Showing posts with label Tanker. Show all posts
Showing posts with label Tanker. Show all posts

Saturday, 13 November 2021

Return of the Fat Tanker

 This week we returned to 'What a Tanker!', after a long hiatus. When the rules were published, back in 2018, we played half a dozen games, in 1/48th scale, using Corgi diecasts. The success of these games encouraged us to embark upon a desert campaign in 20mm. This was hugely popular, involving about a dozen players, and running for 2 to 3 months. It was great fun but I think we may have burned out, as we've not played it since. [Not counting a remote game, in 15mm, during lockdown.]

So it was great to return to the Corgi diecasts and get the big toys out, once again. We played the Barkmann Corner Overdrive scenario, from the Lard magazine. This was the scenario Rich used to demo the game at WorLard back in 2018, and I recall thinking it looked great fun at the time. The idea is to pit a bunch of Shermans (I used four, as that's all I have) against a lone Panther. The catch is that the Panther is an Ace, with all the benefits that that brings. I had envisaged playing this several times and taking turns running the Panther but after terrain set up and a couple of practice turns, for new players, we only had time for one game.

We diced for sides with Oberscharführer Ernst Philipmann taking the Panther. For the U.S. the Shermans were commanded by Sergeants Quincy, Billy Bob, Jim Bob and Thunderbolt Pea.

We deployed the Shermans on the table edge and then, to represent the ambush nature of the fight, gave the Panther the choice of where to deploy, after seeing the Allied deployment. The allies deployed to the right of the road with only Sgt. Quincy deploying into the field on the left. In response, Philipmann deployed his Panther behind the wood hoping to pick off Quincy's lone Sherman.

View from the allied lines

Allied advance. Quincy already in trouble taking hits from the Panther - damaged running gear. Jim Bob lags behind - no Drive dice!

After several scary turns under fire, Quincy breaks out into the cover of the lane. Thunderbolt Pea gets in a shot from the corner of the field, whilst Billy Bob makes a dash for it.

A nice attempt at an outflanking move, by Billy Bob, but perhaps a bit foolish!

The action was quite tense at this point - so much so that I forgot to take photos. So the heroic actions of Sgt. Quincy went sadly unrecorded. With the German's attention focussed on the U.S. right, Sgt. Quincy took a left at the crossroads in an attempt to get on the Panther's flank. Unfortunately, this left Quincy side on to the inevitable response and the second Sherman went up in flames.

However, whilst that unequal duel was taking place, Jim Bob's driver had finally woken up and, with a great run of Drive dice, manoeuvred his Sherman into the Panther's flank. Short range, in the open, with an extra aim dice - he only needed 5 to hit.

Did I say he needed five? Oh dear!

To make matters worse, it was Philipmann up next. Spinning on his tracks he fired back at the Sherman - only a six needed.

Oh dear, the gunner was obviously flustered

Unfortunately, for Jim Bob, the Germans still had the requisite dice for a second shot - and this time didn't miss. Three Shermans down and one to go.
With only one tank left, the U.S. were forced into desperate action and Thunderbolt Pea threw his tank forward in an attempt to outflank the Panther. Speed was required here and Pea attempted to gain as much distance as possible by pouring in as many Drive dice as possible. With my legendary dice luck it turns out this wasn't very far. With his lightning attack scuppered, Thunderbolt was forced to seek shelter behind Quincy's burning tank.
By now Philipmann had turned his Panther around and a duel lasting several turns commenced. Somewhat improbably, Thunderbolt kept driving the Panther back to the table edge. At one point, he even managed a damage point on the Panther but it turned out that the Panther had extra sandbags and it was cancelled. Inevitably, outgunned and under-armoured, Thunderbolt's luck couldn't last and Philipmann took his 4th kill.


Burning Shermans

A great game and one that is easy to set up with little preparation needed. I think we will play this one again at some point. It will be fun to take turns at playing the Germans. But will four Shermans be enough?



Saturday, 28 March 2020

Lock-down with What a Tanker

Well within a week we've gone from 'social distancing' to compulsory lock-down but I'm still determined to keep the spirits up by persevering with the Thursday night gaming.
This week I decided that, rather than a solo game, I would umpire a remote game for some of the lads. The game would be coordinated via social media; which is ironic as I'm the least social media inclined of our group. The game would be What a Tanker and be run using WhatsApp.

