Monday, 19 August 2024

Operation Jupiter 22 - Jabos. 20mm WW2 battle report.

Introduction

This is game 22 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using a variant of my 4x3 grid rules without grids and sections are 3 person units rather than 1 base. I have changed them a little and now if within 3” count as fighting in melee but all have cover modifiers. Also activation is now (mainly) 2 section/vehicle per side per player turn.

Scenario

The Germans have 6 turns to capture the objective building.

Troops

British


1 Platoon

    1 platoon HQ (1 figure)

    1 PIAT team

    1 Section (3 figures)

1 6pdr ATG

2 fire missions 25pdr

1 Hawker Typhoon with 4x20mm cannon and 8 rockets (arrives turn 4)

British are all regular.

Germans


1 Zug

    1 Zug HQ (1 figure)

    2 Gruppe (3 figures each)

2 251/1 halftracks (transport)

2 Pzkfw IV

Germans are all regular

Deployment

Deployment

British just need to hang on, using the 25pdrs early and then hoping the Typhoon disrupts the attack.  The Germans will move the infantry on first into the buildings to each side of the intersection and then the tanks.  The Germans know the British are setup on the other side of the intersection so will only be able to move the halftracks to unload in building before the intersection.

Game

Germans move the infantry (via halftracks) into building on either side of the road

German infantry on the board

The British call the 25pdr into one of the buildings (the one the British Lieutenant can see) and suppresses two figures. The Germans move the Panzers on.  The Germans cannot spot anything yet.

Panzer IVs enter to support the infantry.

The 6pdr shoots at one of the Panzer IVs.  They hit.  The Panzer Iv is suppressed (-1 to hit, can’t move for a turn) and damaged.  The PIAT is too far from the tanks to hit.  The 25pdr is successfully called again and forces one suppress figure to retreat out of the building.

6pdr damages one of the PanzerIVs.

The Germans are pressed to time.  They move the Gruppe with the commander to the building next to the objective.  And spot the British hiding there!  They shoot and cause two suppressions.  The British get to return fire.  And what a great return fire – 1 figure routed and the other 3 are all suppressed.   The three suppressed have to retreat as they are within 3 of unsuppressed infantry.  On the other side of the road, the suppressed Germans are unsuppressed.

Action near the objective building.  Did not go well for the Germans.

The British get an event – a sniper.  It suppressed the Germans in the building that were just unsuppressed.  Due to the event, the British only get one activation which they use to destroy the PanzerIV.

Destroyed PanzerIV.

The Germans try and rally the Gruppe in the ruined building but do not succeed.  The PanzerIV attempts to direct HE the objective building but does not succeed either.

It is turn 4.  The British Typhoon appears.  I have no aeroplane models so will just have to imagine it.  It has 8 rockets and 4 20mm cannon. But it has to see something to hit it.  The aircraft attack the ruins. 

The 20mm cannot largely does nothing but the rockets cause the Gruppe to retreat from the building.  A few rockets go astray and to hit the PanverIV and it is destroyed!  I used the aircraft rules from my earlier homegrown rules as I don’t really have any yet suitable for the modified ww4x3 rules.

The rocket wreaks havoc among the Germans.

The German unsuppress 2 figures with the commander and all the figures in the other building.

The British are mostly unsuppressed. 

It is turn 6 and the Germans have no chance on getting to the objective building in time.  The British have won!

End game.

Verdict

It was all going to depend on how good the Typhoon was.  As per the actual battle, it was quite good.  The Germans could not recover in time to get to the objective.  It was interesting to play.  I did forget about the PIAT team – they should have been spotted by the Germans and likely would have been suppressed and retreated.

Friday, 19 July 2024

Operation Jupiter 21 - Counterattack at Maltot; 20mm WW2 battle report

Introduction

This is game 21 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.  Links to previous games are on this blog page.

Rules used

I am using a variant of my 4x3 grid rules without grids and sections are 3 person units rather than 1 base. I have changed them a little and now if within 3” are fighting in melee but all have cover modifiers. Also activation is now (mainly) 2 section/vehicle per side per player turn. 

Scenario

The Germans have six turns to capture the British Battalion HQ. The British must avoid this.

