A game of IABSM from the Blenneville or Bust! scenario pack.

Introduction

Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. This allowed the Americans to assault Pierrecourt from the flank but, despite this advantage, the attack failed. The Germans then successfully counter-attacked through Belle Maison and, as the campaign reaches its climax, threaten the rear of the Allied armies at Diot.

And so here it was, the final game in the campaign. The Germans were on a roll and seeking the maximum victory they could achieve.

Diot was an interesting table setup. A huge town square in the centre of the table surrounded by houses and shops on every side. Running the length of the table and close to the British edge ran a large and unfordable river, which could be crossed only by one of the two bridges still intact.

As we started the game everything looked eerily quiet. In this final game I once again play the Germans this time with the assistance of Ralph. The opposition, the British Alban Regiment along with it supports, were played by John and Barry. Martyn once again took the role of the umpire.

The Game Begins

Ralph and I decided that we would avoid town centre at all costs and aim for the two bridges using a pincer attack. on our centre-right we deployed a series of blinds, primarily to act as observers and to draw enemy units out of their cover in order that we could seek their positions successfully.

We used four blinds initially, two of them were false and two were real units; the reconnaissance platoon of three armoured cars including a very useful Puma and one of the three infantry platoons that we had at our disposal. The latter made its way along the leaside edge of a Boccage hedgeline which gave cover from the buildings of the town square.

With so few cards in the game deck the initial returns came thick and fast. The British had deployed everything on hidden blinds and so we had to commence a lengthy series of spotting activities during this early part of the game. We had mixed fortunes in that regard, but slowly and surely we scanned the majority of the hedgelines in front of us successfully. Nothing was lurking about.

However it was not too long before the British artillery bombardment started with ranging rounds pitching around our blinds in the centre to right-hand sector of our deployment area. The British ranged in pretty quickly and soon the blinds were taking casualties.

The British now started to use their forward units currently hidden under blinds to observe our blinds, rapidly discovering the infantry and one false blind. Taking a slow reconnaissance start to the game was one thing, but being under a targeted barrage was another and we decided to press on as fast as we could.

The reconnaissance platoon still under its blind made rapid advancement through the gap in the hedgerow and out to observe the enemy's left flank paid particular attention to a house and enclosure close to the bridge in that sector. This time our luck was out and we couldn't see very much at all, only successfully scanning one section of hedgerow where we found nothing.

The armoured cars made great use of a small copse to limit the lines of sight it was exposed to, whilst still being able to undertake observation missions itself. The infantry platoon took a different tack and split up into its various sections in order to avoid the worst of the bombardment which was now 'targeted in' and starting to cause casualties in some numbers.

Deploying into individual sections provided the Germans with the opportunity of undertaking even more observations and soon much of the board area between the German right flank and the centre of the table was observed to be clear.

The big question was where were the British and most importantly how many of them were there?

The British Reveal Themselves

The first question was soon answered as the armoured cars were spotted and the Churchill opened fire from within the enclosure near the bridge. Hits were received and the armoured car was severely damaged but not out of the game yet. Perhaps that was fortunate for the Germans who were able then to identify the threat and make considerations for the reserves to be brought on the table. In this scenario the Germans had recovered their heavy tank platoon and Ralph and I agreed that the two Tigers should be brought onto the table, in order to combat the threat posed by the Churchill next to the bridge.

That also set the scene for where we would deploy our Kampfgroup commander with his two Panthers and a second tank platoon of three Panthers. These we determined should make a sweeping thrust up the left flank, circumventing the village and round to the higher bridge where they could make a dash for it whilst providing their own covering fire. However before they were deployed a second infantry platoon undertook reconnaissance under blinds along that left flank, but was unable to determine if there were any enemy there or not.

Despite undertaking several observation attempts nothing could be seen (the troops continue to fail to spot as a result of extremely poor dice rolling). Fortune favoured them and they were able to take up positions within gardens and a house covering the road adjacent to where the left flank attack would take place and thereby enabling at least some covering fire to be laid, should it be required when the panther attack went in.

