Showing posts with label ww2x2. Show all posts
Showing posts with label ww2x2. Show all posts

Sunday, 5 April 2026

WW2 Battle report British Vs Germans using 20mm figures and my own rules on a 2'x2' table

Introduction

Playtesting a variation of my WW2 rules.  Using a 2’x2’ board as I still don’t really have the room for the table tennis table (later this year I hope). This is actually the 3rd playing of this same scenario while I bedded down the rules.  No vehicles in this game.

Scenario

I have a scenario generator loosely based on Platoon Forward.

It is 1944 and a UK infantry force is attacking a German infantry force. The UK mission is 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 mixed:

Key building | Open, road | Woods

Orchard | Brush | building

Crops | Hill |Crops

Primary Objective is the Key building.

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 at bottom right. The German force deploys in top two thirds of the board.

Troops

UK

The UK has regular morale for its six sections and one leader:

Company HQ (section + leader)

1st platoon 2  sections + 2” mortar

2nd platoon 2 sections

MMG platoon – 2 MMGs

1 Engineering section – engineers

5 units

German

The German has green morale for its six sections and one leader. One section is allocated as the reinforcement.

Company HQ (section +leader)

1st platoon – 2 sections

2nd platoon – 2 sections

3rd platoon – 1 section (reinforcements)

MMG section – 1 MMG

5 units

Map

Deployment

Rules

Slight departure from my normal set but mostly stays the same. 

Card activation – I use most of a card deck.  Draw a card, red an Allied unit activates, black an Axis unit.  Draw another card and activate a different unit if the same side.  Each side can activate up to 3 different units in a row, then ignore more cards for that side if the same colour as the last card.  Picture cards (I add a different amount for each side) counts as an activation but no unit is actually activated. 

1 section = 3 figures but for shooting roll only 1d6 per section, regardless of casualties. 1d6 may result in pin, suppress or 1 figure KO; target return fires on a natural 1.  Reduction is KO does not reduce firing power.  Think of it as morale tracking by figures and when hit zero figures no longer a viable unit.

Grids are used to determine movement and range.  I am using a 4” grid as the table is 24”x24” (so 6x6 grid) but in the next few months hope to get out a ½ table tennis table and play with 6” grids (so a 9x10 grid).  There is no real limit to units in a square – mainly used to simplify terrain and movement.  One square is about 80m across.

Game 1

Brits enter 1st platoon onto the table.  Germans react fire as Brits just moved into LOS and suppress a section.

Germans in ruined building fire on the entering Brits

Things heat up as the Brits bring on more units but the Germans manage to suppress another section while only receiving a pin.  The Vickers MMG did bugger all.

Germans managing hold the Brits at bay

The Vickers MMG then manages to force the Germans from the building, the Gruppe losing one figure in the process.  The forward British section advances into the building - the Germans behind the building fire on them and manage to pin them.

The Brits manage to force the Germans out and occupy the building

A few more back and forth and the Brits are forced out of the house and the Germans reoccupy.  The Vickers team is suppressed, as are other sections, and Brits are losing figures here and there.  And the German MG in the orchard is contributing to the British pain.  The British really need to bring on more units.

Not doing well at the house

And it gets worse.  Lots of bad dice rolling see the British lose a few sections and a Vickers.  They are forced back to the entry edge.

British doing really badly

It got even worse. The Brits failed rallies, the Germans in the ruined house passed every single one, even being green.  I gave up at this point.  The Germans have lost two figures, the British their force.

I decide to play again.

Reset – Game 2

The early stages see this game going very different.  The first few activations saw the Brits advance with the 1st platoon and the MMGs and manage to force the Germans from the house.  No suppressions or losses for the British.

British doing well this time

The British advance into the ruined house, fired on by the hidden Gruppe behind the house for no effect and the Brits return fire and force them to retreat.  They later try and rally and retreat even further!

The British at the house

The British move on the 2nd platoon. The German MG in the orchard devastate the Brits in the house (two 6’s result in two figures lost).

German MG opens fire

The British 2nd platoon advances onto the hill.  The German MG spots them and suppress one section but the other section manages to suppress the MG.