Troops

British

1 Platoon

    1 platoon HQ (1 figure)

    1 PIAT team

    1 Section (3 figures)

1 Vickers MMG

1 17 pdr ATG

1 105mm battery mission (poor availability)

British are all regular except the PIAT team and 17pdr crew that is veteran

Germans

1 Zug

    1 Zug HQ (2 figures)

    2 Gruppe (3 figures each)

3 Fire missions of 80mm mortar (average availability)

2 Tigers

Germans are all regular

Deployment

Deployment

This game is at very short range. The deployment zone constrains a lot on where the British can setup.  The Tigers cannot really make it thorugh the buildings so will enter as support, hopefully out of the range of the 17pdr and PIAT. The British Artillery has little chance of turning up but will be very useful if it does.  The short timeframe for the German’s to reach the objective will mean they cannot dally with suppress and movement and may need to take risky moves.  All up it is likely to be short and random. Random due to small units, artillery chances etc.

The Germans enter the board on turn 1 from the southeast corner in the woods.

Game

The Germans enter the Tigers first to provide fire cover for the infantry.  This may or may not be a good idea.  The Tigers will move just far enough to be able to fire on the objective building.  They can’t take the building so in this scenario they are effectively very expensive expendable units.

The Tigers both fire at the objective building but only cause one suppression.

Tigers on the table!

The British retaliate by firing the PIAT (only chance they may have!) and te 17pdr can just see the far Tiger but will call it as being in hard cover.  Likely the only time the British will be able to take out the tanks.

PIAT: Missed.

17 pdr: Hit (rolled a 6, the only score that would hit) and then subsequently penetrated and destroyed the Tiger.

Tiger destroyed (top right)

The remaining Tiger fires but misses the objective, a Gruppe moves on but fire is mostly ineffective.

The British retaliate with the PIAT at the Tiger and the MMG at the newly brought on Gruppe.

Intense fire across the road

The Tiger tries again and the HE hits and suppresses everyone in the objective.  The other Gruppe enters at manages to supress the Vickers MG.

More firing across the road

In the British turn they roll amazingly well and unsuppresses everyone that was suppressed!  The Germans were hoping to rush in and take advantage of the suppression but seems not to be the case.  Next turn the Tiger suppresses them again and the Gruppe charges the MG (range is less than 6 (about 50m)) so the MG only gets 1 dice compared to the Gruppe’s 3.  The Vickers is destroyed at a cost of 1 figure from the Gruppe.  They occupy the building.  

Germans charge the MG in the building at close range

The British 17pdr crew charge the building.   They lose one figure but the Germans are both suppressed and retreat to their former building across the road.  The Germans in the other building try to rally but 2 figures rout!

What is left of the Germans

The turn limit is up, the Germans are at half strength and I do not see them getting the objective building in the next turn or two, even if I did keep playing.  They were so close!  

And just realised I forgot about the artillery and I did not bring on the German HQ of 2 figures!  Let’s play two more turns.

The Zug leader arrives, unsuppresses a Gruppe.

Zug leader arrives

The British unsuppress but then the German artillery is successfully called onto the objective building and the British are all suppressed.  The Germans charge across the road into close combat.

Germans charge into close combat with the objective building’s occupants

The Germans lose one figure, as does the British.  The British are all suppressed so need to retreat.  The Germans now have the objective and win!

The Germans own the objective

Verdict

If I had remembered the artillery earlier the Germans would have had a much easier time of it.  It was still touch and go and easily could have gone against them.

Monday, 8 July 2024

Operation Jupiter 20 - Secure the Village. 20mm WW2.

Introduction

This is game 20 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using a variant of my 4x3 grid rules without grids and sections are 3 person units rather than 1 base. I have changed them a little and now if within 3” are fighting in melee but all have cover modifiers. Also activation is now (mainly) 2 section/vehicle per side per player turn.

Scenario

The British have 8 turns to capture the objective building. The British player enters from the northwest road on turn 1. Although the Germans have a small force, they can concentrate their firepower in a narrow lane. The British must not become channelled by the road.

Troops

British


1 Platoon HQ

    1 figure

    1 2" mortar

    1 PIAT team

3 Sections

    3 figures

1 MMG

British are all regular

Germans


1 Zug HQ

    1 figure

2 Gruppe

   3 figures (with panzerfausts)

1 MG42 team

Germans are all regular

 

Deployment

The German’s deploy one Gruppe in the objective building, one Gruppe in a building opposite and the MMG in the building that has a good view up the road and the building along the British entry road.

German deployment

The British have no choice in coming on the road but will quickly pivot off the road to the right and get to the objective.  Time is tight.

Game

British enter 2 sections.  The first section comes under MG fire and 2 figures are out of the fight.  Already.

