Good turnout this month. I believe we had 22 people involved in playing 3 games.
The games were :
- French and Indian war using Sharpe Practice.
- Modern Naval using Shipwreck.
- WW2 using Combat HQ.
Setup time.
Good turnout this month. I believe we had 22 people involved in playing 3 games.
The games were :
Setup time.
A Black Sea incident circa 1991.
Using SHIP WRECK in 1/3000th scale for the ships and 1/1200th for the helicopters.
Organized, using terrain and models and umpired by Jeremy Mulholland.
AAR by Gary.
Players
Squadron 1 : Stephen Brittan, David Brown, Charlie Dickinson.
Squadron 2 : Gary, Josh Dickinson , Ian Smith.
Squadron 3 : David Pentland, David Taylor, Tom Sheeran and Ashley.
Commander of the aircraft carrier Kuznetsov was Neil Simpson.
I participated in a naval game run by Jeremy M and others using Ship Wreck rules.
The setting was 1991 with three naval squadrons each of three ships, of the Black Sea Fleet operating on said sea area under the overall Command of an Admiral (Charlie).
Each Squadron had a Commander and two other players commanding individual ships (to simplify matters no aircraft or submarines were available)
My ship (chosen randomly) was a Sovremenny Class Guided Missile Destroyer accompanied by another Sovremenny (Ian) and with our Commander (Ross) using an upgraded but vintage Nanuchta (I think) cruiser type.
Note my knowledge of Soviet ship names/classes from period/game is ropey at best
Here is the information sheet for my craft (note showing damage and weapon system losses)
The rub for each squadron was that each ship additionally had a note to the effect that the crews loyalty was either pro-Moscow or pro-Kiev (Ukraine having just recently separated from Soviet Bloc) but no players was initially aware of where any other ships loyalties lay.
Overall scenario was that the Kuznetzov Aircraft Carrier had set sail from Sevastopol on a 'special mission' and it was then revealed via fleet wide radio transmission that the crew of the carrier had mutinied and orders were to intercept and return the vessel to Sevastopol or for those of a Muscovite proclivity to assist its escape from Black Sea via Bosphorus Straits.
Plotting board for operational area with note of my Ukrainian loyalty at top, table area was 4' x '4' (or a 'fight in a phone box' as Ross termed it).
It should be noted that the three separate squadrons were set up on separate tables initially (although all part of same 4 x 4 operational area meaning no squadron had an exact location for the others until radar detection (Passive or active including some ship-borne helicopter activity) revealed locations.
Once the location of Kuznetzov was revealed all squadrons would transfer to a single table for shenanigans to proceed in full.
Once the message re the mutiny by Russian scum was revealed then searching began by each squadron and individual ships.
In our squadron I was lead ship followed by commander with Ians to rear (both he and I had scouting Ka-25 helos) but not knowing the loyalty of my squadron pals I broke formation early trying to put some nautical miles between us.
My ship leads the Squadron with helos being launched (Black chips denote radars set to passive, Red was for active), I then headed to 12 o'clock as they continued towards 2 o'clock but only for 2 turns before the big target appeared in close proximity to my 11 o'clock and all went to master table.
After a couple of turns of movement and radar detection the Kuznetzov was soon revealed to be in the company (i.e. it was using them as a screen) of several merchant ships or tankers from various nationalities (Turkish, Iranian, Indian and Italian).
This lead to all ships being transferred to the master table and as it turned out my ship was almost on top of the traitorous carrier !
It seemed no-one was wanting to declare their loyalty too soon (ie no shooting) but I decided to instantly raise my flag by shooting a warning shot across the bow of the carrier hoping to divert its course or stop its progress, this was of course ignored and then suddenly several ships in the vicinity launched missiles and blasted away with guns after seeing my action.
Indeed one fellow Ukrainian crew (Dave P) managed to send a missile my way (diverted by a target decoy) which thankfully missed.
