FIRE FOR EFFECT – A new Flames of War podcast

Over the christmas break, myself and some local gamers got togther to record a new podcast, after a little editing, its been live for a few days. So if you’re interesting in hearing some northerners dulcet tones, then have a download / listen and let me know what you think.

 

 

Betrayal at Calth: on the cheap, or “how 40k is worth more than gold”

I’ve not really been that interested in 40k as a game, I’ve always had an appreciation for the lore and have put together some 40k stuff in the past, but the game itself was never much interest to me, I always preferred Fantasy and even then I got bored of that after a few years. Some of the more recent miniatures for me have fallen into two camps, 1. Utter garbage (space chariot) and 2. Nice but eye-wateringly expensive.

So when they announced the Horus Heresy game, I was impressed and interested, but ultimatley, fell into the second camp, nearly £100 for a board game for me was too much, given I have no interest in playing 30k, who the game is clearly aimed at. That being said, congratulations to Games Workshop on realising another license to print money ala Space Hulk.

Then, last week, after the game had been released, one of the guys on the Corehammer Facebook group mentioned that the boards, rules and dice were available on ebay for a tenner. So, with a bit of cash in my paypal account I decided I would pick up the rules/boards and then get some cheap marines / chaos marines to play the game.

So, I guess what we have here is, how cheaply can you play Betrayal at Calth?

All the minatures I amassed "on the cheap"

All the minatures I amassed “on the cheap”

  • Boards / Rules / Cards / Dice – £9.99 – Ebay
  • Blood Angels Marines – Squad of 10 – Donation
  • Dark Angels Marines – 5 Terminators – Ebay – £8
  • Blood Angels – Terminator Captain – £11
  • Chaos Space Marines – Squad of 10 – Wargaming Trading – £10
  • Chaos Space marines  – 5 in bits – Donation
  • Chaos Space Marines – 5 on sprue – Ebay – £10
  • Chaos Space Marines – Chosen / Lord from Dark Vengeance Set – Ebay – £2
  • Chaos Space Marines – Hellbrute – £8
  • Bitzbox order – £10

Total Spent: £68.99

So, given that the boxed game is £85 at Element Games, probably not worth it considering I needed two donations worth to keep it cheap. THAT BEING SAID, I bought all this stuff in one go, it might be better for a gamer looking for a cheap game to get 2 squads of marines and the boards etc for £30 and try the game before they commit.

Its worth noting that all this stuff was either undercoated or unpainted, buying pre-mainted miniatures could have gotten me some stuff a bit cheaper. But I like doing my own paint jobs. There was also a lot more out there for buying armies in bulk but people don’t like to split, so i’d have to spend more and then re-sell the stuff I didn’t need. But at the same time, I also needed to make a bitz order to get a few things like a Chaos Marine heavy bolter and Flamer to convert the Dark Angels terminator into a flamer guy.

So, how does the game play?

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The rules are very simple however there was still some badly worded rules and a few issues cropped up, we played the first scenario wrong as we were not correctly resolving the defence rolls properly, so it meant marines were dying VERY easily, however both players did manage to get a couple of marines through the blast door but it got one sided very quickly due to iniative rolls. The second scenario was a lot better however it did seem like there wasn’t a whole lot of time for the actual game, you effectively get 4 or 5 turns to move the Captain to a computer and switch it on, however the first 2 turns were spent mostly running into position.

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The command cards are a nice touch, and these are essentially a replacement for “unit” special rules, however there are so many in comparison to how many you get during a game that it was hard to base any real tactics around them. That being said, I can see how lots of different cards would give you more re-play options given that there are only 6 missions.

The other bug bear is due to a lack of points, you are restricted in what you take for the mission, after two games, I would find myself thinking a better force would be say 2 terminators and 6 tactical marines, but as there are no points, it upsets any potential game balance. So if Games Workshop were going to look to expand this, this is the first avenue I would look at, the other thing is that whilst I do like the command cards, I think another option would be a similar system to the Saga Dice system, so you have a vast range of special rules, but it is more random as to which ones “switch on” at a given turn.

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So, my thoughts. there are two ways to “buy” this game, the first is to walk into a retailer and drop £100 / £85 for the game in its intended form, and the other is to buy the game components from ebay for a tenner and use your own marines. It should seem obvious from above that its not really possible to buy 40k marines cheap enough to warrant building this game from scratch, so this avenue should be avoided unless you have an interest in going into 40k / 30k in the near future (which I don’t). As an introduction to the 30k world, this is a great value box set, however as a standalone board game, it suffers in comparison to say, Imperial Assault (which I found it to be very similar to, in terms of attack and defence dice).

Thanks for reading.

 

Introducing BOLT ACTION: Vietnam

The last few months have been a bit of a blur, we had our second child in August so in 2015 I didn’t do too many events as I have been winding down the hobby, I lost my painting room to make way for child #1’s bedroom so whilst I have been doing a little painting it has not been as much as I would like, also, due to lack of space, some figures / armies have had to go. This whole chain of events, to cut a long story short has put my hobby into a kind of streamlined perspective, having got rid of a few Flames of War armies to concentrate on ones I have decent success with or are fun to play.

That  being said, just before going on paternity leave I got interested in Bolt Action after one of our clubmates, Lee, decided to explore some new games, I also managed to get a couple of reasonably cheap SAGA forces due to ebay, donations and some tradings. After playing a few games of Bolt Action what I really wanted to do in 28mm was Vietnam War. I did buy the Flames of War Vietnam book when it came out but it never really took off due to percieved imbalance and large amounts of cash needed for armies, one or two people did manage to get some games in but then armies got sold and enthusiasm got lost along the way.

In my opinion, the Bolt Action order dice system lends itself very well to skirmish warfare and makes a much more interesting and dynamic game than “I Go, You Go” type systems, with a little research I found an issue of Wargames, Soldiers and Strategy which had made the first attempt to translate Bolt Action into the Vietnam period,  however in my opinion, this did not go far enough. So with that in mind, I began to work on my own set of rules for Vietnam.

What I have at the moment are work in progress rules for US, PAVN and Viet Cong which should be ready for playtesting, the aim is also to add rules for ARVN, ANZAC and US Special Forces, after this I will start to write specific missions for Viet Cong and US Special Forces to reflect their more specialised roles in the war, and to balance out any possible balance issues coming from those respective forces.

The Bolt Action: Vietnam menu should link to all the public files, if you’d like to join in on discussion then there is a facebook group here; https://www.facebook.com/groups/BoltActionVietnam/

 

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The Viet Cong move through the jungle to flank the US Army, Models by Baker Company and The Assault Group

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The US Advances through the Jungle, Models by The Assault Group

 

 

AAR: British Paras vs Soviet Tankovy 1650pts – Pincer!

Once again I am behind on battle reports, I’ve had quite a few good games recently but I forgot to take pictures towards the end and I like a battle report to have pictures throughout. Last week I got a game in against Lee, myself and Lee have had a few games since he’s come back to Flames (after hibernating over the winter due to coldness of the mill) and he’s beaten me in every one so far, My German Grenadiers were beaten by his Soviet Bunker Busters (ISU-152 and ISU-122s), then my US Tank company got thrashed by his Tiger list, and then he beat me in a mid war tournament when my Matildas and T34s couldn’t take on his Panther company. Sad times. I wasn’t feeling too confident going into the game but I’d gotten pretty immune to his jibes on the various forums, lets see how this one goes.

I gave my paras a run out as they’d not really had a good game since I got the 75mm Pack Howitzer battery painted up, this is how the list looks at 1650pts.

 

 Fearless    Veteran   British Parachute Company
 
British Late-War
Infantry Company
Platoon Qty Unit Points
Headquarters
Parachute Company HQ  p.34
2
2
Cmd SMG team
PIAT team
100
Combat Platoons
Parachute Platoon  p.34
1
1
6
Cmd Rifle/MG team
PIAT team
Rifle/MG team
230
Parachute Platoon  p.34
1
1
6
Cmd Rifle/MG team
PIAT team
Rifle/MG team
230
Weapons Platoons
Parachute Mortar Platoon  p.35
1
1
2
Cmd Rifle team
Observer Rifle team
ML 3″ MK II Mortar
75
Support Platoons
Glider Pilot Platoon  p.45
1
6
Cmd SMG team
SMG team
225
Airlanding Anti-tank Platoon  p.41
1
4
Cmd Rifle team
OQF 6 pdr gun (late)
160
Airlanding Anti-tank Platoon, Royal Artillery  p.54
1
2
2
Cmd Rifle team
OQF 17 pdr gun (late)
Cut-down 15 cwt truck
170
Airborne Reconnaissance Platoon  p.49
4 Recce Jeep 150
Airlanding Light Battery, Royal Artillery  p.55
3
1
2
8
Cmd Rifle team
Staff team
Observer Rifle team
M1A1 75mm pack howitzer
Airlanding Light Battery Medium Artillery Support
310
Company Points: 1650
www.EasyArmy.com Source document: Market Garden Book

Lee had brought Soviet Tankovy, the models in the picture are 85s but he was running 76s in the list, it makes no difference to me as none of my list is armoured anyways. Side note: Lee forgot he had paid for the tank escorts and never used them, though there was only one combat where they would have mattered, he can have the honorable victory if he likes.

