshments were kindly provided by Steve and Archie.
The scenario albeit fictitious is typical of the sorts of frequent missions carried out in this theatre of war during 1944. The terrain was arduous and frequently mountainous. The roads that did exist were passable in summer but during winter quickly turn to mud.
The table layout includes two villages, one burnt out yet still occupied (Santa Maria) and the other intact and occupied. The intact village of Santa Magdalene and its associated church were on the rising slopes of the northern end of the valley, the main road passing from south to north with a branch off via the destroyed village to the east which then took a D shape swinging back to the West and joining up at the village of Santa Magdalene.
There were frequent copses and small woods along with copious amounts of high crops adjacent to the road, on its western edge and on the eastern edge of the table there were large vineyards. The two southern corners of the table both had sloping fields and along with the northern slope where the village of Santa Magdalene lay combined to make the Valley of the Two Marys.
The Germans set up quite far forward and could occupy the village of Santa Maria, drawing a line back through the central ward and in front of Santa Magdalene. This deployment area gave them considerable amounts of cover options as well as the high ground around the church from where they could see most of the battlefield.
They elected to set up their two depleted infantry platoons, one in each village and their forward observation officer on the high ground outside the church, surveying the whole of the battlefield. He had access to an offboard battery of four mortars of 81 mm calibre with unlimited fire missions and a couple of preregistered fire points.
The Germans also had a surprise in a depleted platoon of two STuG III assault guns that they deployed in the central wood and in the corner of the vineyard adjacent to the D-shaped road. All were on hidden blinds.
The British had to deploy in the South Western corner under blinds with a maximum of two arriving per turn. Very cleverly, they elected to put their forward observer and a lone Churchill close support tank on the high ground adjacent to that corner of the board.
The next two blinds arrived and were quickly automatically spotted by the hidden German troops as they passed through open terrain. The first was a column of five Sherman 75 mm tanks, the second a standard British infantry platoon; both platoons with an appropriate number of Big Men to hand.
The tanks with infantry support and the benefit of the Churchill set about creating a massive smokescreen between them and the village of Santa Maria, conducting a brisk advance as they did so. Unbeknown to them either they were under the gaze of the German forward observer who had contacted his off board battery to bring down fire on an adjacent preregistered target point. This was a key point in the game as fire was maintained in the region almost constantly, pinning the vehicles and infantry in that area.
The scenario used a game turn indicator card as well as the Tea Break card. The scenario had a maximum of 15 turns before it was considered to be nightfall; by which time the British had to take both villages to achieve their objective. The Germans had to defend both villages in timeframe for them to win.
The first seven turns of the 15 turn game seemed to race by and it appeared that the British would run out of time long before they even crossed the centreline of the battlefield let alone got close to their objectives. However IABSM is a clever set of rules with twists and turns along the way, aided somewhat by the chance sequence of cards drawn and obviously the way in which players maximise their opportunities as a result.
The next three turns seemed to take a little longer with probably six or seven packs of cards being used but it was at this time that the British troops started again and with their armoured thrust through the centre. Having driven the German troops out of the village of Santa Maria they were surprised to receive fire from the camouflaged assault gun in the corner of the vineyard. It claimed the lead Sherman and disabled it for the rest of the game.
That assault gun continued to pick fights with each other Sherman's rapidly destroying a second containing the tank platoon commander. He was a survivor of that attack and rapidly dismounted from his wreck and commandeered the tank of a subordinate within the platoon!
The three remaining Shermans then set about the STuG with a vengeance, quickly they placed shock upon it and immobilised it. Further hits resulting in the crew abandoning the vehicle. At which point the second assault gun appeared in the centre towards and entered into a firefight with the three remaining tanks. Smoke was called for from the Churchill who could view the fight developing from his hilltop position and under such pressure the STuG fired a shot and then withdrew back into the wood and out of sight.
This was the moment the British were waiting for and having been dealt a succession of their cards the general advance followed at a pace into the centre area of the battlefield; infantry advancing along both flanks with the tanks desperately trying to fill the vacuum the centre. At this point it became quite inactive in terms of offboard artillery strikes with both sides waiting for their cards to be dealt, yet to no avail. A couple more turn cards were drawn very quickly and the game then rapidly moved into the next phase.
Who would win, the odds were quite even but with only three more turn cards available the British had to do something quickly.
Under the cover of another almost continuous smoke screen barrage from the Churchill and the infantry mortars there followed a number of infantry assaults on the German occupied buildings within the village of Santa Magdalene. These attacks were made from both the left and the right flanks; both of which saw the Germans withdraw from their cover and back towards the church upon the hill however they had made the British pay for it dearly and it is about this point in the battle that the British had lost approximately half of their force. A costly day indeed..
The two Shermans remaining on the table supported by their friendly Churchill continued to pound the village of Santa Magdalene until all resistance there ceased. It looked as if they were on the edge of victory with the Germans occupying just the church with a depleted machine gun team and a couple of badly mauled sections heading back to the hillside. Could the British make the final advance in time?
The answer was unfortunately no as just in time for the Germans the final turn card was drawn. The Germans had managed to achieve their objective just by the skin of their teeth but at a great loss.
This is a very interesting game and required considerable skill on the part of the British to use combined arms tactics and the cover of smoke well in order to proceed at a reasonable pace in a hostile environment against a determined enemy dug in and supported by significant amounts of firepower. However all agreed that again the rules had through and produced a very realistic representation of this sort of combat frequently endured in this theatre of operations.
Tim Whitworth
Cracking all day game today on a superb 12' x 8' Table.
German assault on dug in British troops. We allocated 3:1 ratio in the attack. Early sun glinted off the advancing Panzers before a 25lber artillery strike destroyed a half track platoon.
Stubborn British infantry were finally over run in the woods. A Tiger was lost to a plucky PIAT team on a Heroic action card: never had that happen before.
A Sherman reinforcing troop was then stonked on its startline by Nebelwerfers losing 50% strength. Eventually the flanks were turned and a German victory declared.
Julian Whippy
Time for another game of I Ain’t Been Shot, Mum. This time, as a change, we were to fight late war as opposed to our usual early war Poland and France encounters. As today was going to be a three-hander, I set up a scenario involving a large Soviet force (the Two) attempting to force a gap in a ridge held by the Germans (the One).
Rather than this being a static battle, with the Germans established in defensive positions as the Soviets slowly grind towards them, I wanted to add a bit of momentum, so the Germans would also start the game on the edge of the table and would need to advance onto the ridge/into the gap in order to hold it against the advancing Russians. The ridge/gap was much, much closer to the Germans, so they could easily get their first, but it just added a bit of oomph to the situation to make them have to move forward as well.
Although it’s difficult to see from the pictures, above, the Soviets (who would be played by John and Dave) had a good six foot of table to cover before they even hit the ridge and gap. What is also quite difficult to see is how much the table slopes down from the ridge towards the Russian start line.
This was a chance to use some of my painted-but-never-used late war kit, so the sides would be somewhat eclectic in nature.
HQ Element
Big Man Level IV
Sniper
1st Platoon
Big Man Level III
3 x Rifle Squad (8 men each)
2nd Platoon
Big Man Level III
3 x Rifle Squad (8 men each)
3rd Platoon
Big Man Level III
3 x Rifle Squad (8 men each)
MMG Platoon
Big Man Level II
4 x MMG Team (5 crew each)
4 x Lend-Lease Dodge Trucks
Attached Engineers
Big Man Level III in Gaz Jeep
3 x Engineer Squad (each 8 men plus a 2-man flamethrower team)
ATTACHED ARMOUR
Recon Platoon
Big Man Level III
3 x BA-64 armoured car
Tank Platoon
Big Man Level III
5 x KV-85
Tank Hunter Platoon
Big Man Level III
3 x SU-100
Ridiculous Attachment for a Laugh
1 x SU-152 SP Artillery
HQ Platoon
Big Man Level IV
Big Man Level II
2 x Panzerschrek Team (two men each)
1 x Horsch Field Car
2 x MMG Team (5 crew each)
2 x Kettengrad
1st Platoon
Big Man Level III
2 x Rifle Squad (8 men each)
2 x Steyr Car as transport
2nd Platoon
Big Man Level III
2 x Rifle Squad (8 men each)
2 x Steyr Car as transport
Heavy Weapons Platoon
3 x 81mm Mortar
3 x Kettengrad
Anti-Tank Platoon
3 x PaK 40 (5 crew each)
3 x Opel Mautier
Scouts
Big Man Level III
1 x Scout Squad (10 men)
Attached PanzerJaeger Platoon
Big Man Level III
4 x Jagdpanzer IV
Attached Artillery
1 x Wespe SP Artillery
1 x Support Vehicle
The game began with the Germans rushing forwards towards the ridge. First things first: get those mortars and the Wespe deployed and ready to fire. This was all very well, but unfortunately I forgot to put the Wespe’s chip into the deck, so the damn thing sat there whilst it’s crew fiddled about with whatever for most of the game!
The Soviets also flooded onto the table: there did seem to be an army of Jo Stalin’s on their way towards me!
Things were going quite well for the Germans: the right chips were coming out of the bag, allowing me to get set up nice and early on. I had to guess which side the Soviets would deploy their armour, so went for the right hand side for my anti-tank guns. The models, by the way, are PaK 38s not PaK 40s, but we fired them as PaK 40s.
As it happens, the right side was, indeed, the right side: my anti-tank gun crews could see three SU-100s advancing towards them, so opened fire immediately.
My first few volleys were very successful: one SU-100 had it’s main gun knocked out, and one was blown to bits. Two down, one to go: and the anti-tank gunners congratulated themselves on a job that was going well.
Unfortunately, I had forgotten about the “ridiculous attachment” that I had given the Soviets. With its fire zeroed in by the sniper (we allowed this, but obviously he couldn’t snipe and FOO at the same time), the SU-152 opened fire with its horrendously huge gun.
It’s first round fell short, but it’s next landed right on top of two of the anti-tank guns, blowing them and their crews right off the table!
Meanwhile, the Soviet KV-85 platoon had advanced quickly up the centre of the table, ignoring anything in their path. This included the wood just near the main road leading up to the gap, which they motored through as if the fir trees were made of balsa wood.
Unfortunately for them, however, I had a little surprise waiting for them on the other side of the wood: my scout squad was dug in to fox holes and, as soon as the beasts appeared, hurled sticky bombs and grenades and all sorts of other nasty, dangerous things at them.
The tanks stopped dead, bits knocked off some of them, and tried to machine gun the scouts with their secondary weapons. The scouts proved very resilient to fire, however, and the next few turns would see a bit of a duel develop, but with the advantage slightly to the scouts.
It’s also worth mentioning at this point that other Soviet Blinds were swarming forward. On my right hand side, one Blind headed speedily towards where my anti-tank guns had been; on the left, two Blinds inched their way forward to where one of my infantry platoons and both medium machine guns lay waiting for their arrival. I was in no hurry to spot them off their Blinds: the chip bag was pretty full, so it was going to take quite a lot of game time for the Soviet Blinds chip to arrive!
Meanwhile, my Jagdpanzer IVs had revealed themselves and taken a few pot shots at the KV-85s that weren’t covered by our own scouts. One KV-85 was knocked out.
Finally, one Soviet Blind arrived on the right hand side of my line. It revealed itself as an infantry platoon plus a squad of engineers with a flamethrower (yikes!) and swept over what had been my gun line and close assaulted one of the Jagdpanzer IVs.
The Jagdpanzer IV survived, reversing away from the Russian at top speed. This allowed me to fire my mortars at the Soviet infantry: neatly framed on the ridgeline against the sky. It was only just outside minimum range, but I was firing directly, and dropped a lovely little barrage right on top of them.
On top of that, I had a platoon of infantry that decimated one Soviet squad, and prepared to the same to the others. Apart from losing my final anti-tank gun to an enemy infantry squad close assault, I reckoned that I probably had that flank held, and would eventually push the few remaining Soviet footsoldiers out.
Meanwhile, everyone was screaming at the Russians on the other side of the battlefield to stop dithering around and get moving forward. So incensed by this harassment was the platoon commander under one Soviet Blind that he abandoned all thought and launched an immediate charge forward.
This was a crazy thing to do, as my two machine gun teams were both on overwatch. I waited until I could see the whites of their eyes and opened fire, and the Soviets were slaughtered on the spot, all hope of closing to close combat gone.
As you can see, the Soviet infantry was so keen to get to grips with me that they rushed straight past one of my Jagdpanzers, which also ignored them!
