Friday, 26 April 2024

Bumper Week

 On, off, back on again, Dan had set up the Battle of Cerignola at the club but had got caught in the wake of an accident on the M6 and would seemingly be stuck for a long time, he has the keys for the club so made a decision to cancel, then just as the news filtered through he escaped and it was all back on again. Thankfully all I was taking was dice and the rules.

I was the French commander while newcomer Joel was my second, I took the left with the French infantry and Joel took the right and the Swiss, we also had a couple of cavalry units, in front of us on a hill with a moat in front, I think there was some confusion here as it should have been a ditch with defences, no matter the scene was set. We moved aggressively from the start, my cavalry were destroyed while Joel's swept to victory, none of this had any effect on the infantry battle. The huge Swiss pike block managed to get across the moat in good order despite taking heavy casualties from gunpowder weapons and cannon on the way in, my French were somewhat slower. Despite the disparity the Spanish arquebusiers sold their lives dearly but were eventually crushed, just as they fell the Landsknecht reserve careered down the hill and smashed into the Swiss, the Germans came to grief as the Swiss yeomen held then replused the pikemen. Meanwhile on the left my French had also crossed the terrain and pushed back or dispersed the arquebusiers to their front.

 

My troops.

 

Joel's huge Swiss pike block.

Push of pike.

As the sun set the Spanish conceded defeat, the Swiss were, as usual, the men of the match and had weathered shot and shell along with some ferocious hand to hand combat. Another reminder of how perhaps these are too powerful under the rules. The scenario was taken from the recent scenario book on the Italian Wars by Rodolfo Verginella.

The next day it was again Italian Wars but this time in 28mm here in the War Room (not calling it The Shop, just daft now as there is no sign of one). Again we took a scenario from Rodolfo's book, the battle of La Motta, this time a Spanish army (me) fought against Venice (Julian).  At first glance it seemed the Venetians were the underdogs but wargames have a way of turning things upside down when you least expect it, just in case I decided to use the 'what if' option of a Venetian suprise attack on the Spanish rear.


My best troops were on my right, Landsknechts, but as the Venetians had quite a strong force opposite them along with some light cavalry I didn't want to get caught on the flank so wanted to wait until my left had brushed aside all opposition and sealed the Venetians fate. I also pushed my left flank Spanish pike forward as quick as they could go as the Italian flank march would be right behind them if it turned up. As this was going on I thought I had a good opportunity to beat the Venetian cavalry in the centre so I also pushed my mounted troops forward.

The Venetians

The Spanish.

The battlefield.

Julian advanced, albeit slowly due to the stream to his front, but in a concerted manner all along his line, a couple of his units fell into disorder while crossing the bad terrain but not enough to put him on the back foot. I was still worried about my right flank as the light cavalry and skirmishers approached, but in the end threw one pike block towards the enemy splashing across the stream. My Gente D'Armas cavalry were now eliminated while my Jinettes were doing sterling work chasing off skirmishers and then thundering into the victorious Venetian Lanze Spezzate in a brave but rash attempt to plug the gap between my right and left. They were so close but in the end they were ridden over, and now my army had been cut in two.

My cautious left.

My, at first, eager left.

The battle for the centre about to start.


As it came to push of pike I actually got the worst of it, and as I throw more troops into the fight it seemed that I was making no headway at all, despite being better troops, only my better morale kept me in the fight. Soon all the pike blocks were in combat and for a fleeting moment I thought I was going to be rewarded by the Emperor for my victory, I was soon disabused of this idea as my left flank was suddenly thoroughly trounced just as my right sealed their victory by vanquishing their foes. With time running out I had lost my left and centre and to all intents and purposes the Venetians had managed a hard fought win. To put the icing on the cake the Italian flank march now turned up as the Spanish left the field.

Still looking good on the left.

Nope, its gone.

Push of pike.

Just about to smash the Venetian left.


