The British counter attack at Arras, May 1940, a 15mm IABSM game played at Bristol Independant Gamers 1st March 2020.
Phil Turner
The British counter attack at Arras, May 1940, a 15mm IABSM game played at Bristol Independant Gamers 1st March 2020.
Phil Turner
While at York I had a quick chat with Michael Curtis at 1st Corps and he mentioned he was playing a lot of I Ain't Been Shot Mum (IABSM) by Too Fat Lardies. I thought it had disappeared due to the concentration on Chain of Command but seemingly not, it can still be found. I mentioned the rules while in conversation with club member Dan and he said he had played at one time and had 15mm forces and he would like to try it again, so we set a date.
Dan decided to umpire a game between Simon and myself. I was the British with two platoons and a couple of Shermans, while Simon had one German platoon with two HMGs in support with the tempting promise of more to come. Simon defended while I attacked.
IABSM uses Blinds, which may or may not be an actual unit as they cross the battlefield: once spotted troops turn up or the Blind is a dud and gets taken away. I sent one platoon and one tank out on my right while the other attacked from my left flank, the defenders were strung out quite thin. My left hand tank took some non penetrating hits from a couple of Panzerfausts but they did leave the crew shaken and Pinned and pretty useless for most of the turns.
First platoon just tried to shoot the outnumbered enemy to their front but it was taking quite a long time, too long. On the right I made some aggressive moves against a small nearby house but again never seemed to have enough orders to get a good head of steam up and close with the again outnumbered enemy.
Simon played quite aggressively but began losing men and at one point a whole section went. Although I did not lose any complete sections several were hurting quite badly. As the clock ticked down a Panzer IV turned up and loosed a shot at the Sherman on the right flank, some paint flecks spun into the air. at this late stage I don't think I got a shot back, I may be mistaken. Overall the game was decided as a draw.
There were several mechanisms which were almost identical to CoC while others were simply puzzling, we didn't spend as much time as we would in the rule book as, many moons ago, Dan had drawn up several yes/no flowcharts which helped. One game is not enough for me to really give an opinion, I also think quite a bit of work and knowledge is required to get the best out of it.
George Anderson
The defence of Pierrecourt was the third game in our Normandy 1944 campaign from the Two Fat Lardies campaign booklet Blenneville or Bust! Ralph and John again played the Allies whilst I played the Germans and Martin kindly umpired the whole thing.
In our first campaign game I had beaten off the American reconnaissance in force and put them on the back foot which resulted in the second game being a German counter-attack. However that failed in a bizarre game which used mainly Blinds and just a couple of units on the table. Lots of things learned in that game, however this resulted in scenario #3C being played. I found myself on the back foot yet again, but this time defending quite a considerable built-up area surrounded by a significant number of outlying farmsteads and isolated houses on the northern edge of the town of Pierrecourt.
I knew I was expecting an attack from the north-west but where exactly it would arrive I wasn't sure. The German defenders were limited to a deployment area to the south and to the east edges of the table, and mainly to the north of the town.
The German force comprised a significant number of support weapons, including five medium machine gun teams! These were placed strategically in an arc focusing inward towards the likely American arrival points. All were hidden within buildings and therefore started the game on hidden Blinds. The Germans weren't sure of the size of the American force but certainly it had been suggested that they had found a way over the river Ribeaux by building their own bridge. I could therefore expect to see armour in plentiful supply.
To counter this the Germans had a couple of PaK 40 anti-tank guns and couple of StuG III assault guns. These were also placed so as to create overlapping arcs of fire and kill zones. The Germans also had two full platoons of infantry which were placed within the confines of the town, but a couple of elements in fortified houses towards the western edge of the town, should the Americans choose to come that way. This was particularly beneficial as an American flank attack of armoured infantry did just that.
As with most games we started with the pack including only the Tea Break and Blinds cards for both sides. The American attack quickly developed on the western edge of the table and soon they were adding cards to the stack on a fairly frequent basis. German confidence did not waver and they continued to watch as more Americans units arrived.
The Americans brought forward a couple of armoured infantry platoons with their support weapons into the bocage hedged enclosure on the western edge whereby they then set up shop proceeded to engage in a firefight with a machine gun holed up in protected building the western edge of the town, where their superior firepower began to show through.