In the centre, as well, the KV-85s moved forward, now deciding just to ignore the scouts in front of them. Two of their number took fatal hits: all from the Jagdpanzer with its backside to the Soviet infantry…it had now taken out three of the hefty beasts. My machine guns then got off another volley, further hammering the unfortunate Soviets, and I reckoned I had the game if not won, then certainly on the way to being won.
Then disaster struck. Out came the Soviet Heroic Leader chip, and the Soviet platoon leader who had been responsible for the death of so many of his men, shamed by his stupidity, grabbed the flamethrower off the engineer next to him and charged forward on his own, hurling himself into the path of the German machine gun facing him.
He was shot down, but not before taking out the machine gun team in front of him. I was down to one machine gun to hold that flank.
Then in swept the other Spviet platoon, through the gap where the missing machine gun was supposed to be. I had a platoon to hold them off with, and a massive close combat broke out: superior Soviet numbers countered by the fact that I was defending.
The Dice Gods, however, had deserted me. I lost almost half of my men without causing the Soviets a single casualty!
And that, as they say, was that. We were out of time, but the Soviets had smashed in the German line, even if it had been a truly Pyrrhic victory. The Soviets had lost two of their three infantry platoons, three of their five KV-85s and one SU-100. The Germans hadn’t lost any of their Jagdpanzers, but had just run out of infantry to support them with.
It had been a great game, with the Soviets really only able to use their superior numbers right at the very end. As one of the Russian commanders pointed out, he might have lost an infantry platoon charging straight at ready machine guns, but that had turned out to be the right thing to do: without that, his other platoon would have had no gap to charge through.
I could have kept on playing, and might have achieved some kind of a draw, but I’m thinking that at this stage of the war, the Germans would have retreated rather than fighting it out to the last: after all, there are plenty more Soviets on the way!
I also like to think that my scout squad got away!
Robert Avery
This game was inspired by the Operation Martlet CoC campaign and will use the CoC/IABSM variant using dice, not cards. Des put the game on in his shed o'war using his fantastic 15mm kit.
We played a full three-company attack by the Duke of Wellington regiment supported by tanks and Divisional artillery on the 12th SS positions. The British will need to secure Le Grande Ferme, St Nicholas Ferme and push on towards Rauray. Tessel Woods will be on the flank and an eye kept on that as it was defended by elements of the Panzer Lehr.
Here are some RAF photos from the 6am overflight:
Pictures of the Duke of Wellington Regiment and support moving up to the start line.
The British players have indicated pre-game stonk targets, and “The Off” is at 10.00am GMT.
Update: mist and traffic jam delaying the attack (one player missed his bus!).
Below you will find the two briefings given to the players: downloadable pdfs.
A terrific day of gaming and banter yesterday with The Fuller, The Bombardier and Maureen taking commands.
The Duke of Wellington Regiment successfully breached the 26th Panzer Grenadier line, but at some loss. 40 infantry were killed or wounded, but tank losses were light, with only two abandoned and one brewed up. German losses were heavy in the infantry, with no losses in the supporting AFVs (more on that later)
The British players had no plan, were late and brilliantly (but accidentally) mirrored the command of this regiment on the real day! The German player had a far better grasp of what was needed, but had very little chance of defending everywhere. The siting of his MMG's was crucial, and use of the farmhouses, and orchards. The fields gave great fire zones, but revealing the defenders units too early could just bring down concentrated fire from the British. A delicate balancing act was required.
To all our surprise, The Bombardier and Maureen used British tactics, and stated deploying off blinds and using the 2" mortars to lay smoke screens. Infantry and tanks all steadily moved up, and the The Bombardier had great success moving on St Nicholas Ferme. Maureen was determined to clear the orchard in front of Le Grande Ferme and deployed a platoon to do so. In the ensuing action two MG34 teams were eliminated, but the platoon was somewhat damaged from blundering into them and instigating Close Combat.
Things were still looking good for the British as they had two companies to work with and a squadron of tanks, so a gradual move forward, eliminating all defenders bit by bit was working. Maureen decided to throw a right hook and released the two troops of tanks past Le Grande Ferme and engage the farm from the flank. At that very same time, the reinforcements that the Germans had been trying to get released and on table made an appearance. Five Panther tanks deployed off Blind and looked menacingly at the oncoming British Blinds. In a series of die rolls The Fuller could not make his mind what to do with his precious Panthers, while Maureen took one look and ordered a general "redeployment” away from the Panthers!
The fight for Le Grande Ferme continued, but it was now a numbers game as the British piled on fire from all the platoons. St Nicholas Ferme was also receiving a lot of fire, while in the centre the tanks engaged the dug in Panzer Grenadiers but were careful to stay out of Panzerfaust range. Bit by bit the German defenses were eliminated. The Panthers still were the concern for the British, and the combat area around Le Grande Ferme became a stalemate. The British tanks would not advance in the face of the five Panthers, while The Fuller held back his Panther tanks, menacing either attack (The German player had picked an Armoured Bonus Card and was harboring it for a sudden rush on the British).
At that point Panzer Meyer ordered the redeployment of the Panthers to help stop Operation Epsom (which was now underway) and the British players looked on in confusion as the five Panthers moved off table(where are they going, are they being moved off table to reappear?) Their tiny minds were a whirlpool of uncertainty!
With the withdrawal of the Panthers, the German commander realized that there was only one chance to keep his command intact and withdraw to Rauray. He needed a diversion, and it came in the form of a halftrack zug from HQ, deploying on the main road from Rauray. It appeared on table and battered the British platoon that was working its way down the road toward Rauray. The Bombardier was suddenly recalled to HQ (Mrs. B does not like him staying out after dark…..) and so I stepped in to command his forces. I immediately pushed another platoon and tanks towards the far left baseline. There was no German defenders remaining and it was clear that the time had now come for the 26th Panzer Grenadier Regiment to withdraw.
The Fuller used his halftracks to lay down covering fire and the infantry began to move off table. Snipers were left to play havoc on the British troops following up.
It was a great day of gaming and it was so pleasing to see the dice version of IABSM stand up to a big game test like this.
Iain Fuller & Desmondo Darkin
It's dawn on 10 July 1943 in western Russia, where the German II Battalion, 507th Infantry Regiment of the 292nd Infanterie Division, with support from II Battalion, 18th Panzer Regiment, 18th Panzer Division, is on the attack, looking to evict the Soviet 1019th Rifle Regiment, which has been whittled down to less than company strength! Shirokoye Bulotev itself is a bit shell-shocked, having changed hands several times, this is the sixth battle for this very ground in less than a week.
It's tough to gauge who has the advantage in this fight; the Germans are veteran troops, and though they're understrength, they still have plenty of heavy weapons, and are buttressed by a platoon of Panzer Mk IIIs. Additionally, they're commander has commandeered three armored halftracks to give his infantry some added mobility. The Soviets are worn down conscripts, vastly understrength, but they've got quite a few heavy weapons themselves, and they recently took in three T-34 refugees from the fight in Kastenwald, plus the Germans have a lot of open ground to cover in order to take the ultimate objective, the Collective Farm.
I am playing this game because I have the good fortune of being buddies with Steve of the "Sound Officer's Call" blog, and he is running a "Firestorm Ponyri" campaign. He is playing some games with his local buddies, but was unable to play all of the games himself; rather than simply 'dice off' for results of campaign fights they were unable to play on the table top, Steve asked if anyone in the blogosphere wanted to help, so here I am.
It's been a little bit of an issue that I literally just sold off a bunch of German late war gear, so I'm a bit understrength, but Steve is working with me to make sure the fights I get match up with the forces I have. This is the first fight I've played, and I hope it wasn't too much a pain for him, I certainly want to keep going! First, I love to play games; second, it's been way too long since I've played any Eastern Front games (maybe eight years or so?); and lastly, I'm a solo gamer that still craves some camaraderie, so whenever I can help another wargamer out, I'm always quick to jump at it.
Running north-south in the center of the table is a significant piece of terrain in this fight, a railway on a raised embankment, which is high enough to mask the movement of tanks. The overall objective for each side is the Collective Farm, which is at bottom right. There are patches of woods in the northwest (top left) and southwest (bottom left), which will feature prominently in the upcoming fight. There are a couple dirt roads running up to the railway embankment, the eastern of which also branches in/around the Collective Farm, though they're pretty much here for decoration as pretty much the entire map consists of crop fields, i.e., drivable terrain. I've done what I can with craters and 'rough ground' patches I'm using to try and show burnt fields in order to reflect the fact this patch of ground has seen more than its fair share of fighting.
The orders of battle for this fight:
Commanding Officer
5 x Rifle Platoon
1 x MG Platoon (4 x MG-42)
1 x Mortar Platoon (4 x 8.0cm tube)
1 x Infantry Gun Platoon (2 x 7.5cm howitzer)
1 x Anti-Tank Gun Platoon (2 x PaK-38 5.0cm ATG, with prime mover)
1 x Armored Carrier Platoon (3 x Sdkfz 251 halftrack)
1 x Truck Platoon (3 x Opel Blitz)
1 x Panzer Platoon (5 x Pz Mk IIIJ)
Commanding Officer
3 x Rifle Platoon
1 x Machine Gun Platoon (3 x Maxim .30-cal MG)
1 x Mortar Platoon (3 x 82mm tube)
1 x Anti-Tank Rifle Platoon (3 x PTRD)
1 x Anti-Tank Gun Platoon (2 x 45mm ATG)
1 x Tank Platoon (3 x T-34/76)
The railway embankment terrain feature essentially turns the fight for Shirokoye Bulotev into two separate fights. I actually deliberated long and hard on how best to reflect this, based on what the Soviet defense would/should look like.
The Germans are attacking from the northwest, so the patch of trees at top left will serve as both their base of fire for support elements, and their line of departure for assault elements. My initial inclination was to put the railway embankment at the far left edge of the table, and let that be the German start line, with the Germans having to skyline themselves, then cross an entire table consisting of crop fields, devoid of cover, with the Soviets dug-in at far right, even not occupying the Collective Farm (which would have been in about the same location as it is now, maybe a little further left), but prepared to counterattack it with their tank platoon, maybe even carrying a platoon of tank riders, should the German assault make it that far.
However, the Gamemaster informed me there needed to be a definite differentiation between the Veteran German force and the Conscript Soviet force. So, that made me consider not only how the German and Soviet forces would perform on the tabletop (in the event, the Germans had some real problems keeping their troops moving and getting their ample support weapons to perform effectively, despite this, and I probably let the Soviets get away with some actions that were probably a bit too crafty for beat-up conscripts), but also how they would deploy on the tabletop.
So I decided that the 'skyline the Germans with the railway embankment' defense was too tactically advantageous for the beat-up Soviet conscripts, so I put them on this table and started them with the classic rookie mistake (and one I regularly make in wargames, anyway, just look what the Germans do!) of splitting their forces, no unity of effort, no concentration. Let's take a look.
ll the Germans are in the northwest (top left), either set up and ready to support, or sitting tight, ready to advance. The Soviets are scattered across the table, trying to defend everything: the Soviet 1st Platoon is at bottom left, in the woods, with their Machine Gun Platoon and Anti-Tank Gun Platoon. The Soviet 2nd Platoon is dug in on the embankment (center) with their Anti-Tank Rifle Platoon. The Soviet 3rd Platoon is dug-in to the ruins of the Collective Farm (bottom right), and the Soviet Tank Platoon is dug-in at right/top right. That's right, another aspect of the 'conscript' classification is that the Soviets are not keeping their tanks for a mobile reserve, but are using them in static defensive positions. In their defense, the hull-down emplacements will make them very hard to detect and hit, and the German armor and infantry will have to skyline itself coming over the railway embankment, but the problems are that 1) once over, the Germans will be practically on top of them, and 2) the T-34s will not be a factor in the fighting west of the railway embankment.
I didn't get a separate picture of it, so I'll address it here: the Soviet Mortar Platoon is at bottom center, just right of the railway embankment, with their Platoon Commander sitting atop the railway embankment, acting as their forward observer.
So, the German plan, in order to make things easy for the Russkies, the Germans will split their efforts. The German 1st Rifle Company will clear the woods in the southwest (bottom left), then wheel left and push east for the objective, the Collective Farm. 1st Company has three rifle platoons: 1st Platoon is in the assault, 2nd Platoon is supporting from the wood, and 3rd Platoon is the reserve, loaded up in the halftracks. In the halftracks, yes, but not as battalion reserve, they are 1st Company's reserve; the German battalion commander knows he should probably just bypass the southwestern woods and sweep around to the north in order to reach the objective, but he is very much concerned with not leaving a Soviet force of unknown size and composition in his rear. Therefore, he has 1st Company's 3rd Platoon loaded up in the halftracks, ready to dive into the woods, and they'll be moving out on a hair trigger, he really wants those southwest woods as soon as possible. He then intends for the halftracks to double back to the woods to pick up the 1st Company's 2nd Platoon and rush them forward.
