Saturday, 9 March 2019

The Road to Stalingrad – Turn 6


The next game was to be a truly monumental battle that spanned two games nights.

Turn  6 (Map 4, afternoon 19th August 1942)

For the second attack we were expecting the Germans to try to push on our left flank. Hence we began the patrol phase more to our left than previously. At the end the German had the expected jump off point on our left table edge but we had countered this with a line of jump off points on our left flank – including the all-important anti-tank gun position.

Both sides rolled low Force Morale, for this game, both starting on eight. The Chain of Command dice were going to be important to negate morale tests in this battle.


All in all we were happy with our starting position but the bad news, for us, was that the Germans had instigated a pregame barrage which would make it difficult for us to deploy when we wanted. So on to our first command roll…….



Three sixes! More importantly the Turn end and the end of the barrage – phew!

Over to the Germans and once more they established a base of fire in the farmyard.




This was followed up by the appearance of a Panzer IV on the road.



As before, our anti-tank gun crew put in a heroic effort and after several phases of firing forced the tank to retreat off board.

After this set back the Germans changed tactics and advanced a recon half-track through the ploughed field. We deployed our anti-tank rifle team behind the hedge and took pot shots at the speeding half-track.  This was decidedly ineffective but it did encourage the Germans to move flat out – with the inevitable consequence i.e. one bogged down half-track. Unfortunately, the anti-tank gun team were not to survive the onslaught of return fire from the Panzergrenadiers in the farm but we had forced the recon team to debus.




The unfortunate recon team were now in the open and broke under the weight of fire from the Russian defence.

With yet another attack stymied, the German brought on another half-track only to fall victim to our ant-tank gun – first killing the driver and then blowing up the vehicle. Fortunately for the Germans, the crew escaped and took shelter behind the farm.




In a last ditch effort the Germans brought on yet another half-track and advanced across the ploughed field. This time they had learnt their lesson and advanced at a cautious pace to avoid bogging.



There was little that we could do to prevent its advance and remained hidden behind the hedge. We did consider waiting until close range and attempting to drive it off with LMG fire. However, the Germans had built up a truly awesome base of fire in the farm opposite. This now contained the original garrison, the Panzergrenadier squad from the destroyed half-track, a light mortar team and the rallied recon team. With five LMGs and a light mortar, all on overwatch, sticking a head over the hedge was not an appealing prospect. Instead we let the half-track advance as close as we dared and lobbed grenades at it. They all missed but it was a tense moment for the Germans - their commander was even seen to loosen his tie!

Although, the grenade attack had failed the Germans were encouraged to debus and advanced to the hedgeline. Faced by the massive amount of firepower amassed in the farm there was no way we were going to engage in a fire fight. I reckoned the best thing to do was withdraw into the woods and make them come to us. I also reasoned that an apparent withdrawal on our behalf would encourage the German to do something rash.




Sure enough the Germans began a general advance across the field. We then ordered our left most squad back to the hedgeline and with a combination of LMG fire, grenade attacks, a fortunate double phase and extra shooting, gained by spending an interrupt dice; we broke several of the opposing teams.


 At this point the Germans once again conceded defeat. So another win for the Russians. We took some casualties this time but are still in fairly good shape. Will that be enough to throw back a third attack on the same ground though?






Friday, 8 March 2019

The Road to Stalingrad - Turns 3 to 5

Having held up the German advance, on map 1, we decided not to contest the next two maps. However, we did leave the Germans a little surprise in the form of a couple of  'super-mines' prepared by our divisional artillery.

Turn 3 (Map 2, morning 18th August 1942)


Comrade,

An explosion has been seen and heard from the collective farm on Map 2. The Fascists have halted their advance while they clear the road and what looks to be the wreckage of a vehicle.

Death to the fascists vipers,

Comrade Deti

Turn  4 (Map 3, afternoon 18th August 1942)


Comrade,

Another explosion has been seen and heard but this time from the bridge on Map 3. Once more the Fascists have halted their advance while they re-bridge the river. A report has been heard that a vehicle was on the bridge at the time of the explosion.

Death to the fascists vipers,
Comrade Mladenets

Turn  5 (Map 4, morning 19th August 1942)

We chose map 4 as the location for our first real defensive line which would be defended by a Red Army platoon.


View from the Russian lines

Once again the Germans rolled high for their initial patrol moves gaining 6 moves before the Russians could respond. Surprisingly, they opted to take the same approach as that in game one; making a rapid advance straight up the central road. We countered this in the same way, immediately locking down their lead marker. By the end of the patrol phase we had jump off points in the wood and the German jump offs were clustered around the farm. We also deployed two minefields and two sections of wire.



This time the Germans led the attack with a Panzer III supported by a Panzergrenadier squad in a half track. A second squad deployed into the farm.