 

Confident    Trained   Tankovy Batalon
Tank Battalion
Soviet Late-War
Tank Company
Platoon Qty Unit Points
Headquarters
Tankovy Batalon HQ  p.21
1 T-34 obr 1942 45
Combat Companies
Tankovy Company  p.22
10
10
T-34 obr 1942
SMG Tank Escort
450
Tankovy Company  p.22
10
10
T-34 obr 1942
SMG Tank Escort
450
Corps Support Companies
Motostrelkovy Company (Red Army)  p.99
1
14
Cmd SMG team
SMG team
240
Spetsnaz Platoon  Fearless  Veteran   p.103
1
1
2
1
Cmd SMG team
Captured Sd Kfz 250 half-track
SMG team
Captured Sd Kfz 251 half-track
100
Heavy Mortar Company (Red Army)  p.101
1
6
1
Cmd Rifle team
120-PM-38 mortar
Observer Rifle team
155
Air Support  p.155
5 Limited Air Support Il-2 Shturmovik 200
Company Points: 1640
www.EasyArmy.com Source document: Red Bear (Revised)

We rolled up Pincer. I thought about attacking but having tried previously to attack Soviet tanks with Brits, I didn’t think it would be too successful, I think i’d struggle even with some lucky dice to get through the wall of machine gun fire. I opted to defend, what I did do is choose to start with only one infantry platoon, this is so I could have two gun platoons on the board, the 17pdrs on board and the 6pdrs in ambush.

Pincer!

So i started with one platoon of Paras (with BOTH HQ PIATS) 6pdrs, 17pdrs and 1 75mm Pack Howitzer platoon (with staff team), in reserve would be two infantry platoons, another 75mm howtizer platoon, recce jeeps and mortars.

The objectives have ended up on the north side at the front of my deployment zone, and centrally in my deployment, this gave a small amount of distance between the two, however I made a large mistake here in that I deployed a platoon of infantry on the northern objective but this is where my reserves were coming on from, so the infantry would have a decent amount of ground to cover to get to the central objective.

75mm guns deployed at the back and I kept the 6pdrs in ambush, for the 17pdrs, I tried to pick some points of concealment so they could be used for area defence rather than specifically targetting the tanks, if they didn’t get to shoot all game that would be fine so long as the tanks didn’t come anywhere near them, however in hindsight I think one of them was deployed too far forward making it easy for the tanks to drive around.

Lee wisely chose to keep the T34s away from the 17pdrs as much as possible until he could flank them, so used the southern end of the board to run down that flank, his small motorstrelkovy platoon (small being 15 teams (!) ) lined up to assault the northern objective and put pressure on me to stop me moving my infantry platoon centrally.

Lee was able to infiltrate a platoon of T34s a bit closer to the objective and I failed to roll the 6 so off we were.

Turn 1

As is often the case with soviets everything pushes forwards, the T34s move up and machine gun some things but fail to do much, Air Support arrives and tries to deal with the artillery at the back and mortars can only pin the foward platoon of paras.

In my turn one, i am tempted to pop my ambush but opt to wait until nearer the time, the 75mm howitzers range in on a T34 to try and nip a half track but fail to any damage, however the ranged in token now sits right in the middle of Lees tank horde which should keep him moving.

Turn 2

Air support arrives again and continues its plan, the T34s try to get mostly out of the way however 4 teams cannot move off the template and so will take a bombard next turn, the mortars managed to kill off a para team and the infantry move up. Now, here is where I made another gigantic cock up. One para team is deployed in a bunker on the half way line, however the entrance to this bunker is ever so slightly over the half way line, what this means is that Lee has 3 teams within assault range of the bunker, normally deploying the infantry just behind the half way line puts the attack 16.1″ away so with a 6″ move it still leaves them 10.1″ away so not possible for a turn two assault, however in my haste at using the bunker (which we were playing as a building as quick glancing the bunker rules seemed a little complicated) I had given Lee a turn two assault, and the took it, only 14 teams were in range so no quality of quantity, but that didn’t matter as there were only 5 or 6 shots from defending teams, the Soviets went in and smashed the one team in the bunker, I opted not to counter assault as I didn’t want to lose half my platoon so early on, so Lee consolidated and moved his platoon up some more.

In my turn I pop the ambush so I can hit the T34s with a high dose of pain, the 6pdrs line up in the nearby woods, as tempting as it would have been to use the cornfield for flank lots Lee had moved one T34 too close so I couldn’t use the edge of the cornfield, it would have meant concealed shots and I wanted more hits. The 6pdrs scored 8 hits and Lee failed almost all saves, however Firepower tests were not my friend and I could only kill 3, despite the bails it was not enough for a test.

The 75mm howtizers could only hit the platoon at the back on their repeat bombardment, however a spetznaz team was under the template so took a hit as well, two T34s went down and another bail but the infantry were ok (albeit pinned)

Turn 3

No Aircraft this turn, the SMGs continued their advance and it is looking like the T34 attack might have been a very good distraction. some of the T34s re-mount and Lee keeps one platoon steady to open up on the guns whilst the other platoon uses their gaps to advance, however all goes wrong as the stationary T34s only account for 1 hit, which is then saved. The Machine guns fair better but again no firepower checks can kill a gun, I have another round of 12 AT11 shots! Very bad luck on Lee’s part. The SMGs however continue to push through and kill a couple of Para teams, at this point (after a discussion) I am pretty much forced to counter assault to try and hold back the tide, the Paras counter easily thanks to British Bulldog and kill a couple of teams but there are more where that came from, Lee counter assaults and kills more paras, there are now no teams without 4″ so I am forced to push back, Lee consolidates and it looks like it might be over.

I get no reserves (typically), however one of my command teams can leave his foxhole and get to within 4″ of the objective to keep the game going, The 6pdrs open up on the T34s again but only get 6 or 7 hits this time, this results in another few kills and bails and puts the first platoon on a test, which they pass. Frustrating as this puts the guns on clean up duty assuming they last, one of Lees T34s from platoon 2 (the larger one) has strayed onto the other side of the woods, so the 17pdr can have a shot, as predicted it goes straight through and destroys the tank easily.

the 75mm howitzers can get another 3 under the template on repeat bombard but the Spetznaz have moved up out of the way, another T34 is down and one bailed.

Turn 4

Lee is again without Air support, however all his T34s remount, the SMGs are pushing forward to finish the Paras off, however a few too many teams are in range and 6 shots results in 5 hits which forces the assault back. buying me another turn , Lee opts to keep ALL his T34s stationary and starts pouring shots in the 6pdrs, however this time the luck is with him, the first platoon managed 4 hits with main guns, which results in 4 failed saves and 4 dead guns. The commander fails his sole survivor test and legs it, without much of a target a couple of other T34s have a crack at infantry and the 17pdr however it doesn’t result in any kills. The Mortar fire again pinning the remnants of the para platoon (commander + 1 team at the moment)

I don’t get reserves again in my turn, and repeat bombarding doesn’t seem to do anything, my turn is fairly short.

Turn 5

The T34s are now consolidating and re-positioning to prepare for the final assault, however one platoon would still like to stay still and remove the 17pdr, which they do with ease, The SMGs push forward again and this time make it through the defensive fire but lose a team or two in the process, the assault kills the para commander but the 1IC opts to heroically push back and smack a team before he is killed, Lee consolidates however I am guaranteed a platoon next turn so the objective should not be held for long.

My Glider pilot SMG platoon arrives and shoots up the motorstrelkovy, killing another team, in the assault they punch through and kill off enough teams to force a test which is failed, talk about rescue at the last minute. They use the consolidation to push foward again as they now need to look at stopping the T34s. I opt to range in a bombardment in a new position now the T34s don’t have many places to go;

Turn 6

Lee gets 3 planes, and they as well as the heavy mortars call a bombardment in on the newly arrived infantry platoon, a team or three is killed and they are pinned down. The T34s are looking to finish off the 17pdr and do destroy it however this ties them up for another turn.

Two reserve platoons arrived for me so the 75mm howtizers are on, and the last Para platoon, the SMG Glider pilots pushed up using the buildings for cover to avoid the T34s, the repeat bombardment puts another T34 out of action and the first platoon is now on another test which it fails, leaving one battered T34 platoon, some spetznaz and heavy mortars left to finish the job.

Turn 7

Lees turn 7 looks for him trying to finish the game off, the spetznaz move up to assault the building and kill off observers and a lone para team in there, the T34s are now pushing to assault the one para team covering the objective. The Spetznaz move in and kill an observer however the para team counters and kills a spetznaz team and pushes them out of the building. The T34s assault and destroy the para commander however this has put the SMG glider pilots within range to counter assault, they move in and kill one T34 and bail another, then the T34s counter assault but miss with 4 swings, the British counter again however can only bail one tank, another counter from the T34s manages a single killed team, and the British again push back but fail to kill a tank, the counter assault test is failed by the T34s and they withdraw from the objective however both platoons (SMG Glider pilots and T34s) are on a test, the T34s stick around however the SMG Glider pilots fail and quit the field.

At this point, it is gone 11pm and we have played more than 6 turns, despite being pushed off the objective Lee would take it if he had one more turn, however we called “time” on this one and gave the win to the defender, making it a 5-2 win.

 

Conclusion

I thought it was a major risk starting with one platoon of infantry however I think more obvious faults in my deployment were weighting up the northern side of the table where my reserves would arrive and deploying that infantry team in the bunker which gave the Motorstrelkovy a turn 2 assault. Other than that though i’m happy with how my Paras worked and not too many freak dice rolls although Lee missing the 6pdrs did grant me another turn of whittling them down.