A suprise result for both of us I think and a very good game. As usual a couple of things came up, after the game at the club and some discussion we tried to lessen the effect of skirmishers although we still have to think that through but it seemed to work. We also had some thoughts on the Raiders combat rule which mystifies me as they can be deadly in the first round of melee and at the end of the day they are simply light/medium cavalry. I have to mention that I changed dice half way through while Julian had some excellent rolls when saving and dealing out death. This does not take away that he fought a good fight anyway.

No sooner was Julian heading off than I had to pack everything away as an old wargaming friend from over the border was staying in Lancaster for the night and was coming to start a Chain of Command campaign. I had to move into overdrive, reset the table, work out my defensive strategy and get all the gubbins ready. We had decided on The Road to Bremen, I played this solo during the recent unpleasantness and thought it was a challenge for both sides but particularly the Germans, it has some very different mechanics to most small campaigns. The Germans cannot win in the normal sense as the war is just about to end, but they can 'win' if the British are delayed getting to Bremen.

On the road to Bremen.

For the first game I decided to contest the table with a Fallschirmjager platoon and a Pak 40, at the beginning of the game you roll a die, get the wrong score and your platoon surrenders enmasse, luckily I had chosen the paras and not an army or Volksturm platoon as with my roll they would have surrendered and it would have been on to the next table.

Germans in wait.

British deploying.

Pinned, aaargh!

The game kicked off and naturally I was defending, Robert came on cautiously using oodles of smoke and building up a base of fire behind it. Did the British actually use as much smoke as you can in Chain of Command, I doubt it. Anyway, I bided my time and on trundled two Bren gun carriers which Robert used well to annoy me, as time ran on I did eventually manage to get a shot off at this troops in the centre of the table, something like 20 dice and not one kill, some shock but that really didn't cut it, I think I managed this twice with almost no effect. Robert had almost the same problem trying to kill my squad, the bad news was that they became pinned, which basically means they go to ground and soak up all the incoming fire until they break. Yes there was a lovely big brick building within spitting distance, a fence behind them and an orchard a grenade's throw away, but they just stayed put, grrrr.
More smoke.

My Pak chalks up a hit.

A Sherman appeared and I put my Pak 40 down, bang, first hit and the Sherman brewed up, this put a smile on my face until a second one turned up staying out of sight of the anti-tank gun. I had a squad out on my left in the orchard but retreated them out of harms way into the trees, my Pak was now dragged to the rear so the British infantry could not catch it. The British had now put another squad on against my left, under the cover of smoke, I got a couple of shots off but the main event has still to come, it was about this time that I also pulled back the squad on my right.

This campaign is long term, Robert only turns up in this area now and again and not always for an overnight stay, but it is better than doing a one off game, thanks to technology I have photographed where we left off and we will pick it up anon. Robert is always a handy reminder to my missus that I really do not have a huge collection of wargame figures compared to some.

I have just finished Mike Snook's book on Isandlwana and it is a tour de force, and the actions of those British soldiers on that fateful day should make us all proud, it would of course have been far better had not Sir Bartle Frere engineered the war in the first place. I was so pleased I have now taken delivery of his book on Rorke's Drift. 



I have also spent on a Kangaroo troop carrier and another Universal carrier for the Bremen campaign, I haven't managed a lot of painting but have some horses ready for the leatherwork along with Nuns for the Gembloux Gap campaign next month. I am also sorting something which has bugged me for ages now, I got a Rubicon Dingo a while back and once it was painted I realised the green did not fit with the rest of my British armour, I couldn't take it anymore and it has had another coat, weathering and decals up next.

Enjoying the Fallout TV series at the moment, it has been taken from an old computer game, I like the retro music, look and feel of the series. There is a bit of 'the Message' hidden in there considering it is loosely based around the '60's but it is subtler than normal and I can live with it. I think the last of Shogun was this week, not sure as I am keeping it in my pocket for tonight or tomorrow. Talking about 'the Message' I see Wargames Illustrated has given an Historical prize to a bunch of Shieldmaidens, shouldn't that be a Fantasy prize (INCOMINGGGGGG).

I am also busy with a new 27 map project, they are fairly easy to draw but just take time, after that is Volume 2 of the Great Russian Patriotic War of 1812, nine maps which require quite a bit of work.