The German heavy weapons (MG Plt, Mortar Plt, and IG Plt) are all set in in the northwest woods (with 1st Company's 2nd Plt), looking to shoot in 1st Platoon's attack into the southwest woods. Once the southwest woods are secure, the MG and IG platoons will load up in the trucks and push up to the railway embankment to support the assault on the Collective Farm.
The two rifle platoons of 2nd Company and the Panzer Company will push straight east; the Germans have already spotted Soviet defensive positions atop the railway embankment, so one rifle platoon will handle those, while the other rifle platoon and the panzers will push straight over the railway embankment and look to envelop the Collective Farm from the east, isolating the objective.
The Germans don't have a reserve force to speak of; owing to 1) a necessity to press this attack home as quickly as possible, and 2) being severely understrength, all forces are committed either to the attack on the southwest woods or the railway embankment envelopment. Everybody but the German ATG Platoon, which is starting the game limbered up and will be waiting to see if and when any Soviet armor appears (the Germans are not aware of any Soviet armor in the area).
The Soviet strongpoint in the southwest woods, where they've got their 1st Platoon (bottom left), MG Platoon (center right), and ATG Platoon (top right).
The Soviet strongpoint on the railway embankment, where they've got their 2nd Rifle Platoon and their ATR Platoon (there's not room in the trenches so the platoon commanders are behind them).
The Soviet strongpoint at the Collective Farm, where they've got their 3rd Rifle Platoon.
And the Soviet Tank Platoon, dug in on the east side of the railway embankment.
The German startline, quite a crowded mess, which is okay, I guess, since neither side has any off-table indirect fire support ;) This is looking north to south, so the southwest woods are off camera to top center, and the railway embankment is off camera to top left. At far right we have 1st Company's assault element, 1st Platoon, ready to step off in column, Immediately left of them, 2nd Platoon, in support, is on line, while right behind them are the three halftracks carrying 3rd Platoon. Next to the left are the MG and Mortar Platoons, then the Infantry Gun Platoon. Then we reach the far left, where 2nd Company's two rifle platoons are ready to jump off, with the tank platoon behind them, and the ATG platoon limbered up and waiting at bottom center.
The CO and Mortar Plt commander (bottom left) glass the southwest woods (top right), easily picking out the Soviet positions. Apparently the enemy conscripts weren't willing to put in the work to camouflage their positions as well as they could have.
The German mortars go to work…
And it's on target, knocking out one of the Soviet 45mm anti-tank guns and suppressing the other!
The German machine guns (bottom left) begin raking the enemy positions in the southwest woods.
The Soviet infantry in the southwest woods reply.
And the Soviet infantry on the railway emplacement (bottom right) do, too.
And one of the German machine guns is knocked out!
On the far right, the German 1st Platoon, 1st Company, steps off (right, from bottom left, where you can see part of 2nd Plt, 1st Co).
And the Infantry Guns begin pounding the railway embankment.
Penalty flag! This is violating their rules of engagement! 1st Company's assault on the southwest woods was supposed to have priority of fire! This is what happens when you split your forces!
The Soviet machine gun platoon (bottom right) takes the German 1st Platoon (far top left) under fire…
And they (far right) are roughly handled: one squad is knocked out, while the rest of the platoon is suppressed, as 2nd Platoon (bottom left) continues laying down fire.
The German commander fires a green flare from his Very Pistol, signaling the start of the attack, with his Mortar Platoon commander in front of him in the craters, tanks and riflemen of 2nd Company behind him.
Meanwhile, on the east edge of the south-east woods, the Soviet ATG platoon commander has rallied his gunners and they (bottom centre left) spot German tanks moving through a gap in the shell-torn woods (top centre right)…
WHAM!!! The German CO nearly wets himself as the panzer immediately behind him is struck and bursts into flames!
The German machine guns (far left) continue laying into the Soviet positions in the southwest woods (top right)…
Knocking out a Soviet MG team and suppressing the other two!
On the German left, 2nd Platoon, 2nd Company gets moving, with their Platoon Commander grabbing his 1st Squad (left top) and pushing them forward, where they peer up to the lip of the railway embankment. They spot several helmets and open fire, but don't hit anything. 1st Plt, 2nd Co, is right behind them (bottom left).
But just then, the Soviet mortars get into the fight. Their Platoon Commander (bottom center right) is sitting up on the railway embankment, and he spots the German 2nd Company (top center left) advancing, so he orders his tubes (bottom right) into action.
82mm high explosive rounds drop on 2nd Company, and the barrage is devastating! One rifle squad is knocked out, and four other squads are suppressed!!!
Meanwhile, the German MGs (bottom left) continue raking the southwest woods as the German commander orders 1st Company’s reserves forward: the half-tracks push out of the woods (right centre bottom) and then their platoon commander races his vehicle forward (far right)…
He spots the dug-in enemy infantry and opens fire with his MG-42.
The German Panzer Platoon commander pushes his vehicle forward (bottom left) to support 2nd Company, and fires on the enemy railroad embankment position (top right)…
The HE fire knocks out one enemy squad and forces another to fall back, suppressed.
As the German CO moves up to 2nd Company to try and rally them, but the mortar fire is so fierce even he can't get them moving again!
And it's the same story on the German right, where the 1st Company, raked by Soviet machine guns, just can't get going.
And things are getting critical when the Soviets' last remaining anti-tank gun (bottom right) cuts loose again towards the northwest woods (top center left)...
And peels open up a second panzer!!!
Unable to get their brothers from 1st Platoon, 1st Company (bottom center left, with 2nd Platoon at bottom left), moving, 3rd Platoon gets moving towards the southwest woods in their halftracks, with their PC getting through the gap in the wire (far right).
The Soviet MGs (bottom left) respond, cutting off the German 3rd Platoon commander (in halftrack at left, just above the shelled out stumps) from the rest of his platoon (top center, with 1st Plt behind them).
While on the German left, the Platoon Commander and 1st Squad (bottom right) of 2nd Plt, 2nd Co, get up on top of the railway embankment and begin pouring fire into the enemy trenches.
And the three remaining tanks of the German Panzer Platoon pull up in trace (the PC/1st Squad and Panzer PC are at top center left, the other two tanks are at far left, from bottom left).
The German Panzer PC (bottom left) and the Soviet ATR Platoon (top right) exchange fire ineffectually.
Bolstered by seeing their armor finally getting into action, the rest of the German 2nd Company finally, slowly, gets moving (bottom left).
While back on the German right, the 3rd Plt, 1st Co, PC and 1st Squad dismount and charge the enemy trenches in the southwest woods!
They (left) knock out one Soviet rifle squad, but their PC and last rifle squad fight them to a standstill, and there is a lull as the Soviets catch their breath in the trench and the Germans catch their breath in the craters.
German mortars, MGs, and infantry guns (bottom) continue pounding the Soviet ATG position (top center right), but they just can't seem to knock the bastid out!
The rest of 3rd Platoon, 1st Company dismounts in support of their Platoon Commander (top right)…
Who makes another push to get into the Soviet trenchline…
But the Soviet PC and his last remaining squad (bottom right) repulse the Germans, who fall back, suppressed, behind the nearby halftrack (top left)!
On the German left, their CO exhorts 2nd Company to pick up the pace of the their attack, but they move as if mired in molasses...
*That's what happens when you split your forces! He should be on the right, making sure his men get into the southwest woods!
While at the railway embankment, the Soviet platoon commanders do their best to rally their men, with Germans (top left) literally on top of them. Needless to say, they're having a rough time.
*That's to be expected when you're conscript and have enemy troops on top of you.
Back at the southwest woods, the Soviet Platoon Commander seriously contemplates close assaulting the German half-tracks and suppressed PC and squad. But he looks at his poor, conscripted boys and decides that it’s probably too much for them, so he orders them to make ready, and they they pop up and cut loose on the Fascist swine…
And the point-blank fire is ferocious, gunning down the PC and 1st Squad, and suppressing the halftrack crew!
The Soviet ATG (bottom left) continues hammering away at the German tanks (top center right), but he finally manages to miss!
And then Soviet mortars begin falling on the rest of the German 3rd Platoon, suppressing them!
*So much for the Germans getting into the southwest woods in a hurry... The Soviets are beat up, with only the PC and one squad left from the rifle platoon, two of three MGs knocked out, and one of two ATGs out of action, but they're hanging on, while the Germans have their 1st and 3rd Platoons (of the 1st Company) pinned down in the open, and their 2nd Platoon way back in the northwest woods.
German MGs and 2nd Platoon, 1st Company (bottom left) keep up the pressure, firing on the east end of the southwest wood (top right)…
And the fire causes the ATG crew to fall back, abandoning their gun!
The 1st Plt, 1st Co, commander still cannot get his boys moving (bottom left), as he watches 3rd Platoon (far right) continue to get pounded by Soviet mortars.
But in the centre, the German 2nd Platoon Commander and his first squad attack down the trench…
They knock out a rifle squad, but are halted in their tracks by the Soviet ATR Platoon!
The German halftracks begin falling back (left, from bottom right) to pick up 2nd Plt, 1st Company (in woods at far left).
After a quick breather and a smoke, the lead elements of the the German 2nd Platoon, 2nd Company continue their attack down the trench…
They finish off the Soviet ATR Plt, compelling the PC and last squad of the Soviet 2nd Rifle Platoon to surrender!
On the German left, the rest of 2nd Company gets moving, with 2nd Plt almost up to their PC and 1st Squad (just off camera to right bottom) and 1st Plt almost up to the north end of the railway embankment (top center right). The Panzers are still kinda just hanging around, their PC suppressed (far right) by fire from the Soviet ATG in the southwest woods (off camera to bottom center right).
The German 1st Plt, 2nd Co, PC grabs a squad and moves them up the railway embankment...
And when they get there (bottom left) they hit the dirt, and peer over cautiously. "Uh-oh, T-34s..." the PC murmurs as he spies the enemy tank platoon, dug-in (top left and top right).
*If you're wondering why the Soviet tanks haven't done anything yet, well they really couldn't see much. Matter o'fact the only thing they've been able to see so far was the PC and 1st Sqd of 1st Plt, 2nd Co, when it popped up on the railway embankment, but they couldn't fire for fear of hitting their own men. Perhaps a more savvy unit could have worked out a signal for the infantry to duck down in their entrenchments and let the tankers 'scratch their backs.'
German mortar, MG and IG fire (bottom centre left) continue to pound the southwest wood (top right)…
Which compels the last Soviet MG team to fall back, out of their defensive positions, despite the Soviet CO being right there to steady them!
The German panzers advance, but, warned of dug-in enemy tanks on the other side by nearby Landser, they creep up to the railway embankment.
Two of the Pz IIIs move into hull-down positions atop the embankment.
The German PC (bottom center) spots the enemy tanks and opens fire, engaging T-34 #2 (top left, with T-34 PC at top right, T-34 #3 off camera to right), but he misses.
On the German right, the halftrack PC is finally able to rally. They pour lead into the Soviet trenchline, then disengage, falling back to northwest woods, passing the hapless 3rd and 1st Platoons, still being harried by the Soviet mortars.
But with the immediate threat gone, the Soviet 1st Rifle Platoon commander realizes the coast is clear. With only one squad left, he has no delusions of holding the trenchline (bottom left), so he grabs his men and falls back (bottom right), looking to link up with any other survivors (the last MG team is at far right, the last ATG crew is at top right, having abandoned their gun at top center right).
On the German right, the 1st Plt, 1st Co, commander finally gets his men rallied and moving up. They get up to the 3rd Platoon; his intent is, now that they're PC is dead, to rally them and bring them with his platoon to take the southwest wood (top right). But they're pretty beat up and pretty shell-shocked, and are not responding.
*So much for 'veteran troops,' eh? My rallying dice have been horrible...
Behind the Soviet southwest wood, the Soviet CO takes charge of the situation. “you,” he screams, pointing at the ATG crew (top right), “get your asses back to your gun and kill some Nazi tanks! The rest of you, head for the railway embankment. We will fall back and ambush the Fascists when they come over the tracks!”
The dug-in Soviet tanks (left) begin firing on the hull-down German tanks (far right), but score no hits.
On the German right, just as 1st Plt, 1st Co, was getting moving again, Soviet mortars resume pounding them, suppressing both 1st and 3rd Platoons, even knocking out one of 3rd Platoon's squads.
On the German left, the German CO gets involved, moving the ATG Platoon up to the railway embankment, even getting Gun #1 into position and unlimbered (right, with Gun #2 still on the move at top left).