 

 

 

AAR: 3rd Armoured Division vs Panzer Kompanie (Lehr)

Hey folks, Its been a while since I wrote a blog post, I’ve still been active hobby wise just not writing much about it, but as we get into the build up to Corrivarly i’ll be hoping to change that. Last night I went to Andys house to play a 1750pts game, Corrivlary is 1800pts but the lists are quite similar and the only real difference is an AOP to stop ambushes in the 1800pts version which I could do with practicing without.  I have decided to take the new 3rd armoured lists from Bridge at Remagen after reading up on Bill Wilcoxes chaffee list I opted for the slightly cheaper (money wise) version using M4A3s so I could pick up the new plastic kit. My list for the game looked like this;

Tank Company (3rd)  
  •   Reluctant  
  •   Veteran  
Tank Company
POINTS
1750
Platoon Qty Unit Points
Headquarters
Tank Company HQ (3rd)   p.11
1
1
M4A3E2 Jumbo
M4A3E8 Easy Eight
265
Combat Platoons
Tank Platoon (3rd)   p.12
4 M4A3 Sherman (late) 380
Tank Platoon (3rd)   p.12
3 M4A3E8 Easy Eight 405
Weapons Platoons
Armored Mortar Platoon (3rd)   p.13
1
1
2
Cmd Carbine team
M2 half-track with .50 cal AA MG
M4 81mm MMC
70
Light Tank Platoon (3rd)   p.15
4 M24 Chaffee 295
Recon Platoon (3rd)   p.21
1
1
1
1
Cmd Rifle team
M2 half-track with .50 cal AA MG
Rifle team
Jeep
55
Support Platoons
Mine-exploder Tank Platoon   p.28

Confident  Trained
4 Sherman Crocodile 280
Bridge at Remagen – USA Late-War

 

Andy used his tried and tested Panzer Lehr list, I’ve played this list a few times at 1500/1650 and 1750pts, its a pretty well rounded but front loaded German Armour list. The mission we rolled up was no retreat.

Confident    Veteran   Panzerkompanie (Lehr)
Tank Company
German Late-War
Tank Company
Platoon Qty Unit Points
Headquarters
Panzerkompanie HQ  p.103
2 Panzer IV H 180
Combat Platoons
Panzer Platoon  p.103
5 Panzer IV H 450
Panther Platoon  p.104
3 Panther A 560
Support Platoons
Gepanzerte Panzergrenadier Lehr Platoon  p.108
1
3
3
1
6
Cmd Panzerfaust SMG team
Tank-hunter team
Sd Kfz 251/1
Sd Kfz 251/10 (3.7cm)
MG team
290
Puma Panzerspäh Platoon  p.124
2 Sd Kfz 234/2 (Puma) 100
Rocket Launcher Battery  p.227
1
1
1
3
Cmd SMG team
Observer Rifle team
Kubelwagen
15cm NW41
105
Anti-aircraft Gun Platoon  p.129
2 Sd Kfz 10/5 (2cm) 60
Company Points: 1745
www.EasyArmy.com Source document: Atlantik Wall book

My list is always attacks so Andy would be on the defensive, with one Ambush and half his force in standard reserves.

Deployment

Looking from the south, Andy deployed his Panzergrenadier platoon on the western flank, just behind the centre line, with his Panzer IV platoon on the eastern flank making use of concealment. His Panther platoon remained in ambush. I countered with the Crocodiles facing the off against the infantry and the Easy Eights and Mortar on the western flank and the M4A3s and Chaffees running up the eastern flank, the recce remained central and used their recce move to jump behind a woods with the aim of dismounting in the first turn.

 

Deployment + Recon Move

Turn 1

I pushed forward, the Crocs took refuge behind the woods to wait until some of the tanks of Andys force had been neutralised, the Easy Eights pushed forward on the western flank with the 2IC in a jumbo babysitting them, the chaffees also used a wood on the eastern flank for cover whilst the M4a3s and the 1IC advanced up. the recce jumped out of their transports and took up positions in the wood peeking out so they could see all the German front lines.

Initial Advance.

Andy opted to pop his ambush and try and nail the Easy Eights as soon as possible, the Panthers ambushed at long range but were able to use the hedgerow for concealment and opened fire, the Panzer IVs also opened fire at the oncoming M4A3 platoon. He also got his first reserves so pushed the Nebelwerfers into position. The Panthers got three hits and despite the jumbo taking and bouncing a hit off, 2 Easy Eights were brewed up, the lone platoon commander passed his test, which was lucky as joining the Jumbo would have meant he would run off as well.

…bugger

The Panzer IVs got 3 hits on the M4a3s but one was bounced but again two more Shermans were destroyed, however the M4A3 platoon had 4 tanks in it, so no test for them.

 

Turn 2

With my two more heavily armoured units (with the mighty FA7!) crippled, I felt I needed to push and try and knock out some of Andys platoons, The Chaffees darted from behind the woods to behind the hedgerows directly facing Andys Panzer IVs and the M4A3s stayed stationary to fire at full ROF, only the 1IC in his Easy Eight moved up. The crippled Easy Eight platoon and the 2IC used their dead buddies for cover so now both Panthers and Easy Eights would be hitting each other on 6s, hopefully the prospect of a sniping war and the added jumbo would put Andy off engaging them to finish them off. The Crocodiles pushed up through the wood, to threaten the infantry on the next turn as well, sadly one of them bogged on the way in.

Target Rich environment

The mortars tried and failed to put smoke on the Panthers to cover my advance so I needed to fire platoons in a particular order so I would have a chance to smoke the leftovers.

The Easy Eights opened up first, the platoon (or what was left of it) tried and missed the Panthers, and the Jumbo also failed to put any smoke down. The M4A3s having pushed up, used their stabilisers to roll more dice and managed to get two hits which resulted in one dead and one bailed Panzer IV. The 1IC Easy Eight also couldn’t hit his target which left the M4A3s the desicion of trying to to destroy more Panzer IVs or smoke them for security, I decided to play it safe and put some smoke down but only one round found a tank, however I did put it on the tank at long range of the Chaffees so that tank would now be forced to move to shoot.

Smoke cover to limit line of sight.

Andy consolidated his Panzer IVs to shoot everything down the Eastern flank and Panthers remained where they were now a new target had appeared, he also got another reserve platoon in the shape of the Pumas however they chose to hang near the back of the board away from any of the scary American tanks.

The Panthers opened fire at the Shermans, two of them were caught in the open but at long range however even at range they still couldn’t stop the Panther rounds, towing fuel trailers made no difference as they went up just as quickly, with one of them stuck bogged in the woods it would be a morale test for that platoon. The Panzer IVs faced a difficult decision of whether to try and finish off the M4A3s or deal with the Chaffees who could make a push for their flanks next turn, Andy decided to split his fire, which resulted in one hit on the chaffees and two hits on the M4A3s, the Chaffee didn’t stand a chance but one of the shots on the M4A3 bounced however a bail on the other shot still put the platoon on a test.

The two platoons needing tests both failed and quit the field. Leaving me with 3 chaffees, 1 Easy Eight, the 1IC, 2IC and two support platoons to finish the fight, it was not looking good.

Turn 3

To stand any chance of winning this fight, I needed to reduce Andys numbers in this turn to stall the panthers targets, the Chaffees pushed for flanks shots where they could, using their stablisers to keep the ROF high, two of them made it to flanks however one had to keep shooting to the front. The 1iC in his easy eight now had open ground to slowly move up, keeping his full ROF.

The Easy Eight and Jumbo decided they would need to stay out of the line of fire for a turn or two, so moved back behind the trees with the aim of tree hopping for a few turns. The Mortars tried to lay down some smoke on the panthers but failed to range in.

The combination of Chaffee fire and Easy Eights was too much and another two panzer IVs fell to the US tanks, this put the platoon on a test, that was all the shooting I could muster and luckily for me the Panzer IVs quit the field, taking the 2IC with them as he had joined the platoon from the chaffee fire.

putting pressure on the Panzer IVs

The Chaffees punch through the German Panzer IVs but take casualties in doing so.

Andy got his last reserve platoon, which was 2 AA half tracks who arrived and hid behind the woods as they couldn’t contribute much to this fight but could have caused a company break if I had the opportunity to clean up squishy support platoons. A couple of panthers needed to move to get shots on the chaffees and the 1IC decided to stay gone to ground as he wasn’t confident of taking out the US company commander and feared retaliation from the Easy Eight.

the Panthers long range shots managed to knock out another chaffee however not enough for a test, two Chaffees would survive for another turn. The pumas contemplated opening fire to try and finish the chaffees off, however they decided to stay gone to ground instead to conserve Victory points.

Reserves arrive, all of Andys force is now on.

 

Turn 4

Numbers were running low for me and it would seem I maybe wouldn’t even last the full 6 turns, we checked victory conditions and I had until turn 6 to be within 16″ of an objective so even if I lost the chaffees I would still have a turn or two to potentially clean up some platoons. The Chaffees used their speed to zip around to get shots on the Pumas, one managed to get a clear line of sight however the other one could only see through the corn field. 2 shots on stabilisers needing 5s and 1 shot needing a 6 resulted in one hit, which converted, but not enough to put that platoon on a test.

The Chaffees try desperately to kill off some German platoons

The 1IC was continuing to move up however was struggling for valid shots, at long range the pumas were too hard to hit, and the Panthers had started to move around towards the back of the board. He tried a pot-shot at the 1IC in a panzer IV but missed.

In Andys turn, the puma opted to return fire to the front, rather than have a single shot on side armour, he was able to hit and penetrate one but couldn’t pass the firepower roll so the Chaffee was bailed.

The Panthers moved up again for single shots on the chaffees, but missed. The 1IC Panzer IV The Panzer IV went for a side shot on the jumbo and bailed it out.

The Jumbo gets bailed by the German 1IC

Turn 5

With the Jumbo failing to remount, the Easy Eight platoon (of 1 tank) was now running out of time and it was looking like a last gasp attempt with the chaffees to engage the pumas, the bailed tank failed to remount, and the single tank stayed where it was to try and finish the puma platoon off, but missed, the Easy Eight broke off and pushed past the buildings to try and nail 2 panthers for luck, but missed, and the Jumbo tried to Smoke a panther but…you’ve guessed it, missed, the Mortars were missing a suitable smoke target so started to move up to find a better viewpoint.

in Andys turn, the Puma managed to get one of the Chaffees which was enough for a test, and the Panthers were able to find enough shots on the Easy Eight to finish him off , which was enough with all 4 of my tank platoons now gone, the game went to Andy.

The Easy Eight pushes through…

 

5-2 to the Germans.

