Saturday 31 July 2021

WW2 West Front 1944 Campaign game 04 on a A4 3x4 grid with 6mm forces

Introduction

This is mission 4 in a campaign following a British company through 1944 France.  I am using 6mm forces and playing on a 3x4 grid on a A4 page.  I did a similar East Front campaign in 2017.

Rules

I am using my own rules.  I have modified the ones I used in 2017 to be 1d6 for all rolls, rather than 1-3 per attack.  They are likely to change slightly as I playtest them on the games.   I am using Platoon Forward to generate the missions.

The rules are here: ww3x4 Advancing Companies V2.0c.pdf

In summary, most units move 1 square and can fire out 1 square and non-firing units are seen at 0 or 1 square.  Stacking is 3 units of one side per square.  Each turn normally has one square activated (random side but a chosen square) and units in that square can fire, move or rally.  Then the other side activates a square.  After each side has an activation there is a special melee phase where opposing units in a square fire at each other. Play another turn and keep this up until one side's morale fails.

Mission 4

It is 1944 and a UK infantry force is defending against a German armoured force. The UK mission is an ambush.

The force is lying in ambush along a likely route for enemy forces.  Hit them hard!

The terrain is mixed, with:

Crops | Brush |Hill

Crops, road | Marsh |Wooded Hill

Key building | 2-4 buildings |Stream

Open | Hill |Crops

The battlefield

Victory is to inflict more casualties than receive. Lose if receive more casualties than inflict.

Major Victory is achieved if destroy all transport as well as more casualties.

The UK force deploy in zones 4-6. The German force enters zone 4 single line and spaced apart.

Note: Road in zones 4,5,6 that enemy travels down.  Zones 4-6 need to have covering terrain.  A relief force should enter on turn 5 at zone 4 but will fail to appear.  The British can breakoff when relief shows up but as it will not, the British will have to drive the Germans from the field.

The UK has green morale for its five sections and three leaders. Support includes 2xMMG.

Available indirect support is 2x3" mortars.

The German has regular morale for its four sections and one leader. Support includes MMG + panzerschreck team + 75mm ATGun.

 

Troops

British


Company HQ

1st platoon – 2 sections

3rd platoon – 3 sections

2xMMG

2x3” mortars indirect support

 

Campaign notes:

Co HQ Hodgson (Green)

1 Plt HQ Cole (Green), 1 Plt 1 Sect Burns (Green), 1 Plt 2 Sect Knowles (Green)

3 Plt HQ Burns (Green), 3 Plt 1 Sect Manning (Green), 3 Plt 2 Sect Hanson (Green), 3 Plt 3 Sect Williams (Green)

German

1 Kompanie HQ leader

4 Gruppe, 1 with a panzerschreck

1 MMG

1 75mm ATGun (towed)

6 halftracks (they are an armoured force).

Deployment

The two key points are the Germans will move in two groups of 3 halftracks each, and that any units can be seen in the same square but only on a 6 one square away in good concealment.  If the British are in the same square as the Germans, they will be able to see the British and dismount (units can move and dismount in one activation).  The British need all six halftracks on the field to have a good chance of winning.  The short of this is the British setup one square away from the first two squares of the road, and then in the wooded hill in the third square of the row as the Germans may not get that far!

The British deploy in ambush (3rd platoon + MMG at the bottom, 1st platoon +MMG to the right on the hill).


Game

Germans get one activation and move on the first three halftracks.  They then get another activation and bring on the other three half tracks.

The German halftracks enter the ambush.

The British have one activation.  They do have PIATs with two of the sections, but they need to be in the same square. An MMG can fire on the halftracks but only have a one in six chance of destroying them.   But if the British sections move into the same square as the Germans, the halftrack MGs will likely rout them.   So much easier if they were trucks!  Hmm.  The British move into the rear square with two sections of the 3rd platoon (one with PIAT), Lieutenant Burns and an MMG. 

The British launch themselves into the rear of the transport column

The melee phase in simultaneous.

The British PIAT destroys one halftrack, a section manages to destroy another halftrack and a third is damaged and so also destroyed.  Two German Gruppe passengers dismount and are suppressed.  The towed ATGun (the third halftrack was towing it) and crew is considered lost.

The halftracks MG fire managed to rout all three British units (unbelievable dice rolls – lots of 6s). Nearly half the British units are lost already!

