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Tuesday, September 13, 2005

Guest Blogger - Flames of War, game two!

This was our 2nd game, and I know for a fact we got some rules/special rules wrong that would have altered the game. Matt probably should have won (we forgot about his british bulldog roll), then again I should have hurt his tanks more (we treated them as veteran, but they are only trained). Either way, it was a super fun game, and was hinged on a single die roll at more than one point.

My List: US Armored Rifle Company

2 Platoons at full strength and 5 bazookas
1 platoon of 2 shermans
1 platoon of 3 shermans

Matt's List: British Motor Company
2 Lorried Motor Platoons w/ light mortar, 1 with PIAT, 1 with AT rifle
1 platoon of 2 Grants
1 platoon of 3 Grants
Limited Air Support


Firstly Matt and I split our tanks into 2 platoons 1 of 2, and 1 of 3. (just to give us more flexibility even though there's no such thing as a 2 tank platoon legally). So the terrain was laid out, and the major feature was a big hill on my left. This battle we decided I would be attacking and Matt would defend. So, even though I knew it would be tough, I wanted to devote a platoon to the attack on that hill. So 1st platoon was put on my left flank with orders to take the hill, but the rest of my force was on the right side to push for that objective. I also left the halftracks at the rear because I had to deploy behind the riverbed, and figured my men could run over it faster than having to navigate it.

TURN ONE

US- So turn one started off well, Matt couldn't move up to take the hill so no one was up there, and I decided I would doubletime 1st platoon towards the hill, staying in cover behind some jutting rocks.







On the right flank everything moved forward, and my shermans fired on his grants, getting lucky and knocking one out.







British- The British tanks return fire but don't do anything, while his troops on the right secure the objective. His troops on the left move forward towards the hill.

TURN TWO
US- one platoon of Shermans keeps up the fire on the grants, the other moves around the right flank, but can't draw line of sight to anything. Meanwhile 1st platoon advances on the hill, and 2nd platoon lays low in some shrubs, waiting to attack until the defending platoon is pinned down.







British- British troops move up the hill, and get ready to repel the US attack. The grants fire on the smaller sherman platoon and knock one out.







TURN THREE
US- 1st Platoon charges headlong up the hill, putting some fire into the brits, and causing light casualties. Meanwhile the shermans on the right flank move around and fire on the grants and manage to knock one out, finishing off the smaller grant platoon.







British- The british platoon on the hill fires on 1st platoon and causes some casualties, pinning them down. The grants fire on the smaller sherman platoon and knock the other one out, finishing off the platoon.







TURN FOUR
US- the turns get a little fuzzy here, things were going quickly. I tried to dig in 1st platoon just to keep busy, but they failed so are just sitting ducks. There is now no hope of taking the hill. The shermans on the other side, however, are having great success. They fire and knock out 2 more grants, and the 3rd fails a morale check to stay on the tabkle (his platoon was below half strength) and falls back. The tank battle has been won!







BRITISH- the defenders on the hill fire on 1st platoon who is totally exposed and having the CO screaming at them to dig. They take massive casualties, and despite the CO urging them to stand their ground they fall back. My left flank has now crumbled. Also, Matt gets 2 planes to come on this turn (he took 100 points of air support to even up the battle, but had been very unlucky.. in fact in 2 games this was the only time the RAF (rare as faeries) showed up. they targeted 2nd platoon and my shermans. My shermans used their anti aircraft machine guns, and were able to make the pilot thing twice, and he flew off without dropping his payload. The infantry just took cover, and took some hits, but held firm.







TURN FIVE
US- my shermans swung around behind his infantry and shot them up some, but didn't do a whole lot to the dug in troops. 2nd platoon launched mortars at the dug in infantry in an attempt to pin them, but couldn't manage.



British- the defending platoon stayed low, but the platoon defending the hill moved down to flank my 2nd platoon.