Nothing at the moment organised here until 5th of May when I hope to fight Champion Hill, a fairly large ACW game, I will also fit in anyone else who wants to venture to the War Room.

Saturday, 20 April 2024

Smolensk Campaign

 What follows is the narrative of a campaign started in the dying days of 2022 and finished three days ago in 2024. It was set against Operation Barbarossa and the German actions in the Smolensk area in 1941, I am well aquainted with these as I was asked to produce the maps for Volume 4 of David Glantz's Barbarossa Derailed. So without more ado, off we go.......

Game 1: Yartsevo

The Russians attack and not from the direction I expected. This was the first game and shots were traded by both sides but my fear of running out of men did not help and I chickened out. This was Anastasia the snipers first gig and she was a pain in the backside.

Game 2: Miheykovo

I find myself on the defensive now after the result of the Russian attack, I am down several men and have to use Reserve Points to boost my support. Matt came on in fine style bringing a BT-7 light tank and very soon I found myself once again on the back foot and morale falling. I had brought Bruno the sniper after Anastasia's success last game, if it had been 1945 Bruno would have been shot.

Game 3: Kurtsevo 15 Feb

I had my back against the wall and faced certain defeat on game 3, only one table stood between the victorious Russians and my base, I had to win. I had an excellent defensive position and Matt bravely tried to attain it. The Russians took heavy casualties while I was happy that I had played better and had had better luck than the poor Reds.

 Game 4: Mikheykovo

Being on the offensive I got slightly more support points and brought a Pz 38(t). Matt set up in a very defensive position on his table edge, this allowed me to concentrate on reducing several Russian supports and their morale plummeted, the Reds withdrew.

Game 5: Zaborye

The blitzkreig continues, I again brought the Pz 38(t) as support and attacked the Russian line, I waited and preyed for a double move to initiate Plan B and eventually I got it, I surged forward. Soviet officers began to hit the dust and the effect ruined Russian morale, once more the Ruskies retreated.

 Game 6: Suetovo

It was time to bring the panzers to the fight, I took the armoured platoon and expected victory. Matt once again suprised me and as well as his own tank platoon (BT-7's) he brought what would become my nemisis, a KV-1e. I really lost the plot in this game and did nothing right, the German thrust had been halted.

Game 7: Zaborye 

I was on the defensive but managed to bring a Panzerjager I and an anti-tank rifle as more and more Soviet armour was turning up. Sure enough two BT-7's were on the field, and they started duelling with the tank destroyer. This turned out a very close fought battle and the Germans only just held on. 

Game 8: Yertsevo South

I got carried away again here, on the attack I just presumed I would win having cut the Soviet supply line. I failed to appreciate the terrain and simply could not get an attack off the ground which would have survived, yes, the KV-1 was there and added to my false confidence, I lost.

Game 9: Mikheykovo

This was the big one for both of us, if Matt lost this I had a chance of attacking in game 10 and securing a minor victory, if I lost this then Matt achieved a Major Victory resulting of course in Barbarossa being derailed due to the Soviet resistance, which actually happened in the battles around Smolensk although the Germans had already lost but didn't know it.

I got a lousy 4 points of support and used up my last three reserve points to get seven, I knew Matt was going to bring the KV-1 again so I had to buy my best anti-tank weapon, the 5cm A/T gun, I was tempted to also get the heavy anti-tank rifle but instead took a medium machine gun to help my defense. Sure enough Matt brought the heavy tank along with an extra mortar, an adjutant and a sniper (Anastasia who had been on leave since she last appeared, or perhaps more training).

The Soviets move forward.

My nemesis.

I set up in the northern woods with the Russians coming on and keeping out of the way of my firepower until the KV1 turned up, this episode forced me to abandon the wood edge and hide my own troops. I now managed to get the anti-tank gun into action and managed several shots at the steel monster which all ultimately did no good whatsoever, along with the tank Matt turned his mortars on the gun crew and successfully killed them all in a couple of phases, it looked like game over to me as there was nothing I could do against the tank now. As luck would have it Matt also threw sixes with great regularity and managed about five or six extra turns in the first half of the game, but remained reluctant to commit his infantry, I just waited.