Germans MG lining up the British

The British run as fast as they can out of the line of fire, using the buildings to block LOS to the MG.

British run to cover

The remaining British enter – the Vickers MG to a building that has LOS to the objective but not in LOS for the German MG.  The third section enters with the Major and support (PIAT and 2” mortar), the German MG fires at the third section and two are suppressed (unlucky).

The remaining British enter

The first (and single figure) section and second section move into the woods and spot the Germans in the building opposite.  They fire, suppressing one.  The Germans fire back and suppress the first section that retreats.

Germans and Brits clash

The Germans in the building fire at second section in the woods, KO’s one and the other two are suppressed and forced to retreat.  The MG fires at the far building but inflicts nothing.

Germans force the British to retreat further into the woods

The British third section in the building rally one figure and one other is now OK. The rest of the unit (including the major and the 2” mortar) move towards the woods.  The Vickers MMG can see (just) into the German Gruppe in the building and cause two suppressions.

British fire and movement

The Germans attempt to rally their Gruppe in the building. Alas, even with the commander present, one routs and the other two figures remain suppressed.

The British concentrate on the building on their side of the road

A bit of fire and rallying with the result that the second platoon (2 figures) in the woods is unsuppressed, as is the German Gruppe in the building.  Two more turns of trading fire saw one German figure in the building rout, and the British infantry in the woods advance but then retreat again suppressed.

The British just cannot make headway

The turn count is up and the British have not managed to take the objective.  A win for the Germans!

Verdict

That was good fun!  Two things from the game:

1. I seem to have rediscovered my art of being able to play a turn or two (5-10 minutes to play and write some notes) and then come back some other tie, even days later.  I lost this several years ago, glad it is back.

2.  I have overused the word vignette but I find these games are like vignettes of a larger battle and are very tactically challenging with a small number of units and a small battlefield.

It was never going to be easy for the British.  They only had one more section than the Germans and the German MMG was going to be tough to avoid. 

Saturday, 15 June 2024

Operation Jupiter 18 - Maltot Under Siege. 20mm ww2 game

Introduction

This is game 18 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using a variant of my 4x3 grid rules without grids and sections are 3 person units rather than 1 base.  But mostly the same.  I did play this scenario out with the rules but they were too brutal (no cover bonus in a building if moved into it).  So I have changed them a little and now if within 3” are fighting in melee but have all cover modifiers. And also activation is now (mainly) 2 section/vehicle per side per player turn.

Scenario

Each side has 8 turns to control the objective building. Control means no unsuppressed units occupy the interior structure.

The scenario calls for an urban layout so rather than use a large table I am opting to set the game up on a 2’x2’ table.

Troops

 British

1 Platoon HQ

    1 figure

    1 2" mortar

    1 PIAT team

2 Sections

    3 figures

3 Universal Carriers (enough to carry the infantry assuming 3 figs per carrier)

1 x Achilles (M10)

1 X Churchill VII

British are all regular

Germans


1 Zug HQ

    1 figure

2 Gruppe

   3 figures (with panzerfausts)

2 Halftracks for transport (to carry the infantry)

2 x Tiger I

Germans are all regular, except the Tigers that are Veteran.

Deployment

The objective building and table edges of entry

Game

British get to move first and move on a Churchill and a section of infantry (via the Brens). They have taken the objective building.

British have taken the objective

The Germans move on two Gruppe.  The Gruppe is the buildings are with 3” of the objective occupied by the British.

Germans move on two Gruppe

The Germans fire and suppress one of the figures.  The British return fire and 1 figure is KO.

 The British move on the second section into the edge of the woods and the Company HQ into another building at the T-intersection to provide support for the objective.  The British fire at the Germans again in the building and suppress one.

The remaining British infantry enter the battlefield

The german turn is an event.  A random 81mm attack on the objective building but no effect.  The Tiger enters the battle and fires at the Churchill but misses.  The Gruppe and Brits continue to exchange fire that sees another British figure suppressed.

Tiger enters.


Overview

The British in the objective building unsuppress.  The Churchill hits the Tiger but for no effect. The British and Germans exchange fire and the Germans are all suppressed and so retreat.  The Germans in the forest move into the building just vacated by the other German Gruppe.  The second Tiger enters.  Lots of firing for no effect.

View from the German entry point

The British section in the forest move up to also be able to attack the building.  They are successful and the British manage to suppress all the Germans in the building forcing them to retreat.  The British advance and take that building.  The tanks are surprising ineffective with lots of shots missing.