I chose an historical setting and set the game near Ste Mere Eglise during the Normandy invasion. I used an approximation of the terrain around Neuville au Plain on the 7th June 1944. I say an approximation as I didn't look it up but just set it up from memory, using the information in my IABSM scenario book 'All American'.

The backround is the advance towards Ste Mere Eglise by the 1058th Grenadier Regiment supported by the 709th PanzerJager Battalion. Here they were counterattacked by the US 82nd Airborne Division supported by B Coy. 746th Tank Battalion.

This being What a Tanker, we would only be concerned with the armour. Hence two players (we'll call them Hans and Fritz) would run two Stugs; the opposing players would run Shermans. As an aside. the allies had chosen to go by the call signs Arse and Drink!

The game was very simple in concept. We had a WhatsApp group that allowed communication between all players plus umpire. A second (Team Axis) consisted of the German players plus the umpire; with a similar (Allied Tankers) group set up for the Allies.
Players were free to communicate between themselves on their respective groups representing the radio net. Orders were given and received by the umpire by the individuals personal WhatsApp account; i.e. this bit was only seen by the umpire and the relevant player. This way I could include a photo of the view from their own tank. Both sides had an overview at the start (aerial reconnaissance) but after that were restricted to the view from their own tank.

I, as umpire, rolled all the dice and reported the result. The main difference from standard What a Tanker was that, in the interest of game flow, players were required to assign all their command dice all at once at the start of their turn.

From the off it was an amazing experience, I as umpire had the normal wargamer's helicopter view but the players didn't and, judging by the chatter on their respective radio nets, the Fog of War was very apparent. It was also hard work as the umpire was required to monitor 7 different WhatsApp channels and as the players were all talking to each other the background 'chatter' was quite intense. We played for 4 hours encompassing 9 player turns; which is the equivalent of 36 command rolls. . Not too shabby really. Like I say hard work but would I do it again? Absolutely. I'm still buzzing several days later. The use of photographs to create the Fog of War worked brilliantly and turned a rather simple game into a pretty good simulation. I only hope the players had as good a time as me. Judging by the banter and the drinking they seemed to be having a good time. A definite tonic for current times!
Below I will post 3 different versions of the same battle from different viewpoints; I know the players at least will find this interesting.

The Helicopter View


View looking north from allied lines

View looking south from Axis lines
Both sides deployed opposite each other, with the Stugs taking up position behind a bocage hedgerow. From here they had fleeting glimpses of the advancing Shermans but were themselves completely hidden.

Stugs observe allied advance


The Allies were having trouble finding the enemy so switched their advance to their right flank covered by the farm buildings.

Arse and Drink look for enemy

Arse switches advance
Hans had observed this change in direction and maneuvered his Stug to a position where he could see the flank of Arse as he moved to the T junction.


Hanz lines up on Arse's flank



From here Hans put in a good shot which hit the Sherman in the flank causing temporary damage. Meanwhile, Drink had crept up to the edge of the farmhouse and had turned his turret to observe the farmyard.

Drink catches Fritz nosing past building

Shortly afterwards, Fritz nosed out from behind the barn to be greeted by a shot from Drink which flew over his front glacis. Taking fright he reversed back between the buildings.

After being hit in the flank, Arse turned left down the road and attempted to flank the German position. Hans tracked his movement and pumped in more shells; Arse only being saved by his sandbags. Unfortunately, he was also in sight of Fritz who, due to a good command roll, got in 2 shots against the Sherman; both missed.

Umpires view of farmyard battle

Arse's view

Fritz's view

While Arse was attracting enemy fire, Drink used his Hell Driving ability to reverse back down the road to begin a movement around the rear of the barn. Meanwhile, Arse was fighting back putting in a couple of good shots against Hans who took permanent damage and was forced to reverse away.
Then in what would be the last turn of the game Drink came screaming around the barn and pumped a shell into the rear of Fritz who promptly brewed.

One up the arse for Fritz


A cracking game then and a good hard fight. Looked to go all the Germans way until the last moment fight back by the allies.