Conclusion

Looking through the images as I write the report, my initial advance was truly awful, the smoke screen covered an area that was already providing concealment and would have been better placed on the most western part of the board, giving Andy shots in the open (even at long range) was just too tempting a target and losing two of my 4 AT13 guns in the first turn made it too difficult to really contain the panthers.

Once the Easy Eights were crippled I lost control of the game and pushing the Crocodiles up with the Panthers still in the area was another great mistake, overall I think I split my force too much and was a little too gung-ho in the early turns considering nothing of Andys reserves was really much of a threat to anything except a Chaffee I should have played a more long game and used the trees and my speed to re-position my tanks and force Andy to move to engage.

 

British Paras vs Reserve Infantry Company – Surrounded (NGFS Test #1)

This battle report and post would have been a great follow up to a post I was working on just after I finished 1st in the UK Games Expo FOW LW Competition, running a British Para list with full 300pts NGFS, however the week after the expo, an article went up from the guys at Battlefront re-jigging some of the rules of how NGFS works as it had been perceived too powerful. Those rules involved it dropping from AT6 1+ to AT5 2+ and only allowed one attempt to range-in. Now we’re on phase 2 of the rules re-write and this one seems a bit better and more balanced, so with that in mind i’m going to run a couple of test games to see how it fairs. For reference, here are the current proposed rules;

Naval Gunfire Support (NGFS) in Flames Of War has been receiving a lot of attention lately, with a lot of people finding it rather too effective. Battlefront put out a suggested change to the rules for public feedback. Having reviewed the feedback, we’ve decided to try a different approach to see how that works.

This approach leaves the basic rules unchanged, but reduces the size of the battery to a maximum of four guns to better reflect the amount of fire that a warship could practically deliver against a ground target. Light Cruiser NGFS also has a reduced Anti-tank and Firepower rating to reflect the smaller calibre weapons compared to heavy cruisers and battleships.

Please try them out and post your battle reports on this forum.

We are proposing the following arsenal entries for the various types of NGFS:
• LCG Support (75 points): 2-gun battery, Anti-tank 4, Firepower 3+.
• Destroyer (150 points): 4-gun battery, Anti-tank 4, Firepower 3+.
• Light Cruiser (250 points): 4-gun battery, Anti-tank 5, Firepower 2+ (was an 8-gun battery with Anti-tank 6 and Firepower 1+).
• Heavy Cruiser (300 points): 4-gun battery, Anti-tank 6, Firepower 1+ (was a 12-gun battery).
• HMS Roberts (150 points): 2-gun battery, Anti-tank 6, Firepower 1+.
• HMS Warspite (300 points): 4-gun battery, Anti-tank 6, Firepower 1+ (was a 6-gun battery).
• Prinz Eugen (275 points): 4-gun battery, Anti-tank 6, Firepower 1+ (was 200 points).

Please try out these ideas over the next month and let us know how it worked.

So, I was running the following list;

 Fearless    Veteran   Parachute Company (6th)
 
British Late-War
Infantry Company
Platoon Qty Unit Points
Headquarters
Parachute Company HQ (6th)  p.23
2
3
Cmd SMG team
PIAT team
120
Combat Platoons
Parachute Platoon (6th)  p.23
1
1
6
Cmd Rifle/MG team
PIAT team
Rifle/MG team
230
Parachute Platoon (6th)  p.23
1
1
6
Cmd Rifle/MG team
PIAT team
Rifle/MG team
230
Warrior
Lt Colonel R.G. Pine-Coffin  p.21
1 Lt Colonel R.G. Pine-Coffin 50
Weapons Platoons
Parachute Mortar Platoon (6th)  p.24
1
1
4
Cmd Rifle team
Observer Rifle team
ML 3″ Mk II Mortar
130
Support Platoons
Commando Company (Beaches)  p.46
1
6
Cmd Rifle/MG team
Rifle/MG team
195
Airborne Recce Platoon  p.34
1
1
1
Cmd Motorcycle Rifle team
Motorcycle Rifle team
Universal Carrier with extra hull-mounted MG
85
Airlanding Anti-tank Platoon  p.29
1
4
Cmd Rifle team
OQF 6 pdr gun (late)
160
Naval Gunfire Support  Confident  Trained   p.161
12 Heavy Cruiser 300
Company Points: 1500
www.EasyArmy.com Source document: Overlord book

 

Dave, on the other hand had brought a reserve infantry pdf list, he was worried about the lack of recce in his list for attacking but as it turns out, my Commando platoon forces me to attack against an infantry company anyway, so he was fine.

  Confident    Trained   Walkürekompanie
Reserve Infantry Company
German Late-War
Infantry Company
Platoon Qty Unit Points
Headquarters
Walkürekompanie HQ  p.5
2
2
2
Cmd SMG team
MG42 HMG
Panzerschreck team
125
Combat Platoons
Walküre Platoon  p.5
1
6
Cmd Panzerfaust SMG team
Rifle/MG team
130
Walküre Platoon  p.5
1
6
Cmd Panzerfaust SMG team
Rifle/MG team
130
Weapons Platoons
Walküre Mortar Platoon  p.6
1
3
6
Cmd SMG team
Observer Rifle team
8cm GW34 mortar
145
Divisional Support
Assault Gun Platoon  Confident  Veteran   p.9
3
1
StuG G or StuG IV
StuH42
380
Veteran Tank-hunter Platoon  Confident  Veteran   p.15
4 Hetzer 340
Panzerpionier Platoon  Confident  Veteran   p.11
1
1
1
6
3
Cmd Pioneer Panzerfaust SMG team
Kfz 15 field car
Pioneer Supply 3-ton truck
Pioneer Rifle/MG team
Kfz 70 truck
240
Company Points: 1490
www.EasyArmy.com Source document: Walkürekompanie PDF

We rolled up Surrounded for the mission, which on reflection was quite a good test, the double template NGFS would have made it very difficult for Dave to put everything on the board and not have lots of it covered under the template however single template made things a little easier.

Objectives wise we ended up with one on the North end on top of a hill, and one on the South end at the bottom of another hill, neither of them close enough to woods or buildings to contest. Dave deployed one Walküre on each, with the Mortars also taking the northern hill and then Pioneers holding a central wood so they could counter attack whichever objective was threatened, the PSV placed 3 bits of barbed wire covering the northern hill (and the mortars) on each side.  The hetzers chose the south eastern cornfield as their terrain piece and the StuGs chose to hide in immediate ambush.

Deployment

The StuGs and the Hetzers had taken a good deal of Daves points, so I opted to send the Commandos straight towards the Hetzers through the corn, the 6pdrs would cover their advance from atop the hill, the first Para platoon would aim towards the mortars using the farmhouse for cover and the second Para platoon would come from the western direction through the corn and down to the Southern objective, Mortars covering their advance. Dave popped the immediate ambush to stop the Western para platoon (or at least slow them down) and it also split his tanks which stopped me from focusing on one area of the battlefield.

Turn 1 movement!

Despite attacking in the daylight, I could still make a spearhead move with my Paras thanks to pine-coffin, the Immediate ambush of the stuGs had limited my advance however I still got a few inches, and the other platoon made for the Farmhouse.

Turn 1

Using the cornfields for cover, the Para platoon on the western side of the board advanced, the Paras on the eastern side moved through the farmhouse and the Commando platoon rushed up the centre towards the Hetzers. The AOP tried to range in on the StuH42 to kill off Daves only breakthrough gun however it failed to range in at all, despite needing 4s on 4 attempts.

Using the Farmhouse for cover, for the minute….

Dave moved up the Hetzers to have a go at brassing up the Commandos who were fast approaching, the StuGs also advanced to machine gun up the paras on the western side, everything else stayed still. The Mortars had a go at ranging in on the Paras in the farmhouse, but failed to range in at all. We joked that if we both continued with awful dice, it wouldn’t be much of a battle report. the Hetzers scored some hits on the commandos but could only knock out an infantry team and the Stugs did much the same. Using his stormtrooper rolls to move back, Dave had badly positioned one of them…..

Closing the gap on the hetzers

Turn 2

A single para team was within 10″ of the Hetzer platoon, and a couple more were within 12″ so it would be possible to assault the hetzers with at least 2 platoons this turn (the commandos were also in range), the Paras also could reach a StuG or two, so everyone moved up for some early assaults, the Commandos and Paras on the eastern side had some nice concealment using the cornfields however the Paras attacking the StuGs needed some concealment so the Mortars opted to drop some smoke down.

The NGFS tried again to get the StuH42 however despite ranging in first time, it failed to hit, having lost its re-roll in the new rules update.

The first platoon to go in was the Paras attacking from the farm house, after having moved them up, Dave could only get 2 hetzers to shoot in defensive fire so 6 shots but not the 5 hits needed, in a single swing, the paras hit the Hetzer and Dave rolled the magic 1 for a destroyed Hetzer. Having nothing within 4 he was forced to break off. The commandos were still in range to assault however a failed Tank Terror test kept them in their foxholes. Over the otherside, the lack of a dead StuH had given dave another 3 dice in defensive fire and coupled with an MG team or two being a little too close, Dave got the five hits needed to push the assault back, an infantry team or two were taken down and platoon was pinned in place. Not good.

Gotcha!

In Daves turn, he followed up by pouring more machine fire into the Paras and commandos resulting in a couple more kills, the pressure was on as I was running out of infantry teams pretty quickly. The Pioneers moved a few teams (and two flamethrowers) out of the woods to try and cripple the commando platoon, the counter attack was on. From 4 shots, only 1 dead commando team, pinning the platoon. Dave opted not to assault with the Hetzers for fear of 2+ PIAT team in the commandos, so used stormtrooper to move back into the town, creating a bottleneck for the two platoons whilst the Pioneers could provide a speed bump. The StuGs opted to divert for a moment and focus on the 8cm Mortars to stop me from putting smoke down in the future, they killed off a gun and in the assault got another one, however a counter assaulting 8cm mortar managed to bail a StuG, and when the counter assault from the Germans didn’t come, captured it and knocked it out. The platoon however would almost certainly not last another turn.