The German infantry guns, machine guns and mortars (bottom) continue pounding the Soviet anti-tank gun position (top right)…
The remains of the Soviet 1st Rifle Platoon (bottom left) look on as the Soviet ATG Platoon is finally knocked out (top right), having taken two panzers with them.
The Soviet 3rd Rifle Platoon, in the Collective Farm (bottom right) begins exchanging ineffectual fire with the German 2nd Platoon, 2nd Company, which has managed to occupy the former-Soviet trench on the railway embankment (top center).
Back in the southwest woods, the Soviet 1st Rifle Platoon remnants and MG Platoon remnants creep to the edge of the wood (center, from bottom left, where their CO is sitting), looking to get over the railway embankment without being noticed.
On the German right, 2nd Plt, 1st Co, mounts up in the halftracks.
As 1st and 3rd Platoons continue to be pounded mercilessly by the Soviet mortars.
On the German left, with the Soviet tanks (off camera to right) preoccupied with the German tanks (left), the 2nd Plt, 2nd Company, pushes down the east slope of the railway embankment (center top right, from top left).
The Soviet tanks continue to engage the hull-down panzers, to no avail.
The German Infantry Guns and mortars attempt to smoke two of the T-34 dugouts, but are only marginally successful.
*Neither smoke landed directly in front of the enemy emplacement, they both landed to about 10 o'clock...
The German MG Plt loads up in its truck, ready to displace forward, up to the railway embankment.
*Yes, the Germans have not yet actually taken the southwest woods, but even they cannot help but note that they have received no fire from those positions in the last ten minutes, and assume the Soviets have fallen back.
The other German ATG arrives atop the railway embankment (bottom left), as Gun #1 opens fire on the dug-in Soviet tanks. The Soviet mortars shift fire, attempting to paste the German ATGs, but the rounds fall long.
The German mortars play a little counterbattery fire, and it's relatively effective, pinning one team and suppressing another. But very soon after, the Soviet Mortar Plt PC (bottom left) dashed down the hill and rallied them.
The German halftracks carrying 2nd Plt, 1st Co, begin pushing for the railway embankment (center, from bottom left, heading to top right), passing the hapless 1st and 3rd Platoons (bottom center). Despite the Soviet mortars having finally shifted fire (to the ATG position, top left), they still can't get rallied and moving.
The German ATG #1 (bottom centre) continues banging away…
And the T-34 Platoon Commander is brewed up!
Back on the German right, the 1st Plt Commander is at his wit's end: "Look here, #$%#ers, if you don't get moving, I'm going to start shooting people, beginning with you 3rd Platoon #$%#ers."
Miraculously, the 3rd Platoon, 1st Company troops (down to a single squad now) are rallied.
As the remnants of the Soviet 1st Rifle and MG Platoons reach the top of the railway embankment.
The remaining two Soviet tanks (top center right and bottom right) continue pounding away at the German tanks and anti-tank guns (top left), but they're not hitting anything!
*This is partly because of conscript crews, partly because the Germans are hull-down, and partly just down to poor dice rolling.
With neither side able to hit anything, the German Panzer Platoon Commander grows tired of the stalemate, so he pushes his three remaining tanks down the east slope of the railway embankment (left, from far left, with 2nd Plt, 2nd Co, above them).
*I really did think that the veteran German crews would be able to do some damage from hull-down positions atop the railway embankment, but that has proven to not be the case, soooooo…. CHARGE!!!
All three German tanks focus their fire on T-34 #3, to the south (top right, with T-34 #2 off camera to left top), but all three miss.
*That is not good news; you broke cover to get closer so that you wouldn't miss, and you used all three tanks to go after one, just to be sure of a kill, and then you didn't get it???
In the centre with the German halftracks, the Platoon Commander has spotted movement atop the railway embankment, so he orders the other two vehicles (bottom left) to halt while he pushes forward to scout it out (right top)…
He (bottom left) spots the Soviet southwest woods' refugees (top right) and opens fire, but he doesn't hit anybody.
On the German left, the Commanding Officer rallies ATG Gun #1 (left), as the PC and two squads of 2nd Plt, 2nd Company, pushes east (top center), taking cover in some hedges, stalking T-34 #2 (top right).
The German infantry guns again try to smoke T-34 #2, and again they fail, this time dropping the smoke behind him…
ATG Gun #2 gets into action.
On the German right, the last squad of 3rd Platoon has been folded into 1st Platoon, and they finally get moving, drawing close to the Soviet trenchline in the southwest woods, very tentatively.
The German mortars fire in support of 2nd Plt, 2nd Co (top left), and this time the smoke is on target, smothering T-34 #2 (top center right).
Despite the German Halftrack Platoon Commander getting close (far left) and firing on them, the remnants of the Soviet 1st Rifle Platoon manage to get over the railway embankment (far right, from bottom center), although the MG team froze up and didn't move!
T-34 #3 continues firing, now at fully visible panzers at point-blank range, but still he misses!!!
*Damned conscripts!!!
Meanwhile to his right , T-34 #2 has not spotted 2nd Platoon, 2nd Company (behind hedge at right top), but having smoke fall all over them has convinced that something might just be up, so they reverse out of their dug out, pull left (far left), then open fire on the German tanks (top centre)…
The 76mm armor-piercing round easily penetrates the Panzer Mk III (center), blowing it up.
The Soviet mortars (bottom left), still firing ineffectually on the German ATGs (top right), look on as the remnants of 1st Rifle Platoon creep north, following the railway embankment (center top, from far left), stopping every now and again to turkey-peek over the tracks to keep an eye on the German halftrack Platoon Commander (top center left). Amazingly, the Soviet 1st Platoon has not been spotted by the German 2nd Platoon, 2nd Company, in the former Soviet trench on the railway embankment (top right), which we'll chalk up to them being distracted by the constant exchange of fire (which I haven't been showing as both sides' fire has been totally ineffective) with the Soviet 3rd Rifle Platoon in the Collective Farm (off camera to right bottom).
*This is a very interesting development: the Soviet 1st Platoon remnants are now in position to ambush the German halftracks coming over the railway embankment, or they could do something really audacious like have their mortars do a quick pound on the German 2nd Plt, 2nd Co, in the trench at top right, then have the 1st Plt storm the trench, which would put a serious hurt on German infantry strength AND seriously threaten their ATG position. This is what I was talking about when I mentioned some tactical decisions/actions that were probably beyond the scope of a conscript force.
With three of his Panzers kaput, the German Panzer Platoon Commander is a bit frustrated. He orders his driver to gun it, pushing (centre from left) to within 100 yards of T-34 #3. “Halt. Fire!”
BAM! Two of three T-34s are out of action!
The German 2nd Plt, 2nd Co (bottom left) and the Soviet 3rd Plt (in the Collective Farm, top right) continue to exchange ineffectual fire, oblivious to the Soviet riflemen nearing their position (1st Plt remnants, just off camera to right bottom). The Panzer Platoon Commander (far left) dances a jig on his back deck after knocking out T-34 #3 (top center left), before realizing there is still one T-34 left (#2, off camera to left top).
All of which sets up the climax of the fight...
Having lost track of the Soviet infantry on the right (the Soviet 1st Rifle platoon remnants were just off camera to the right, last time he saw and fired on them), the German Halftrack Platoon Commander pushes his vehicle forward, cresting the railway embankment.
Where he runs smack dab into the Soviet 1st Rifle Platoon remnants!!!
But the Soviet conscripts were just as surprised to see him as he was them!!! The veteran German Platoon Commander stood on the trigger of his MG-42, allowing time for the 2nd Platoon's Platoon Commander and 1st Squad to dismount and finish off the Soviet riflemen!!!
*That was incredible! That stuff about 'firing his MG-42... 2nd Platoon dismounting..." is all narrative trash; what happened was this: the German halftrack moved up into contact with the Soviets, then rolled to see who won close combat. The Soviets had a very serious advantage in the roll-off, owing to the fact it was infantry vs a halftrack and ambushing vs surprised, but the Germans still managed to pull it off. Quite incredible. I don't know what it would have meant overall for the fight; perhaps something incredible could have happened (as I mentioned, maybe the Soviet mortars pound the German 2nd Plt,, 2nd Co, in the trench, and then these guys lose assault them to take the trench back, or maybe it's just enough to have knocked out the Halftrack PC and the 2nd Plt PC and one squad, so that they can hold back the rest of the halftracks and 2nd Platoon while the Soviet mortars pound them, maybe wearing down the Germans enough that their force morale breaks. I dunno, but now it don't matter!
While all this was happening, the last Soviet MG team, the one that froze atop the railway embankment, runs back down the west slope of the embankment, back into the southwest woods, where they link back up with their Commanding Officer who, inexplicably, has just been sitting there, chilling out in the woods.
*Which leads me to another issue: in all my other games, the CO plays a very large part in getting men and machines up and moving, but in IABSM it's really a crapshoot, depending on whether and when their cards come out. I'm really not a fan of the CO just sitting around, I want him to be a lot more dynamic, so I'm looking at solutions. One is to add the 'dynamic leader' card to the deck, and let the CO operate on that or his own card. Another is to let the CO act at the end of the turn if his card has not come out. We'll see.
Having watched their comrades in the 1st Platoon get gunned down by the marauding halftrack and German infantry, the Soviet mortar platoon, now exposed, abandons its tubes and takes off running for the Collective Farm (top right)!!!
But the marauding halftrack and riflemen (bottom left) spot them (top right) and rain fire down upon them…
Killing about half of them and forcing the other half to surrender.
While on the German left flank, the German Commanding Officer (bottom left) directs the fire of the his anti-tank gun platoon. Both PaKs crank out round after round at the now exposed last remaining T-34 (top center left)...
They bust it wide open.
On the German right, 1st Platoon, 1st Company, moves up in the southwest woods, capturing the Soviet CO and the last remaining MG team.
The German machine guns and infantry guns get into position atop the railway embankment.
As the panzers and halftracks go in, moving for the Collective Farm.
These Soviets in the 3rd Rifle Platoon may be conscripts, but they ain't crazy!!! They've seen their 1st Platoon, 2nd Platoon, ATG Platoon, MG Platoon, Mortar Platoon, Tank Platton, and CO all killed or captured, so these guys are outta here!
So the Germans did it, they re-took Shirokoye Bulotev. In the overall scheme of things, this means all options are still open, which in turn means that the Germans can actually beat 'real life' by succeeding in this portion of the Battle of Kursk. What does that mean? Well, the last campaign turn is coming up, so stand by for more vicious, desperate fighting!
So, the game was fun, but didn't go the way I thought it would. First, it took forever; I figure the game took about four and a half hours, played out over about six and a half hours, because I had to take a couple breaks when my family was bothering me ;) But the game itself; man, part of how long the game took was just down to how bad I was rolling to get the Germans moving. The German heavy weapons couldn't seem to get anything decisive done, so their infantry was just constantly getting pinned down by Soviet mortars and machine guns, whose heavy weapons were doing a great deal of damage. So the German infantry would get roughed up, and then couldn't get moving again.
Keep in mind that the southwest woods wasn't really taken; the Soviets beat the hell out of the German 1st and 3rd Platoons, knocked out two tanks, then walked way. Hell, the German 1st and 3rd Platoons could barely get rallied after the Soviets had pulled back!!! And the German success in the center was really all down to their 2nd Platoon, 2nd Company, Platoon Commander grabbing a single rifle squad, getting lucky enough to have advanced before the Soviet mortars laid waste to the rest of his platoon and 1st Plt/2nd Co, then moving up and clearing the Soviet trenchline on the railway embankment all by themselves!
With the German 1st Company pinned down outside the southwest woods and the 2nd Company pinned down pretty much on their start line, I was having serious doubts as to whether the German assault was going to succeed, and it was really the weakness of the Soviet deployment that did them in. If the Soviets could have gotten anything, anything into the southwest woods to bolster their defense their, they'd have almost certainly won. I seriously pondered having the Soviet 3rd Platoon leave the Collective Farm, cross the railway, and reinforce the southwest wood. But being conscript, I figured that would probably be beyond what you could expect of them, and in game terms, they were only foot mobile, so they probably would have never made it in time, even if I'd have re-grouped the PC and last squad of 1st Platoon with the last MG team and the CO and had them make a final stand. And even if they had, I think at that point the Germans re-focus their effort: with the objective (the Collective Farm) now abandoned and with increased enemy activity observed in the southwest woods, the Germans pull back the 1st and 3rd Platoons of 1st Company and use them (with heavy weapons, as necessary) to contain the Soviet force in the southwest woods, then have 2nd Plt/1st Co load in halftracks and move to support 2nd Co, along with the Panzer and ATG Platoons to make the attack via a left hook. The Soviet tank platoon would have been the only thing left on the east side of the embankment, and you saw how well they did, so you figure it would have been a cake walk for the Germans to get to the objective and leave the Soviet forces in the southwest woods to wither and die.