British on the hill engage with the MG

The British advance their Vickers team, the German MG unsuppresses but does little damage in a subsequent activation.  The 2 Vickers open up on the German MG and it routs.

German MG just before routing

The German Gruppe in the orchard fires at the British for no effect.  The Vickers then open up, suppressing them.  They subsequently attempt to rally but, being green, it is not so good and they retreat.  Down to 1 figure from 3.

Another German Gruppe is down to 1 figure and suppressed

The Vickers subsequently clears the orchard of a Gruppe.

The two German Gruppe in the woods adjacent to the leader roll to rally.  Both roll a 1 and so are both routed.  One Gruppe had one figure that was lost on a 1, the other had two figures, lost one but must retreat, which they did off the board.  Very, very unlucky.

The two Gruppe in the woods that rout

One Vickers moves onto the hill.  A British section moves into the ruined building but the German HQ fires on them and forces them to retreat. However, the Vickers on the hill takes out half (2 figures) of the German HQ and also moves the Vickers into the ruined building.

Ruined building and depleted German HQ

Lastly, the German reinforcements arrive to bolster up the target building but too late to make a difference.

German reinforcements arrive too late

The German HQ is down to one figure and then eliminated under the fire of two Vickers.

The German Commander just before routing

The Germans are down to two units of the original 5 and force morale sees the Germans retire from the field.

End

Verdict

The first game was really unlucky for the British, in the second the bad luck (though not as bad), fell to the Germans. For small games with limited units a few bad dice rolls can really change the game.  The game really revolved around the ruined house and to a lesser extent the orchards and hill.  It may have gone quite differently if the British had a different entry point.

The rules are very similar rules to previous games but the activation I feel is smother (using most of a card deck rather than a card per unit).  The older rules also had each figure rolling 1d6 and it was hard to limit casualties but also include suppression (as for 1d6 it would be per figure and that means lots of markers, lots more rallying and a slower game).  For these rules a section is 3 figures but only rolls 1d6 until all figures are eliminated.  This gave the game a flow of fire/suppress/rally that I quite liked.  More playing will see if it is still too slow.   Thumbs up so far as three playtests.  Required tweaking after the first two but the two games above saw no changes required to the rules. 

Monday, 14 October 2024

Operation Jupiter 27 – Regain the Point. 20mm WW2 battle report.

Introduction

This is game 27 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 my WW2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.

Scenario

The Germans have 6 turns to recapture the orchard from the British.

 Troops

British

British (already deployed)

1xCompany HQ (4 figures)

1xPlatoon (10 figures)

1xPIAT team

2x17pdr AT guns

2 25pdr missions (average availability)

Germans

Germans

1xKompanie HQ (7 figures)

2xZuz (10 figures each)

3xTiger 1 (veterans)

 Deployment

The British deploy the 17pdrs to the rear but lined up on the gaps in the hedgerow.  The platoon is against the hedgerows with the CHQ as a reserve.  The PIAT team is at the corner edge but not sure how useful it will be.

The German entry viewpoint.  Note the gaps in the hedgerows.

Game

6 turns is not long.  The Germans will need to bring on everything fast – One Zug first, then send the Tigers through the gaps in the hedgerows.

Tigers come on, as does the first Zug. Then the 2nd Zug and lastly the Kompanie HQ.

Germans are all on.

The British platoon (well, the two sections in range) fires at the lead Gruppe and two figures are KO. (now end of turn 2)

A solitary figure

The German 1st Zug fire back but for no effect, the 2nd Zug moves to the hedgeline and manages to rout a British figure.  But the British first section fires back again and 3 more German figures are gone.

A British section is down a figure and suppressed

It is getting a little attrition-like with both static on the hedgeline and exchanging fire.  The Germans manage to inflict two more casualties.

The foxholes have less troops than at the start

The British first section fires with 6 dice.  Need a 5 or a 6 to KO a figure, they do not hit a thing.  The German return fire and KO 2 British figures.  The Tiger tanks move to the hedgeline to help the infantry.

Tigers on the move

The 17pdrs have been waiting for this and open up, damaging a Tiger (can’t move).

The 17pdrs are lined up for this though

It is now end of turn 4, 2 turns to go.