The Allied View (edited for brevity)

Drink: up the road is ballsy but probably inadvisable.
Arse: I was thinking 2 an 4. Agree road just silly.
Drink: should we concentrate on the left hand side?
Arse: 1 and 2 then.
Drink: OK we'll go alphabetically Arse 1, Drink 2. If he deploys on our left he will probably try to take cover behind the buildings. If not he will take a while to get there.
Arse: They'll avoid the right hand side of the road, too open. They come through the buildings to the left.
I've reached the gap in the hedge, straight ahead. No sign of enemy.
Drink: I'm moving forwardsto hedge from position 2. I see no enemy from here.
Arse: I've reached the next hedge. Turret aiming at buildings. No sign of enemy. Will head for  the  gap next.
Drink: I'll cross hedge and make for right hand hedge to cover you.
Arse: I'll turn and head for  the  gap.
I've nearly reached the T junction. Still no sign of enemy.
Drink: I will follow you. We need to look into some fields. I will turn my turret and look behind the buildings.
Arse: I'll go straight ahead and look into field.
Been hit from the farm to my left
Drink: behind you, not quite past farm have buttoned. Better be no infantry AT coming from the farm, I'm gonna be really miffed.
Arse: Stug in the farm!
I've been shot at again but missed.
Returned fire but missed.
Can head round other side of farm?
Drink: Is the Stug behind the main farmhouse?
Drink: Can see the buggers now, there's two of 'em'. One behind the farmhouse, one behind the barn.
Arse: Lay some fire. I'll try and work round other side of farm. Past the haystacks and left.
If I can still see one of em I'll keep lay down rounds but will move off If I can't

[this section was intercepted by the enemy (sent to wrong WhatsApp group!).
Drink: Have used Hell Driving to reverse back along road to come at em from the rear.]
(the axis still got themselves flanked even with this intelligence - Fog of War!!)

Arse: Been hit. Can see both Stugs. Fire from one behind barn. Damaged.
Hit again saved by Sandbags.
Been shot again both missed. From between the farm buildings.
Both the swine are pointing at me. Get around the farm and you will see their rear.
Drink: Will do
Arse: Theyre both after me. Have you been able to get round farm?
They've come forward towards the road at me.
Drink: just been able to cross hedge.
Arse: Hit Stug.
Hit again Stug has reversed.
Drink: AHA, I have the bugger's backside in my sights. Acquired and loaded.
Got him!

The Axis View (edited for brevity)
Fritz: 4 and 5 looks like a better position
Hans: 3 looks like suicide agree 4 and 5
Move up to hedge perhaps you could go towaards hedge between road and house.
Fritz: Yeah we'll have the first hedge as checkpoint then
Hans: engine trouble, haven't moved
I can see one of the schweinhund
Fritz:  Ja so can I. We shall bunker down and have at em.
Hans: Just have to watch they don't flank us on road.
Hans: A hit!
Fritz: Hurrah. I appear to have lost sight of the enemy, can you see them?
Hans: have seen one Sherman moving across our front to our left and managed to hit it not sure how badly.
Fritz: shall we advance then, I'll take point?
There are some logs piled up I can advance for cover.
Hans: have crossed the hedge am to left of the farm already the logpile will give you some cover and a possible flank attack
Fritz: advanced in between the two buidings
Can't see any sign of the other tank
Hans: am on left of house behind piles of hay. Not moved since I fired. Need to reload
Fritz: not fired yet they got out of my line of sight
Hans: Sherman heading down road has moved out of my arc but am tracking
Fritz: I'll try and head up to the intersection and head them off.
Hans: there is one on the road almost up to farmhouse
I have missed it
Fritz: I hit the Sherman heading down the road but he's still in action.
Have been shot at glanced off glacis
Hans: just been shot at but they missed.
Have scored another hit
Fritz: fired two shots both missed
Hans: got another hit. So frustrating not knowing if it did any damage.
Fritz: one is driving down the road, am in pursuit.
Hans: I'm shooting at it.
I think!
I have been hit
Been hit again, moving backwards.
BOOM!!!!!
Hans: Fritz? Fritz?

Saturday, 4 August 2018

The Fat Tanker 4. Fast and Slow

The great Axis push from Benghazi began this week, ending once again at Tobruk.

Bumfluff advances into the table centre, using the speed of his tank, and wrongly assuming that the obviously huge hill was a huge hill.  Turns out not...



Low terrain with ridge lines.