The British continued to make repeated observation attempts on the remaining German blinds with limited success. There were clearly troops within the village but we were unsure how many and where. They would have to be flushed out.

The Germans concluded that this would be objective for the second infantry platoon, whilst keeping a weather eye open on the panther assault. Reconnaissance usually brings dividends and in this case it flushed out British infantry units within the edge of the village. It also suggested the village was heavily defended and that our decision to avoided it been the correct one.

Over on the right flank a series of shots were exchanged between the reconnaissance armoured cars and the Churchill. The Puma being eventually destroyed and abandoned. Enter the Tiger platoon. With limited long-range fields of fire available to us we sought the best sweeps and made maximum use of the 88 mm guns;soon the Tigers were engaged. A glancing blow on the Churchill was enough to convince it to retire and it did so out of the enclosure and back along the roadway leading to the bridge, safe in the knowledge that we had now lost our line of sight and that in order to regain the advantage the Tigers would have to advance. Whilst very tempting, we felt that that was probably drawing it into a trap so elected to keep the area under surveillance with the pair of big cats.

On the left flank the Panthers deployed quite rapidly and the sight of five fast-moving and heavily armoured vehicles caused some dismay amongst British players. A discussion of table followed between myself and Ralph and we concluded that some more reconnaissance was the order of the day, particularly on the right flank where the reconnaissance team could now move out into safe territory with the Churchill gone. However, as usual, that identified a six pounder anti-tank gun sitting in a hedgerow adjacent to the bridge. Even for the Tigers that would be a difficult gig. But move out they did and immediately a torrent of fire opened upon them. Nine rounds of anti-tank fire came from what was not one Churchill but a full troop of three vehicles.

It was not the British players day and of the nine rounds only one hit was scored the remainder appearing to be useless against the heavily armoured beasts now prowling in the open terrain in a menacing manner and heading straight for the lower bridge. What followed was a game of cat and mouse, literally, with both sides conscious not to drive into obvious kill zones.

On the left the Panthers advanced towards another Boccage hedge but a successful draw of the armoured bonus move card allowed for one vehicle to breach the hedge row and create a gap for others to follow shortly.

Again favourable cards drawn allowed the Panthers to move into the next field, closing the distance to the bridge and the village. Almost inevitable came the howl of excitement from the British players when they interrupted our next card with fire from the second anti-tank gun next to the higher bridge. The round hit the flank of the nearest panther and wounded it severely. However whilst sustaining a loss of the next two actions, it was clearly not out of the game and this may have been the time at which the British could be said to have lost the game.

The Panthers reacted viciously with three breaking away from the area on a succession of bonus cards; motoring at full speed into the town square, while simultaneously, the second infantry platoon was engaged in a firefight with the British infantry in that area and therefore distracting them in their efforts to avert the armoured thrust.

The remaining panther took up a position to protect its colleague and continued to fire high explosive roundsinto the vacinity of the bridge, causing several casualties on the anti-tank crew. The temptation was too much and the fear too great and so the British players elected to blow the bridge and prevent the Panthers from achieving their objective.

Up it went with a massive explosion. The German effort was now focused on the lower bridge.

Fight for the Lower Bridge

The battle for the town ensued with casualties being exchanged on either side. The British wary of the counter-attack elected to move their bombardment into the vicinity of the panther attack. A risky business given the proximity of their infantry hiding in the town buildings around the square.

The Panthers went to work in retaliation. Round after round of high explosive slammed into the structures housing the British infantry and once again many were both set on fire and structurally damaged, forcing the infantry to evacuate to the next bolthole. A separate British platoon brought it's PIAT to the fore and launched a couple of rounds into a panther tank racing through the square. Miss! Hit and deflected!

The Germans had another stroke of luck. The Panthers would not be there long enough to endure more fire from that quarter.