Luckily we had anticipated such a move and had ensured that we had a jump off point covering our left flank. From here we were able to deploy an anti-tank gun, supported by an infantry section.

 

After a duel lasting many phases, in which our shot bounced off the tank's frontal armour, we eventually scored a major hit knocking out the stubborn panzer.


In a desperate move the half track raced around the burning tank and sought shelter behind the hedge. From here they unloaded a full panzergrenadier squad. Meanwhile, the Germans seemed yet again fixated by the wire and brought on a pioneer squad to tackle it. They did succeed in removing a section but it would have been quicker to just move around its open flank!


Having now drawn the Germans in, we deployed the rest of the platoon into the wood and proceeded to gain fire superiority on the de-bussed panzergrenadiers. After several phases of intense fire, the grenadiers broke abandoning their half track.
The unfortunate pioneers, out in the open field, had also come under heavy short range fire and also broke.


At this point the German commander decided to call off the attack and retire from the field after heavy losses. And the Russian losses? Nothing. Not a single man. Much jubilation and vodkas all round in the Russian camp!



Saturday, 23 February 2019

Longships - mini update

Today witnessed the first practice game for our summer Longships campaign. The first Viking army is completed (bar the basing) and the Saxons are all finished except for the flags. As both armies were  in a good enough state to get them on the table we cracked on with the first test game.
The idea was to not only learn the rules but also get an idea of all the accessories we would need - i.e. terrain, markers and that sort of thing. As a consequence the table was a bit rough and ready as it just utilized whatever we could lay our hands on at the time.

The table laid out for a raid
We tried a couple of ways to mark out the grid. which was fine but in the end we concluded a bespoke gridded mat would be better. We also concluded that templates were needed to delineate the building squares.
We puzzled over a few aspects of the rules, as expected for a first game, but we think we got there in the end. We were caught out a few times by the odd mechanism that was similar but subtly different from the other Peter Pig rules of which we are more familiar. We also made one or two fundamental errors but I'm fairly confident that the game will crack on at a good pace once we have a few more games under our belts.
As for the game itself, my Saxons were sadly thrashed in their first ever game. We played out the raid pregame which determined that the Saxons would be the defenders.
The game begins with a single defending unit (plus general) on table and the remaining four off table. Although the initial unit is depicted on table it is actually hidden at this point. Unfortunately, I was only able to bring on one other unit all game!

Saxon 'hidden' unit
In contrast. the attackers begin with four units deployed on the table edge and one off table.

Vikings appear in 'march' formation
Whilst the Viking right advanced upon the 'hidden' Saxon unit, the remaining two units were free to plunder the outlying buildings. They never needed to bring on their fifth unit!
The Saxons did bring on another unit fairly early on but that was to be their only reinforcement all game.

Saxon reinforcements arrive by road.

Normally arriving units are subject to a random displacement but these arrived precisely where expected because of the road. The road also confers bonus movement.

Saxon reinforcement advancing into the jaws of defeat
Using the road bonus, the Saxon reinforcements  advanced to support the lone Saxon garrison unit. Unfortunately this left them in march formation within striking distance of the nasty Vikings. Sure enough the raiders pounced on the unfortunate Saxons.

Saxons receive a thrashing
After one round of melee the Vikings were 'hacking through' and the Saxons broke and fled.
As the winning Viking unit was left fatigued I threw my remaining Saxon unit into the fray.

The Saxons final fling

This time the fight went in the Saxon's favour and they were soon 'hacking through' the Viking lines. However, rolling for casualties they lost both the unit leader and the general (anything but a one - twice!). Inevitably they were in a very bad position when it came to the second round of melee. No surprises then that they routed.
This was turn five which signaled the potential end of game (turns beyond five are optional and our offset against victory points). With no units on the field I decided to allow the game to end there and then.
Calculating the victory points at the end gave a convincing win to the Vikings - hardly a surprise really!
In summary, a good game and we're keen to give it another go.

Tuesday, 19 February 2019

The Road to Stalingrad – Turns 1 & 2


Game One. (Map 1, morning 17th August 1942)

Germans advancing from the left map edge. Small circles show Jump Off Points.



The Russians decided to defend the first campaign map with a token force consisting of a Worker’s platoon. This comprised a mere 2 rifle sections plus a senior leader. As the objective was to simply slow down the German advance we allocated them minimal support in the form of a wire section and an anti-tank rifle team.
In the patrol phase, the Russians were on the back foot straight off as the Germans rolled high resulting in 6 moves before the Russians could move a single patrol marker. Taking advantage of this, the Germans aggressively thrust straight up the middle road, almost to the table centre line, and looked set to seize a good amount of ground. The Russians countered this by advancing a central marker to immediately lock down the lead German marker, thereby anchoring their chain of patrol markers and limiting a further advance. At the end of the patrol phase the Germans had a foothold in an outlying barn which looked like a potential good approach into the Russian position, which was based on a line across the rear of the village. In fact this was such an obvious approach route that the Russians laid down their single wire section to block such an advance.