The Germans had placed their Forward Observation Officer in one of the lofts of the houses on the northern edge of the town and he had his card activated fairly quickly to call in support from an offboard battery of 210 mm Nebelwerfers. However the Germans were unfortunate and made repeated low dice rolls, failing to bring in this much-needed support until towards the very end of the game. When it did arrive the accuracy was so erratic that the first range shots disappeared well over the western horizon and off the table.
In the meantime the Americans brought armour onto the table in the hedged enclosures on the south-western corner of the board and started to aggressively reconnoitre the isolated farmsteads in the southern part of the battlefield. That area the Germans had left particularly weakly defended as the numerous buildings in that area posed a significantly psychological threat, with their potential kill zones and overlapping fire fields. Indeed there are only two medium machine gun teams in that half of the battlefield and both remained on reserve dice until absolutely necessary. They only made their presence known late in the game.
On the north western edge of the board an American armoured infantry platoon dismounted and entered the town area rather cautiously. It was initially placed under a Blind, but quickly found itself uncovered due to the presence of another medium machine gun and a separate building housing a German infantry section. There ensued a couple of close combats. The medium machine gun coming off the worst of one, having to retreat into an adjacent property garden whilst the second American section was beaten off by the German infantry squad.
To add further discomfort the Americans were then at the mercy of an assault gun prowling in the western sector of the town. Direct high explosive rounds were fired, pinning the squad and leaving it vulnerable to further fire. Two of their colleagues 0.3 inch machine gun teams also suffered at the hands of the assault gun who continued to harass the remaining American elements on the edge of the town.
As American confidence grew one of their armoured platoons burst through the dense hedge row and made a dash for the centre of the table. As if by magic the German Blinds card appeared and exposed a PaK 40 anti-tank gun who immediately conducted a barrage of aimed and snapshots at the platoon, famously missing with all three. Once exposed the anti-tank gun was at the mercy of every American gun: very quickly it was eliminated.
Thinking the coast to be clear more American armour appeared in the centre/southern sector intent in making a sweeping left flank manoeuvre. Almost immediately a second anti-tank gun was activated which quickly saw the end of the two leading Sherman tanks, both of went up in flames after receiving the first hit. The American attack was slowing down.
With their left flank progressing slowly the Americans resorted to using their considerable mortar power to lay down a smoke barrage and prevent the Germans (if there were any) from assaulting them in the flank.
Offboard American artillery was a little more successful than the Germans, but most of their efforts were aimed at the buildings in the centre of the table and away from German troops who were hiding mainly in the town. The Germans continued to calling for their support fire but to no effect and many opportunity targets came and went without success. During this time the American force had the use of air power but on every occasion it too failed to appear.
This is one heck of a slog of a scenario and very quickly the Americans realised that with increasing losses to their armoured support, the town was not going to give in easily and certainly not without further support. With that in mind the game came to the conclusion and the umpire decided that the Americans had not secured significant portion of the battlefield and that the Germans still held their line.
In short the Germans had stopped the Americans once again.
Now its on to the next battle in the scenario order and perhaps another German counter-attack can be expected?
The battle for Normandy and particularly the race to Blenneville continues!
Tim Whitworth
A couple of weeks ago we started to play the Blenneville or Bust! campaign set in 1944 Normandy and written by Robert Avery.
The first game was an attack/defence game with the Americans using a large reconnaissance force to probe for a river crossing point that could be used by their heavy armour. The scenario was set in an area of Normandy countryside containing a significant amount of high sided bocage hedgerows, making it the perfect position for a German defence.
I played the German side and Martin kindly umpired. The Americans were played by Jon and Barry.
The battlefield comprises a major road running from north to south along which the main American advance takes place; however they have the option of following a lesser quality track adjacent to the river which skirts the eastern flank of the battlefield.
Towards the northern end of the battlefield is an isolated farmstead and across the road from it a significant area of high ground to the west dominates the river valley area. To the south there is another small building adjacent to the bridge that crosses the river. It is this feature that the Americans are interested in. Their mission is to determine if this river crossing will take the weight of their heavy armour.
As mentioned before there is a significant amount of high hedgerow with a limited number of access points, such as openings or gateways. Without them anything less than a medium tank weight vehicle cannot penetrate the high earth banks and so this limits the Americans with their lighter reconnaissance armour considerably. It also to the contrary assist the German defensive player immensely, providing lots of opportunities to hide in hedgerows and field openings, lurking in ambush and awaiting their victims.
