Showing posts with label Marx. Show all posts
Showing posts with label Marx. Show all posts

Saturday, October 23, 2021

Fictional Citadel : July 8, 1943, Part 2

In the predawn hours of July 8, 1943, the 4th Panzer Grenadier Regiment, Phantom Division (under the command of General Feuerbach), took up positions north east of Tomarovka. Their objective was to capture a bridge and the hills overlooking the main road to Yakarlevo,


As the sun rose, the Soviets advanced southward from their position west of Yarkalevo, carried forward by the momentum of their success against Phantom Division on July 7th. Communication difficulties due in part to physical exhaustion of the troops invovled, resulted in the 3rd Artillery Battery and 3rd Antitank Battalion arriving in positions far from their objectives. 


The Germans suffered similar command and control issues. More than once the entire division was forced to hold its position while orders were sorted out.

German engineers led off with a double move special event But the German Division would receive a No Units May Move special event twice!

The 9th Soviet Guard Rifle Regiment advanced through the woods north of the German position behind the river, which brought the German artillery under fire,  before the German crews had a chance to unlimber their guns. It would be some time before the German artillery could relocate and deploy.

"Are ze communists close or is it mein binoculars?"

At the hills, the 7th Soviet Guard Rifle Regiment engaged in a furious battle with the 4th Panzer Grenadiers, before abandoning the position for the protection of the village. The fighting continued and the 7th SGRR was soon no longer a fighting force. 

Meanwhile, the 8th Soviet Guard Rifle Regiment arrived from the north east - it's objective being the hills east of the road. A traffic jam of Soviet units presented difficulties in meeting the timetables set for their assault.


 The Soviet drive for the bridge coalesced around the advance of 3rd Recon Battalion, in support of 9th SGRR. 



Stopped first by the 1st Panzer Engineers and then Feuerbach's division HQ (the General himself was commanding from the front with the 4th Panzer Grenadier regiment), eventually it met destruction at the hands of 4th Panzer Grenadier Regiment.

The final showdown of the engagement occurred when 2nd Panzer engaged in a close range duel with the Soviet AT battalion that saw both sides break from the field.

Sensing the momentum draining from both sides, 3rd PanzerJaeger was able to secure the bridge while 4th Panzer Grenadier held the hill - tenuous though their grasp was. 

Gurdjieff was forced to concede and ordered the withdrawal of the 3rd Soviet Guard Rifle Division north, to an area just east of Systevo. Phantom Division still reeling from the effects of the previous days of fighting, found itself unable to pursue the retreating Soviets.


****** Campaign Notes *****

You will notice I forgot to take a picture of the end of the game. I was too caught up in it to remember and then I ran to take care of the bookkeeping.

This was as small battle. Not just in terms of number of units but in strength points involved.  Both sides had been pretty well beaten up previously and were not near full strength. 

Consequently it was also short. There were six  complete turns - so 3-6 hours of fighting (i figure a turn is 30  - 60 minutes).

The Germans went second on turn 6 and knowing they would be at exhaustion at the end of the turn, and having rolled a No Units May Fire special event, I charged into close combat where I could to push the Soviets to break as well. Was that gamey? Yes. Does that bother me? No. I view it as Feuerbach seeing the Soviets on the ropes and hoping to deliver the knock out blow with the last of his strength.

At the end both had reached their exhaustion points for movement on the campaign map.  As it stands, Phantom Division will need two turns on their baseline to be able to advance.

While the Germans got back 3 of their lost strength points, the Soviets had two points go into the hospital, so it's possible that 3rd SGRD will be ready to advance as early as next turn.

What remains is PanGermania vs the 1st Tank Corps. It is the 2nd time the two have met - it will be a rematch of two armored units. 

Even if PanGermania wins their July 8th battle. am not sure about the campaign going forward. At this point it's almost a guarantee that the Germans won't be able to advance much farther. Is the loss of men and machines worth it?

Tuesday, August 10, 2021

A Bridge Over Troubled Waters

Table Top Teaser #1 is one of my favorite scenarios. So I thought it'd be a good test of my Frankenstein's monster of a grid-based rule set for WW2 for 1 base = 1 company. Friday night, I broke out the card table and setup.

With a 6x6 grid, the table gets very crowded very fast despite the attacker's piecemeal arrival (the attacker has quite a few units for so few grid spaces). In my first game, several German units suffered losses very quickly due to an inability to fall back(I use the hit result table from The Portable Wargame) without colliding with another unit. But, because they have staying power, the situation didn't improve for the remaining units.

I chose to ignore the exhaustion point because had I not, the game would have been over by turn 5 or so.

Turn 6 or so - the last arrivals, er, arrive.

I reset the table and tried again using the two-hit variant for strength points originally proposed by Ross Mac and incorporated into Developing the Portable Wargame. This was a much more exciting game. The Germans still suffered some losses early but as they were eliminated whole cloth, it left breathing room for the remaining elements to maneuver. 

This isn't really an issue with the rules so much as recognizing that a large (for me) scenario in a small space, where stacking is not allowed, requires adjustments.