And that's what it really all came down to for the Soviets: the lack of a reserve (much less a mobile reserve), the inability of the Soviets to get a reserve where they needed it because of the 'segregated battlefield' owing to the railway embankment (even if they had one), and the extra poor showing of the Soviet tank platoon. I don't feel bad about having the Soviet tanks dig-in; it was a conscript force, and digging tanks in for the defense was done in real life, but damn, I was expecting the Soviet tankers to do a bit better than losing three dug-in tanks and only killing one panzer in the open. In the narrative I put that the climax was German Halftrack PC running into the Soviet 1st Platoon PC, but that was really more of the breakaway point. The climax was the German tanks and ATGs getting up on the railway embankment to shoot it out with the dug-in Soviet tanks, but that turned into an anti-climactic stalemate, so the real climax was when the Germans flushed out T-34 #2 with 1st Plt, 2nd Co, and charged their tanks down the embankment into point-blank range. That was the action that decided the game; if the Soviet armor was destroyed they wouldn't have been able to hold the Germans off of the objective, and the German armor was destroyed (and assuming the Soviet mortars finally knock out the German ATGs), the Germans don't have the wherewithal to get over the railway embankment and take the Collective Farm while subjected to HE fire from those tanks. And if you're thinking, "just smoke them," I'm pretty sure the Soviet tanks would have come out of their positions to deliver HE and MG fire on any German infantry advancing without anti-tank weapons. And I can't really see German infantry taking the T-34s out, there just wasn't enough cover (the only thing saving the German 1st Plt/2nd Co was that the Soviet tanks had to deal with the German tanks and ATGs).
But the halftrack/Soviet riflemen matchup sure was fun! ;)
Just Jack
I hadn't played I Ain't Been Shot Mum for years until today, but what a great game!
We played the second historical scenario from the rule book - South of Cherbourg - in 15mm.
The Americans began to advance under Blinds up the centre of the table through the woods but, as soon as the Germans spotted them, they came under a hail of fire from two platoons. The confusion this firepower caused halted them in their tracks until their officers realised they had to get their troops moving.
The main American force swung towards their left flank, taking heavy casualties but destroying the German platoon there. Advancing through the woods on their left, they were assaulted by a second German platoon. The Americans withdrew slightly and gunfight developed in the woods that lasted the rest of the game. They were outgunned by the Germans, however, and losing officers, so the odds were stacked against them.
Meanwhile, another American platoon tried to advance through the woods in the centre but were caught between a mortar bombardment and HMG fire from a commanding German position in the house on a hill. Eventually the Americans simply took too many casualties and were forced to withdraw.
Apologies for the crappy phone photos !
Rob Goodfellow
It's 1800 on 9 July 1943 in western Russia, where the German 507th Infantry Regiment of the 292nd Infanterie Division is scraping out hasty defensive positions in preparation for a counterattack by the Soviet 1061st Rifle Regiment and armoured elements of the 1442nd Heavy Breakthrough Artillery Regiment. Cut-off, alone, outnumbered, and low on ammunition, this should prove to be tough sledding for the German infantrymen.
I am playing this game because I have the good fortune of being buddies with Steve of the "Sound Officer's Call" blog, and he is running a "Firestorm Ponyri" campaign. He is playing some games with his local buddies, but was unable to play all of the games himself; rather than simply 'dice off' for results of campaign fights they were unable to play on the table top, Steve asked if anyone in the blogosphere wanted to help, so here I am.
It's been a little bit of an issue that I literally just sold off a bunch of German late war gear, so I'm a bit understrength, but Steve is working with me to make sure the fights I get match up with the forces I have. This is the first fight I've played, and I hope it wasn't too much a pain for him, I certainly want to keep going! First, I love to play games; second, it's been way too long since I've played any Eastern Front games (maybe eight years or so?); and lastly, I'm a solo gamer that still craves some comradery, so whenever I can help another wargamer out, I'm always quick to jump at it.
Overview, north is up. The objective is the village of Snava, a Soviet supply depot, at center left. You can see hardball roads running all over the place, and a water treatment pond at left. The forest called "Birnenwald" is at right/bottom right, and other than that it's a couple patches of wood (top center left, left, with a stand at bottom center and a strip just east of Snava) with cultivated fields throughout. This is the third fight at Karpunevka; the first saw a desperate Soviet defense throw back the German attackers, before the Germans were able to rebound and throw the Soviets out on the second try.
The Soviets have attacked north, past Karpunevka (would be off camera to top), cutting the German forces here off from supply, and are now coming back to eliminate the pocket. Technically speaking, all Soviet forces should enter the map from the northwest (top right), which is where the counterattack is coming from on the campaign map, but I'm allowing Soviet infantry to attack from right/bottom right as well, figuring they infiltrated via the Birnenwald which, off camera to right, actually extends further to the north/northwest.
This is a Soviet hasty assault vs a German hasty defense. Here are the orders of battle:
3 x rifle platoon
each has a platoon commander Big Man (PC), two have three rifle squads, one has two rifle squads
1 x machine gun platoon
Big Man, only two MG-42s
1 x mortar platoon
Big Man, only two 8.0cm mortar tubes
1 x infantry gun platoon
Big Man, only two 7.5cm howitzers and two prime movers
1 x anti-tank gun platoon
Big Man, three PaK-38 5.0cm guns and three prime movers
1 x 'ersatz panzer' platoon
Two Panzer Mk III, one StuG III, and one Marder III
*Being out of supply, the German OOB was knocked down by 20%, which is why they are missing one rifle squad, one MG team, one mortar team, and one Panzer Mk III.
1 x rifle company
Three platoons of PC and three rifle squads
1 x machine gun platoon
PC, three Maxim .30-cal MGs
1 x mortar platoon
PC, three 82mm mortar tubes
1 x infantry gun section
PC, two 76mm howitzers
2 x T-34 platoons
Three T-34/76 each
1 x Su-122 platoon
Three Su-122s*.
1 x Su-76 platoon
Three Su-76s
1 x 'Tank Rider' platoon
PC and three rifle squads riding the S-76s
Off table support
One battery of four 120mm heavy mortars
*I used Su-122s because I don't have enough T-34s, but the vehicles were treated as T-34s on the tabletop
The Soviets are at right, the Germans at left. At top right is the Soviet mechanized force, from top to bottom: Su-76s with tank riders, Su-122s, 2nd T-34 Platoon, 1st T-34 Platoon. At bottom right is the Soviet infantry force, from bottom to top: 1st Platoon, 2nd Platoon, MG Platoon, Mortar Platoon, Infantry Gun Platoon, 3rd Platoon. And, or course, the Soviets have the heavy mortars off table.
The Germans have their 1st Platoon in the woods at top center left, which we'll call 'the north wood.' 2nd Platoon is in the woods at left, which we'll call 'the west wood.' The understrength 3rd Platoon is in the village of Nava, center. At the 'T-intersection' at center bottom left we have the German Infantry Gun Platoon (just right of the pond), the MG Platoon (just below the bottom of the 'T'), and the Anti-Tank Gun Platoon (just right of the MG Platoon). The Mortar Platoon is at bottom left, and the German armor is chilling at far left.
Here's my scheme of maneuver overlay, showing the plan for both the Soviets and the Germans.
The Soviet plan is pretty simple, though they're splitting forces a bit more than is probably normal. The plan is for the Soviet armor to jailbreak through the gap between Snava and the North Wood, while 3rd Rifle Platoon takes Snava and the other two rifle platoons flank Snava to the south, both pincers supported by their heavy weapons stationed in Birnenwald.
The Germans have a bit of an interesting concept going on: first, they're short on fuel and ammo. Second, they're facing a serious disparity in firepower. Third, they're facing a serious disparity in mobility. So, they decide to emplace their direct-fire heavy hitters (the IGs, MGs, and ATGs) to interdict the Soviets most likely avenues of approach (the ATGs at bottom center to cover the entire arc between Snava and the Birnenwald, the MGs and IGs looking straight into the dark forest of the Birnenwald, where everyone is sure the Soviet infantry must emerge.
The German armor is in reserve, waiting to stem any Soviet breakthrough. But the different piece is the three German rifle platoons: outnumbered and outmatched (very little organic anti-personnel capability beyond point-blank range, and no anti-tank capability beyond point-blank range), they are essentially conducing a 'reverse-slope' defense.
Yes, I know there is no slope, but what I mean is that they are looking to take advantage of restrictive terrain in order to maximize their capability against enemy armor and infantry by forcing engagements at point-blank range only. They are doing this by occupying the North Wood, the West Wood, and the village of Snava, but by occupying only the west, i.e., trailing, edge of those terrain features. So, by occupying the west edge, the Soviets will have to push into the east edge in order come to grips with the Germans, negating the Soviet firepower advantage. Or at least that is the theory. So spotting and 'recon by fire' will be a big part of this game because the Soviets are carrying out a hasty attack, so they didn't have time to conduct a thorough reconnaissance and thus they have to identify where the German defenders are emplaced.
I am playing this game in 10mm on a 6' x 4' table. The toys are a mix of Pendraken, Minifigs UK, and Takara. The matt is from The Wargames Company, with trees, hedges, and buildings from Crescent Root, the pond from Battlefront, and the fields from Hotz Mats. I am using the Too Fat Lardies' I Ain't Been Shot Mum rules, modified a bit for simplicity. I already mentioned spotting and recon by fire being a big part of this game; IABSM usually uses 'blinds' to depict hidden forces, but I am not going to do this as I'm playing solo and don't want to confuse myself any more than normal ;) It's actually quite simple, no confusion involved, I just don't want to do it as I'm not going to be able to surprise myself anyway, so I'm putting the toys on the table and rolling to spot.
The Soviet baseline in the east, with their infantry at bottom and armor at top. The objective, Snava, is at left, with the North Wood above it and the West Wood behind it.
The far Soviet left flank, where the Soviet 1st and 2nd Rifle Platoons are located.
You can see 2nd Platoon at bottom, with the Soviet MG Platoon above them, the IG Plt above them, and the Mortar Plt at top right).
Behind the IG Plt (bottom left) and above the Mortar Plt (bottom center) is the Soviet 3rd Rifle Platoon. The Soviets believe that the heavy mortar barrage, the heavy weapons fire, the mass of armor pushing west from the north, and the mass of infantry pushing west from the south will hold the German defenders' attention, allowing the Soviet 3rd Platoon to basically sneak into Snava, straight up the middle. You can see the Soviet CO at bottom left.
Look at all that heavy metal. Their plan is to dash straight through the defenders, sowing chaos and unhinging the defense, even kick out some infantry (the tank riders on the Su-76s at top right) in the German rear. The issue, as anyone familiar with IABSM can attest, is that 'dashing' anywhere can be quite problematic, as friction is the order of the day!
My Su-122s, from Takara, the PC with a crew figure from Pendraken. I don't think I've ever actually had these on the wargaming table.
The Su-76s, carrying a platoon of infantry. I'm so happy with those tank riders, they're awesome!
The German defense: 1st Plt in the North Wood (top center), 2nd Platoon in the West Wood (left center), 3rd Platoon in Snava (center), IGs, MGs, and ATGS at bottom center, mortars at bottom left, and armor in reserve at far left.
1st Platoon in the North Wood. This is a hasty defense, so no one is dug in, just hasty scrapes making the best use of terrain. You can see what I was talking about with the 'reveres-slope' defense concept; the Soviets will have to come through, or around the woods in order to get at the German infantry. The big danger is that Soviet armor blows right past them, negating their cover and close-range firepower by getting in behind them, which will surely force the Germans to capitulate.
The German 3rd Platoon, in Snava, making use of the eastern buildings and string of trees to mask them.
The German 2nd Platoon, in the West Wood (far left, with Snava at far right). You can also see the German Kampfgruppe Commander at bottom left.
At the bottom of the 'T,' you can see the German MG Plt (left) and the ATG Plt (right), with Prime Movers nearby in case they have to displace in a hurry.
Above the MG Plt (bottom center) is the IG Platoon (top center).
But the IG Platoon's (top right) vehicles are having to hold further back (left) in order to not give away their position. The German Mortar Plt is at bottom left.
The German armored reserve, consisting of two Panzer IIIs (with long 5.0cm gun), a Marder III (with Soviet 76.2mm gun), and a Stug III (long 7.5cm gun), at far left, behind the West Wood (far right).