High hopes for this gun were dashed.

The bloody village of Miheykovo.

Looking good, for about fifteen minutes.

Eventually the Russian infantry came forward and I moved up my squads and the machine gun to engage, this turned into a bitter firefight which produced a lot of casualties on each side, the Russians lost two full squads and were reduced to six morale from eleven. I lost one and a half squads along with all my supports so my starting morale of eight took some big hits. Before it did I actually thought I might have a chance of breaking the Russian morale while holding on grimly, it was not to be, at one point I fired 40 shots and managed 3 Shock, it was a shock to me! I was also down to three command dice and managed each time to roll a six which is useless on its own in Chain of Command. Despite hurting the Russians I just could not hold and Matt came away with a Major Victory Anastasia also managed to hurt my reduced squads, bloody snipers, and a woman Reg.

Soviets move against the German line.

More Reds.

Succesful until Anastasian turned her attention on them.

So there we have it, nine games with a Russian win, a big thanks to Matt for staying the course through real life tribulations and a well deserved victory. We are looking at another campaign for mid May when he returns from more travels, and maybe the odd game in the Dungeon for me.

That donkey must be Russian.

The last gasp, good try lads.

What did I think of the campaign, now there is an ask. I thought the use of seven tables and multiple attack options very good and the best part. The way the game is played the Russians always get a full squad and the difference between the forces also allows them six support points in every game to add to the die roll and any Reserve Points they might want to use, this makes them a very hard nut to crack, and if the Germans are on the defensive their options are very limited. The KV-1 is frightening, but is unreliable and will come to a halt if a double one or two is rolled while it moves, this alas is no big deal, as it can get just as far on one dice and nothing happens, that needs looked at as the crews at this point were pretty bad and ran the engines into the ground which along with mechanical problems was a big headache for the Russians. I also think the availability in every game is a bit generous, but then I would having been on the wrong side of it three times.

How did I do, not great, I husbanded my forces in the first couple of battles and retreated fairly quickly, this turned out not to be a big problem as you can alternate between two platoons and can switch and eventually you get reinforcements, so I only lost a couple of men most of the time, I should have been more aggressive as you really are on the back foot as the defender in this campaign. I also screwed up at least once by not taking note of the terrain and leaving myself a mountain to climb. I only used the armoured platoon once and wasted it to be honest. I also forgot about the actual victory conditions, I was hell bent on cutting the Russian supply line and forgetting to take the three middle tables. This was a help though as Matt could not then use his Reserve points until he had re-established his supply line.

So, while not a Guderian I did enjoy the campaign immensly and again a big thanks to Matt for playing and the author for superb entertainment. Matt has let loose his inner comedian :)

Ouch.

Anastasia is awarded the Hero of the Soviet Union.

What else is going on, I have a second Stradiot unit for the Italian Wars on the paint table along with some Nuns who may or may not be used in my next Chain of Command campaign set in France in 1940 (The Gembloux Gap). I dug out all my spare Germans from my lead pimple of shame and offered them to Matt, I did however rescue three figures which I will add later. I have just finished another eight men and some 5cm mortars to add to my early war Germans, no I probably didn't need them but when did that stop a wargamer doing stuff.

Map work had slowed right down but I now have a 27 map project on WWI waiting for the go ahead while another large project awaits the final OK from the author (Peninsular War) to send to Helion.

Next week brings an Italian Wars game at the club then one here with Julian the next day so I now have a chance to try out the scenario book I got some time ago before the War Room was ready. My friend Robert is also in the area and I promised if he gets the time on his rounds I can put on a game of Chain of Command, so once I pack away the Italian Wars game I will quickly transform the table into somewhere in NW Europe.

I see the fact that GW has introduced a female into the Emperor's elite Custodes guard has caused eruptions in the WH40K universe and even made the papers, surprisingly my favourite movie critic has also stuck his oar in https://www.youtube.com/watch?v=rcLRqXE7Les&t=53s. Don't laugh, we are next!