Taking lots of fire from the Germans.

 

Turn 3

The Paras on the western side who were pushed back by defensive fire failed to un-pin, so opted to dig-ing, over the other side, the Commandos were back on the move again. Without smoke I really needed the NGFS to start reducing the numbers. The Paras also moved up to assault the Pioneers.

The NGFS was now trying to clear out the hetzers and I was able to get all 3 under the template, however I ranged in on the second attempt and could only hit one, that hit was converted to a kill however it still left 2 of them blocking the entrance to the town.

NGFS can be very precise, making sure my own teams aren’t going to be under the template.

The Paras went in first and cleared out a couple of teams, the counter attack knocking out another Para team, after another counter assault, the Pioneers retreated they were on a platoon morale test which they failed.  The commandos pushed up to assault the Hetzers but couldn’t do any damage and the Hetzers opted to break off, giving the commandos the town and a couple of buildings for cover.

Closing in on the town and getting ever closer to that objective.

In Daves turn he cleared the last remaining mortar so he could start coming back to support the infantry in the centre of town.

Turn 4

I was losing teams left and right (in Daves turns he had been hitting my advancing infantry platoons with mortar fire to whittle down their numbers, all three of my platoons were now one team away from platoon morale checks so at this point I probably wouldn’t win the game.

The Mortars bag a StuG, but are cleared the next turn.

The NGFS did the same as the previous turn, exactly the same. Ranged in on 2nd attempt and killed a single Hetzer, but the platoon passed its motivation to stay in the game, it’d have to be knocked out manually it seems.

Around this point Dave poured all the fire in and was able to destroy enough teams to put the Paras in the centre on platoon morale check which they failed, Pine-coffin opted not to join them so he could join the Commandos. The Commandos were also put on a platoon morale check but they passed, without Pine-Coffins help.

Turn 5

With a larger amount of infantry (7 or 8 teams) now sitting under the template, the NGFS went for a potential game winning move of blowing a large chunk out of the infantry platoon sat on the objective, however despite ranging in first time (with gone to ground removed) Dave passed all hit saves for the 7 teams I hit.

The Commandos take the town.

Dave continued to shoot up my last remaining infantry platoons and put both on platoon morale checks which they failed. Leaving me with no infantry platoons. And only recce and a couple of 6pdrs left. I did pass my company morale check however which gave me one last turn before we called it quits.

Attempts to blow apart the infantry failed.

Turn 6

With the game lost by scneario, I made one last attempt using the NGFS to bag the final hetzer to give me my second platoon, despite only ranging in on the last attempt, I scored the 6 needed to hit and Dave failed his armour save so that was the second platoon and a 4-3 to Dave.  We discussed how much effort with the NGFS it would be to take out another 2 of Daves platoons to put him on Company morale and I would have lost either way much quicker.

Thoughts

Game wise, I probably should have focused more on one side however I wanted to have enough infantry coming in from both sides to stop Dave pummelling me with everything shooting the same direction, the initial assaults were useful however losing my smoke stopped me from being able to protect my infantry platoons so once the bullets started flying I was losing teams quite quickly.

NGFS wise, ultimatley it accounted for a single hetzer platoon, which cost 340pts with what I would call fairly average dice. At 300pts its maybe a little bit on the expensive side but I think it would need to be more expensive that the priority typhoon which is 220pts. So possibly 270pts might be better.

However, in its current points value, the question is what would 30pts bring to the list as it is? Nothing, there is nothing else I can upgrade on a unit, I could possibly swap out the commandos for an Airlanding platoon instead to get a bit more TA3 in the list however the 2+ to hit from the commandos is very good for anti-infantry work and the flexibility of that platoon is also good. In the end I think any difference between 30 and 50pts is not going to make a massive amount for the list and i’d prefer NGFS to be an expensive but more precise method of getting AT6 bombardments into the army.

Desperate Measures Panzergrenadiers completed + AAR vs Overlord British Shermans

Last week I finally managed to get the last few platoons of my Panzergrenadiers finished, starting with the Panzerwerfers, I then forced myself to finish the 2nd Panzergrenadier platoon before I tackled the 2 platoons of 251/22’s. I still need to tidy up some bits and apply some decals but the army is now pretty much done, other than a few bits and bobs of platoons I now want to concentrate on getting my British Armoured Regiment in early war finished, then after that I need to look at some sort of force for an Italian Campaign the Preston lads are running in August. It will probably be Grenadiers as I have 2 Open Fire platoons not yet painted so a good excuse to get them finished.

Here are the last few pictures;

PanzerGrenadiers 2nd Platoon.

 

2 platoons of 251/22 Pak40s.

Plus a quick Army shot.

 

Full Army Shot.

So, now that the list was finished I wanted a game, sadly I have no 1650pts events coming up so this list might just be used at the club for a while, the next event for me is at the UK Games Expo and it’ll be 1500pts Late War. So on Friday, I was able to get a game in against Leonardoffury himself, Mr David Green. Dave brought a Confident Trained Sherman list from Overlord with 4 (!) platoons of Shermans, I was pretty happy with this matchup though as it confirmed my idea of not being worth it to roll out any Panzer IVs/Hetzers or even Panthers as the 4 Fireflies would have cut through them so quickly.

After setting up the table we rolled up a scenario and got surrounded. I wasn’t looking forward to this, with a lack of a true ambush I’d have to stay gone to ground a lot and it would be difficult to cover two objectives from potentially two directions of attack.

Surrounded!

The plus side was one area of where the objectives could go was full of buildings, so Dave placed one objective on my northern side with hills and cornfields and reluctantly placed the second amongst the buildings, however there were buildings within 4″ of the objective so this would be easier to defend.

My deployment was pretty straight forward, keeping the larger platoon of pak40s in immediate ambush, I played a single platoon of infantry covering each objective, point one platoon of pak40s towards the western edge, kept the nebelwerfers close to the northern objective, I wouldn’t be firing them much as the enemy would be pretty close pretty quick for smoke and the HE doesn’t have great anti tank. Finally the pak40 jeep platoons were deployed at various positions along the road running through town so they be able to redeploy quickly.

Dave responded by equally splitting his Sherman platoons, on the western side Dave deployed 2 Sherman platoons and the Stuart Platoon, and on the eastern side was the Heavy Mortars, 2 Sherman Platoons, the Armoured Car platoon and the SP Bofors. I had 3 Pak40s facing the western flank so was able to immediate ambush and put my platoon of 4 facing the heavier onslaught to the east.

German Deployment + Immediate Ambush.

Western Flank, from the wrong side.

Eastern flank, I switched table sides at this point.

I made my recce moves first and positioned one Armoured Car patrol down the street to flank the advancing Shermans, another patrol moved up to threaten the Bofors SP guns and possibly bag an early platoon. A third patrol kept itself mostly central.

Dave kept his Stuarts in place but rolled up the armoured cars through the wood to start making way towards my lines. And with that, we were off.

Turn 1

The west side Shermans had mostly good positions but moved into 16″ range so they could hit the Gone to Ground Veterans, The Stuarts hesitated moving up as they did not want to get flanked by the 234 cars hanging around the town. The Bofors SP guns considered moving to engage the 234s but having realised they have Awkward Layout, Dave pulled them back to avoid flank shots (and thus forcing me to make firepower checks to kill them). The Eastern platoons of Shermans used the hill to slowly crawl round but they were not in a great position.

Using the hill for cover.

In the shooting step, a few things opened fire however due to being gone to ground nothing of value was hit, and things that were hit made their saves.

In my turn, I pushed up the central platoon of 234s to start working their way westwards and flank the stuarts, after much contemplating I decided to push out and bag the Bofors SP guns with my 234s, the Pak40 scored a hit which destroyed a truck, but the machine guns from the other did little.

The core of my defence stayed gone to ground, I didn’t have a great number of targets in the open and nothing was at short range so I’d get a small number of shots on 4s and everything else would be on 5s, I decided this was too risky to give up my gone to ground and whilst no recce platoons had moved within 16″ I would get another turn before I need to start shooting.

Stormtrooper wise, the 234s that shot at the Bofors used their Stormtrooper move to dart back behind the house.

Turn 2

Dave pressed on with the attack, Western Sherman platoons advanced and a couple of them could spot the concealed Pak40 234 down the road, the Stuarts also push to get within 16″ but one bogged in the woods. On the Eastern side the Shermans started to peek around the wood so that a few of them were now with 16″ of a couple of Pak40s.

Dave opens with, the Recce Jeep proves too difficult to hit however a couple of 6s are rolled against the Short Pak40 251 platoon, firepower rolls covert the two hits into kills

The Shermans that poked round the hill have a couple of shots into the smaller pak40 platoon, to my annoyance Dave rolls two 6s to hit, and with no chance of an armour save it results in two dead Pak40s, the remaining one passes his “Enjoy the War” check, however I will now have to start shooting as if I hold out much longer I will lose much of my firepower.

The Bofors that remained moved further back to try and get into the woods, the Armoured cars also pushed through the woods and one bogged whilst moving around.

In my turn the Pak40 jeeps harassing the Bofors moved out to try again to kill the remaining AA truck, the Pak40 Jeep in the centre of town opted to return fire as the Shermans that shot at him previously, whilst his command jeep moved to stay out of line of sight of the Stuart platoon that was advancing.

I opened fire with with the remaining Pak40 and managed to knock out a Sherman, the Jeep in the centre of town also fired and knocked out another from the same platoon, not too bad. I would certainly lose the Pak40 half track in the next turn but i’d made a dent in one platoon which was a good trade.

Slowly clipping off Shermans where I can.

The recce Jeeps starting down the Bofors opened fire and the Pak40 Jeep brewed him up, that was one platoon gone, using their Stormtrooper to advance up.