The fleet Admiral sent out urgent and vehement messages (from Kiev) to all ships to stop all firing upon the carrier or indeed each other despite firing of a few salvoes of his own.
I dutifully did so only using my ordnance defensively but not so other traitorous crews and commanders with my squadron mates showing their Commie credentials by hurling waves of missiles and guns rounds at my ship.
I soon took a ton of hits despite shooting down several SSMs and lost several weapon systems before damage was enough to send my heroic crew to the depths with their ship, Slava Ukraine !
Things then heated up for as players revealed (well mostly) their true colours with more exchanges of weaponry.
Several ships were hit with some damaged including critically whilst the Carrier and Merchants steamed south (before having to turn SSW toward straits).
Dave T (hero) did mange to impede the Kuznetzov forcing it to stop for one turn but at cost of his ship as pummeled by various traitors.
Fleet flagship (Charlie) was then set upon by his other Squadron mate (Mr B) whom he thought was Kiev friendly.
As these exchanges of fire occurred time had to be called and with Ukrainian losses (3 of 4 ?) and Carriers progress (still well short of Straits but unlikely to be thwarted) it was declared a Russian success.
Just what the rest of world would think of this was a matter of much debate.
A lot of work put into setting up and running the game (10 players involved) and was good fun with an interesting scenario and period.
Rules being new to most of us Jeremy had a lot of queries to sort but it seemed to go well overall.
I found the sorting of available weapon systems and firing arcs, ammo usage the most confusing to comprehend initially.
It is a D10 system with missiles firing first which can be intercepted or decoyed then guns/cannons open up in 6 possible sub-phases so a lot of shells can be fired depending on gun types, ranges and arcs.
Not a lot of pics as not much to see initially and busy playing.
The initial maneuvering tables the wall being North for plotting purposes.
Action has now transferred to master table (my ship beneath the waves at this stage) with Kuznetzov at bottom right hiding in cowardly fashion behind merchantmen.
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Editorial photos :
Taken during the day and shown in order of the time they were taken. I have no idea what is going on.
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Photos curtesy of Gary and the Editor.
A Game of the second world war, France 1944.
Using Combat HQ in 6mm.
Organized, using terrain and models and nominally umpired by Mike Leatham.
AAR by Simon Reid.
Players
British : Mike, Andy, Simon.
German : Bryn, Andy.
Forces:
British : Two Infantry Battalions and an Armoured Battalion.
Germans: Two Infantry Battalions and an Armoured Battalion.
British had a superior number of points. Game set in 1944 in a generic area around Caen.
The AAR is from the British point of view as inevitably being British I wasn’t privy to the full German forces or plan.
The Map
Initial Deployments
The British plan was to send the 1st Dorsets up the left of the road and the 2nd Dorsets up the Right. They were to take Aubrey farm and St-Pierre Farm by mass assault and create a position for the 12th Hussars to then be deployed.
Mike leading the 1st Dorsets was somewhat slowed by a hedge line in his way and getting spotted early by the German outposts.
Andy leading the 2nd Dorsets unobstructed and with failed spotting rolls by the Germans was able to rapidly race to St Pierre Farm getting three full companies deployed at close range.
The combined effect of the 2nd Dorsets firepower was able to rapidly destroy the German outpost at St-Pierre clearly causing some consternation in the German ranks as the infantry deployed behind a wood behind the farm bugged out back to their main position along the Rued – Rouget farm line.
The 1st Dorsets took a bit longer to clear Aubrey farm but eventually completed the task but then came under fire from a German infantry company and Hertzer Company deployed behind.
Simon commanding the British Armoured Battalion sent forward a company of Archers to St-Pierre farm to bring fire on the Hertzer’s in support of Mikes attack. They had their effect driving off the German Armour as Mikes infantry threatened to close on them.
As the German outpost line began to collapse under the pressure things seemed to be going well. The Germans raced up from reserve some more infantry and AT guns to their main line along a line from Rued Farm to Rouget farm to the northern wood.