The Soviet defenders had lost two complete units by this point.

But on turn 10, they managed to blow the bridge . Admittedly, stranding their HMG company and a tank company on the other side of the river. Sacrifices for the integrity of the Motherland.

It occurred to me after the game, that in essence, my rules are really just a modified version of The Portable Wargame

I use a different firing mechanism (Similar to Memoir of Modern Battle (Cordery) and Hold the Line! units roll 3 dice to hit at 1 space, 2 at 2 spaces, and 1 at three or more spaces - the limit being dependent on the unit type), all hits count, hits are 4 or 6 in the open, 6 in cover, MGs hit on 2/4/6 or 4/6 against targets in cover (these are Morschauser's "to hit" numbers). Close combat is more violent than in The Portable Wargame, with infantry rolling 4 dice, and others rolling two or three, with the same hit numbers given. The number of dice doesn't change regardless of the hit points remaining. This makes close combat potentially decisive and possibly swingy even with mismatched units - closer to Morschauser (who, if it's not clear, I am a big fan of) than The Portable Wargame. There are some other rules changes that I like (units have to fire before moving, a unit can't initiate close combat unless they start adjacent to the enemy unit, and a few more).

All that said, as much as I *like* my modifications, I think I really ought to give The Portable Wargame a try again as written, but this time with the two-hit variant to see if that difference makes the rules-as-written close combat more acceptable to me.

Sunday, August 1, 2021

On the Grid Again

 Friday the dam burst and I played a flurry of games on a grid - spurred in no small part by my acquisition of a foldable card table.

It measures 38 in. square, which with my current grid cloth is still just 6x6 of 6 inch squares. But that's fine for One Hour Wargames scenarios with small forces.

I set out Scenario 14: Static Defence  - a favorite of mine  - and I tried some rules I had written up over the course of the preceding week. 

In this iteration, weapon companies were split up into attachments to rifle companies.



Soviet ATR companies can engage armor up to 1 space away. Other infantry have to close assault it.

I played two games like this. They were Ok but they weren't quite what I had hoped and had some flaws I found bothersome.  I combined them with some ideas from The Portable Wargame and tried again.

That was better but still not quite right. So I gave The Portable Wargame a chance as written - but using three hits per unit.

Soviets held off the attack on the town - which was the German target. They instead captured the hill rather accidentally.

That still wasn't quite right, for me. So, I scribbled some ideas down and slept on it.

Saturday morning, I set up a new scenario (Scenario 20: Fighting Retreat) because I needed a change from the last one.

Dramatic sunlight.

Classic Toy Solider MG team holding off the Soviet advance.

Very close to what the end of the last game looked like. The Soviet advance collapsed due to losses. I set exhaustion at 50% of strength points due to the small totals for each force.

The end result was exactly the kind of game I had wanted to play. I played twice even, just to be sure.

In the end it was an amalgamation of my own preferences, Hold the  Line, Bob Cordery's Memoir of Modern Battle and The Portable Wargame, and a little Morschauser (4's and 6's to hit and 2/4/6 for MGs).

Sunday, July 18, 2021

Operation Citadel-ish

In the mood for getting some kind of game on the table, I flipped, well, scrolled, through, my copy of One Hour Wargames and realized I could treat scenario 8: Melee as a suitable substitute for Grossdeutschland's attack on Cherkasskoye in July, 1943.

Regular readers may recall that I fought this battle as part of a campaign last year.


Panzer and Tiger units from GD advance in front of PzGrenadiers.

Elements of Soviet 199th Guard Rifle Regiment protect the hill, while others advance to meet the fascist invaders.

GD Panzer IVs were completely destroyed but GD recon unit and additional PzGrenadiers arrive to press the attack.


Two AT batteries of the 67th Guards Rifle Division reinforce what remains of the 199th.


Assault lead by Pz Grenadiers supported by recon and Tigers (off camera)


The Soviet left flank collapses under the weight of GD's advance.

Recon foolishly leads the charge to eliminate the last of the defenders.

The Soviets lose Cherkasskoye at great cost, while GD losses are minimal.

I used improvised rules based on my Division Squares: Simple WW2 Combat on a Square Grid but converted to grid-less.  The biggest changes, besides using a ruler, were that I left out leaders and artillery. 

Obviously some of the specifics of the scenario didn't match my original from last year - which I tried to base on research - the Soviets weren't dug in, there was no artillery barrage, and there was no village, but honestly, it was close enough and just as enjoyable.

Monday, March 29, 2021

Crossfire 2x2 : The River

I had another go at Crossfire this weekend. This time, I fielded a scenario that gave me fits when played with my own rules - The River. It works much better using Crossfire! As a note, my table is 3x3, because the bases are 2" x 2", which is slightly larger than standard.

Pictured below is the second game - the first wasn't supposed to happen, I was just setting up the table late Saturday night, in advance of Sunday's game, and thought, "Well, maybe I'll just move some stands around for fun." Before you knew it, I had played an entire game.

 The Germans got off to a poor start - no smoke landed and their recon by fire failed.