The Germans placed an advanced infantry section at the foot of the hill near the farm buildings surveying the two approach roads that the Americans could take. Acting rather as a sacrificial diode, they immediately exposed all emerging Allied Blinds entering the table and forcing the Americans to quickly review their battle plan.
The Germans placed their limited anti-tank capacity, in the form of two Panzerschreck teams; one in the farmyard and one in the hedgerows of the trackway near the river, should Americans choose that route as a fast bypass to reach the bridge.
Both teams would be kept well occupied throughout the game.
The Germans were rather limited in firepower; only having a couple of infantry platoons, some SdKfz 231 armoured cars and a couple of half-track mounted anti-tank guns.
On the other side, the American force was quite strong, with eight Greyhound armoured cars, numerous jeeps, a platoon of M5 Stuart light tanks and a reconnaissance platoon from the 425th Infantry Regiment. Anti-tank weapons and bazookas abound. They were also given on-table support from a couple of M8 Howitzer Motor Carriages. All in all a formidable force.
With the main American thrust shocked to discover the advanced German section, the action switched temporarily to the track adjacent to the river where Barry led a second reconnaissance platoon at full speed along the riverside. These too were surprised as lurking infantry platoons opened up with all their light machine guns and made numerous anti-tank assaults against the surprised reconnaissance team.
Despite all this difficulty the American attack on the western side of the battlefield successfully defeated the solo German section and quickly skirted up over the hill seeking a fast route down to the other side of the bridge which was defended by a solitary German armoured car. However in doing so they exposed themselves to fire from the centre of the table with Germans lining most hedgerows with infantry and their numerous light machine guns. These were also joined by fire from the improvised anti tank platoon of half track mounted 37 mm anti tank guns. Again there was considerable carnage.
With the eastern side US assault pinned against the river and slowly losing vehicle after vehicle from infantry assaults; the Germans went onto the counter attack launching their remaining armoured cars in a suicide charge up the hill. Firing their auto cannons as they went, the remaining US forces succumbed to the immense firepower and the American attack halted completely.
It was a resounding win for the Germans who had prevented the Americans from undertaking a successful reconnaissance of the river crossing.
An early setback for the Americans and one which will see the Germans launch a massive counter-attack in the next scenario.
Figures are all 20mm and from Martyn and my collections, and the terrain is from The Last Valley. We had to use some British armoured cars as we ran out of M8 Greyhound models!!
Tim Whitworth
The blue tiled building in the foreground is the bridge keeper's house and is defended by a lone German armoured car
The central road runs parallel to the river and has significant amounts of high sided dense Normandy hedges along its route. These fields are only occasionally punctured with access routes and gateways and make swift advance almost impossible for the Americans.
A strategically placed and sacrificial German infantry squad lay in wait in a copse on the northern slopes high ground which dominated the river valley.
The American attack in this sector is halted almost immediately.
A lone Panzerschreck team sits in the farmyard approach. Within a short time it manages to destroy two of the four reserve Stuart light tanks.
This quickly becomes the victim of a panzerschrek team lurking in the farm buildings (just off shot to the top right of the picture where the road junction forms). In the foreground numerous knocked out and disabled American armoured cars and jeeps litter the hillside.
This is where the American reconnaissance platoon came to grief at the hands of numerous German infantry close assaults.
Whilst a German SdKfz 250/10 with its 37mm anti-tank gun lays in wait in a gap in the hedgerows.
An I Ain't Been Shot Mum 6mm game played at GigaBites Café in Feb 2020.
Looking NW towards the rolling terrain east of Bilohorodka. This game is part of the major tank battle around Verba and Dubno. This action is on June 29th, 1941. Parts of the 16th Pz Div's II Abt, 2 Pz Rgt and of II Abt 64 Schutzen Rgt are heading west and northwest to encircle the Soviet 34th Tank Div.
The table has 2 ridge lines with scattered farm buildings and fields with low crops.
The Russian player (me) had the option of digging in their infantry- a company of 3 platoons, each of 3, 10 man sections, 3 MMG teams (only 3 men ea), 3, 50mm Mortars. I elected to do this along the slightly higher ridge closer to this edge. Armor support would come in after the 2nd 'Turn' card. It consisted of 7 T34 Model 1940s, and 2 smoke break later, 4 KV1 model 1940s. Since I had no ATRs or ATGs, the tanks would be the anti-panzers force.
A Warhammer player looks on, no doubt dazzled by our good looking table and miniatures and spiffingly attired players.