British Artillery forward observers plotted a barrage on the German AT units coming up the road and the scene seemed set for a great success as Andy and Mike began to prepare for phase two.
Photo: The British Push,
Alas a constant series of command failures cancelled and prevented the barrage. The terrible sight of a full company of German Panthers and Tigers and a Company of Stugs coming up and forming a line between Rouget and the wood. More German Infantry and AT reinforcing between Rued farm and Rouget farm made it clear that further advance would be difficult without a co-ordinated attack.
The Archer company which had been driving off the Hertzers along with Mikes Infantry was rapidly destroyed by the hail of German long range AT fire.
Mike and Andy were largely bogged down at this stage under fire. A decision was taken for both battalions to drive forward with Andy inclining to the north to join with Mikes right flank and his mass of infantry to form a screen as the British Armoured battalion entering on the extreme northern side of the table moved up in a mass column behind the infantry aiming for the point between Rouget farm and the wood , hoping to use the infantry to screen them until they were close enough to take on the German heavy armour at close range and overwhelm them by mass.
Photo: The Final position before nightfall.
Key Take Aways
The Germans acted very historically using an outpost line of infantry to soak up the initial British advance and slow it forcing units of their blinds and thus slow down. By the time the British had cleared the outpost line the Germans had formed a formidable line ahead.
In retrospect the British, had they used their staff orders early before command failures started they could have used their armour in mass in the centre whilst the two infantry battalions pushed the outposts back and this might have allowed them to get closer to the German main line before the German heavy Armour deployed. It was only when too late and only with a chain of command failures did the British recall they could have put down a smoke screen which would also have helped against the German long range fire power.
The Germans had held the line.
A good game played in good humour by all.
Editorial pictures.
During the day I took some pictures of the battle, these are presented in order of the time taken.
Photos curtesy of Simon and the Editor.
I believe we had 15 people involved in playing 4 games.
The games were :
Game of the Napoleonic Peninsular war, Spain 1806. .
Using Sharpe Practice in 28mm.
Organized, using terrain and models by David Maltman, Chris Caves and Jeremy Dowd and lightly umpired by David Maltman and Jeremy Dowd.
AAR by Jeremy Dowd, with some additions by the Editor.
Players
British : Chris Caves, David Brown, David Taylor and David Maltman.
French : Jeremy Dowd, Phil McGilton and David Smylie.
The background…
Catalonia, Northern Spain, 31 July 1806.
Mongat castle is a link in the French Telegraph service to Barcelona. Lord Cochrane and HMS Impérieuse have been sent to mount a combined attack with the local Guerrillas.
The Tower is the remaining tower of the old castle which has been patched up to a reasonable state. Some of the old castle walls have been left in a ramshackle condition as the locals have removed stones to use for their own building needs.
The ship has disembarked Royal Marines, armed sailors and a unit of Congreve rockets to the shore which signals the Guerrillas to begin their attack. It also provides limited artillery support, constrained as it is by distance, sea conditions, and the need for communication with the shore to avoid hitting friendly troops.
The British objective is to blow up the tower.
The French defenders are limited in numbers to begin with, though reinforcing Voltigeurs and Hussars are on their way…
The game table :
The British landing goes unopposed due to cannon fire from the ship keeping the French in their trenches and under cover in the castle grounds.
The sailors commanded by Bosun Brown were more circumspect in their advance, some of them suffering from the effects of dehydration, perhaps due to over-consumption of rum.
Meanwhile, the Voltigeurs under Sous-Lieutenant Smylie had returned from patrol and moved up into the walled area, although some were slowed by extreme thirst under the blazing sun.
Bosun Brown’s sailors managed to get close enough to charge the French line infantry, routing the first group and forcing the second to fall back behind the cover of a wall. One group of Voltigeurs had taken up position in time to shoot at close range into the victorious, but disorganised, British. The surviving sailors decided that discretion was the better part of valour, and headed back to the safety of their ship.