The Table layout - Jump Off Points circled

The Germans began their deployment by bringing on a half-track from the rear table edge.





As expected they then deployed a Panzergrenadier section into the barn.





Seemingly fixated by the idea of an advance from the barn, the Germans advanced two sections up to the barbed wire. So far the Russians had remained hidden but the Germans seemed unsure of how to deal with the wire.





To limit any further advance, by the Germans, the Russians deployed a rifle section into the village.





The Germans attempted to move around the wire and deploy in to the fields - where they were hit by the fire from a single Russian LMG. Only one hit but it turned out to be a ‘kill’ and the Junior Leader dropped to the ground wounded. A roll on the ‘Bad Things Happen’ table and the Germans dropped two in Force Morale.






The Russians followed this by deploying their final rifle section into the village. Once again only a single LMG is able to get into position but they were laying down crossfire on to the advancing Germans.



At this point German morale collapsed (that's player morale not Force Morale) and they decided they were in a no win situation and retreated!

So an unexpected win for the Russians and the Germans must try again in game two.


Game Two. (Map 1, afternoon 17th August 1942)


This time around, the Germans only had a three move advantage at the start of the patrol phase. As a consequence the Russians were able to keep them out of the village and the German Jump Off Points were all on the table edge.




This time the German advance would be led by a tank. We let this advance until we could get a flank shot from our anti-tank rifle team, deploying from our leftmost Jump Off Point. A great shot from Ivan, on the anti-tank rifle, disabled the tank’s main gun. Good news for the Russians – if not for Ivan, as the Germans retaliated by deploying a whole panzergrenadier section to fire upon the unfortunate ATR team. No more Ivan (hence no photo!).



The Germans continued the previous game’s wire fixation by advancing the tank into the field with the wire. The Russians responded by deploying a rifle section into the farmhouse. Unfortunately, the rear of the house had no windows but we were able to position a LMG in the back doorway. There then commenced a duel, lasting multiple phases, in which the heroic LMG gunner attempted to scare off the tank which could only reply with its bow machine gun.



Eventually, the Germans brought up two panzergrenadier sections (one in a half track) to concentrate machine gun fire on poor Boris the LMG gunner.



Not surprisingly, the heroic Russian rifle section, now down to a junior leader and the LMG team, broke and fled to the rear of the village. With the Jump Off point under threat, the Russians used a Chain of Command dice to relocate it to the rear. However, with this flank now under threat we were forced to deploy our last section into the rightmost barn. 





This last section did sterling work holding up the German advance but ultimately was essentially surrounded. In desperation, the Russian senior leader led a charge against the nearest panzergrenadier squad but was shot down in the attempt. The remnants of the squad, namely the junior leader and the LMG gunner, also broke and fled to the rear.


With only for men left on the table, and all of those broken, the Russians conceded defeat.



Friday, 8 February 2019

Mercilessly annihilate fascist saboteurs



In an act of unparalleled bravery and devotion to the Motherland, Soldier V. Ivanov of the 51st Workers and Peasants Infantry Brigade single-handedly decimated a platoon of fascist vipers forcing their entire division to retreat in terror and confusion.
As the enemy advance upon our beloved leader’s city let us all take heart from the selfless action of this Hero of the Soviet Union.
Long live the Socialist Revolution of Marx and Lenin! Long live Comrade Stalin!

Saturday, 26 January 2019

LONGSHIPS CAMPAIGN - JANUARY UPDATE



After much painting, repainting, rebasing and a general unearthing of some very old figures, the armies are beginning to take shape.

As per the rules a Viking army consists of the following:
Each army will be of 400 points and consist of a General and 5 boat crews.
Boat crews consist of 6 to 8 bases, with a single leader base and a minimum of 3 unarmoured bases.
Each unit may have a maximum of 4 armoured bases and a maximum of 1 Berserk base.

We are still waiting for one player to submit his army list but that said we have the following Viking armies planned ('pledged units shown in blue):

Ase the Red Faced (DJF)
One general
2 units of skirmishers
Boat crew one: Leader (Balder), 1 Berserker, 3 Armoured, 3 Unarmoured
Boat crew two: Leader (Canute), 1 Berserker, 3 Armoured, 3 Unarmoured
Boat crew three: Leader (Dag), 1 Berserker, 3 Armoured, 3 Unarmoured
Boat crew four: Leader (Egil), 1 Berserker, 3 Unarmoured, 3 Levy
Boat crew five: Leader (Finn), 3 Unarmoured, 4 Levy