The Germans had a nice force consisting of a company of dismounted grenadiers ( 3 platoons of 3 sections with a HQ section), 2 MMG teams and an FO. They also had a PaK group of 2 PaK 38s coming in later. The tanks force was 2 platoons of PzIIIFs and a HQ tank (8 altogether), a 4 tank platoon of PzIIs, and a hvy platoon of 4 PzIVEs. The panzers entered first with the grenadiers marching on 2 smoke breaks later.
The ridge line in the center prevented spotting until Sheridan's armor came up into view.
The heavy tanks went up the center while the 1st pla of Pz IIIs went around the left-just visible. Sheridan sent the PzIIs that way also. The 2nd PzIII platoon went to his right.
Sheridan and Jess having a good time manoeuvring their Blinds over the eastern half of the table.
The Russians are dug in along the next slope in camouflaged trenches. The first group of T34s has finally arrived and is moving up behind the ridge on the Russian left.
Sheridan had some 'blitzkrieg' moves which allowed these panzers to cover 3/4 of the table to get around the west edge of the slope.
Still no firing at this point. No Russian ATGs and no German soft targets so I kept my men hidden.
The dug in line is finally spotted. PzIIs in good position to start hosing them down with auto cannons.
The blinds on the top left are T34s moving up. Blinds in the center are German dummy blinds.
Overwatching the panzer advance in the center.
And not much for me to do but take it.
I have moved up some T34s under blinds into the farm. The blinds above the trenches are dummies
Bad spotting rolls have not discovered more trenches across their front
They have spotted a second line of trenches further up the slope.
Jess decided to send 2 platoons around the left in the path of the panzers to assault the trenches that the 20mm had softened up.
Just as the 1st PzIII platoon was getting to the rear. A nasty surprise indeed. Unfortunately with green crews they can only move (slowly) or fire 1 round per phase. The PzIII have 4 action points. 3 T34s are still unspotted in the farm area. Meanwhile the center platoon of Russians in the trenches are id'ed now. The PzIIs still firing at the right hand trenches as Jess moves his infantry around to the left behind the light tanks.
Combined fire between the T34s and KVs KO 1 PzIII and damage another.
Superior guns and armor and numbers slow the panzers.
After the softening from the 20mm fire, Jess close assaulted my trenches, The first section was easily defeated, but I sent the section next into the attack with their platoon CO. I lost that even fight and soon had to abandon my first trench line. A Maxim team keeps the grenadiers from getting any closer.
The two 50mm ATGs set up and can see a KV on the next slope. Its a flank shot for them and they immobilize the beast. This and 2 shock points means that the green crew bails. I retaliate with my light mortars and a MMG.
The panzers have taken some fire from another group of T34s to my left. The PzIIIs have made 2 of them bail already
The Panzer command PzIII is behind the Mk IVs. The IV on the right is trailing behind with engine damage.
The KV on the left is abandoned due to PaK fire. The 2 KVs on the right keep moving to try to get shots on the panzers. The 3 T34s in the farm are .not having any luck hitting anything. 2 PzIIIs are destroyed from the KV fire.
I was keeping track of how many hits the Russian tanks took and the T34s in this farm had 12 hits on them altogether before they were forced to bail because of shock and 1 had a gun KO'ed. Green crews are at a distinct disadvantage even in well armored vehicles.
Jess's 2nd platoon is in bad shape though. Its down to half strength. The supporting 3rd platoon has 1 section down to 4 men also. The Pz IIs are moved to the right to start to soften up the center group of trenches.
Fire from the T34s in the farm ceases as they abandon their mounts
The PzIV platoon has run through the trenches to get to the rear of the KVs. The left flank KV is now abandoned after taking 5 hits from the PaK38. 2 of the KVs have yet to even fire.
One KV manages to turn to face the new threat as the other 2 continue to try to get the PzIIIs.
Its every Red tanker for themselves
It was another situation of bad shooting by the Russians there, but fun The Soviet tank CO's tank was hit 8 times before he abandoned it and commandeered a mostly still functioning vehicle (-1 movement, after 4 hits) The other 2 T34s on this flank were each hit 4 times before being abandoned.
Here the brave tank CO is attacked by 3 PzIIIs and suffers 3 more hits. Net damage to these PzIIIs was 1 engine hit.
At this point we called the game. The Germans had overrun the dug in infantry and taken out 9 of 11 Russian tanks.