The two suppressed German sections can stay in the square as there is no remaining British in the square.

The rear column after melee


The Germans attempt to rally the suppressed Gruppe but fail.  The British, being mad, move the 1st platoon  from the wooded hill into the leading three halftracks. Live or die!

The other main attacking force moves into combat with the lead halftracks.

Two halftracks are destroyed and the passengers (a Gruppe, Commander and an MMG) dismount suppressed.  Amazingly no British units were destroyed but all were suppressed and as there was a remaining good order German unit in the square the British retreat. The halftrack that is still OK is assumed to have done its task and will retire and hide.  I left it in the square but it is not in the battle anymore.

State of play in the ambush

The British attempt to rally the 3rd platoon in the wooded hill, the MMG team is the only successful rally.

The Germans dismount the Gruppe from the remaining halftrack and successfully rally the remaining two units. And the Germans receive a random event and they unsuppress one of the two Gruppe in the rear of the convoy.

The Allies get two (!) activations.  The MMG on the hill fires on the leading Gruppe and does manage to supress the only unsuppressed Gruppe.  The other two sections of 3rd platoon attempt a rally, it does not succeed and one routs.  The British have lost over 50% of their forces but continue on.  The second activation sees the lone 1st platoon section fire at the Gruppe for no effect.  The Germans manage to unsuppress the MMG and a Gruppe.

The Germans are doing Ok, unlike the British.

The British get the upper hand and manage another two activations!  MMG suppresses the German MMG and the 3rd platoon section on the hill rallies. Major Hodgson successfully calls in the support mortars but the fire for effect results in nothing.  The Germans unsuppress a Gruppe.

This may go on for awhile and the Germans have the upper hand as they have more forces.  At the moment neither have enough active forces to make a difference but the Germans will win an attrition battle – they are better at rallying.

The Germans manage to rout the British MMG but in retaliation the British also rout a German Gruppe.   Very lucky.

The British still hanging on.

A bit of back and forth firing but the next major event is the British mortars successfully rout the German MG.  Even though the Germans are down to half their casualties, they carry on!

German MMG is lost

A little bit more firing but no routs, just more suppression and poor rallying.  The British finally unsuppress the 3rd platoon section on the hill and move the 1st platoon section onto the hill.  They can then move and assault the marsh!

The remaining British force on the wooded hill gets ready to assault the Germans in the marsh.

The assault (this was an British activation after a German one and then followed by a melee phase)

The British assault the Germans in the marsh

The British rout the Germans.  Even down to two Gruppe (in the first square of the ambush) and losing their leader, the Germans still decide to hang in there.

Success – the British eliminate the Germans.

There is nothing for it – the only way the British can still win is to assault the remaining Germans and hope they roll better in a melee

The British assault the last of the Germans.

 

They win – they rout a Gruppe and the remaining Gruppe finally has enough and retires from the field.  The British were untouched.

An overview of the battlefield at the end.

 

Post-battle status

Co HQ (Hodgson) 3XP gained.

1 Plt HQ (Cole) 2XP gained.

1 Plt 1 Sect (Burns) 2XP gained.

1 Plt 2 Sect (Knowles) routed during the mission and are ok to continue.2XP gained.

1 Plt 2 Sect (Davies) had no troops prior to battle.

2 Plt HQ (Ross) was not in the battle.

2 Plt 1 Sect (Turner) was not in the battle.

2 Plt 2 Sect (Wade) was not in the battle.

2 Plt 3 Sect (Hartley) had no troops prior to battle but have received replacements.

3 Plt HQ (Burns) routed during the mission and are disbanded.

3 Plt 1 Sect (Manning) routed during the mission and are ok to continue. 1XP gained.

3 Plt 2 Sect (Hanson) routed during the mission and are disbanded.

3 Plt 3 Sect (Williams). 1XP gained. New morale level is Regular.

Verdict

Well, that was harder than I thought.  If only I had not rolled up for a German armoured force then the transports would have been trucks that do not fire back.  I really thought the British were going to lose.  I did think about giving the British units an advantage to being in ambush but the spotting rules and turn sequence worked OK without needing any special ambush rules.  I have not changed the rules at all since game 1 (even if sometimes I play them wrongly) so that is good.  And one section is now no longer green! 