Ragnar the Cold (DP)
One general
Boat crew one: Leader (Erik), 1 Berserker, 3 Armoured, 3 Unarmoured
Boat crew two: Leader (Magnus), 1 Berserker, 2 Armoured, 4 Unarmoured
Boat crew three: Leader (Harald), 1 Armoured, 4 Unarmoured, 2 Levy
Boat crew four: Leader (Leif), 1 Armoured, 4 Unarmoured, 2 Levy
Boat crew five: Leader (Gorm), 1 Armoured, 4 Unarmoured, 2 Levy

Harald the Barrel (NW)
One general
Boat crew one: Leader (Bjarke), 1 Berserker, 2 Armoured, 3 Unarmoured, 1 Levy
Boat crew two: Leader (Sigurd), 1 Berserker, 1 Armoured, 3 Unarmoured, 2 Levy
Boat crew three: Leader (Torbjørn), 1 Berserker, 2 Armoured, 4 Unarmoured
Boat crew four: Leader (Uffe), 1 Berserker, 1 Armoured, 3 Unarmoured, 2 Levy
Boat crew five: Leader (Ingolf), 1 Berserker, 2 Armoured, 3 Unarmoured, 1 Levy

Unamed (MS)
One general
Boat crew one: Leader, minimum 3 Unarmoured, 4 others
Boat crew two: Leader, minimum 3 Unarmoured, 4 others

For opposition we have the following armies:

FRANKS (DJF)
King Pepin the Rotund
Unit one: Leader (Lord Roland), 3 Armoured cavalry, 3 Unarmoured cavalry
Unit two: Leader (Lord Oliver), 3 Armoured cavalry, 3 Unarmoured cavalry
Unit three: Leader (Captain Martel), 1 Champion, 3 Armoured, 3 Unarmoured
Unit four:  Leader (Captain Namon), 3 Armoured, 4 Unarmoured
Unit five: Leader (Archbishop Turpin), 4 Unarmoured, 3 Levy

SAXONS (DP)
Ealdorman Odda
Unit one: Leader (Thegn Osric), 5 Armoured
Unit two: Leader (Shire Reeve Hrothgar), 1 Champion, 3 Armoured, 3 Unarmoured
Unit three: Leader (Reeve Aethelhere Spear Chucker). 1 Champion, 2 Armoured, 2 Unarmoured. 2 Levy
Unit four: Leader (Thegn Stuf). 2 Armoured. 3 Unarmoured. 2 Levy
Unit five: Leader (Bishop Dunn), 1 Armoured, 3 Unarmoured, 3 Levy

WELSH (NW)
Arthgal
3 units skirmishers
Unit one: Leader (Rhun), 7 Unarmoured cavalry
Unit two: Leader (Dumnagual), 1 Champion, 1 Armoured, 4 Unarmoured, 2 Levy
Unit three: Leader (Neithon), 1 Champion, 1 Armoured, 4 Unarmoured, 2 Levy
Unit four: Leader (Owain), 1 Champion, 5 Unarmoured, 2 Levy
Unit five: Leader (Eochaid), 2 Armoured, 4 Unarmoured, 2 Levy

Coming soon: Scots and possibly Irish



Monday, 7 January 2019

Going Viking


So it seems the official ‘Petain’ project for 2019 is to be another Dark Age campaign, this time set in the 9th century. Yes we’re talking Vikings.

Like the 2017 Dux Bellorum project this is another ‘toys on table’ exercise using our combined collections of 35 – 40 year old figures. Hopefully, it should be fun but if truth be told it’s really an incentive to finally get the toys painted and onto the table. Like the Dux Bellorum project, 25mm Minifigs miniatures (amongst others) will figure prominently.
This time around we will be using the Peter Pig rules, ‘Longships’.



As the rules are designed for between 2 and 4 players, we will be designing the campaign for four players only.
Each player will nominally field a full Viking army but as this is a joint project we will actually pool figures when required. That said, each player is required to contribute a minimum of one Viking boat crew (plus a General / Warlord would be nice). Figures must be predominantly 'true 25mm' old school figures.
The armies of Christendom will be provided from our pool of figures and will nominally consist of Franks, Saxons, Scots and Irish, depending upon how many figures we can pool together.

We’re aiming to have everything ready before summer 2019 but earlier would be nice so that we can playtest the campaign rules. Progress will be reported here, as we go along.

Requirements
A minimum of four Viking boat crews plus enough figures in the pool to create a Viking army.
The armies of Christendom: Franks, Saxons, Scots and Irish.
Terrain – mainly period buildings
Miscellaneous – up to seven longships.

So chaps, its New Year’s resolution time. The idea is that each player will commit to providing X number of figures for summer 2019.

So far we have:
DJF will supply a minimum of three Viking boat crews and a Frankish Cavalry force of two units plus a Frankish infantry unit.

DP will supply a minimum of two Viking boat crews and a 5 unit Saxon army.

NW will provide a minimum of three Viking boat crews plus a 5 unit Strathclyde Welsh army.
Army.

MS TBA