Back on the right flank Ralph was losing casualties from his infantry platoon and so was forced to bring on the third motorised infantry platoon in their half tracks. Just in the nick of time too. Their additional firepower was brought to bear on the anti-tank gun in the bridge initially, but when it pulled back further into cover of the enclosure these new reserves raced off behind the Tigers to give close support.

The pack had had the scent and they were after that bridge. Would the cards fall right for the Germans?

On the left flank the remaining anti-tank gun was silenced by further high explosive fire from the Panthers whilst those Panthers in the square took advantage of every bonus card and raced towards the lower bridge.

Anti-tank fire criss-cross the table. The lead panther took a hull down position on the bridge. The Churchill which had suffered a retire earlier in the game now opened fire again but to no effect. A difficult shot against a poor target, hull down resulted in more misses. The panther was not so kind. It destroyed the Churchill with his first shot and then did the same to a second emerging Churchill. A third Churchill was engaged by the rapidly advancing Tigers and it to was dispatched without loss.

The Germans now sensed victory and raced every available half track onto and over the bridge support in the Panthers successful sweeping manoeuvre.

They had raced up the left flank, survived a flank attack but were disappointed that they had not captured their target. They went on, somewhat rashly, racing through the centre of the village towards a second bridge where they were eventually successful in securing a crossing.

Campaign’s End

All in all another exceptionally well executed attack and one which saw the campaign end in a major German victory.

Of the five game scenario campaign, the Germans had lost one game but won four. An excellent month's worth of gaming had been enjoyed by all.

All agreed that they had enjoyed the experience and looked forward to another campaign; the Normandy or Tunisia or even the German invasion of Russia perhaps. However none of that would take place until after we had endured the storm of the coronavirus; so entering a period of wargaming drought..

We hope to bring you more when normal service resumes.

We hope you have enjoyed these narratives and after action reports on our first foray into an IABSM campaign.

Tim Whitworth

 
 
 
 
 

A cracking game yesterday with some new players too. Surrounded British Paras awaited armour support while holding a bridge😃

A mixed Kampfgruppe attacked with four platoons of infantry and some Panzer IVs, StuGs and two Char B Flammepanzers. Both sides called on artillery and mortars.

More below the pics.

Julian Whippy

 
 
 
 
 

Club last night and nothing to take except some dice and a measuring tape, Dan had agreed to umpire another I Ain't Been Shot Mum WWII game, this time it would be larger than the last game and hopefully some things we now better understood.

This time I had drawn the Germans and stood on the defensive with two platoons supported by some MMG's, a PaK 38 and a StuG III, Simon had one full company with a Sherman troop and a Carrier troop to attack with, I was told there was another company in reserve but luckily this did not appear. My forces were to be forced from the table, so I split them all along my defense line, like my War and Conquest games on Sunday I could not give in to my normal tabletop aggressiveness.

The British tanks sped down the right hand road and flanked my position, I should have given them a nasty surprise as my StuG III was supposed to turn up on their flank, but I had misheard my instructions from Dan and it was on the other side of the battlefield, duh.

As sighting rolls were made and troops turned up my MMG's began to take casualties and I lost two of them, I had not wanted to show my hand with my two platoons so they took the brunt of the enemy fire from both tanks and infantry. Dan was unsure of how Overwatch worked so it had been dropped which was bad news for me the defender as I had to sit and take some punishment before reacting. I got some satisfaction from brewing a Sherman with my panzerschreck team but they died soon after from return fire.

Simon then moved his Firefly until it could shoot at the StuG and PaK, I got quite a few hits on the Firefly but nothing they could not brush off, no one did very well in that duel. I had also hit the two remaining tanks with mortar fire, but again they mainly ignored it apart from closing hatches.

While this was going on the British had now shown their hand and were managing to put some heavy casualties down on my platoons, my own men always felt on the back foot but despite this Dan declared a British win although I had not really been moved from my opening positions. I have my lawyers mounting an appeal.