The Axis creep forward

Bumfluff has stuck his neck out, and his tank is damaged.  Meanwhile a dust devil swirls around the right flank 

Some colourful tanks going on!

And as per usual Bumfluff does something rash


An Italian tank gets into our flank

Bunfluff goes for it, running for the ridgeline, and is pretty much saved by the time, as the game runs down to its last turn.


A shot of the second game's action, with a lost convoy appearing.





Friday, 27 July 2018

The Fat Tanker 3: Burning Ring of Fire

1942 began with a light terrain battle in Durham Wargames Group's Western Desert campaign.  The British were favourites for this first leg, two crusaders and three Valentines versus two Italian M13/40s and two Panzer IIs.

Bumfluff was unduly valiant in choosing the Crusader II.  Well it was the cheapest model I could source.  We diced for Scenario and once again it was fat boy.  Did the dice know something I didn`t? 

Those low rises didn`t provide much cover, but there were a lot of them, and the Allied Commander's plan was to push the two fast tanks onto the left flank and hold the Valentines back to shoot.

In retrospect the Valentine's armour meant that they could absorb punishment the Crusader's couldn`t, but we stuck with the plan and Bumfluff with his pal Dundas motored their Crusaders up the blue towards the Axis.


With our senior officer on the far right Dundas and I were left to it, and to be honest it didn`t go well.  Not that either of us would get unduly snippy with our senior officer would we!  Honest!  


Today's battlefield.

Bumfluff's tank, sporting dark wave and wheel camouflage goes hull down

Literally my view of the other side of the table.  I find that I become myopic, focused on the immediate danger.

Dundas comes to a sticky end, bailing out.

Bumfluff goes forward using that "fast."

Across the table the Valentines use a formation!


Bumfluff gets his rear end shot up by Bad Alphonse in his M13/40, loads of temporary damage accruing. 

Bumfluff reverses into his own dust!  Fat tanker tactics 101, but too late he is brewed up, not by Bad Alphonse but by that goal moocher "Ace" Rimmer.  Our fat hero is last seen running for his life with his turret ring on fire... Makes a chap downright snippy!

The three Valentines in formation, all picking on a single Pz II, whilst Bumfluff's Crusader took on two Axis tanks to himself...

"Ace" Rimmer motors across the table, having killed Bumfluff`s tank he now sets his sights on a Valentine...

A duel with the two Axis tanks on the flank begins.
 
Rimmer's tactics seem to be fire and lots of movement.
But too late for the Axis they are reduced to 2:1, and withdraw from the table...


At least I think that's what happened.  my myopic view of the battle was quite limited.  Poor Dundas, ended up bailing.  Bumfluff meanwhile had his tank explode, and was last seen running through the sand dunes with his turret ring on fire!...  a fraught little game... best described as a snippy situation...

Friday, 20 July 2018

The Fat Tanker's second game

What Ho chaps,
Bumfluff here, 2nd Lt "Bumfluff " Farthingdale  2RTR. This week we were at Gazala, and Benghasi, shocking sanitation.

My tank is still not running properly, colleagues in the Regiment have pointed out that this is probably due to my weight.












Benghazi, Jewel of the Med... what a dump
The allied plan, go right wing!  What could possibly go wrong!  Bumfluff's tank once again refuses to start...


Is that a panzer up that alley?


 As Lt. Elworth Beest and Sergeant Dundas motor past him Bumfluff's engine stalls.  he declares that he is kicking his driver... 
Its cat and mouse round two... Benghasi


The Axis mass on the right



Bumfluff hides, and fights a duel to his front


The A9s of the Allies swing out wide onto the right dealing out some punishment...




"Ace" Rimmer appears, having motored across the table


Why is it that tactics seem to be to snuggle up


Bumfluff backs up, protecting his shiny metal ass


The bird's eye view, as Bumfluff backs up again.  Careful of his arse that boy!

"Ace Rimmer" motors around to try to take Bumfluff up the rear, but its too late. Phase One is over, Win for the Allies in phase 1



Phase two, still in Benghasi, still a dump


Phase two, Cesare Pavarotti puts his tank into a trap


As the British tanks swarm
Three to one, and one of those three is a Valentine.  Still the laugh is on them when they try to get Cesare out of his turret hatch  The Axis win the second phase!