Other sailors thought about assaulting the trenches, but the accurate fire of a group of Grenadiers made them think again.
The greatest threat to the defenders of the trenches, led by Capitain Philippe, appeared to be the Congreve rockets commanded by Lieutenant Maltman. Early in the day, these infernal devices inflicted some shock on Philippe’s line infantry. However, their wayward trajectories and the attentions of Gunner Jérémy’s cannon in the Tower rendered them fairly ineffective.
I’m a rocketman, burnin’ up his fuse up here alone…
Our rockets veered to the left then veered to the right and exploded as a wonderful sight, but contributed little to the fight, apart from giving some French men a fright...
... The safest place on the battle field seems to be the point at which the rocket is aimed.
From Lieutenant Maltmans report to Sir William Congreve.
As for the gunfire from the ship, it must have been a great disappointment to the British players. After a few turns of desultory and largely inaccurate fire, it seems the crewmen decided to call it a day before the battle was over. Perhaps again, an excess of rum was to blame!
Meanwhile, the Guerrillas and their leader El Sastre (the Tailor) also seemed to be somnolent, observing a prolonged siesta in the wood while the battle raged at the shore. However, at last the cries of their lookouts echoed around the trees, and the Guerrilla skirmishers roused themselves at the sound of approaching hooves.
Three groups of French Hussars came into view and started to advance towards the coast to rescue their compatriots, gradually increasing their speed. As the first group passed the edge of the wood they came under withering fire from the Guerrillas, which unhorsed several and piled shock onto the rest.
The other two groups of horsemen also came under fire; the thickness of the ancient wood meant that they couldn’t attack their tormentors. Their only hope was to press on and outrun the Guerrillas. Inspired by the marksmanship of the brothers Gonzales, however, the Spaniards kept up the rate and accuracy of their fire. First one leader fell, mortally wounded, and his Hussars turned tail and ran. Then a second was shot dead, and again his troopers broke and fled.
“Alors, mes amis, you’re heading the wrong way!!”
By the time the third group of Hussars was broken, word of the carnage had spread to the rest of the defending force. With their reinforcements routed, French morale plummeted and the infantry quietly withdrew as quickly as they could, surrendering the Tower to Lord Cochrane’s men.
The tyrannical French brought their instrument of terror to cow the Spanish people. Only for it to to be the fate in store for the French leaders.
After the end of the leaders it was set on fire along with the castle.
The British forces returned to their ship to celebrate.
The Spanish melted back into the countryside.
Credit to David Maltman for the imaginative scenario and terrain, and to Chris Caves, who supplied most of the figures and the magnificent ship.
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Editorial comments.
When the sailors returned to their ship and the Rum ration had been distributed, they composed a new sea shanty. They mocked both the French and the Royal artillery rocket battery.
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
Early in the evening
Impale him on the castle flagpole
Impale him on the castle flagpole
Impale him on the castle flagpole
Just like Vlad would do
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
Early in the evening
Place him on a lit gunpowder barrel
Place him on a lit gunpowder barrel
Place him on a lit gunpowder barrel
An blow him onto the flagpole
Way hay and up he flies
Way hay and up he flies
Way hay and up he flies
Early in the evening
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
What will we do with the dead Frenchman?
Early in the evening
Put him on the end of a Congreve rocket
Put him on the end of a Congreve rocket
Put him on the end of a Congreve rocket
And fire him at the flag pole
Way hay and up he flies, off to the left
Way hay and up he flies, off to the right
Way hay and up he flies, coming back at us
No chance of hitting the flag pole
What will we do with the dead Frenchmen?
What will we do with the dead Frenchmen?
What will we do with the dead Frenchmen?
Early in the evening
Put them up on the flagpole
Put them up on the flagpole
Put them up on the flagpole
Like a shish kebab
That's what we do with the dead Frenchman
That's what we do with the dead Frenchman
That's what we do with the dead Frenchman
Early in the evening
In his quest to find copy for you our fine readers, your editor approached the pre-eminent military poet of the time. Lord Byron was asked to pen a suitable poem to celebrate the victory and as he was three sheets to the wind and a mediocre bottle of wine was provided as incentive, he agreed.