Soviet 120mm mortar rounds arc high overhead and plough into Snava…
Shrapnel clatters off the building sides, clods of dirt rain back down to Earth, and the smoke clears to reveal new craters, but nobody is hurt! The German Landser smile to themselves at the cleverness of their leaders, emplacing them on the back side of the village, knowing the Soviets were sure to hit it hard. The Soviets are only going to shell the front half of the village, right?
On the Soviet far right, the Su-76 Platoon Commander pushes his vehicle forward, scouting ahead of the main body. He scans both Snava (top center) and the West Wood (top right), but doesn't see any sign of enemy activity.
From the Birenwald (bottom right), the Soviet Mortar Platoon commander orders one of his tubes to range in on Snava (top left): “Round out!”
The Soviet Platoon Commander hears the hit (top left, between the West Wood and Snava) but can’t see it: “No impact, no idea!”
While on the Soviet far left, the 1st Platoon commander leads his 1st Squad forward…
Just as the German Infantry Gun Platoon (bottom left) opens fire on the Birnenwald (top right, where you can see the PC and squad that just moved below the explosion marker…)
The German 7.5cm High Explosive rounds wreak havoc, knocking out two rifle squads (one from 1st Plt and one from 2nd Plt) and suppress two others (red beads, one from each platoon)!
*Oh yeah, I forgot to mention, the Soviets have very high morale this game, so they can get pinned and suppressed, but will have a very easy time shaking it off.
The Soviet IG Plt Commander (bottom right) immediately orders one of his guns to respond, trying to find the range on the German gun position (top center left).
But the round goes long.
The German mortars (bottom left) fire on the Birnenwald (top right).
And it's ferocious! One Soviet gun is knocked out, another is suppressed, a nearby MG team is suppressed, and the Infantry Gun Platoon Commander is pinned!
*Wow, the German heavy weapons are off to quite the ass-kicking start!
And then the anti-tank guns (bottom left) get into action: the German PC taps gun #3 to engage the T-34 on the road (top right). The gun roars and the crew holds its breath, watching the tracer go out... then fly right over the turret. Verdammt!
"Sir, I think we've found the Fascist anti-tank guns!" The Soviet MG Platoon (bottom center) opens fire on the German ATG position (top left), suppressing one gun crew.
The Soviet Infantry Gun Platoon Commander and remaining gun crew (top center) rally, as does the 3rd Squad, 1st Platoon (bottom center).
With 80mm, 76mm, 50mm, and 7.62mm rounds crisscrossing above their heads, the Soviet 1st Platoon Commander continues pushing his 1st Squad forward (bottom left).
Where they (bottom right) put some ineffectual fire into the German ATG position (top left). Ineffectual, yes, but still threatening the lynchpin of the German defense's AT capability, a very unwelcome development.
And to make matters worse, the Soviet 2nd Platoon's two remaining squads push forward.
While in the center, the Soviet 3rd Platoon steps off (center) for Snava (top left), as the Soviet CO rallies the MG Platoon (bottom center).
And then Turn 1 ends. Kinda wild that, with all that Soviet armor on the table, the only one that moved was the Su-76 Platoon Commander, while all the Soviet infantry got to go. I'm sure the Soviet CO would have preferred the opposite. There were a lot more cards that came out on the German side; various infantry, and even their armour, but I didn't mention it since none of them needed to go anywhere yet.
Staying on the German right, the IG Plt continues to work out (bottom left), now sighting in on the encroaching Soviet 1st Plt PC and his 1st Squad...
But the fire is a bit off and only manages to pin the rifle squad (you can see 2nd Platoon's two remaining squads at top right).
Again the Soviet IG Platoon (bottom right) answers: firing on the German IG Platoon (top centre)…
76mm HE rounds hit just short, suppressing both German gun crews.
While the German mortars (bottom left) open fire on the lead elements of the Soviet 1st Platoon (top right)…
The Soviet 1st Squad is suffocated by 80mm HE rounds, their PC suppressed (red bead)!
*Again, high morale means the Soviets are going for broke, no falling back for 1st Platoon, despite having only one squad left.
And then the German ATG Platoon (bottom left) gets back into action: the PC orders Gun #3 to fire again while the tries to rally Gun #2. Gun #3 misses, and Gun #2 only gets up to pinned... He screams at all three crews to fire again!
*The ATG PC card came out, and then the ATG Platoon card came out, back to back.
Gun #1 knocks out the Soviet 1st Platoon commander's vehicle, while the other two fail to hit, but strike close enough to pin two tanks from 2nd Platoon (yellow beads)!
The Soviet Su-76 Platoon Commander continues to push ahead of the main body (bottom right), wondering when (if?) the main body is going to join him, and is happy when he sees the two remaining T-34s of 1st Platoon push ahead (center left), but none of them can see anything!
Unable to see anything, the T-34s pump HE into Snava, just for fun, to no effect.
The Soviet Su-122 PC pushes up (center, from bottom left), but can't see anything either, so he pumps a 122mm HE round into the West Wood (top right), to no effect.
*To be fair, I am rolling to see if the Soviet AFV crews 'accidentally' hit something with all that fire into Snava and the West Wood.
Just as 120mm mortars begin falling on Snava again!
And these are good for the Reds on two counts: first, the rounds hit deeper in Snava, suppressing both German rifle squads there (red beads). Second, the rounds bring down one of the eastern building (top center), clearing some lines of sight to the German defensive positions. We'll see if it ends up mattering.
On the Soviet left, his 1st Squad knocked out by German mortars (bottom left), the Soviet 1st Platoon PC falls back towards his last remaining squad (top right).
And now more Soviet armour gets moving: 2nd Tank Platoon shakes off the Pins and pushes up in the centre (left, from bottom right, with 1st Platoon below them and the SU-122 platoon commander above them)…
They (bottom right) want retribution on those German AT guns (top left) so they pull to a halt, pivot left, and fire…
But they haven't actually spotted the German ATGs (bottom left) and put their rounds into the wrong position (top right)!
In the center, the Soviet 3rd Platoon PC grabs his 1st Squad and pushes them (center, from bottom right) towards Snava (top left).
And that's how Turn 2 ends!
But while the Soviet tankers don’t know exactly where the German AT guns (top left) are, the Soviet infantry does, and their mortars (bottom right) begin hanging and dropping 82mm rounds…
Suppressing Guns #1 and #3 (red beads, with Gun #2 still pinned, yellow bead).
As the Soviet 3rd Platoon's PC and 1st Squad creep up to the outskirts of Snava (bottom right), still unaware of the German presence there (two suppressed rifle squads in the buildings at top left).
The 2nd T-34 Platoon (center) and Su-122 Platoon (just behind them, except their PC, who is at far right) push west.
The T-34s pound the buildings of Snava as the Soviet 3rd Platoon Commander and squad (bottom left) look on…
The German 2nd Squad, 3rd Platoon, is shaken up and falls back into the leading edge of the West Wood (bottom left, from building at center, where the other squad is still suppressed in the building and the PC is standing outside, flabbergasted).
And the Su-122 PC continues to pound the West Wood, to no effect.
The German MG Platoon (bottom centre) finally gets in on the action, firing into the Birnenwald
They catch the rear two squads of the Soviet 3rd Platoon (top right) in the open, suppressing both of them, as the Soviet MG Platoon (bottom center) returns fire but doesn't hit anything.
With his 1st Squad (bottom left) safe in the woods on the outskirts of Snava and his 2nd and 3rd Squads (far right) taking fire and suppressed, the Soviet 3rd Platoon PC begins sprinting back (center, from bottom left) to help get them forward.
Soviet 120mm mortars again pound Snava
They're unlucky to not hit the Germans (top center left), but very lucky they don't hit their own men (bottom center)!
On the Soviet far left, the 1st Platoon PC brings up his last remaining squad, next to 2nd Platoon, which has been stalled there in the open for a few minutes now.
The German MG Plt (bottom left) opens fire again, keeping the Soviet 3rd Plt (top right) pinned down.
But the Soviet 76mm gun (far left) returns fire on the German MGs (top right)...
And suppresses both of them, though their Platoon Commander immediately rallies both of them.
The Soviet 2nd T-34 Platoon Commander (right centre, just below Snava) and the SU-76 Platoon Commander both push forward…
The Su-76 keeps firing into the North Wood without effect.
But the 2nd T-34 Plt PC opens fire...
Which drives the 1st Squad, 3rd Platoon back (left, with 2nd Squad below them) to the West Wood, leaving the 3rd Platoon commander (right) as the only living German still in Snava… They say, "if you can't beat'em, join'em," so the PC falls back and rallies his two squads.
The Soviet 3rd Plt PC reaches his rear two squads on the road, rallies them, and tells them they need to hustle to get into Snava, where their 1st Squad is waiting.
And while they're doing that (top right), the Soviet 2nd Platoon finally gets moving (center, from bottom right, where the last squad of 1st Platoon is kinda stalled).
2nd Platoon opens fire on the German ATG position, no effect.
While on the Soviet far right, the Tank Rider Platoon Commander and his 1st Squad dismount just outside the North Wood (you can see the German 1st Squad, 1st Platoon at top left) so far unaware of the nearby German presence. And since there is no immediate threat, the Soviet SU-76 Platoon Commander’s vehicle…
…leaves the Tank Riders (far right bottom) and pushes left (center, next to the 2nd T-34 Plt PC), heading for the gap between Snava and the North Wood, looking to get into the German rear area (finally). But he pulls to a halt and shells Snava again, just for good measure (he doesn't know there are no Germans in the village).
While on the Soviet far left, 1st Platoon PC leads his last squad up (bottom center right), even with 2nd Platoon, and they open fire on the German ATG position (top left), suppressing Gun #3.
The German CO comes right (bottom right, from far left) and rallies his flagging Infantry Gun Platoon.
The German armor continues to hold fast, partly to husband their limited fuel and ammo, but partly because, despite things not going exactly swimmingly, the Soviets have yet to really gash the German line.
From the Birnenwald, the Soviet mortars (bottom right) again pound the German AT gun position (top left)
The 82mm HE rounds are coming in hot and heavy and right on target, thick enough to cause the crews of Guns #2 and 3 to fall back ( bottom left, next to one of the MG teams, from top right, where I've marked the abandoned guns with white beads), leaving only Gun #1 still in the fight.
And while the ATGs (far right, with MGs below them) are being manhandled, the IGs (bottom left) finally get back in the fight. They spot the Soviet 2nd Platoon on the road (top center, with 1st Platoon at top right) and open fire...
But it's not particularly effective, only managing to pin one squad.
The two remaining T-34s of 1st Platoon move up (centre left, from right)
And, not knowing that nobody's home, they (bottom center) pound Snava. 1st Squad, 3rd Platoon (center left) continues to stand by, waiting for their PC to return with the rest of the platoon.
But interesting machinations are occurring as we speak...
On the German far left, 2nd Squad, 1st Platoon (bottom left) watches as their Platoon Commander grabs 3rd Squad moves forward (center), stalking the Soviet Su-76 Platoon Commander (top right), taking advantage of the fact the Soviet Tank Riders (off camera to top center left) have not pushed into the North Wood and located the Germans there.
On the Soviet left, their Commanding Officer pushes up, between 1st and 2nd Platoons, rallying them, as his machine gunners (top right) slap fresh belts into their guns...
Charge them (bottom left), and open fire on the German Infantry Gun position (top left)…
The fire is devastating! The CO looks on as .30-cal rounds mow down one of the IG gun crews and suppresses the other!
In the German ATG position, as much as he curses and cajoles, the Platoon Commander can't get the cowardly gun crews that ran to rally (bottom left), but Gun #1 hangs in there and keeps firing, sighting in on one of the T-34s from 1st Tank Platoon (top right)...
Notching their 2nd kill of the afternoon!
As the German mortars (bottom left) lock onto the Soviet infantry advance threatening the German AT Gun position (top right) and opens up a horrendous barrage…
80mm mortar rounds fall directly on target and thrash the hell out of the Soviet CO and 1st and 2nd Platoons, suppressing the entire formation!
*Yeah, of course I didn't actually roll that many sixes, but it was particularly devastating and so I figured, 'why not?'
Bust then, as the Soviet infantry are being ravaged (far left), the Soviet MGs (bottom centre) again slap belts in their guns and cut loose on the German Infantry Gun position (top printer)…
And an astonished German Commander looks on as the Soviet machine gunners finish the job, killing the other gun crew and their platoon commander!
And with his compatriots from 1st Platoon doing some stalking (off camera to left top; dammit, I can't believe I didn't get them in the shot!), the German 3rd Platoon Commander decides to get in on the action, grabbing his 1st Squad and sneaking back across the street (center, from bottom center, where you can see his 2nd Squad). The Soviet 2nd Tank Platoon PC and Su-76 Platoon PC (top left) are oblivious to the nearby German infantry.