Turn 3

Dave was now in a difficult position of whether to advance more tanks and have less shots against my Paks, or to finish off the crippled platoon but stall his advance, he decided to wait out a turn, and opened fire at the non-gone to ground Pak40 whilst trying to smoke the other platoon, one square of Smoke covered 2 Pak40s leaving 4 shots at concealed and long range in return.

Despite needing 5’s and 6’s with re-rolls on some, and about 6/7 shots, he managed one hit which was enough to kill the Pak but confirmed his choice was the right one.

The Armoured Car platoon pushed through the trees in a position to take off gone to ground next turn, however my infantry platoon covering the southern objective had been using the last two turns to push up towards the centre and a couple of teams were within 10″.

Over the western side of the battlefield, the Stuarts were now starting to take away Gone to Ground but the main guns and machine guns of the Shermans did very little, a couple of Shermans moved up to return fire on the Pak40 jeep which was hit and destroyed but his mate in the Command jeep couldn’t be seen so would use the next few turns to “tactically withdraw” to a safer spot.

In my turn, after much deliberating, I decided to play aggressive and move out to assault the Armoured Cars, I could get 4 teams within assaulting range and two connecting on the first swing, I need to get through the defensive fire but its only 6/7 shots so in theory its do-able.

The 2 Pak40s who were smoked moved up to shoot at the western platoon of Shermans who were approaching, and scored a hit, which converted, but the 4 shots from the stationary Shermans all missed, so it was highly likely they wouldn’t be there next turn.

I’d commited to moving up to assault so my PanzerGrenadiers went in, only 3 hits on the defensive fire but two stands were killed, I got a swing and was able to take out an armoured car but the other one missed, David thought about breaking off but decided to try and counter assault, one Car pushed up and squished another team, I had another attempt to counter assault but my one team in range missed, and then in Davids return assault he destroyed the team, this put my platoon on a Morale check and I failed two out of the 3 Enjoy the War checks and then in the next turn the Command team automatically fails its sole survivor test. Not exactly a good trade off.

The results of the failed assault.

Turn 4

I was on the back foot now, the south eastern objective was uncovered but not an area Dave was threatening, I had a couple of Jeep platoons in the area to re-deploy if needed, but I needed to keep them free to move. Dave moved one of the Sherman platoons that was 2 tank strong into the town down the road towards that Objective, but still a good few turns off. All the remaining Shermans opened fire on the Pak40s left in the cornfields and through the combination of Semi-indirect fire or close range shots got rid of them all. It was expected. I was now 3 platoons down on an 8 platoon force, so I had to be REALLY Careful with my Jeep platoons.

The tide quickly turns, running out of Pak40s.

My turns were now pretty much limited to moving my Pak40 Jeeps, one of them moved and fired down the road to kill a Sherman however his solitary mate passed his platoon morale check so it would be unlikely i’d get that platoon unless Dave made any mistakes.

The other platoon moved back from the southern side of the board towards the centre of the town to support incase one of the platoons was killed, the single 234 jeep moved behind a build to contest an objective if needed to keep the game going.

 

Turn 5

Dave advancing on his good positions opened fire on the Infantry, removing a team or two, and the Panzerwerfers who hadn’t achieved a thing in the current game, scoring enough hits to wipe out all 4 Panzerwerfers, the command then automatically running away due to Enjoy the War. 4 platoons down, next one puts me on a morale check.

A few more Shermans from the western side had started making their way through the town or through the southern side of the town, it would seem that the main attack on the infantry would come from the east.

In my turn I mostly moved back my Pak40 Jeeps, I had one take a single shot at the single command Sherman that Dave had left in a position however it missed.

 

Turn 6

The hour was getting late, and it was unlikely I was winning the game at this point unless we timed out, with enough time to sit and remove Gone to Ground and fire main guns, Dave decided to make the last charge and push the infantry off the objective, after measuring and seeing only 2 panzerfausts in range, he laid down some smoke and pinned the infantry to give him his best chance, still, one shot was enough to bail a Sherman going in, but the 1IC and 2IC had joined the platoon to make it a large assaulting platoon.

One popped on the assault. The counter assault will hurt, mind.

His initial assault was good, but it only killed two teams, the German 1IC joined up and the platoon counter assaulted, however with TA6 the 3 hits turned into 2 bails and 1 dead tank, Daves counter assault got another team but again the counter assault finished off the rest of the tanks, the remaining Germans quit the field after the assault, and it was enough to break my company as they had no 1IC or 2IC left, however the dead platoon of Shermans was my 2nd platoon killed of Daves so it was enough to make the game a 4-3.

 

Thoughts on the list / Game?

All in all, the list played out like I figured it would, the Pak40 half tracks are very fragile but the AT15 of the fireflies kinda proved my point, whats the point in paying for medium  (or even heavy) armour when your opponent has the tools to cut through it?

It would have been nice to have a real ambush and open up with 8 AT12 shots at something, but I crippled a couple of Sherman platoons in firing dribs and drabs. The main difficult was defending on two fronts and only one immediate ambush meant I would likely be facing the wrong way and unlike tanks who can turn their turrets, the 251s do struggle in that record.

Still, I’ve read a lot of peoeple saying surrounded is weighted towards the attacker and that might be true, so to get a 4-3 out of it is an achievement.

 

Desperate Measures PanzerGrenadiers

 

Now the japanese are done, I am returning my focus to late war for a bit to finish off some bits to make up a list from the new Desperate Measures book. I’ve been wanting to do a panzerfaust based list for a while and now Desperate Measures has given me the last few bits of the puzzle, I can now offset the expensive cost of the infantry platoons with cheaper Anti-Tank Vehicles, after all, why bother paying the points for Panzer IVs when they get very little save against most things anyways.

Here is the list I came up with;

 Confident    Veteran Panzergrenadier Kampfgruppe (Veteran)
Armoured Infantry Battlegroup
German Late-War
Mechanised Company
Platoon Qty Unit Points
Headquarters
Panzergrenadier Kampfgruppe HQ (Veteran)  p.73
2
2
Cmd Panzerfaust SMG team
Sd Kfz 251/1
80
Combat Platoons
Panzergrenadier Platoon (Veteran)  p.74
1
6
4
Cmd Panzerfaust MG team
Panzerfaust MG team
Sd Kfz 251/1
280
Panzergrenadier Platoon (Veteran)  p.74
1
6
4
Cmd Panzerfaust MG team
Panzerfaust MG team
Sd Kfz 251/1
280
Weapons Platoons
Cannon Platoon (Veteran)  p.74
4 Sd Kfz 251/22 (PaK40) 260
Support Platoons
Tank-hunter Platoon (Veteran)  p.84
3 Sd Kfz 251/22 (PaK40) 195
Heavy Panzerspäh Platoon (Veteran)  p.85
3
3
Sd Kfz 234/1 (2cm)
Sd Kfz 234/4 (PaK40)
375
Armoured Rocket Launcher Battery (Veteran)  p.90
1
2
1
3
Cmd SMG team
Kubelwagen
Observer Rifle team
Panzerwerfer 42 (5+ crew – counts double)
180
Company Points: 1650
www.EasyArmy.com Source document: Desperate Measures book

As you can see,  its a glass cannon, but it does manage to achieve 8 platoons which is quite a feat, in defense I can start with 2 infantry platoons covering objectives and 7 (!) pak40s on the table / in ambush, reserve wise there is not a lot but the Jeeps are pretty fast once they arrive and the idea with them is to start working around the back of the board to harass the enemies backline. I would have liked to add a HQ panzershrek to bulk up a platoon and make the command half tracks into triple 15mms but the points simply weren’t there and reducing the panzerwerfers down to regular 15cm nebs just would not have had the same effect.

On the attack I have enough MGs as well as a possibly pinning / smoking source, plus a number of 3+ FP guns to dig out infantry. With multiple recce platoons I can cover various lines of ambush and the recce cars are FA3 so immune to small arms.

The downside, like many of my lists, is that its very easy to give away VPs and I think it will be hard to win 6-1 on the attack.

Model wise, most of the stuff I already have from my attempt to make a VolksGrenadier list last year, although not strictly MG teams, there are enough MGs in the models to not confuse and both platoons are the same. I did have a bunch of 251 half tracks from my first major painting session back in 2012 which could need a little tidy up.

I also finished recently some 234/4s to go with my 234/1s from my Peiper list, plus the first platoon of infantry

234/4 + 234/1

“Panzerfaust MG teams”

My next tournament is Trinity in 1 week, they will not be ready for then, so they might be a club list for a while until a suitable 1650pts event comes up. I am not even going to try and make a 1500pts version, to be honest, they might work better at 1750pts so you can add more Paks and fill out the infantry platoons  with better weapons.

 

Road to Avanti! Japanese in Early War + AAR: Vs Czech Panzerkompanie

Late last year, our local group decided to jump into Early War, with our newer players looking to build up their first early war force, as well as the more experienced players needing a good excuse to build / paint new armies. I myself was going to do Strelkovy, but the prospect of painting up THAT much infantry made me feel sick, I’d been previous tempted by the Japanese, and a trip to Element Games one evening with most of the range in stock let me take the plunge.

The plan for the escalation campaign is to start at 750pts, play some small games then move to 1000, 1250 and finishing at 1500pts.
I drafted out my starter 750pts, 2 full Infantry platoons at Fearless Trained, all the trimmings (banners etc), then 2 AT guns (1 captured to make up the points) and 2 “Mortars”, this gave me a solid 4 platoon start to build on….

…Then the lure of playing tournaments started to loom, as with 2 platoons of Type 95 tanks and bumping the entire army up to Fearless Veteran, I would have 1500pts which is the standard for most Early War events these days.