German casualties were 2 destroyed Pz IIIs, and 2 more damaged. 18 infantry casualties.
The Russians had only 24 infantry casualties-(out of over 100 men) mostly on the right hand platoon.
This was one of the best Barbarossa games that I've played. Some panzers covered almost the entire length of the table getting around the Russian defenses. And the untrained crew situation of the 'superior' Russian tanks was sufficiently demonstrated.
Mark Luther
IABCYM* Sworf(d) Beach game today. Iain Fuller invading the continent with two companies of infantry, and DD tank support. Funnies in the second wave, company supports in the third.
*I Ain’t Been CoC’d Mum: the IABSM variant using Chain of Command dice for activation
In summary, the British infantry had to do without any armour support until late in the game. The majority of the DD armour sank in heavy seas, hit mines or ran into other landing craft. Iain Fuller had to make do with good old infantry “up and at them” and pray I did not get good dice.
In the end WN28 was cut off by C Company and the main weapons destroyed, and A company off the beach and about to clear the two buildings supported by a Petard and a flail.
Great game and an intense experience!
Desmondo Darkin & Iain Fuller
with Dave as Evgeny Dushkin and Mark as Siggi Sauerbrauten
Both sides moved on under Blinds. The Germans got their forces moving faster, spearheaded by the Puma armoured car and a Zug of Panzer IVJs, and followed by the HQ with the infantry. The Soviets advanced with their infantry riding on the T-34s, and quickly deployed into tactical formations close to the bridge.
The Germans spread out, their Puma rapidly retiring when faced with the Russian HQ T-34/85, but after making a couple of shots which bounced off the armour, the T-34s by the river blew it up.
More Soviet reinforcements arrived and moved forward, the Soviet plan being to seize the bridge accepting losses, and then hold it against counter attacks. The advancing T-34s to the North ran into a well prepared position of Panzer IVs, which opened up to great effect.
The Soviets were shocked by the quality of the German shooting and the losses they took.
German reinforcements arrived and deployed by the river in a concentrated formation. The Soviets started causing damage themselves, with the T-34s to the North destroying a Panzer IV, and Evgeny successfully called in a Lavochkin Lag 5 to machine gun the tanks as well, shocking the crew in the end one. By the river, the T-34s had destroyed the Zug leader's Panzer IV and taken out half of the Panzer HQ formation as well. The Germans were dismayed to find their armour little use against the Soviet guns, if they were hit the tank tended to explode.
Keen to take the bridge, the Soviet tanks by the river advanced across the road, but this sacrificed shooting in the middle of the battle, and cost them a second tank lost.
To the north, the Panzer IVs in the wood no longer had targets to their front, with all the T-34s blown up or bailed, and turned for a flank attack on the Soviets by the bridge, much to Evgeny's annoyance.
The Soviet infantry had advanced behind the T-34s and were in a good position to seize the bridge, but with every T-34 out of action the Soviets withdrew, conceding the battle.
The Germans had taken moderate casualties, but were in a reasonable position to secure the bridge.
The Soviets had adopted a tactic of seizing the bridge and holding against counter attacks, the Germans a more cautious approach and engage in the hope of securing control of the battlefield and then holding the bridge.
The Russian tanks were much better armoured and almost equally gunned, but the Germans had higher quality crew, which led to a fascinating match up. The Russians adopted a two-aimed-shot strategy against the Germans’ two-aimed-plus-one-snap-shop, and were also moving to seize the ground. When the Russians hit they did serious damage, but they were outshot almost 2-1 over the battle. "Air Support" sounds brilliant until an ageing fighter with only a machine gun turns up to try and attack tanks.
I felt the battle hinged on two events: the Russians sweeping forwards in an armoured thrust towards a German Blind which opened fire first within 18" and took out half of the formation, and the Russian T-34s by the river moving forward to seize the road in the face of a row of Panzer IVs shooting at them.
There was a debate about the merits of using armoured cars for scouting when expecting a collision of tank forces and the tactics used by both sides, plus wondering if it would have been different with better dice rolls.
The Germans have the bridge, now on to Sorok for the next battle in the campaign.
Bevan Marchand
Had a great game fighting scenario #2A: Avaux from Blenneville or Bust! last night.
The British came on strong, pushing tanks down the road as quickly as they could, trying to punch through the German lines. And it seemed at first they'd make it. The Germans winged a Sherman with their PaK40 but the Brits answered fire so quickly and deliberately that the PaK40 was dead before I got a chance to take a photo of it!