The Demise of Mongat Castle, by Lord George Gordon Byron, 6th Baron Byron.
So what became of Mongat castle,
Its floors so combustible.
The loss caused Bony much hassle,
Having to replace the telegraph with a horse and vassal.
By the rockets red delight,
Veering to the left then veering to the right.
Some Frenchies got a fright,
But were still in the fight.
Our ships cannon balls were landward bound,
But their mark was not to be found.
The French they did not pound,
but fell unbloodied upon the ground.
The Marines were led by a man with his ass on an ass,
who got killed early, so command did pass
to the lowly Sergeant, fighting above his class.
Got them firing, the Frenchies to harass.
As for our jolly jack tars,
They got tore in with swords and crowbars.
Bashing French heads to make them see stars,
Giving them a multitude of scars.
The Spaniards give good accounts,
When the cavalry arrived on their fine mounts.
Their steady shooting reduced their counts
and caused so many routs.
When the French did finally break,
Their leaders were seen to quake.
As madame le guillotine their heads did take,
causing their bodies to violently shake.
Finally, the castle was put out of action,
with gunpowder stored without protection.
All the tars had to do was set the powder alight to their satisfaction.
And then perform a damn quick extraction.
Castle Mongat is no more.
The telegraph lies broken and burnt upon the floor.
Destroyed the Guillotine which we so abhor,
to be used by the French nevermore.
The scenario was based on a scenario from Wargames, Soldiers and Strategy #43, March 2009.
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Photos curtesy of Chris and the Editor.
Game of Irish looting Vikings, the dark ages, makes a change from the other way around.
Pillage in 28mm.
Organized, using terrain and models by Leslie Tipping and Adam McGilton.
AAR by Adam McGilton
Players
Irish : Leslie Tipping.
Vikings : Adam McGilton.
Myself and Leslie played our first game of pillage a skirmish Middle Ages war-game by Victrix. As we soon discovered Pillage is a brutal and unforgiving game, with deceptively simple rules. The toughest and most fully armoured warrior can be felled by a lucky stone throw, to create dramatic David vs Goliath moments.
To set the scene I played the Vikings who had made a settlement on the coast of Ireland, only to find it viscously and unfairly attacked by Leslie’s Irish jealous of its wealth. In order to win the game I had to stop Leslie from burning down more then three houses, or running off with my livestock and villagers. No easy task considering I had to hold out at least ten rounds.
It started as always with me attacking that’s my style you see, whenever you defend it’s best to attack. Considering I had the numerical disadvantage you may believe this was unwise, but I had the advantage of a force outfitted with armour and two berserkers. While Leslie had a horde of warriors armed mainly with javelins and slingers, and mainly dressed for a summer holiday rather then a battle.
Well needless to say I learned a lesson on overconfidence, pelted by rocks and javelins from turn two I charged up the settlement. Determined to pin down and defeat Leslie’s troops I charged in to hand to hand, many perished while I recreated Custers charge but we made up for it. The tide of battle was fierce, but I had my berserkers which was a fifth of my army cost.
I had to make two rolls of a d6 to test the effects mushrooms would have on the berserkers, and from looking at the chart a roll of six would have them attack the closest enemy or friendly figure with great advantage. Well as luck would have it they both rolled a six, did I mention they were side by side. To my horror they fought each other and the fight ended with a badly wounded victor and a dead berserker.
The Vikings fought well against the Irish, but were ultimately surrounded. Leslie capitalised on this and broke some of his warband away from the melee, capturing the sheep and villagers. With only one round to spare the Irish successfully destroyed the Vikings and took off with their loot.
I would highly recommend a game of pillage to anyone who wants to try it, and encourage those to learn from my blunders!
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Photos curtesy of Adam and Gary.