This time the game did flow better and it went along quite well, but Overwatch is required for defenders, I also think we were getting to grips with the whole command and control mechanics, I have no problem playing the game and would like to try out some proper scenarios but I would not add it to my repertoire as I have enough to get on with at the moment.

George Anderson

 
 
 
 
 

Although US reconnaissance units failed to locate the bridge over the river Moire, other American troops managed to beat off a German counter-attack near Belle Maison, allowing American engineers to throw their own bridge across the Moire. This allowed the Americans to assault Pierrecourt from the flank but, despite this advantage, the attack failed. Now the Germans counterattack from south of Belle Maison.

So off we set again with the fourth game in the Normandy campaign. Again I played the Germans this time aided by Steve with the Allies being played by John and Barry; Ralph was sadly delayed by an unfortunate incident with a pothole and so missed the game!

As the Germans had halted the American attack at Pierrecourt they were back on the counter offensive again; oh how I hate attacking with Germans. This time with a combined force of 30th Panther and 30th Panzer Grenadier regiments.

Luckily this involved a considerable number of Panthers with a quite strong reconnaissance armoured car platoon which included one Puma and two SdKfz 231 or 232s. Plenty of armoured force there then.

Also available were three infantry platoons, one of which was mounted in half tracks and a small infantry headquarters team with a single SdKfz 251/9.

However the Germans possessed no offboard artillery or air support and when combined with a lack of mortars this job was going to be a difficult one.

The Germans started their offensive with the two dismounted Panzer Grenadier platoons advancing along the sides of two parallel Boccage hedgerows leading up to the southern side of the town of Belle Maison in the hope of flushing out some early American elements in that portion of the battlefield.

That it certainly did and they were very soon under fire from a house in the second row of terraces; in fact a couple of Armoured Infantry sections supported by a pair of LMG teams, however little damage was done except for the occasional shock marker being received.

The building with the grey tiled roof contains a couple of Armoured Infantry sections with additional LMG teams in the front yard.

Being Americans, of course they were blessed with considerable offboard artillery and air support so very quickly their Forward Observation Officer was on the phone to call in support from their offboard Priests.

The Germans decided to bring on several of their dummy blinds and push them forward as observation teams quickly conducting a series of tests to scan the hedgerows and closest buildings in the town.

Very rapidly they sought to determine there was little if anything in their way and so felt safe to bring on their armoured support in the form of a couple of understrength Panther troops. In the absence of any off-road artillery these were quickly brought into play as mobile artillery platforms, each training their weapons on any observed allied infantry in the town. They caused reasonable damage but their main effect was the regularity with which they set light buildings and although the occupants were relatively unscathed they were quickly distracted from their defensive actions by having to take to their heels and evacuate the buildings.

This worked extremely well for the Germans who were able to learn to continue their advance and occupy the spaces vacated by the American forward troops.

One area of hedgerow that had not been scanned was on the German extreme right-wing where the armoured headquarter section comprising of a further two Panthers encountered three Sherman tanks, one of whom was sporting a 76 mm gun. However these were quickly addressed with through a succession of beneficial German cards being turned up and all three Shermans were dealt with. It was a surprise to see the Allied armour so far forward but it was not to be a unique case as on the extreme left hand flank the German recce section was soon spotted by another Sherman platoon and a short firefight ensued.

The German Puma armoured car took a bit of a pasting but survived and its colleagues quickly opened up their auto cannons in response to the attack. The nearest pair of Panther tanks joined in the fray and soon the Americans were under a relentless torrent of anti-tank fire; quickly losing this armoured wing also.

One of the command group Panthers had suffered damage during its engagement on the right flank and so the advance on that part of the battlefield became a little delayed as result of its engine damage; but more so because of the fear of having sighted an American bazooka team working in a small copse.

The Germans on the right flank had taken some losses on their accompanying infantry platoon and needed to get the remnants forward to support their tanks before they could safely advance.