Sunday 25 July 2021

WW2 West Front 1944 Campaign game 03 on a A4 3x4 grid with 6mm forces

Introduction

This is mission 3 in a campaign following a British company through 1944 France.  I am using 6mm forces and playing on a 3x4 grid on a A4 page.  The British did not win missions 1 and 2.

Rules

I am using my own rules.  I have modified the ones I used in 2017 to be 1d6 for all rolls, rather than 1-3 per attack.  They are likely to change slightly as I playtest them on the games.   I am using Platoon Forward to generate the missions.

The rules are here: ww3x4 Advancing Companies V2.0c.pdf

In summary, most units move 1 square and can fire out 1 square and non-firing units are seen at 0 or 1 square.  Stacking is 3 units of one side per square.  Each turn normally has one square activated (random side but a chosen square) and units in that square can fire, move or rally.  Then the other side activates a square.  After each side has an activation there is a special melee phase where opposing units in a square fire at each other. Play another turn and keep this up until one side's morale fails.

 Mission 3

It is 1944 and a UK infantry force is attacking a German armoured force. The UK mission is a patrol.

The force is tasked with patrolling the No-Man's Land area to your front.

The terrain is hills, with:

Open | Woods |Open

Crops | Hill |1-3 buildings

Open | Hill |Wooded Hill

Hill | Open |Open


The battlefield

Victory is to inflict more casualties than receive or make enemy break-off. Lose if receive more casualties than inflict and enemy does not break off.

Major Victory is achieved if inflict more casualties than receive and make enemy break-off.

The UK force all enter in zone 12. The German force Enters zone 3.

 

The UK has green morale for its six sections and two leaders. No support units.

Available indirect support is 2x25pdr.


Germans

The German has green morale for its seven sections and one leader. Support includes Heavy Tank – Jagdpanzer 75/L48

Available indirect support is 2x80mm.

No MGs again.  Unlucky as it is rare for this to occur.

Troops


The British forces

Co HQ Hodgson (Green)

1 Plt HQ Cole (Green), 1 Plt 1 Sect Burns (Green), 1 Plt 2 Sect Knowles (Green), 1 Plt 2 Sect Davies (Green)

3 Plt HQ Burns (Green), 3 Plt 1 Sect Manning (Green), 3 Plt 2 Sect Hanson (Green), 3 Plt 3 Sect Williams (Green)

Deployment

None – both units start off table.

British goal is to rush to the centre hills and hopefully get into a commanding position before the Germans have a chance to bring their units on – this only way the British can win if by constraining the Germans to one square, or at most two.

The Germans will aim to make it to the buildings and the central hill to stop the British from bottling them in.

The Germans have a tank that the British can only take out by being in the same square.  The Germans may have one more squad than the British but they have only one leader.  Green troops, as I have found out, are difficult to rally once suppressed.

Game

The British get lucky with two activations and bring on all their forces, 3rd platoon under Burns to the left, and 1st platoon under Cole to the right.  For the purposes of the game, Captain Hodgson is with Burns and the second platoon.  The Germans move on one Zug.

 

First moves.


The Germans get to activate and need to make a choice – to they bring on more units (into the wood sin Zone 2) or move the existing units into the building (the only hard cover on the board and a very good defensive position).  They move into the building.  The British 3rd  platoon move up to the wooded hill and fail to spot the Germans.

 

The Germans manage to get to the buildings.

And it is here we say farewell to the pink document folder. I had been using to protect the game.  It was all I had in the house.

Good bye

I got the the storage room and pulled out a much nicer looking timber box. I have half a dozen of so of these I either made or refurbished to store gaming stuff.

And hello.

The British get their act together (two activations in a row).  I agonised about whether to move the 1st  platoon into the buildings or bring up 3rd  platoon further. Or send in one section to the building that means I spot the Germans and then call in the 25pdrs? But the section will surely be suppressed and the there is a 50% chance the artillery is busy elsewhere. But then I remembered – 2 activations – the first to move in, the second they can fire.  Normally with one activation a side it will happen that one side moves into the square and the other fires back in the next activation.  The British move in the 1st  platoon and then fire, causing one suppression and one KO.  Note that activating the British first platoon with the second activation is against the rules - the second activation must be with a different square and different units.  Can't even remember my own rules!