British take control of another building

The British section manage to rout some Germans behind the wall.  Even though the Germans in the building manage to unsuppress (with one routing) it is not enough.  Time has passed and the Germans are unable to occupy the building so retire.

British successful in defending the building


End   

Verdict

The rules are working well. I have had this table setup in the map drawers for 2 years – have been dithering over rules to use. Finally I have played a game!  It was good to use the 20mm forces again – I have great fondness for them and likely my favourite scale and period to play.  The rules are the ww3x4 with some minor changes for no grids and also using the activation system from another older ruleset of mine (ww2 on a 12x12 grid) rules that seemed to be better than activating by squares.  Basically roll a die and usually 2 units can activate.  Needs more testing but is fine so far for only a few units and a 2’x2’ table.  There are another 6 or 7 scenarios to play out on the same layout so hoping to keep using these rules for them.

Saturday, 4 May 2024

700,000 and 14 years

Introduction

700,000 and 14 years.  It seems like only a year ago it was 600,000 hits.  That is because it was!  I had a huge increase in hits (an order of magnitude) over the Christmas period for about 3 months that saw the 700,000 milestone reached about a year before I was expecting it.  Ah well. I do know that about 90% of the 100,000 hits in the last 12 months have been bots.  It is easier to track these milestones based on Google blogger reports rather than Google Analytics.  And an excuse for some reflection.

I did do more posting in 2023 (16 posts) compared to 2022 (2). I did predict this in my 600,000 so that is a positive.  I had a recent stubborn 12 week severe sinus infection January-March that sapped all my energy and motivation but it is all behind me now so back on track.

As per last milestone, I have split some short observations across my three current areas of interest: Ancients, WW2 and solo SF RPG’ing.

Really short version on what is coming:  Mainly did ancients historical battle refights and more of them are planned, not much WW2 gaming but probably a little more this year, and the solo SF RPG continues to be of interest.

Outside these areas I am playing a few boardgames with my 15yo son and his friends.  Actually got out Space Crusade,  I was gifted this back in 1990 when a friend moved cities.  Never played it – until now!  Only 34 years to get it to the table.

Finally got to play it after 34 years.

I have a few other games from the 70’s and 80s like this that I hope will see the light over the next few years.  And today I managed to score a complete copy of HeroQuest - hopefully play that soon too.

Ancients

My main score in the last 12 months was 30 ancient games in 30 days. All historical refights on a 40cmx40cm board with 15mm figures.  Part of my continuing to test out rules that are solo friendly and fast.  I still need to expand them (just a QRS) at the moment and put them on the page dedicated to my solo ancient rules development.

I managed to play some miniatures games with my 15yo son using a slightly modified DBA on a 12x12 grid and 8 units each.

Did do some 12x12 gridded games to test out some a variant on my current rules that requires no markers and works on a grid.  They seem to be working ok but more playtest definitely required.

Battle of Susa 647 BC, Assyria Vs Elam

More ancient historical refights coming as at the moment this seems to be where my interest and enthusiasm lies.

WW2

A few ww3x4 games – one posted and in January this year did another one but then the sinus infection hit and so while I have the pictures I have no recollection of what happened!  I am thinking of doing a few more of these but no promises.

4x3 grid.  Germans defence Vs British advance (this is the German deployment)

For 20mm I am in the same position as last year; the table is setup.

The board(for an Operaiton Jupiter scenario) has been setup for nearly 2 years now :-(

I have moved a little further and have got out the forces for each side.

German and British forces next the the board, ready to be deployed.

I do have a game of One Hour Skirmish Wargames planned in the next few months with some friends.

Solo SFRPG

Still going.

Keep changing my own rules, going from simple to more complicated and back.  Currently using some simple ones to generative some narratives and enjoying the process of tweaking the rules and playing them out.  I have rules for pure RPGing and also tabletop combat on 1'x1' (no measuring and 3x3 grid) and some 8x8x and 12x12 grids on larger boards.  All are works in progress!

A 1x1' table with a few Heroscape minis.

Postscript

So the gaming for the last twelve months has seen peaks and troughs. Still managing to get the gaming in, and slightly increasing the number of non-solo games being played.  I also think in the near future I will gets a similar number and games as in the last 121 months, and so should see a similar amount of posts.

The bots are still going strong on my blog and I may be back with the 800,000 milestone within the year :-)