Wednesday, 17 April 2024

New Blood and Back On Track

 We had two of our grandchildren here last week, Gabrielle of course was not interested in wargaming but James was and the first words out of his mouth was "Papa can we have a wargame?" So in the interests of the hobby and bonding I set up a small introduction to the Seven Years War for him, nice colourful soldiers and flags a plenty. The game went well although it was technically a win for me, but who is counting. The next day found us on the plains of Northern Italy, my French took a pounding as James led the Imperials to a hard fought victory, but as I said, the result doesn't count. Tuesday was club night and I took him along to a game of Black Seas kindly set up by Rob, we were the British and although we did not manage to gain our objectives we did sink some Frenchies and took a prize back to old Blighty so Rob gave us the win. What was the downside to the visit, I had to sit through the latest Ghostbusters movie which was a traumatic experience, especially the £7 hotdog.

Italian Wars.

Seven Years War.

Rob with the patience of Job.

The new room is now done as you know and these will be the last photographs I shall bore you with, they are out with the old and look at the new. I should be able to give you a look at the outside in a couple of weeks, then you are free.

I organised a game of Bolt Action with 'Lucky' Jimi last night but first had to pick him up, I had offered as the wheel on his car fell off last week while he was driving and the result was a right off. Once again I decided to go outside my comfort zone with my forces and I took two halftracks and a truck along with a Marder III for support. Now the Panzer and Panzergrenadier divisions were the spearhead of the German Army and not a lot was ever successful without them, but on the wargame table you hardly ever see armoured infantry, especially in a points based system as you can get more bang for your buck elsewhere for the short duration of a typical wargame. Anyway, I had stolen a scenario idea from Matt Crump at Wargames in the Dungeon and decided this time to use transports, a first for me really in Bolt Action.

There were secret plans or some other special maguffin thing on the battlefield but neither player knew exactly where, there were three objectives but only one had the goods under it, I had let Jimi know about this beforehand. The game started well and I got my truck right up to the central objective while the two halftracks moved on the flank objectives, I added a supporting infantry squad on the right, Jimi was late to the deployment but the last die was mine and I took advantage as my Marder edged forward and took a long range shot at the British Sherman, a stunning shot took out Jimi's tank on turn one, things did not look good for the British.



The British attack.

As my troops debussed the British seemed to be drawn to the centre objective but they were advancing across open fields of fire and casualties mounted. My two squads on the right easily destroyed the enemy squad there and were preparing to mount up and continue to the centre. It was now with most of his veterans cut down and his remaining forces left with an uphill struggle 'Lucky' Jimi gave up. This left me in charge of the three objectives and the secret thingy was found on the right. Sadly Jimi's luck was diabolical during the game and using the transports certainly came as a surprise to him. I'm sure he will get his own back.

The Germans move on the centre.


Crippling fire mows down the Airborne.

But still they come.

A dying gasp from the British anti-tank gun.

The papers.

Whenever an opponent has the ill fortune to require a good throw and ends up with something bad I usually express my sorrow with false sincerity, "What a shame." This has caught on at the club and I have been a victim myself of this barb, so I got in touch with my inner artist and the result is down below.

 The club recently has taken an interest in Dark Age and Ancient battles and there is a large clash nearly every week now with some impressive armies. Now as you know this is right up my strasse and I have been looking for this for years, am I happy, no, not really. Hail Caesar has taken a hold and these mighty armies have either turned up or been built with this in mind, despite my joy for the lads who are obviously enjoying themselves I remain wedded to War and Conquest. Big Ed has decided to ensure I mend my ways and has got me to promise to join him in a game, it would be churlish of me to refuse but don't hold your breath.

Matt will be here tomorrow to continue with our Eastern Front 1941 campaign, it is game nine and if Matt succeeds in taking the village of Mikheykovo he gains a major victory. If I hold the hamlet we fight the last game as a German attack and I could, however doubtful, gain a minor victory, otherwise the laurels go to Matt. My main problem was that after being pushed back at the beginning I was too eager to cut the Russian supply line and forgot how to actually win the game, ouch. I have also managed to book some games here into May so Italian Wars, WWII, War and Conquest and some American Civil War are all on the cards.