TURN SIX
US- My shermans decided something had to be done, so fired on the defending platoon, then assaulted. The Assault didn't go as planned. I lost 2 tanks, and had only one remaining. He passed his morale check to stay on the board.







BRITISH-
Matt's platoon that swung around off the hill fired on my 2nd platoon, pinning them down.



TURN SEVEN
US- The objective on my left, behind the hill, was now totally open, so I sent my one remaining sherman double timing through the desert to hold the objective. If i could survive this turn we'd win! I moved my 2nd platoon back, if I lost that platoon I would ahve to make a company morale check, but since my CO was attached to the platoon that fled the battle, I would auto-fail a company morale check since he was gone.



BRITISH- Matt's platoon who was dug in on the right charged out of their foxholes, and double timed it over to close to assault range of my sherman, and were now contesting the objective. This battle was getting down to the wire. His other platoon fired on my platoon, and just barely caused enough damage to force a morale check. If i failed the check I would've lost the battle. But I passed! They stayed on to fight it out.



TURN EIGHT
US- This was it. My 2nd platoon double timed it to behind some cover. My Sherman fired on Matt's infantry that double timed it, but troops who moved at the double are easier to hit, so I caused massive damage forcing a morale check. Matt passed thanks to a british special rule called "british bulldogs", so I decided this had to be it. I assaulted with my sherman, and managed to force his platoon to fail morale, and flee the table against impossible odds. 2nd platoon just had to survive.



BRITISH- Matt only had one option: to destroy 2nd platoon and make my company fail morale. He moved forward to fire, and got a few hits. The game was no down to a 50/50 die roll morale check for 2nd platoon. I passed, and his turn ended, and mine began with the control of an objective. I managed a 4 to 3 narrow victory.

Monday, August 29, 2005

Springtime in the Sudan


(To all, this is a guest article from my son Andrew. Hope you enjoy it. I think he did an especially good job with the photos. Happy Hunting, "Bwana Bill")


Last time at Historicon I had the opportunity to take part in this excellent scenario for The Sword and the Flame, called "Springtime in the Sudan." This had a real good plot to it with lots of little tricks and surprises to keep the game interesting. This is just a brief summary from my point of view because a full battle report will appear in an upcoming issue of the Historical Miniature Gamer magazine (along with some of these pictures I have taken here).

I played the commander of an Egyptian outpost on the Nile (since I was wearing a blue shirt like the Egyptian commander model and my ally was wearing khaki like the British commander) who was an infamous slaver before those pesky Brits came in and made slavery illegal. The Dervishes were about to attack the outpost and my job was to get my boys out of town. There was one problem in that I could only escape by going on the roads which where in the middle of the table and the Dervishes could show up anywhere. Luckily for me, I had a little secret in that the headmaster's building and the outpost's mosque were connected by a secret tunnel (where else are you going to keep your "merchandise"?).

The game began with the British showing up, apparently to help protect the outpost from the Dervishes. A group of Fuzzie Wuzzies appeared early in some brush and attacked the Brits, which held them up a bit. Meanwhile I got one group of my boys ready to bring some hell upon any Dervishes that came down the road while the other group made there way into the headmaster's building (I would have sent my commander in but he was on a horse).

Much to my dismay some Dervishes appeared down on my side of the table and began to charge across the river bank and into the settlement while another group began to take our goats and the Egyptians in the outpost square was facing a charge from the front and the rear. So I had my rear rank turn around so the unit can fire at both enemies. I managed to kill a few of them in the shooting phase, but there were still a whole buttload of them coming at me. Soon the village was swarming with Dervishes and the guys in the square were surrounded on both sides while some Fuzzies charged into the building.

At this point it looked like my original plan was going down the tubes, so I had to develop a new one (where were the British at this time? They were just standing around shooting at the Dervishes in their area; thanks for the help guys). I figured my commander and the guys in the square were done for, but I could still save the soldiers in the headmaster's building using the tunnel.