Fortunately for the Germans, the tanks pushed on into the village only to find themselves sandwiched between StuGs on one side and Panzerfausts on the other. The German anti-tank took a heavy toll on the Shermans.
The British infantry rushed forward to try to catch up with their smoking tanks to give some support but they'd pushed too far too fast into what seemed to be a German ambush.
The British attack was halted and I'm sure the Americans will have an opinion on that when we fight the next battle in the campaign.
Rob Goodfellow
A 6mm IABSM game played at GigaBites Café Jan 2020.
The game was really designed to fit in with the Viking month at GigaBites Café and to be played in under 3 hours max. The idea was taken from actions involving the SS Wiking division during their drive to relieve Budapest during Konrad II.
On January 20, 1945, 5th Company, SS Panzer Regiment 5 had just occupied a slope ridge covered with corn when they were attacked from the north by the 110th Tank Brigade…
The table was dominated by a ridge in the center of the table with a farmstead. Most of the area is covered by old corn fields. The sky is overcast and roads are iced over. Snow covering is not deep.
Jess and I were the Soviets. I had a company of six T34/76s and a platoon of tank riding SMG-armed troops. Jess had a seven-tank company of T34/85s and an SMG platoon.
I had the left side and Jess the right. We had a couple of ISU-122s that were trailing behind and a phone link to a battery of medium mortars. Our units came in staggered. We rolled for each Blind with them initially appearing on a '1'…but all were to be on by the fourth appearance of the Russian Blinds card.
William was the German player. He had six Panthers with two being +1 Tank Aces. They could start on the hill hidden. The infantry support was a couple of truck mounted 2-section platoons of Pioneers and two MMG teams. These were not combat engineers but were with the Panzers to help with roads.
As luck would have it, a random event left my Company CO tank immobilized early. Visibility was made more difficult because of the corn.
William opened up with his right hand group.
The first T-34/76 to get hit blew up on the first shot. The middle one was able to survive.
It wasn't long before the other two T-34s were also smoking. I did no damage to the Panthers. Blinds are behind. One is the tank riders. Another is my immobile CO tank and the third is a dummy.
The T-34/85s of Jess were a bit harder to crack. Unfortunately, he was getting some slow movement rolls. The ISU-122s were also the last to arrive.
These are GHQ models with added side skirts.
William had one MMG in the barn which was taking all the hits, mainly from the T-34/85s. Another MMG was in the center in the corn.
The tank riders had already dropped off.
William sent his Company CO in there to get what was left of the MMG team to evacuate.
Two of these T-34/85s are out now too. We were hoping our speed would get us around the Panthers' sides.
Because of the time limit (the shop was to close at 8) and the historical withdrawal of the Wikings, I had told William that the Pioneers had to head to their trucks and start withdrawing at the fourth draw of the Turn Card.
My immobile CO tank gives some fire support. It’s the only operational T-34/76 left at this point.
Each platoon had two Panzerfausts that could certainly take out a Panther.
With the infantry pulling back, William wasn't going to lose a Panzer V to a sneaky SMG unit. He did not know how many ‘fausts we might have, but we were acting like we had plenty.
But with the Panthers going back down the slope they had no armor targets.
William had already KO'ed seven T-34s. Russian mortars were also getting into play now.
The trucks carrying the Pioneers are slowly going down the icy roads.
Our final tally was five KO'ed T-34/76s and two immobile. One destroyed T-34/85 and one with a damaged gun tube. Only three infantry casualties in each Russian tank rider platoon. The only German casualties were the four in the MMG team in the barn.
This was definitely one of the quicker IABSM games I've run. Less than three hours to set up, play and pick up.
Mark Luther
Excellent weekend of IABSM with Jenny Owens, Michael Curtis and Simon Curtis, playing the British counter attack at Arras in May 1940. All the figures and vehicles by 1st Corps. Buildings by Jenny.
Today’s game of the Arras counterattack with Jenny Owens and Phil Turner.
We changed the British entry points from the previous game to get the game moving.
Michael Curtis
Arras 1940 take 1. We had a run through of the demo game for Salute with Jenny Owens , Phil Turner. Need to make a couple of changes for tomorrow. All figures are 28mm, vehicles and guns except the 88mm are 1/48 by 1st Corps
Michael Curtis
"Now then, Major Chappleton, perhaps you'd like to explain why you are standing in front of me instead of heading down Boreham Street at a rapid rate of knots, eh?"