The British CO successfully calls in the 25pdrs on the centre hedgeline.  Only one casualty, but the 2nd Zug is suppressed.  The 17pdrs fire again and the center Tiger is kaput (very lucky)!

One Tiger down.

The British 1st section is under fire and retreats.  The German 1st Zug and Kompanie HQ infantry advances deeper into the orchard.

Germans advancing

The German 2nd Zug attempts to rally but some figures decide to rout, causing 2 morale checks and the 2nd Zug pulls back a full move.

Retreating 2nd Zug

The British 1st section fails a morale check and retreats off the table.  The Germans win!  It was the 6th turn as well.

Final positions

Verdict

Another loss to the British.  Another great and also close game – it could have easily gone either way.  And I remembered the British artillery support that was used to good effect.

Wednesday, 9 October 2024

Operation Jupiter 26 – Point 112, a 20mm WW2 battle report

Introduction

This is game 26 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 my ww2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.  Going back to what I know!

Scenario

The British win if they gain a foothold at the north end of the orchard and hold on for two turns. The Germans win if they prevent this.  There is no turn limit.  The British need to cross open ground to get to the orchard.

Troops

British


1xCompany HQ (4 figures)

2xPlatoons (10 figures each)

1x6pdr+tow (this is supposed to be a 40mm Bofors but I don’t have one)

4xChruchill VII

2 25pdr missions (average availability)

Note: the image has the 6pdr with a carrier but changed the carrier for a Morris during the game.

Germans


1xKompanie HQ (4 figures)

1xZug (10 figures each)

1xMG42

1xStug IIIG

1xPanzerIV

Deployment

The german tanks and MG far away to get British as they cross the open ground.

Zug in the hedgeline to move to the new hedgeline to repel the British. Kompanie HQ is reserve!

German Deployment, British enter bottom right

Game

Churchills come on first and then the German armour fires first and and damages one of the Churchills

Damaged Churchill

The German Zug moves into the Orchard.

One British platoon enters using the Churchills as cover.  Accurate firing by the German MMG sees a section reduced from 3 to 1 figures, and suppressed.

British platoon enters, and already two figures lost to a German MMG

The Churchills continue to advance sheltering the infantry.  The German tanks damage another Churchill and with MG fire the suppressed section is routed.

Another Churchill damaged

Another British section enters, as does the 6pdr, I mean Bofors.

The 2nd British section enters


The “Bofors” enters

Just realised I have forgotten the British have 25pdrs in support.  The British company HQ enters so can call that artillery.  The Panzers keep firing and another Churchill damaged..  The Churchills fire back and damage both! (so lucky)

Damaged Panzers

The British 1st platoon is down to 50% but passes a morale check. A British section makes it to the hedgerow and spots a Gruppe.  The section fires but does nothing.

British have reached the hedgerow!

The British CHQ calls in the 25pdrs into the orchard and 2 German figures are routed.

The Churchills fire again on the Panzers and the Panzer IV is destroyed.

PanzerIV KO

The British get one up on the Germans and the Brits on the hedgerow fire again and destroy 2 German figures and suppress a Gruppe.  The remaining Gruppe figure fails to rally and routs.  However, the other Germans all fire back and the British section is destroyed.  The British 1st platoon is down to 2 figures that retreat suppressed.

Firing at the Germans again

OMG.  British CHQ calls in the 25pdr again and three German figures gone in the orchard (average is 1).  And the Germans pull back.  The MMG continues to fire and another 2 British figures are lost.

The Churchills fire again and the Stug is destroyed.  The Germans have been a) unlucky in die rolling and b) just not getting the cards until later in the turn.

Stug KO

The British cannot afford to lose too much more to be able to meet victory conditions.  They need to get almost all the remaining infantry to the hedge.  I don’t think they will.

British side

The infantry and the remaining mobile Churchill move to the hedgerow.

British at the hedgerow again

The German 1st section routs due to poor rallying. 

The British 1st section (2 figs left) tries to rally but one figure routs.  The British do have not enough infantry left to meet the victory condition.  So close!

Verdict

Such a great game.  It was good to get out the 20mm on a decent sized table.  Not a lot of terrain but the Operation Jupiter scenarios have never failed to deliver an interesting game.

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.