 

The British move into the outskirts of the buildings.

The Germans then agonise on whether to bring on another platoon (if all their units are KO’d on the table the game is over!), or try and rally the suppressed Gruppe (1/3 of a chance) and fire at the British (1/2 chance of suppression/KO of one unit).  They decide to bring on the other platoon.


The German bring on the other force.

The melee phase occurs in the building square.  It is deadly as no cover bonuses, all units can fire at +1 to the dice (although suppressed units don’t get this bonus).  The Germans suppress two sections but the other Gruppe is suppressed.  All the German units in the square are suppressed and there is one unsuppressed enemy and so the Germans must retreat one square.  The British 1st platoon hold the building.  Must not forget though – the goal is maximum casualties!

The rules are working really well – I ponder a lot on every activation on what is the best thing to do.

 

The Germans retreat from the building.

The Allies use their activation to concentrate fire from 1st platoon in the building into the German Zug in the woods (they managed to spot them).  One section fired and Lieutenant Cole successfully called in the 25pdrs.  The sum effect was one suppressed. The reason to fire on the woods was the slightly better choice – one Gruppe is out of action and will only rally on a 6 (green and no leader).  The unit on the field would have been a better target for the 25pdrs as they would have been classed as in the open but they are already suppressed and only a ½ of a chance of rallying.  And this would be the sole activation for the Germans.  All up, reducing the woods square attack potential is the thing to at the moment. 


The British fire at the German Zug in the woods.

The Germans bring on the last Gruppe and the Panzer.


The tank arrives.

The Allies move 3rd  platoon into the wooded hills.  From the building the 1st platoon fires at the newly arrived Gruppe and it routs.

“Artillery?  Hello, artillery?”

Lieutenant Cole call for the 25pdrs fails.

 

The Panzer fires at the buildings and supresses the only non-suppressed section.


The tank suppresses the section in the building.

The Germans move two Gruppe in the building.  The British cannot fire back as they are suppressed.  Instead, they move the 3rd  platoon onto the hill.  The only German unit that could fire at them is the tank- all the remaining units are suppressed.


Germans move in, British move up.

Now it is the melee phase where all hell breaks out in the building.  Three Vs two but the British units are all at -1 for being suppressed.  The German’s KO two sections of the British 1st platoon!  The British only suppressed one.  The remaining section with Lieutenant Cole retreats.


The building belongs to the Germans.

The tank fires and supresses two units on the hill.  Things are really not looking good for the British on patrol. 

Then Lieutenant  Burns on the hill calls in the 25 pdrs that hit with devastating effect (lots of 6s).  And the lone section fires as well (with a 6 as well).

The tank is KO’d by the barrage.  This covers a wide range of results but basically the tank is no longer in action, and the two other units rout as well.


Tank gone, as well as all the other units.  Don’t sit in a field!

The Germans have lots over half their forces and their leader and decide to retire from the field.  The British can claim a major victory – inflicted more casualties and forced the Germans from the field!

To be honest, at the start I did think it was going to be another loss for the British. A string of 6s in the last turn helped.  And using the artillery!

Post-battle status

 Co HQ (Hodgson) 3XP gained.

1 Plt HQ (Cole) 2XP gained.

1 Plt 1 Sect (Burns) 2XP gained.

1 Plt 2 Sect (Knowles) routed during the mission and are ok to continue. 1XP gained.

1 Plt 2 Sect (Davies) routed during the mission and are disbanded.

2 Plt HQ (Ross) had no troops prior to battle but have received replacements.

2 Plt 1 Sect (Turner) was not in the battle.

2 Plt 2 Sect (Wade) was not in the battle.

2 Plt 3 Sect (Hartley) had no troops prior to battle.

3 Plt HQ (Burns) 2XP gained.

3 Plt 1 Sect (Manning) 2XP gained.

3 Plt 2 Sect (Hanson) 2XP gained.

3 Plt 3 Sect (Williams) 3XP gained (an additional XP for good shooting)

 

Verdict

12 squares, a couple of pages of rules and only a handful of units.  It was supposed to be quick and easy.  These games are taking longer than the equivalent on a 2’x2’ table.  But in a good way.  The focus is so much on each and every activation – what one decision to take? – rather than movement and firing. It is what I was looking for and why I went back to the 3x4 grid.