The Major shifted uncomfortably in his chair. His usually immaculate overalls were burnt and stained, and there was a distinct smell of diesel in the air.
"Well, sir, I'm afraid we ran into rather a lot of Germans, sir…"
Neil and I played Scenario #8 "Tally Ho!" from the Sealion scenario book today. It involves a squadron of British A10s accompanied by three platoons of infantry attempting to punch through three platoons of German infantry supported by six anti-tank guns. The Germans have off-table fire support from a couple of mortars, the British have to rely on the fact that one of the A10 troops has 3.7" mortars instead of the usual two-pounders.
The British began the battle by sending forward a recon troop of MkIVs. They quickly spotted the German position: three anti-tank guns, three MMGs and a platoon and a bit's worth of infantry lining a hedgerow. Unfortunately the lead light tank exposed itself for just too long, and was permanently immobilised by a hail of fire from the PaK35s.
With the Germans stationary, the Brits moved up to begin their assault. Nervous of the German anti-tank capacity, the five normal A10s hung back out of sight, waiting for the infantry and support tanks to suppress the first line of anti-tank guns. The infantry duly moved forward, but came under a hail of fire from the German infantry and MMGs as they lined up along an opposite hedgerow. The Company HQ lost both Vickers almost immediately and, worse, the off-table mortars ranged in and inflicted the first of what would become a never-ending stream of casualties and deaths.
A firefight began, but without overwhelming fire superiority the British were showing no signs of opening up a gap for the tanks to exploit. The German MMGs, each accompanied by a Big Man were particularly effective in keeping the British infantry's heads down.
Eventually, however, numbers began to tell, and an effective barrage from the support tanks (at bloody last!) weakened the German line to the extent that Neil felt he should start to withdraw. The trouble for me was that by now most of my infantry sections in the two lead platoons had 2-3 wounds on them (damn those off-table mortars!) and despite the fact that I had killed quite a few crewmen, no German anti-tank guns had actually been knocked out.
Whilst this had been going on, frustration had led me to try and exploit the right wing of the battlefield, but the three A10s I sent there ran into the other three German anti-tank guns, so were forced to skulk out of sight.
The Germans in the hedgerow in front of me began to withdraw, but there were still enough of them to severely damage me if I attacked across the open fields. Naturally I didn't think of laying down smoke (that would have been far too clever) so I sent my other two A10s and a MkVI up the left side to winkle out two MMGs who were down to one crewman and a Big Man each: the idea being that I could then outflank the hedgerow.
I was getting really frustrated by this time, so I decided to drive over the MMGs rather than Besa them. A good idea in theory, but all that happened was that they fired back (damn unsporting!) and I got a turret jam on my lead A10 in exchange for one retreating back and one mangled under my tracks.
At this stage I was faced with an almost identical situation to before: the Germans had retreated to a second line of defence that looked a lot like the first one, only slightly nearer to Boreham Street! As we'd been playing for three hours and Neil had to go, we decided to declare a German victory as although I would have probably won in the end, I certainly hadn't broken through at the charge as the victory conditions required.
A good game, nonetheless. Neil was convinced that I'd have punched through his first line if I'd actually just charged his line with the tanks and followed up with my infantry…but I don't know: five A10s and three MkVIs verses three PaK35s and three MMGs and a line of infantry, with the tanks needing to cross 12-15" of open ground. Well, I'm sure we'll play it again one day, and then we'll see!
Robert Avery
The final game of our wargaming weekend was another outing for the I Ain't Been Shot Mum from the TooFatLardies. I picked a scenario from the old Operation Sealion book and Lenin and I reprised our usual roles.
The Home Guard (Lenin) are defending the edge of Pevensey when the Blitzkrieg hoves into view. Their task is to hold up the Germans until the regulars can come to the rescue.
My German infantry came onto the board and straight into a crossfire from the town and the train halt. After having taken a few casualties I managed to get my machine guns deployed and concentrated some fire into the town which quickly put paid to the first Home Guard unit.
It was then an interesting exercise in FIBUA with the Home Guard slowing up my advance whilst their reinforcements advanced across the table. Here are some pictures of the game:
I have to say that if I were playing this one again I would move the town into the centre of the table as we really didn't use the top half of the table which was a bit of a waste.
Whisperin’ Al
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