So the Soviets popped up with their MG and started firing. Fortunately for the Germans they were mostly ineffective.

After several short initiatives of failed smoke arrival, the Germans managed to land some which allowed the river crossing to begin. That brought the Soviets in the bunker into the action.

The German engineers walked right into the minefield and started clearing it. Fortunately the Soviets in the bunker were incompetent.

I didn't feel like getting out the cotton batting to set up the smoke so I used these "markers" I created years ago. I think they fit the look of my table.

With the mines cleared, and with some help from their 50mm mortar landing smoke,the Germans were waded their infantry into the river.

 

 The Soviet mortars gave the attackers some trouble when the smoke cleared

But using the woods as cover, the Germans were able to storm the building. Fierce close combat followed. In the end, the defenders were wiped out to a man: heroes of the Motherland, all.

I used the Bogged Down markers to indicate "no fire".

The Soviet FOO and mortar turned their attention to bombarding the formerly-held building.

While the Germans launched an attack on the bunker, supported by their mortars.

Having cleared that obstacle, they moved on to capture the Soviet FOO and wipe out the Soviet mortar in close combat.

End of the game,the Germans held the objective and the Soviets were completely eliminated.

As a solo game, Crossfire, like most games, works well- although the hidden units in these scenarios takes a little effort to setup in a satisfying way. I think the hardest part about solo play with Crossfire is the need to always be aware of when the inactive side has an opportunity for reactive fire. Unlike some games, where a missed opportunity for reactive fire isn't the end of the world, in Crossfire it's the difference between stealing the initiative and not getting a chance to be the active side.

The solo player is forced to dedicate some brain power to examining every action from the perspective of both sides. It's not insurmountable, and I find the mental involvement enjoyable, but I can imagine some solo players would find it less so.

Sunday, September 13, 2020

Operation Citadel : Soviet Counterattack (Final campaign game)

On July 10, 1943, the Allies invaded Sicily. In response, Hitler called off Operation:Citadel despite what amounted to a successful, if slower than expected, operation, in order to return forces to Italy.  For this final battle in my campaign, I opted for a  hypothetical Soviet counter-attack on the withdrawing Grossdeutschland division.

The scenario is a slightly stretched out version of scenario 20, Fighting Retreat from One Hour Wargames.

GD Pioneers, a Panzer unit, and GD PanzerJagers prepare to cross the ford on the German left. GD PzGrenadier Regiment and Division HQ would cross on the right.

The Germans crossed uneventfully with the Soviets on their heels - six battalions of infantry, a mortar battery, regimental HQ,  and an AT battery.
The view on GD's right. I and II/PzG hold up the Soviets  at the ford.

The GD panzer battalion was the first to fall. The Pioneers fell back to join elements of GD already on the hill.
HQ ordered the PzGrens to fall back and allow the Soviets to cross in order to draw them into range of more of the unit.


I/PzGren held off the Soviets.
On the G right (they're now facing the opposite table edge so their direction reversed), the pioneers would hold off several attacks by the Soviets.

The Soviet steamroller sets its sights on taking out the pioneers an then advancing on the hill.
The pioneers force them back, and III/PzGen sweeps down to flank the Soviets.

GD HQ orders a counter-attack and I and II/PzGren descend on the Soviet forces causing them losses and pushing them back across the river.
Soviet infantry takes to the woods in an effort to mass for a concentrated attack against the pioneers.

The pioneers finally fell after gallantly holding out. The Soviets attempted to roll up the PanzerJagers only to find out that they were outmatched. 


Forced to fall back to the woods to lick their wounds, it would be the last effort of the Soviets.

With the elimination of the mortar battery, the Soviet HQ was forced to call off the attack and withdraw.


*********************

The big lesson learned here is that I should have given the Soviets some motorized infantry, and that veteran troops (like the GD pioneers and Panzergrenadier regiment) are very hard to eliminate even if you're scoring hits on them (which is fine, that's how I want my rules to play).

Grossdeutschland lost pioneers and their Panzers but wore out the Soviet attack and held the hill uncontested.

The Soviets took heavy losses (5 units).

GD earned 2 points for units eliminated and 2 points for the win. The Soviets earned 1 point for the units they eliminated.

Grossdeutschland 17, Soviets 11. A German campaign victory. 

It was quite enjoyable to pretend I was fielding a division or close to it in each scenario - and while my units don't look anything like a battalion, 2 infantry stands or 1 vehicle = 1 battalion worked for me once  was playing (i see them as counters in hex-and-chit game). I'm not sure I did anything that fell into that level of gaming though or if I was focused to low in the action. No matter, I had fun.

I plan to play this campaign again, but less like a tournament, and more like a campaign, with Grossdeutschland's losses carrying from battle to battle, weather, and of course air support. I also think artillery should have played more of a role in some of the scenarios.

However, that will wait a bit. I am turning my focus to my late 19th century forces and any gaming in between now and then will probably be just one-off WWII games to tie me over - I want to play some lower level games with Battalion Squares, G Company,  maybe try Crossfire, and some 1:1 with One Hour Skirmish or Fistful of Lead.