Green units are terrible to rally – once they are suppressed it is a 6+, or 5+ with a leader present to rally.  Regular units are 5+ and 4+ respectively.  At least with regulars there is half a chance.    I find with the Green units once suppressed they stay there.  Cannot wait until some of the sections are Regular and units may actually rally.

Sunday 11 July 2021

WW2 West Front 1944 Campaign game 02 on a A4 3x4 grid with 6mm forces

Introduction

This is mission 2 in a campaign following a British company through 1944 France.  I am using 6mm forces and playing on a 3x4 grid on a A4 page.  I did a similar East Front campaign in 2017.

Hoping it will scratch the itch for a campaign that is quick, no measurements, and fairly simple rules but has tense and tricky tactical decisions.  Game 01 delivered.

The pink case that the battlefield (well A4 sheet) is in is still here for this report.  It changes next mission.

Rules

I am using my own rules.  I have modified the ones I used in 2017 to be 1d6 for all rolls, rather than 1-3 per attack.  I am using Platoon Forward to generate the missions.

The rules are here: ww3x4 Advancing Companies V2.0c.pdf

In summary, most units move 1 square and can fire out 1 square and non-firing units are seen at 0 or 1 square.  Stacking is 3 units of one side per square.  Each turn normally has one square activated (random side but a chosen square) and units in that square can fire, move or rally.  Then the other side activates a square.  After each side has an activation there is a special melee phase where opposing units in a square fire at each other. Play another turn and keep this up until one side's morale fails.

Mission 2

It is 1944 and a UK infantry force is attacking a German armoured force. The UK mission is a exploiting a successful attack.

The parent force has broken through enemy lines.  This force was held in reserve to exploit this breakthrough.

The terrain is hills, with:

Wooded Hill | Rough |Crops

Wooded Hill | Hill |Open

Open | Hill |Crops

Open | Open |Open

Primary Objective is a Key Building in zone 1.


Battlefield


Victory is to capture the primary objective. Lose if do not capture the objective.

Major Victory is achieved if capture objectives with minimal casualties. Minor Victory if capture objective but take major casualties.

The UK force enters in zones 10 (middle of bottom row). The German force normally would deploy in zones 1-6 (top two rows).

The UK has green morale for its six sections and two leaders. Support includes MMG,2xSherman.

The German has regular morale for its three sections and one leader. Support includes 2xMMG, Jadgpanzer IV 75mm (L48).

6 of the German units (minimum squad + armoured vehicle) are reinforcements that arrive on turn 3 at the right of zone 3 with appropriate transport.  This is what the scenario rolled up - 6 units as reinforcements.  There are only 6 units.  So I will put 1 Gruppe on the objective and the Germans are rushing towards it to secure it with the other 5 units before the British can.  With the objective defended by only one unit, they will arrive on turn 2 rather than turn 3.


Germans


Troops


British


Co HQ Godfrey (Green)

2 Plt HQ Rowley (Green), 2 Plt 1 Sect Turner (Green), 2 Plt 2 Sect Wade (Green), 2 Plt 3 Sect Hartley (Green)

3 Plt HQ Burns (Green), 3 Plt 1 Sect Manning (Green), 3 Plt 2 Sect Hanson (Green), 3 Plt 3 Sect Williams (Green)

MMG

2 Sherman 75mm

Deployment


The lone German Gruppe defender


British plan: Rush up to the wooded hill (zone 4) with 2nd platoon ready for an assault.  Tanks up the right with 3rd platoon to approach from the right flank. There is no cover for the advance anywhere else.

German plan: Move squads to the building ASAP.  MMG and tank in the rough in zone 2.  This will provide two zones of fire Vs the one on the wooded hill. 

I have a feeling that wooded hill is going to be a British death trap.

Unusually neither side has any indirect fire available.  This will hurt both sides not having any mortars to call upon to suppress the enemy.

Game

British move onto the table, Germans follow by bringing on the halftracks.  The Brits focus on moving 2nd Platoon up to the wooded hill.  They get there and fail to spot the Gruppe in the building (required a 6 so low expectations).  The armour for either side is not yet on the table, the main aim is to get the infantry into the field.


Early stages of deployment.


The Brits get a section as a reinforcement; a section from another company has been sent to help.