After one round of close combat the Egyptians in the square (including the commander) were routed. With nowhere to run they were slaughtered. The next turn, the Dervishes charged into the headmaster's building to finish my boys off. That was when I played the tunnels rule and the Egyptians disappeared off the table (I think the shocked and confused look on the Dervish player's face showed how the Dervishes themselves felt). So for now, the Egyptians were safe.

What I didn't account for was that one of the Dervish players was out to destroy the mosque (I guess because it was "defiled") and had moved a group of Fuzzy-Wuzzies into the building cutting off my only escape route. Trapped between the two groups, the Egyptians fought against the normal Dervishes first and after a very lucky round of combat killed about seven of them and chased the others out of the tunnels. But the subsequent combat with the Fuzzies did not turn out so lucky. The Egyptians were locked in combat for a while with the Fuzzies, both sides taking casualties. Then more Dervishes entered the tunnel through the headmaster's building and the Egyptians were trapped between two enemy units once again.

The Egyptians tried to fight their way through the Fuzzy-Wuzzies but the Fuzzies killed many of them and routed them. Without anywhere to run, the Egyptians were slaughtered.

So the battle went on without me. One of the Dervish leaders went to take the head of the Egyptian commander to take revenge for the enslavement of his family, another one proceeded with his mission to kidnap all the goats, and another proceeded in his attempt to destroy the mosque. Then the Dervish player out for the commander's head tried to stop the destruction of the mosque and the two players continually struggled to start and put out the fire. The British finally made their way to the village just as the mosque was blown apart. The British decided to call it quits, but their mission objective was completed already (destroy the garrison).

So in the end everyone won except for the Egyptians (me), but it was probably one of the best games I have ever played. Thanks to Michael Koznarsky and Chuck Turnista for a great game!

Good Gaming!

Andrew



The Egyptians are attacked in the rear by Fuzzy-Wuzzys (Indian Army figures are "proxying" as Egyptian.)



The Dervish Army Storms the Village



The Highlanders finally arrive!



The Egyptians flee into the mosque!

Sunday, August 28, 2005

Flames of War: 1st PanzerKompanie Blooded and Bloodied


Their first outing wasn't an complete disaster, though it was a definite loss. After a hard-fought battle, the 1st PanzerKompanie, 21st PanzerGrenadiers "advanced to the rear" to regroup, lick their wounds, and fight another day.

The early (turn 2) loss of the fearless (but foolishly brave) company commander in his Panzer III left the Germans primed for defeat. After losing over 50% of their platoons, the Germans fled.

1st PanzerKompanie, 21st PanzerGrenadier regiment prepares to jump off at the Line of Departure (LOD). Posted by Picasa

The Soviet HMG platoon Posted by Picasa

Soviet initial setup on the right flank.  Posted by Picasa

First turn firing from combined StuG IIIs and Panzer IIIs kill three Shermans and bail a fourth. Posted by Picasa

Four 7.5cm infantry guns won't do a lot of damage to the German armor, but they will move forward to threaten the right flank, covered by the Soviet HMG platoon. Posted by Picasa

Facing the PanzerKompanie Commander - four 57mm anti-tank guns and nearly 10 Shermans... Posted by Picasa

The PanzerGrenadiers line up behind the command tank.  Posted by Picasa

The PanzerGrenadiers take fire and decide to move at the double away from the massed firepower of the Sovs, towards the left flank Posted by Picasa

The two surviving Panzer II 'L' "Luchs" (Lynx) fire on the naval infantry guarding the left flank objective. Posted by Picasa

After two turns, the StuGs and Panzer IV manage to knock out all the Soviet Lend Lease armor. The Shermans were no match for the StuGs. Posted by Picasa

As the command tank burns, the PanzerGrenadier platoon races for the far objective. Posted by Picasa

The lone survivor, a Panzer IV stands it's ground on the Soviet objective on the right flank. Posted by Picasa

The company command tank, behind the far house, burns. Along with it, in the same turn, his 2ICs tank burns. The previous turn saw two other Panzer IIIs killed. Posted by Picasa