That switched the emphasis of the German attack back onto the left flank; the centre almost being avoided as a result of the fire storm that hit the village in that sector. Most of the buildings in the first row of terraces were now in flames.

The armoured cars buzzed about trying to suppress infantry in the remaining buildings whilst for Panthers scoured for new targets. Throwing caution to the wind one Panther drove through the sector where the second Sherman platoon had been, through the gap in the Boccage hedgerow and straight into the crosshairs of an American anti-tank gun. The 3 inch gun was a powerful weapon indeed but the initial salvo shots failed to penetrate the big cat and it returned fire killing one of the crew.

It was now down to the sequence of cards being drawn following the intermediate tea break and sure enough the Panther had its card drawn out first. It raced forward up the hill towards the church intent on turning the corner of another edge and overrunning the gun. However its movement dice fell slightly short of the intended tormentors and it was left without any further actions awaiting its fate. Strangely, this came from another quarter as a second 3 inch anti-tank gun opened up with a further salvo and eventually the force of arms overcame the beast.

Luckily, the Big Man commander within escaped unharmed and his card turned up subsequently.

This saw him belt across the open fields and commandeer the other tank in his platoon.

The fight continued in this area with American infantry being pursued back towards the church, but time was starting to tell and the Americans were losing resources at an unparalleled rate.

Martyn, our umpire, called a halt and after some pondering he awarded another victory to the German forces.

It had been another heck of a mentally demanding game and left the players feeling they'd actually be in the hedgerows all day.

Tim Whitworth

 
 
 
 
 

Time to break out the I Ain’t Been Shot, Mum again with a scenario taken from the second September War scenario book: #60 Szack.

Szack was a small village in what was south-eastern Poland (it’s now just inside Ukraine) that was the site of a backwards-and-forwards series of actions between the Poles and the Soviets in very late September 1939. The scenario covers the first Soviet attack:

Soviet troops consisting of the 112th Infantry Regiment, some 13,000 soldiers supported by fifteen T-26 tanks and fifteen guns, arrived at the village of Szack on September 28th.

The Polish force near the village numbered 4,000 men of the Border Protection Corp, including General Wilhelm Orlik-Rückermann, and sixteen anti-tank guns.

Having taken the village, the Soviets then charged the Polish positions with infantry supported by the T-26 tanks. The Poles waited until the Soviets were right on top of them before opening fire with their anti-tank guns, destroying eight tanks.

The table from the Soviet side. Deployment is anywhere along the nearest edge, but where are the Poles positioned…?

Downtown Szack, also showing the two objective markers: possession of either would give the Soviets victory.

The Poles

The defending Poles began the game under hidden Blinds. Under Kapitan Nalewki they had two strong platoons of KOP (Border Protection) infantry numbering fifty men in all, supported by three MMGs and three 37mm anti-tank guns. They also had access to off-table artillery.

One infantry platoon and Kapitan Nalewki (and his all-important link to the off-table atillery) would start the game off-table, only able to join the action when the Polish Blinds card and a dice roll allowed.

AT Gun positioned in the ‘old village’ on the right flank

Dave, playing the Poles, deployed one MMG team and one AT gun on either flank, and one of each in the centre, which was also where he placed his infantry platoon.

The Soviets

The attacking Soviets, under John, had at their disposal a company of Red Army infantry consisting of three platoons, each of thirty men and a light mortar team. They were supported by a small MMG platoon of two weapons and a reduced company of tanks: six T-26 obr. 33 light tanks (although the tank commander had a more modern obr. 39 steed).

The Soviet plan was to launch a diversionary attack from the right flank, but send their main force in from the left flank. This made sense given what John could actually see: the centre of the Polish position was filled with a big church that looked like a good place to put loads of defending troops. In reality, the church was empty and provided a perfect piece of dead ground for a Soviet advance: but then Captain Hindsight always has 20:20 vision!