Bold move – the Brits see an opportunity to assault the building before the halftracks arrive.  They take it with Rowley’s 2nd platoon.


Assaulting the farmhouse


The British have two sections suppressed but the Gruppe is suppressed and retreats to the rough.

A suppressed unit in the same square as an unsuppressed enemy must retreat.


The British take the objective.


In the following German turn, they assault the farmhouse.  Germans can move in halftracks and unload into assault.

All the British are suppressed, as are the Germans.  No one is required to retreat.


Germans assault the farmhouse


 Random artillery hits the British Burns’ 3rd  platoon at the rear.  All are suppressed.

 

Random artillery causes the British to be suppressed.


In melee at the farmhouse, one German Gruppe is routed while the British MMG is also routed.  The British fail to unsuppress while one of the Germans recovers.  Rowley calls on the platoon to retreat.

 

The British retreat


The Germans get 2 activations and move onto the battlefield the remainder of their units – a Jagdpanzer and a Sdkfz 251/1 with another MMG.  The German MMG in the farmhouse opens up on the British on the wooded hill but do no damage.  The British bring on the Shermans and the last section of the 2nd platoon.  They are taking a bit of a gamble as the units on the wooded hill are exposed.


The German advance


The Germans deploy in the Rough brush and the MMG crew disembark.  The Jagdpanzer and the 2 MMGs pour fire into the wooded hill but fail to rout any of the two British units (2nd platoon) there.  Statistically one should have gone by now, with a good chance of both of them. The British Shermans and the other infantry unit move up on the hill and are now visible to the Germans.  The choice to use an activation to move new units up Rather than ralying the wooded hill was not too hard – each British unit requires a 5+ to rally.


The British advance


The Germans activate and now need to decide if it is the Shermans or the infantry that are the threat.  Why not both?  The MMG fires and destroys the newly arrived section and the Jagdpanzer takes out a Sherman!


After much ineffectual fire over the last few turns, two shots and a section and a Sherman are KO’d.


The Sherman can only damage the Jagdpanzer on a 6; It also could move into the farmhouse to disrupt the objective but expect the Germans have Panzerfausts.  The Sherman instead fires with its MG at the MMG in the rough.  Manages to rout it!  The Germans can ill afford to lose units – they started with 6 and have lost 2 already.  The British have lost 3, but most of the remaining ones are suppressed.  They do have on infantry section (the reinforcement) left they have not yet brought on.


The MMG in the rough is routed.


Game note: the best roll for activation for the Germans is a 5 as they get two activations, and then the British get one.  For three turns in a row the Germans rolled 5 for activation, ensuring they got to activate two squares for firing compared to the one square for the British.

The German Jagdpanzer brews the remaining Sherman, and the German MMG routs a British unit.


Another Sherman gone, and also another section from the hill.


The British 3rd platoon decide they have had enough and to the rear pulls back due to being in the open while trying to rally.


British rear suppressed platoon pulls back


The last onboard British section is routed, along with the Company HQ and the Germans hold the field.  The British fail in their mission.


Last British section routed


Post-battle status

Co HQ (Godfrey) routed during the mission and has been replaced.  Major Godfrey did not last long...

1 Plt HQ (Spencer) was replaced prior to the next mission.

1 Plt 1 Sect (Burns) was not in the battle.

1 Plt 2 Sect (Knowles) had no troops prior to battle but have received replacements.

1 Plt 2 Sect (Davies) had no troops prior to battle but have received replacements.

2 Plt HQ (Rowley) routed during the mission and has been replaced.  Another Lieutenant of the company gone.

2 Plt 1 Sect (Turner) routed during the mission and are ok to continue.

2 Plt 2 Sect (Wade) routed during the mission and are ok to continue.

2 Plt 3 Sect (Hartley) routed during the mission and are disbanded.  No enough men left to maintain the section.

3 Plt HQ (Burns) OK

3 Plt 1 Sect (Manning) OK

3 Plt 2 Sect (Hanson) OK

3 Plt 3 Sect (Williams) OK

 

Verdict

Another failed mission.  At least in this one the British had a chance and then the combination of the Jagdpanzer and MMG ensured that the British would not be able to respond with enough weight of fire to advance.  This game was fun – a few tough decisions had to be made. Unfortunately a loss of the Company commander, Major Godfrey, and second platoon's Lieutenant Rowley.