After trying to scrape a 6th tank, I ended up having to buy 2 boxes (side note: 4 Type 95 tanks for sale!),

So, here is my full 1500pts list;

 Fearless    Veteran Hohei Chutai (7th)
Infantry Company
Japanese Early-War
Infantry Company
Platoon Qty Unit Points
Headquarters
Hohei Chutai HQ (7th)  p.21
1
1
Cmd Sword team
2iC Cmd Regimental Standard Sword team
125
Combat Platoons
Hohei Platoon (7th)  p.21
1
9
3
Cmd Sword team
Rifle team
Light Mortar team
Banners
360
Hohei Platoon (7th)  p.21
1
9
3
Cmd Sword team
Rifle team
Light Mortar team
Banners
360
Weapons Platoons
Hohei Battalion Gun Platoon (7th)  p.22
1
2
Cmd Sword team
Type 92 70mm gun
70
Regimental Support
Hohei Rapid-fire Gun Platoon (7th)  p.22
1
2
Cmd Sword team
Type 94 37mm gun
90
Divisional Support
Light Sensha Company  p.19
6 Type 95 Ha-Go 490
Company Points: 1495

And here is the first infantry platoon. Banzai!

Hohei Platoon

After the first platoon was done I got a real breakthrough and was able to knock out the 2nd infantry platoon and both tank platoons.

Infantry Platoon 2 and Type 95 Ha Go Light Tanks.

Then a few days later I finished the final two platoons, the guns, and the Nikuhaku teams to complete the army.

So, having painted the Army i’d sorted my ticket to head to Stafford Games to play in their Early War Spring Avanti, Avanti is a series of 3 one day events over the year, going Early War, Mid War and Late War, 1500pts, no Warriors, no PDFs, easy enough to get into.

But first, I needed a game, any game, after some faffing about, I secured the punching bag that is Fraser for a game against his Czech Panzerkompanie.

This was Frasers list, pretty tough to get through all those tanks.

Confident    Veteran Czech Panzerkompanie
Czech Armoured Company
German Early-War
Tank Company
Platoon Qty Unit Points
Headquarters
Czech Panzerkompanie HQ  p.73
2 Panzer 38(t) B 175
Combat Platoons
Panzer II Platoon  p.67
5 Panzer II C (early) 225
Czech Panzer Platoon  p.73
5 Panzer 38(t) B 440
Czech Panzer Platoon  p.73
5 Panzer 38(t) B 440
Divisional Support
Heavy Panzerspäh Platoon  p.83
2 Sd Kfz 231 (8-rad) 95
Air Support Allied Platoon  p.102
5 Limited Air Support Ju 87B Stuka 115
Company Points: 1490
www.EasyArmy.com Source document: Blitzkrieg Book

 

We rolled up Hold the Line, I opted to use Always Attacks and attack at Night, this would give me the best chance of making a dent in Frasers list before the reserves arrived.

 

Deployment

Objectives went in a fairly standard place, Frasers centrally at the back and mine off to the southern table edge, there was a lot of cornfields so easy ambush bait, but I figured I wanted a clear run at the objectives rather than using the buildings, not sure whether more concealment for me once daylight broke vs some bulletproof cover was better but we’ll see.

Because I had no recce, and mostly infantry, Fraser opted to keep both units of Panzer 38ts on the board in ambush, the 1Ic went at the back of the board and the 2IC was used as a speed bump to stop me from galloping to the objective.

German deployment….where are they hiding?

I opted to throw everything at the front objective with tanks on the flanks and both infantry platoons central, the AT guns and Mortars going dead centre to push up the middle, an Infantry and tank platoon on either side.

Japanese Deployment

Turn 1

My turn was fairly simple, I pushed forward everything, the Infantry moved at normal pace as I didn’t fancy doubling, nothing shot at the 2IC as I didn’t want to give away my position.

Banzai!

Fraser didn’t choose to pop his ambush, and moved the 2IC back to cover the objective properly, a very straightforward turn 1 from both of us.

Turn 2

With nothing to shoot at, I continued my advance, my Type 95s got round the first cornfield, so if the ambush went there, a flank would be exposed to my AT guns or tanks, the central platoon moved and used a rocky outcrop for cover as best as possible. Everything else pushed up at normal pace.

Banzai! Again!

Fraser now decides to pop the ambush as the tanks are getting pretty close, both platoons pop out to ambush the Type 95s, the southernmost platoon opened fire and destroyed two Japanese tanks and bailed the 3rd, the northern platoon could only see two of the 3 tanks but nevertheless, destroyed them both. Both Japanese platoons passed their morale tests and continued to fight, the bailed out one could also use his turret MG if he failed to remount…

Surprise! BOOOM!

Turn 3

With something now on the board to try and kill, I pushed the infantry forward, I need to punch a big hole in both tank platoons quickly otherwise Fraser would be able to drag them in towards the objective all the while machine gunning them. Both platoons moved up to assault with the nikuhaku teams pushing to the front. The Type 95 remounted and opened fire but missed and the 37mm guns opened fire at the panzer 38(t)s and managed to destroy one which would make getting there a lot easier.

On the move!

Onto the assaults, starting on a positive, the southern platoon (without 1iC or the banner) failed their tank terror test, so the nikuhaku teams had to go in on their own, they took the first round of defensive fire which knocked out 2 teams, then the Banzai charge kicked in and they went in again, taking all the firepower from the Panzer 38(t)s, killing the last man.

Nikuhaku teams try to assault!

The platoon in the north had the Regimental standard, so didn’t need to take a tank terror test, Fraser scored more than enough hits to push the platoon back, and again on the 2nd attempt, but under the Human Bullet rules, the nikuhaku teams were able to make it in, 2 of them had survived all the fire from the Panzers, and score 6 hits which resulted in 3 dead tanks for the loss of 1 nikuhaku team, Fraser passed his motivation to counter assault, and failed to hit the remaining team, who then counter assaulted and punched another tank to death, killing himself in the process. After an interesting rules query about what happens next when there are no assaulting teams from the assaulting platoon, but Fraser failed his platoon morale and the first platoon quit the field.

8 Attacks, 6 hits. Boom.

Fraser now started to pull away with the Panzer platoon back towards the objective, he got a platoon of Panzer 2s in reserve who rushed up to the objective to support, but he was able to contest the objective for the moment, machine gunning an infantry platoon to little effect.

Come and secure this!

Turn 4

Dawn broke on my turn but I’d closed the gap on the objectives so I had to continue to push on, the infantry platoon in the south followed the panzers back toward the objective, with a few of them in assault range, whilst the platoon on the north side went towards them in a pincer move, so both of them were able to assault the Panzers.  The first platoon went in using the corn fields for cover, however Fraser scored enough hits to push them back, so they went in on the banzai charge and this time Frasers dice fell by the wayside and only 4 hits were scored.

Reserves arrive!

In the assault my infantry scored a bunch of hits and bailed a tank, the counter assault reduced some more of their number, another counter assault gets another tank and my luck is swinging, Fraser again counter assaults and kills a couple of teams, but again the japanese keep going, another tank gets bailed and then Fraser misses in his counter assault, the final tank is also bailed and the japanese can consolidate and capture the bailed out tanks, thats 2 platoons down. At this point Fraser probably should have been on company morale but I don’t think we remembered to take one. My first infantry was on platoon morale which they failed, so the next turn, they needed to move directly towards the objective until they’d gotten within 8″, they couldn’t shoot but if there was something within assault range, they had to assault it.

Starting to bag tanks using good old fashioned tank assault 2

Got them all.

 

The Panzer II Cs now needed to assault the japanese to get them off the objective, both Japanese infantry platoons had no nikuhaku teams left, so Fraser went in, he crushed a couple of teams from the infantry platoon covering the northern objective, but this team had the banner so would automatically counter assault. They pushed back and scored some hits but these were saved, the panzers counter assaulted and destroyed another couple of teams, but again the Japanese kept coming, on the third attempt, Fraser failed his re-rollable counter assault roll and the Panzer IIs retreated from the assault, the Japanese consolidated but they were also on a platoon morale test, they passed this test to win the game (not that they would have lost had they failed, mind).

Panzer 2 Cs try and get that objective…to no avail.

“Do you have a flag?”

 

Thoughts

The special rules look quite scary on paper but my first feeling post game is that the Japanese are an aggressive army with no smoke source and no recce which makes them easy to ambush, the Banzai charge rules are quite nice but cannot help you get into an un-assaultable position. Against an infantry company it would have been a bit more of a struggle to take out any HMGs before going in, however against tanks it was not too bad due to the nikuhaku teams being able to assault even if the rest of the platoon is pushed back.

The nikuhaku teams themselves are pretty insane and I would be tempted to get an engineer platoon in place of a tank platoon so I could run more of them, that being said, they are the only real answer to a tank horde as the type 95s and 37mm guns didn’t prove the most effective tank killers.

night is absolutely essential and I am thinking in Meeting engagements if I don’t win the “attacker” roll then it might be difficult to make a real dent on an opponent if I am advancing and he stays in his foxholes.

 

AAR: Hold The Line! Canadian Armoured Squadron vs Fallschirmjager

I didn’t blog at all in January, welcome to the new year. I will have to do a 2013 round up / 2014 goals type post in the very near future. We are in the middle of moving house right now so I am not getting a lot of time to get blog posts done.

Last week I got in a quick game against Matt, my last few non-tournament games have been against Matt so I was going to write up a game or two we had of dust-up the other month but i’m graveyarding that one, sorry bud. This game came about after one of our local guys Mike posted up an AAR on his own blog THE OLD GIANT. The game was a solid win to the Germans but after reading the blog I argued the circumstances of Matts reserves (not getting anything until turn 6) and what Matt had put on the board should have guaranteed a quick Allied victory with the stuff Mike had available.

My main arguments were that after the 2 155cm guns and 2 88s had opened fire, return fire should have wiped them both out, after this then main gun shooting (NOT assaulting) should have deleted one platoon of Faust armed infantry fairly quickly which would have put Matt on an early company morale test / automatic failure to win the game.