The Soviet Infantry Gun (bottom center) fires on the German ATGs (top center left)…
But misses. Shoulda let the Soviet MGs do it, they've been ferocious.
The German AT Gun Platoon Commander still can’t rally his runaway gunners (bottom left), but Gun #1 (centre bottom) shakes off the near miss and slams the breach home on another armour-piercing round and sends it after the last T-34 from 1st Tank Platoon (top right)…
Racking up kill number three on the day and ending Turn #3!
*We got through almost every single card that turn.
But just then the Soviet Infantry Gun Platoon (bottom left) fires on the German AT Gun position (top right) again…
The 76mm HE round crashes in, closer this time, suppressing the crew of Gun #1! The German Platoon Commander flinches, and quickly does the calculus: I can try to rally those cowards that ran behind me again, or I can try to rally the heroes that have already knocked out three Communist tanks. Hmmm...
Gun #1's crew is rallied.
The German mortars (bottom left) continue firing on the Soviet infantry threatening (or formerly threatening) the anti-tank position (top right)
One Soviet rifle squad is knocked out, while the rest are kept suppressed.
But the Soviet Infantry Gun (bottom right) keeps firing on the German ATG position (top left), as the Soviet CO and 1st Platoon Commander, despite the suffocating German mortar fire, raise up and rally their comrades!
Another near miss suppresses Gun #1, but their platoon commander rallies them again just as quickly
And they send another AP round downrange, this time targeting a T-34 of 2nd Tank Platoon
Ring'em up, fourth kill of the day!
Finally both runaway gun crews (red beads) rally. But there still remains the issue of getting them back on their guns…
On the Soviet right, their SU-122 pushes forward. Feeling the heat from the German AT guns (off camera to top centre) and knowing they’re coming from the left , but not from exactly where, the trailing two SU-122s move up and take shelter behind a burning T-34 from 2nd platoon (bottom centre), while their platoon commander tries to get out of the kill zone by pushing forward (far right) up to the second tank platoon and SU-76 platoon commanders.
And when he gets there (bottom, centre, left: the middle vehicle , with T-34 on left and SU-76 on right) he spots the German 2nd Squad , 3rd Platoon (top centre) in the West Wood and fires…
Though it causes them (bottom left, with their PC and 1st squad at top right) no ill effect.
*Please note that the Soviets now have their three remaining armor platoon commanders bunched together in the gap between Snava and the North Wood, with German infantry skulking about in both.
Back in the center, the Soviet plan is working: the German defenders have been so involved with the left and right pincers that they haven't even managed to toss the odd, angry shot the Soviet 3rd Platoon's way. The Soviet 3rd Platoon Commander begins ferrying his 2nd an 3rd Squads up (center, from far right) to join his 1st Squad (top left) in Snava.
The PC signals 1st Squad by hand...
And they push forward, up to the first line of buildings (left, from right), but still no sign of the Fascist invaders.
Just then then the thumb and scream of the Soviet 120mm mortars is heard again!
But the Soviets have shifted fire, and this time the heavy mortar shells fall on the German Anti-Tank Gun position!!!
The ATG Platoon Commander is suppressed and weeping as his precious Gun Crew #1 is obliterated by the enemy mortar barrage!!! Looks like they'll receive those Iron Crosses posthumously... The Germans now have ZERO anti-tank guns in action as Gun #1 is knocked out and 2 and 3, though the crews are rallied (off camera to left), are still abandoned.
The German Commander decides the time is right to commit his armored reserve!
But probably not where you expected: the two Panzer IIIs, the Stug, and the Marder move right, up to the lip of the pond (being careful to avoid bogging in soft ground nearby) and take up firing positions.
The German armour (bottom left) cuts loose with HE rounds from their main guns, as well as every machine gun they can bring to bear, laying into the Soviet infantry on their right flank (top right, just above the AT Gun position)…
The combined fire of the four German AFVs is devastating, definitively breaking the Soviet infantry assault on the right flank. The Soviet Commander, the 1st Platoon Commander, and the 2nd Platoon's last rifle squad are all knocked out, leaving only the 2nd Platoon Commander and one squad from 1st Platoon, both of which are suppressed and falling back.
Completely devastated and demoralized, the last few ragged survivors of the Soviet infantry assault fall back on the Birnenwald.
Unaware of the debacle on the Soviet left flank, the Soviet 2nd Tank Platoon Commander and Su-76 Platoon Commander push west, through the Snava-North Wood gap (far left), as the Su-122 Platoon Commander looks on (left, with the Tank Rider Platoon Commander and 1st Squad at top center).
*It seems like ages ago that the Su-76 Platoon Commander dropped off the Tank Rider Platoon Commander and 1st Squad, but they haven't moved nary a foot since. Just as bad, the other two Su-76s, carrying the Tank Riders' 2nd and 3rd Squads (top right), haven't come up yet, either. Failure to push infantry into the North Wood (top center left) is about to have disastrous consequences for the Soviets.
Moving top to bottom, the Soviet T-34 and Su-76 Platoon Commanders know they are in constricted terrain and are absolutely, acutely aware of the threat. Their heads are up and their eyes are scanning for threats, but they're so focused on the threat in front of them that neither scans to the side, or behind them, where the German 1st Platoon (far left) and 3rd Platoon (far right) both have their Commander and a rifle squad lying in wait.
*Still, there's nothing saying the card for either of those German units is going to come out next, or even soon...
But that’s exactly what happened: the German 3rd Platoon Commander peers warily at the enemy tank, mentally measures the distance, looks at his men, swallows hard…
Then leaps to his feet and let’s out a blood-curdling yell for his men to follow him. The German infantrymen rush the 10 metres to the massive Soviet armoured beast, braving fire from its bow machine gun and its commander’s pistol, firing into vision ports and clambering onto the sides of the vehicle with Molotov Cocktails, grenade bundles and Haftholladung (the weapon in the previous, black and white, photo)…
The T-34's back deck catches fire and several internal explosions are heard as the turret slews left and smoke belches forth from its hatches!
Back on the Soviet left, their MG Platoon rakes the German MG Platoon’s position (top left)…
Putting one of the MG teams out of action.
In the center, the Soviet 3rd Platoon Commander leads his 2nd Squad up to the edge of Snava (left, from bottom right, with 1st Squad at top left), as his 3rd Squad looks on.
The German CO moves right, over to the MG Platoon’s position, and threaten summary execution on any AT gunner that does not immediately return to his gun…
Unsurprisingly, both crews sprint back to their guns (far right, from far left).
But back on the German left, the Soviet SU-76 commander has processed what he just saw, which was the German 3rd Platoon commander and his 1st Squad blow up his comrades in the T-34 next door. He orders his driver to turn left, and they drive into the gaggle of German soldiers milling about the burning T-34…
But the three-man crew in the open-topped Su-76 is no match for the hardened, veteran German infantry and is quickly belching flames and smoke of its own!
The German 3rd Platoon Commander gives a quick peek right...
Where he spots the Soviet Su-122 Platoon Commander (top left); doing some quick mental math, he determines there's no way the enemy commander currently staring at him did not see what they just did, and there's no way they can get to the enemy AFV in a sprint, he'll either gun them down or back away, THEN gun them down. So, deciding that discretion is the better part of valor…
But it's okay...
Because just then the German 1st Platoon, in the North Wood (you can see the German 3rd Platoon commander on the edge of Snava, top right, next to the burning T-34 and SU-76) gets in on the action. First, their 1st and 2nd squads charge forward into Close Combat with the Soviet Tank Riders ‘ Platoon Commander and 1st Squad (bottom left, from bottom right)…
Pistols, rifle butts, entrenching tools, hand grenades, submachine guns, trench knives, insults, you name it, they were used in this vicious, hand-to hand melee! Ultimately, the Soviet platoon commander and rifle squad were eliminated, to the man, while the Germans lost their 2nd Squad.
And while the melee was occurring (top left), the German 1st Platoon Commander and his 3rd Squad broke cover and charged out into the flank of the Soviet Su-122 Platoon Commander (far right, from center)!
The German platoon commander took a bullet, but his men finished the job, knocking out the heavily armored beast!
The current situation from the Soviet perspective: infantry assault on the left flank broken, leaderless (the Soviet CO and every single armor platoon commander dead!), seven of their twelve armored fighting vehicles knocked out, most of their heavy weapons still in action, one complete rifle platoon kinda, sorta on the objective.
I know the Soviets are supposed to have incredibly high morale for this fight, but they've suffered approximately 65-70% losses, to include seven of nine officers (not including the MG, Mortar, and Infantry Gun platoon commanders), so it's time to go. The remaining Soviet armor on the right falls back, which is going to be interesting. As Uncle Joe Stalin is reported to have said: "It takes a brave man to not be a hero in the Red Army."
Realizing the infantry assault on the left (bottom right) was broken by Fascist mortars and tanks, and that their own tanks have abandoned them (off camera to top center), the 3rd Platoon Commander grabs his three squads and slinks away to the east, abandoning Snava (center, from bottom left).
*It could be interesting in terms of the campaign to play it out that he decided to hole up in Snava, and make the Germans, already short of men and ammunition, come dig them out.
The German Kampfgruppe Commander consoles his ATG Platoon Commander; "they were true heroes, and they, especially in these difficult times, will be missed. I will ensure they receive their Iron Crosses, and I will do everything I can to ensure their families are looked after."
Not long after, he was made aware of the exploits of his 1st and 3rd Platoon Commanders on the left flank, which cost the 1st Platoon Commander his life. But the 3rd Platoon Commander's feat of knocking out one Soviet armored beast, then standing his ground and knocking out a second when it charged him, is also the stuff of legends.
I've already outlined the Soviet casualties (though I forgot to mention, the Soviet heavy weapons units actually suffered a tiny bit of casualties, a single infantry gun was knocked out), guess I should do so for the Germans as well:
2 Platoon Commanders (1st Rifle Platoon and Infantry Gun Platoon)
1 Anti-Tank Gun
2 Infantry Guns
1 Machine Gun Team
1 Rifle Squad
Pretty lopsided in terms of casualties, but it had to be, I suppose, as the Soviets had a much larger force.
So, what happened? Well, I'd sum it up by saying the Soviets experienced an inordinately large amount of battlefield friction. Or plain bad luck, whichever you prefer ;)
The German anti-tank guns had a wonderful field of fire; it would have been unreasonable (in my estimation) for the Soviet off-table heavy mortars to have been zoned in on them from the get go. Without reconnaissance, there's no way the Reds are putting supporting fires on that location, they're putting it on the objective at least 99 times out of a hundred. Yes, the ATG position is a clear point of interest (that amazing field of fire is why they were emplaced there, after all), which is why I did allow the Soviets to commit two rifle platoons to its seizure (and only one to the objective itself), as well as allowing they and their heavy weapons to 'infiltrate' the Birnenwald in order to emplace right across the way.
The Soviet armor knew it had an issue right from the jump, in that it was going to have to cross a great, wide open expanse (what many folks would call 'good tank country,' so don't beat me up too bad), but that's kinda what you expect tanks to do.
Similarly, the German ATG's got off to a very weak start, not getting many shots in and then missing most of them when they did. But the issue for the Soviets was just that the Soviets couldn't get to where they needed to be; I really thought the Soviet armor would have a good chance of punching through the Snava-North Wood gap in a relative hurry (at least fast enough to avoid getting shot to pieces by the German ATGs). With that, I figured the Tank Riders would be in the North Wood in a hurry, tying down the German 1st Platoon, maybe even beating them with close support from their Su-76s and Su-122s. I figured by that time the ATGs wouldn't be an issue, so the off-table mortars and on-table heavy weapons could shift fire to Snava and the West Wood, keeping the Germans there (3rd and 2nd Platoons, respectively) pinned down, and the deciding fight being the German armor being committed to stem the breakthrough by Soviet armor, which, by that point, should have enjoyed something like a 7 or 8-4 advantage.
And if their infantry on the left could flip a trick and somehow get into the German ATG position, thus forcing the German MGs and IGs to fall back, maybe they could have even tied up the German armor reserve some, too, maybe force it to be split to deal with two separate calamities.
Overall, the Soviets had a huge problem with Platoon Commander cards coming out, but Platoon cards not, which meant that Platoon Commanders were able to push forward very far, very fast, but with very limited capability as the rest of their units were still stuck back at the start line.