The Soviet diversionary attack: two tanks and a platoon of infantry.

The Game Begins

The game began with the Soviets beginning their double-envelopment attack.

The Polish anti-tank gun team, however, was on fire, and rapidly knocked out or immobilised three of the four Soviet tanks coming their way. The Polish machine-gunners, from their position within the shack that the AT Gun was hiding behind, fired on the Soviet infantry, knocking a few of the matrasovs down, but were hampered by the fact that the shape of the hut gave them a limited field of fire.

This proved especially hampering when the leading Soviet infantry platoon worked their way up the side of the village and then charged on in: eliminating the machine gun team entirely and narrowly missing the AT gun as well: they limbered up and escaped at the last minute!

Meanwhile, the diversionary attack force was creeping closer to the other side of the village.

The Soviets’ main focus, however, was the building in the centre of the Polish position, behind which sat both objective markers. The surviving T-26 tank and third Soviet infantry platoon headed towards it. Inside, the Polish defenders (two infantry sections, an MMG, and an AT Gun team rapidly reduced down to one man as the Soviets concentrated their fire there) prepared to hold their position no matter what.

You might have noticed that there have so far been no mention on the second Polish infantry platoon. That’s because up to now it had resolutely remained off table. Now, however, they appeared on the Polish base line and immediately headed towards the key building in the centre of the village.

Two things now happened that would effectively decide the course of the battle despite appearing relatively unimportant at the time. Firstly, a Soviet infantry squad rolled appallingly for movement, therefore failing to charge the one man still manning the Polish AT gun in the central building.

Three ones for movement!

Secondly, the Polish Kapitan Nalewki appeared on the table and got just far enough forward to unpin and activate the MMG team in the key building. This fired and killed three members of the Soviet platoon heading for the building. Seems relatively unimportant, but read on…

The Climax

All the Soviets now needed to do was to take the central building before the Polish reserves could properly come into play. This might have allowed them the sudden-death win defined in the victory conditions as taking just one objective before a certain number of appearances of the Turn Card, although Dave (the Polish CinC) assured me (Umpire) that he had that covered with where his second platoon had already got to. Well, we were going to see about that!

As I was saying, all the Soviets needed to do was to take the central building, and this they now prepared to do with their two remaining platoons. John’s plan was to shoot with some of his sections and the last T-26, hopefully Pinning the opposition, then go in and take one section of the building at a time.

And then the Uraaaaaagh! Card appeared.

This gave the Soviets, doubtless inspired by political rhetoric, the chance to send both platoons charging forward towards the building in a desperate attempt to overwhelm the defenders all at once.

A huge melee broke out around the building, and this is where the significance of the last turn came into play.

When both sides had finished rolling their forty or so dice for combat (and each side rolled a disproportionate number of 5’s and 6’s) the Poles had won by the narrowest of margins, margins that would not have existed had they not managed to kill the half-handful of Soviets as they approached. As it was, the building was just about cleared of all its defenders, but the attacking Russians had also been hammered and, more importantly, bounced backwards by the equivalent of a hundred yards or so.

There was now effectively a giant hole in the middle of the battlefield, with the only troops available to fill it being the Polish reserve platoon: the Soviet diversionary platoon hadn’t yet made it past the Polish left flank defences.

Aftermath

The battle was effectively over. The Soviets could perhaps had rallied and had one more go, but the clock was ticking and more Polish reserves were about to arrive. The Russians had missed their chance.

A great game with a suitably climactic finish!

Robert Avery

 
 
 
 
 

Hosted by Vermont Historical Gamers Group. Walking in a Winter Wonderland from the 2005 Summer Special.

Dan Albrecht

 
 
 
 
 

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 Forces Involved

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.

The Game

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 Scenario

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 Forces Involved

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.

The Game

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.

The Result

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

 
 
 
 
 

An I Ain't Been Shot Mum 6mm game played at GigaBites Café in Feb 2020.

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.

Review

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…

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