So, I decided to have a go myself with my own Trained Sherman horde, due to some model limitations, here is what I mustered

  Confident    Trained Armoured Squadron (C4th) Canadian Late-War
Tank Company
Platoon Qty Unit Points
Headquarters
Armoured Squadron HQ (C4th)  p.91
1
1
Sherman II or V
Sherman II or V with .50 cal AA MG
130
Combat Platoons
Armoured Platoon (C4th)  p.92
2
1
1
Sherman II or V
Sherman II or V with .50 cal AA MG
Firefly VC
290
Armoured Platoon (C4th)  p.92
1
1
1
Sherman II or V
Sherman II or V with .50 cal AA MG
Firefly VC
225
Armoured Platoon (C4th)  p.92
1
1
1
Sherman II or V
Sherman II or V with .50 cal AA MG
Firefly VC
225
Weapons Platoon
Armoured Regimental Recce Platoon (C4th)  p.93
3 Stuart V 120
Brigade Support
Lorried Rifle Platoon (C4th)  p.106
1
1
1
6
Cmd Rifle/MG team
PIAT team
Light Mortar team
Rifle/MG team
150
Scout Platoon (C4th)  p.102
2
1
Universal Carrier
Universal Carrier with extra hull-mounted MG
85
Support Platoons
Anti-tank Platoon (SP), Royal Artillery (C4th)  p.117
4 M10C 17 pdr SP 275
Field Battery, Royal Artillery (C4th)  p.120
2
1
1
1
4
Cmd Rifle team
Staff team
Observer Rifle team
OP Carrier
OQF 25 pdr gun
150
Company Points: 1650
www.EasyArmy.com Source document: Overlord book

 

I wasn’t keen on the M10s as I knew Matt would not have a whole lot of tanks in his force so I didn’t really need M10s on top of the 17pdrs in my Sherman platoons. But I was stuck for ways to fill the points.

We rolled up “Hold The Line”, I was pretty confident here, I could push for a quick win before Matts reserves could arrive and re-inforce his position.

Matts list was something like this, points are a bit off as he was using Hells Highway

Fallschirmjager

Compulsory Fallschirmjager Company HQ – 1x CinC SMG, 1x 2iC SMG (55 pts)

Compulsory Fallschirmjager Platoon – 1x Command Panzerfaust SMG, 6x Panzerfaust Rifle/MG (245 pts)

Compulsory Fallschirmjager Platoon – 1x Command Panzerfaust SMG, 6x Panzerfaust Rifle/MG (245 pts)

Fallschirmjager Light Gun Platoon – 1x Command SMG, 2x 7.5cm LG40 recoilless gun (70 pts)

Fallschirmjager Anti-tank Platoon – 1x Command SMG, 2x 7.5cm PaK40 gun (130 pts)

SS Tank Hunter Platoon – 1x Command Jagdpanzer IV, 3x Jagdpanzer IV (435 pts)

Luftwaffe Penal Platoon – 1x Command Rifle, 6x Rifle (65 pts)

SS Motorised Artillery Battery – 1x Command SMG, 1x Staff, 2x Observer Rifle, 4x 15cm sFH18 howitzer (370 pts)

Heavy Anti-Aircraft Gun Platoon – 1x Command SMG, 1x 8.8cm FlaK36 gun (no gun shield) (55 pts)

1670 Points, 8 Platoons

Deployment

Matt placed his objective on the south western side of his deployment zone, so I placed mine diagonally opposite giving as much space as possible between the two. Matt opted to start with 2 platoons of infantry, 4 15cm guns and Pak40s in ambush, leaving behind the Tanks, Flak36s, Penal Rifle platoon and Recoiless guns. Matt went for a fairly standard deployment, one infantry platoon covering each objective, 15cm guns at the back, Pak40s the only platoon

Matts deployment, such a small defensive force covering that objective, easy to get, right?

in ambush.

The Canadians!

My aim was to send all three Sherman platoons down towards the closest objective, infantry and provide a support / second wave, my M10s, for some reason I placed on the southern end, aiming to go towards the rear objective, thinking back, these should have been rolled into position to wait for the tanks to arrive, but I guess my overconfidence felt like they would not be needed so planned to .50cal up some infantry instead.

Turn 1

All tanks forward! with nothing within 16″ I had to push everything up, I pushed  my UCs and Stuarts right up into Matts grill to force the Pak40s to deploy in the cornfields and thus not be able to get an unconcealed shot when they popped, if they didn’t pop in Matts turn one then they’d be pushed even further back by my second advance.

Advance!

My few shots from within 16″ didn’t do much to Matts infantry, as suspected, i’d need to weather the first ambush and artillery strike before I could do any real damage.

In Matts turn, his artillery ranged in but could only manage to knock out a single Sherman, the Pak40 ambush popped but due to recce placement was at long range and concealed of any Shermans and missed with all four shots. The stage was now set for a systematic dismantling of Matts army.

Turn 2

So, the first priority is to remove the Pak40 guns as they have fired, I moved a couple more Shermans up in range, and I think it took a few shots to get rid of them, but both guns were gone, my recce UCs could remove gone to ground from the FSJ and everything else (Stuarts, more Shermans) could open fire with main guns, my 25 pdrs returned fire on the Artillery but could only pin the guns down.

Pak40s gone (top left – only the commander remains) so ready to setup the steamrollering…

Matt however did fail to unpin his 15cm guns, which bought me an extra turn, other than un-pinning his other platoons, Matt opted not to do much this turn.

Turn 3
I made some advances this turn and a few tanks rolled into potential assault range, a good round of shooting this turn could see me swing the game very early.  The M10s rolled up in the centre of the board and the Universal Carriers opted to remove Gone to ground so we could start opening up, at this point, Matt turned up the heat on his dice, every single hit, be it main gun, machine gun, .50cal etc was saved, my 25pdrs failed to range in on the Fallschirmjager, leaving a pinned but very much full strength platoon of Panzerfaust armed infantry waiting for me, I decided it was better not to assault with my tanks, and hopefully Matt wouldn’t seize the initiative and come out of his  foxholes to bag a tank or two, I figured I had enough MGs around to push him back if he tried…

Artillery ranges in and starts to make dents in the horde..

Matt didn’t try, however as I had put a couple of tanks within 4″ of a team, he did get a couple of panzerfaust shots off at the Shermans, one of them hit, and after a failed save, the firepower check was made! one Sherman down to a panzerfaust! Good thing I didn’t assault.

This was also his first reserve roll, and, luck would have it, he got a platoon, the Jagdpanzer platoon arrived and pushed up to support the objective, this was going to make my job much harder now, however I did have a lot of 17pdr guns on the board to keep them in check, Matts early shots took out 2 M10s, and then resulting stormtrooper moves got all but one Jagdpanzer into cover.

Elsewhere the 15cm guns un-pinned and fired an all guns repeat into the Sherman horde, knocking out a Universal Carrier and another Sherman, if I didn’t hurry up and whittle down the Fallschirmjager I would surely lose this game.

Turn 4

My 17pdrs now had a target to shoot at, however despite firing off about 7/8 shots, even with semi-indirect fire, I could only manage to account for 1 destroyed Jagdpanzer and a bailed one, the bailed one would re-mount next turn,  so I would almost certainly lose my M10s next turn.

The Shermans concentrated on trying to remove and assault the FSJ covering the objective but again Matts dice rolled well and I could only kill a single stand, still probably not enough to go in for the assault, so once again, the potential assault stalls as there are too many stands on the board.

In Matts turn he remounts the bailed Jagdpanzer IV and gets another platoon in the form of a single Flak36 gun, this has a nice line of sight down towards the objective so will continue to pour in fire into the Shermans as they advance. With another Sherman still hovering within 4″ of a panzerfaust team Matt takes another shot, it hits and blows up the unlucky tank, another 5+ firepower passed.

We’ll assault them next turn, honest boss!

The 15cm guns repeat bombard and knock out another Sherman, this puts one platoon on a test which it then fails. The Jagdpanzers clean up the remaining M10s and there is only one 17pdr left on the board now.  The FSJ having opened fire also open up with MGs against the approaching infantry, taking out a couple of teams.

Turn 5

I am running out of numbers here, but the infantry have managed to make a decent approach and can now have a go at assaulting themselves, my plan would be to run in with the infantry and clean out a couple of teams which will make the tanks more likely to assault, I remove gone to ground and pin the platoon, and a couple of teams make it in but can only account for one FSJ team, the counter assault cripples the platoon and then they break off, putting them on a test, which is failed, so they quit the field.

Infantry tries to soften them up!

Matts starts to get rid of more of my tank teams, and leaves me with a single Sherman platoon on half strength, the Stuarts and a single UC left.

Turn 6

with 3 teams of panzerfausts left, I try and clean up, a platoon of 2 (!) Shermans goes in, and one is blown up by defensive fire, seriously, another 5+ firepower test passed. The Sherman that does make it in doesn’t get a hit and so the counter assault goes off and he gets destroyed by counter assault. This leaves the 1IC and a single Sherman looming, at this point I’ve lost 3 Sherman Platoons, the M10s and the Rifle Platoon, so i’m on a Company Morale Check, which, as you can guess by now, is failed and so the Canadians fail to shift effectively 7 stands of infantry after 6 turns.

No Chance!

Aftermath

With no disrespect intended towards Matt, my over-aggressiveness and confidence was my downfall here, my M10s were in the wrong position and they should have moved to wait for the Jagdpanzers, a platoon of Shermans should have gone after the 15cm guns to reduce the pressure off me to win quickly, then I could have waited for the tanks and then focused on the infantry hiding in foxholes.

I enjoyed running trained Shermans but I think there is more scope for a Canadian list here, I don’t know whether to try doing an Overlord Canadian Rifle Company instead with Defrocked Priests or whether the Market Garden version is the way to go.

Thanks for reading and thanks for the game, Matt.