I'm sure some will say that my big mistake (as the Soviet commander) was not concentrating the Soviet force; personally, I'm always very aware of unit spacing, not wanting to get bunched up and pounded by supporting fires. So that one doesn't bother me; what bothers me, what I worry my big mistake was, is when the Soviet 3rd Platoon got their Platoon Commander and one rifle squad into the eastern edge of Snava, I halted the rifle squad there and sent the PC back to get the rest of his platoon. That worked, I suppose, but not until both flanks had collapsed. I will always wonder what would have happened if I would have kept the 3rd Platoon Commander there in Snava, with his 1st Squad, and every time his card came out, led them further into Snava, moving forward cautiously, spotting the German forces there, then coordinating with armor for fire support in order to blast the Germans out systematically. I could have done that, but it just didn't seem to feel like a very 'Soviet' way of doing things, so I did what I thought they would do, which was try to get the rest of the platoon forward.
And that shines a spotlight on the other big problem for the Soviets: they couldn't spot anything! Their armor had countless chances to spot German positions. Not good chances, but my goodness, lots of them! You would figure they'd have accidentally spotted some of the German units they missed, but no, they didn't even when they were on top of them, and they had like a 90% chance of successfully doing it.
The last issue, or possible failure on my part, was not concentrating organic supporting fires on the German ATG position. To a human player playing another human player, I have no doubt that I, or anyone else, would have said "ta hell wit da German MGs and Infantry Guns, I'm taking out dose Anti-Tank Guns!" But, again, I try to play from the perspective of the force's commander, knowing only what he knows, and doing what I think he would have done given 1) his knowledge of the tactical situation and 2) his role on the tabletop. The issue, then, was 1) the organic heavy weapons (machine guns, infantry guns, and 82mm mortars) belonged to the infantry company, not the tank company, and not, really, even the Task Force Commander. So, 2) the job of the organic heavy weapons was to do whatever they could to keep their infantry comrades from getting shot to pieces, not to keep their tanker comrades from getting shot to pieces. So they ended up splitting the baby and not doing either very well...
From the German perspective, really it came down to 1) having (I think) a solid plan, with the long reach weapon having long fields of fire and the rifle platoons playing reverse-slope defense to maximize their firepower, then 2) pure luck. Like I said, the German ATGs got plenty of shots in on the Soviet tanks because they just took so damn long to get through the kill zone, the Soviets just couldn't get their Tank Riders into the fight, and they just couldn't spot a damn thing, with both of those factors allowing the German 1st and 3rd Platoons to creep riflemen into position to close assault their tanks.
So, a helluva fight that was a helluva lot of fun! I hope you enjoyed it as much as I did.
Just Jack
We had another run through of the Arras Counter Attack game for Salute in 2020.
AA from 7th Panzer Division on the Ficheux ridge.
Had to substitute quad 20mm for the single 20mm. We'll have the single 20mm for the game at Salute.
CS9 Armoured Cars from 11th Hussars and Matilda Mk I from D Coy 7RTR. The village of Wailley in the back is held by elements of SS Tottenkopf division.
A poor picture of a PaK 36 of SS Tottenkopf.
Elements of 8DLI and B Coy 7RTR advance towards Wailley.
View from behind the Tottenkopf AT Battery. Only one gun has been spotted so far.
D Coy 7RTR pushing on under heavy fire.
B Coy 7RTR Matilda II's and 8DLI cautiously advance towards Wailley.
D Coy advance , ranging shot by 105mm artillery at the front.
Carrier section dashes towards Wailley. Tottenkopf transport hints at what’s waiting.
Long view from the British side.
A ridge with a view.
B Coy 7RTR swing around the flank of Wailley while D Coy push on towards the AT Battery.
Carrier section dashes towards Wailley. Tottenkopf transport hints at what’s waiting.
D Coy advance , ranging shot by 105mm artillery at the front.
Tottenkopf AT Battery feeling the heat of hot lead from the machine guns of D Coy 7RTR.
8DLI Carrier section supported by 7RTR Vickers Light Tanks burst into Wailley. The infantry couldn't stop them and was crushed under the tracks of a Vickers Light Tank.
Michael Curtis
On Saturday the Little One and I had a real treat as we were invited to Mike Whittaker’s Mill Studios to play the eminent Omaha Beach game that we had missed to play at Salute this year. The Little One, Andy (who built the terrain but never played the scenario) and I played the American side, we were being skillfully umpired by Mike who also played the Germans.
The scenario is from the excellent IABSM scenario book called “Where have you been boys” and can be bought from the Too Fat Lardies website here.
This is scenario #06 in the book and promises “The game will be nasty, bloody and gritty, it shouldn’t be anything else”. It takes place at the eastern end of Omaha beach (Colleville-Sur-Mer) and involves the US 1st Infantry Division – the Big Red One. This is very much the scenes from Saving Private Ryan stuff. The scenario shows the difficulties on the day and for this kind of operation in general. The Germans have relative little firepower but are in very good protected position whilst the Americans are mainly in the open up to the shingles of the beach, then protected by the cliffs before having to be in the open again trying to get through the wires and mine fields.
The US forces, just like on the day, come in waves, and basically first wave took a lot of damage, so did the second but managed to clear some wires and take out some of the nests from a distance, then the final and third wave started to turn the balance.
It was a different wargame in that most of the time, from our American side, was spent hoping that the next barrage of artillery, HE guns, sniper fire and MG would not wipe the whole section out and that some of the men who survive and get to the shingles and momentarily be safe. The two Sherman tanks who had made it to the beach did provide some initial fire power but they were soon taken out. It was very sobering and certainly kept to the promise in the scenario book, as it was indeed “nasty, bloody and gritty” and leaves you with a lot of reflection on the terrors facing the men on that day.
We had to leave just as the third wave had arrived, but at this time it looked like the first part of the job was done, at least on the side of the beach I was not responsible for (luckily Andy and the Little One had cleared a lot of wire on their side of the board).
Mike had added a few features like General Norman “Dutch” Cota, coming as part of the second wave, who was useful in rallying and getting some moving on where needed and also Robert Capa who took some iconic photos.
The one take during the game (actually when leaving rather than arriving) – taken by Mike
Prepping with Chocolate and an Osprey
Preparation is everything
The calm before the storm, just a few engineers on the beach.
Initial rolls for what is coming and a where? – will the boats come with medic of big men, will they arrive in time and will they have taken casualties and in which sector will they arrive?
Two tanks had made it to the beach!
Mike had a very effective and clever management system for getting the waves organised
First boats incoming, one taking damage.
First shot of the Game a Sherman knocking out one of the Bunker guns.
One of the first wave boats deploys
Robert Capa being onboard
One of the Shermans quickly gets take out of action
More boats arrive
Movements then starts up the beach – slow and deadly!
The Germans have easy targets
It is a long way to go
Some of the teams manage to get to the shingles relatively early – safety can be found here for a while.
Engineers getting up the slopes trying to get rid of the wire
Mike doing some Capa shots!
General Cota is inspiring the men but a lot of kills and pins are being delivered by the German continuous firing!
Build up on the beach!
Artillery was scaring and kept pinning and draining men!
They are not having rest Corporal!
Some early wires being dealt with!
Constantly pinned down – it was difficult to get forward.
A bazooka team is getting closer with the objective of taking out the other bunker with the Gun (eventually they would be successful).
At this point we had to leave, we had been playing from around 10am to 6pm, with a break for Lunch. Finally we had broken through the wire in Section 3 and the third way were just starting to come in.
Having promised Per and his young lad M that I'd run the game for them, since they missed it at Salute, and likewise AndyM, who's missed every public showing of the game, I arranged to put it on today. Sadly, one other couldn't make it, but I will probabaly arrange another run sometime next year for him and a couple of others. We didn't quite finish - Per had a train to catch - and Andy and I are going to run the arrival of wave 3, seeing if Robert Capa makes it back to Blighty in time for his press deadline and how hard the Germans get clobbered tomorrow afternoon.
Much fun was had, many bizarre dice rolls happened, many photos were taken: I'll caption a few in the gallery below. A number have been cropped and adjusted to look like period shots from Robert Capa :D
Huge thanks to Per, M and Andy for playing, and to my wife for... well, not resisting the temptation to bake - those maple apple scones were a) still warm and b) amazing! And as ever to Rich and Nick for the scenario and the rules.
Andy and I decided to see what would happen with Wave 3 of the US landing craft this afternoon.
Answer? Mopping up is really, really hard when the things you're trying to mop up are in hard cover behind barbed wire and they have lots of razor sharp 7.92 mm teeth!
After about three hours, Andy had reduced the Germans to two manned MGs and a pair of 5cm Granatenwerfer. and we called it a day.
A number of interesting takeaways from the game as a whole - most I'll share in the article I've just finished for Lard Magazine, which you'll have to buy :D I was, though, amused to realise I'd been being slightly lenient to the Americans in a couple of rather important places as regards firing at German positions. I don't think it would have affected the outcome of the game, but I think they'd have had to figure out how to concentrate their forces at a weak spot more to get ashore and inlands.
Here is an After Action Report for another game recently played using the TFL I Ain't Been Shot, Mum rules and another scenario from Rob Avery's excellent scenario book The Defence of Calais. This scenario, The 3RTR at Hames Boucres saw the British and Germans take part in an encounter game.
The British were already deployed on the table with their lead elements in a sunken road (denoted by loose scatter material to the sides of the road) in front of the crossroads which dominated the table. The rest of the terrain was rather sparse with a little bit of the village hearing on one table edge and a few copses hither and thither. The crossroads area was occupied by several groups of refugees randomly determined in number and size by the umpire previously.
The Germans started the on the opposite table edge in column with a light tank section of two Mk II Panzers patrolling the left-hand advance flank and a medium tank section of three Panzer Mk IIIC tanks patrolling their advanced right flank, close to the village. The Germans were allowed to bring on a limited number of units per turn whilst the British were free to move forward and reconnoitre the position from the start.
The British encountered difficulties with the groups of French refugees at the crossroads and their presence was preventing the British from exiting of the sunken road with their lead units of Dingo armoured cars and Vickers Mk IV light tanks.
This caused some consternation for the British players and they were quickly under attack from the German light tank section whose autocannons took a heavy toll of British armour, several of which became immobilised and ultimately abandoned as their morale deteriorated.
The British were quickly boxed in and with a significant amount of German reinforcements appearing on the table, notably for PaK 36 anti tank guns, from their road column they quickly made the decision to head on back to base having been unable to break through.
Apologies for the lack of detail in this report: there is always a slight difficulty in undertaking an AAR with many of Rob's scenarios as they frequently contain hidden surprises, and for those of you who may wish to play the game yourself it would be unfair to give away all of the secrets.
Hope you like the pictures and here's to the next report!
Tim Whitworth
British units coming under fire with French civilians milling about the end of the sunken road
The German light tank section advances along their left flank. Sections of infantry an hour deploying along with their associated machine-gun teams.
"Get out of the way! Allez!"
The German column advances towards the crossroads
British armour attempting to deploy the road to enable them to tackle the German onslaught. Vehicles are a combination PSC A9, S Model A13 and A10 from Lancer Miniatures.
The German medium Panzer section of Mk III tanks encounters more refugees. This time they are less forgiving!
Mk III tanks, the right hand model is a repainted die cast piece with home made decals.
The German anti-tank gun screen deploys on the heights crossroads.
British armour attempting to break out.
Panzers on the attack skirt the village.
A problem of space or lack of it.
Mayhem reigns in the sunken road (denoted by the scatter material).
In this scenario, the British must defend a crossroads that is intended as the jump-off point for the next Allied advance, whilst the Germans must snatch it for exactly the same reason.
We’re playing along the length of the table, giving us a width of only 120 cm.
The British are under hidden Blinds around the crossroads
With artillery units on the hill nearby
The Germans will arrive from the other side of the table, and do so with a careful, co-ordinated advance.
The German units on the British right flank are quickly Spotted, so they must deploy within the forests, which are the only places to get cover in otherwise really open terrain.
The rest of the units are more difficult to spot, as the British left flank is covered by a couple of forests.
On the British right flank, German troops entering the forest are intercepted by small British Recce units, which slows down their initially rapid advance.
The British FOO, forward in the forest, calls in the artillery onto those German units that have been spotted.
And the first casualties of the battle occur
Meanwhile, the Germans are gradually discovering small units of British troops, hidden to spot as quickly as possible German troops that are advancing towards the crossing.
The Germans are also spotting the British positions, and their artillery is doing its job
As this point the German avalanche looked unstoppable by the British troops who opposed them, especially because the German tanks were perfectly positioned to beat the British Sherman and Churchill facing them on the left flank.
Although it would probably have taken another two to three turns to be sure, all agreed that the Germans would eventually carry the day.
Burt Minarot
Some pictures from a recent game of I Ain’t Been Shot, Mum by Joe McGinn and Tim Howard.