Wednesday, December 22, 2021

The Christmas Offensive: Official Teaser

 

Distinctive Unit Insignia of What Unit???

Every year I like to play a big(ish) game around Christmas.  I won't dare call it a "megagame" this year after last year's debacle of playing a Commands & Colors Tricorne game of Germantown for our winter mega game.  (in my defense there were hundreds of beautifully painted minis on the table and custom built terrain - I'll let you be the judge).  I've put on some truly epic MEGA GAMES for the yearly Christmas Offensive in years past, including an epic Arab Israeli Sinai tank battle, the 57th Tank Brigade Counter Attack at Ponyri Station, Aspern-Essling, and more.  Here is a link to some of our past epic battles fought around Christmas...

So back to my normal tradition of "The Christmas Offensive" where I play or host a game on or around Christmas Day.

One of my favorite WWII paintings

While I wont spoil the surprise, the history buffs among you will likely catch on quickly as to what, when, and where this battle will take place...

I am off work and busily building terrain for this desperate clash!  Now, if the distinctive unit insignia, or the patches on the arms of those GIs doens't give it away, hopefully this should:


Stay tuned!  More teasers and maybe even some shots of play-testing coming up soon.  Hopefully the players aren't reading!  So grab some bandoliers of ammo, rations for a few extra days, and your wool overcoat and blanket.  You're gonna need it, Soldier!

Saturday, December 18, 2021

Planning Considerations for BIG Tigers at Minsk Games?

 With the big "Hill 80" Crossfire game still set up on the table, I went down to the gaming bunker early this morning before the family was up to play around with an open (non-gridded) game of Norm's outstanding "Tigers at Minsk," albeit with a Company's worth of troops on the table!  So how did this hairbrained-scheme go down?  What changes, if any, did I use?  Press on to find out!

The battlefield.  German 1st platoon (off camera on the left), 2nd platoon (middle in the wheatfield) and 3rd platoon (right) moving up to assault the village and seize Hill 80.

2nd Platoon massing in front of the hedge to move forward under fire

There is an old saying that "if it isn't broke, don't fix it" and that certainly applies to today's game.  Norm's Tigers at Minsk are an excellent, free set of World War 2 rules that put the emphasis on decision making and command focus.  Norm's scenarios are smaller-ish battles and my aim was to expand the scope of his rules to incorporate a company's worth of troops on the table.  What changes did I want to try?

Company Morale vrs Stand-Based Morale Breakpoint.  

Tigers at Minsk has a roughly 50% morale breakpoint that, when reached, forces every unit to check their morale, and continue to check as more casualties are accrued.  A company would equal 9 infantry "squad" stands, and 2 heavy weapon "HMG" stands equating to 5 or 6 for a morale BP.  What if you made it by platoon?  The German company consisted of 3 line platoons, plus a heavy weapons platoon.  Total would be 4 platoons.  BP would be reached when 2 platoons were out of the fight (Still 6 total stands, but it allows platoon formations on the table).

Platoon Leaders

Norm's rules use a command stand to represent Command emphasis, and where you plop your leader hex down guarantees one or two in-command hexes (units in that hex don't have to check command and may take an action).  For bigger games, placing the company commander seemed cool (the entire platoon, 3 stands, could be in command) and this is probably more in the spirit of Norm's rules.  My thoughts were to treat each platoon independently.  That is, each platoon had a Platoon Leader stand which could be placed touching a squad in his platoon, therefore enabling it to be in command (the other 2 squads had to test for command).  I also had a cool "guaranteed advance" rule, where the Platoon Leader was not placed with a squad, but if invoking the guaranteed advance, all 3 squads could move forward.  None could have any pins or opportunity fire markers on them to do this, and all 3 squads have to move, not just 2 or 1.

Company Commander

 Acts like the traditional leader stand in TaM and guarantees any action for any squad he touches.  My thoughts again to keep in the spirit with Norm's rules, you could forego Platoon Leaders and simply use the Company Command stand as the leader, but I like independent platoons.

Moving and Shooting Ranges

I allowed infantry to move 8" (for brevity) and fire to be 16" for 2D6, and 1D6 beyond.

These were pretty much the only changes I wanted to mess with today.  How did we get on?

Soviets defending the house - black bead is Out of Command

Using a "guaranteed advance" with the platoon leader, 3rd platoon moves up!

Soviet white beads were opportunity fire markers.  They did not score any hits and 3rd Platoon makes it to the cornfield!

Soviet HMG goes out of ammo!  In the spirit of Norm's rules, I selected a base target unit to assign the first hit, and since they were close (within 1 basewidth) to a sister squad, I assigned a hit to it as well.

2nd Platoon - their position for virtually the entire battle!  Red beads are "pinned"

So far, so good although with more units to command and more command rolling constantly going on, it was choppier than "regular" TaM and not quite as smooth.

1st Platoon working their way up the left flank behind the woods.  They are about to cross a Linear Danger Area between the 2 x copses

While the 1st Squad makes it clear, the 2nd squad is pinned by Opportunity fire!

On the Soviet turn, the Soviets take out a squad from 2nd Platoon with good shooting.

I also did not play with a time clock or events today, simply because I wanted to try the expanded command rules out.
German squad knocked out
Meanwhile the firefight on the German right ends up killing 1 Soviet squad but a second remains, stubborn as ever and not giving up!

Kill on the German right.


On the left, the Germans capture the woods and can see Hill 80 but are nowhere near close to assaulting it.  The Soviets have reinforced their right flank with a reserve squad and are holding the Germans for now.

So far the battle is going well.  It plays like Tigers at Minsk, albeit with more leader stands on the table (so way more units in command).  Not bad.  the Guaranteed Advance rule wasn't too overpowering (and by now there are so many pinned or out of command, or opportunity fire markers that the Germans couldn't use it most turns).

The advance really stalled as the Germans pressed an assault on their right flank against the Soviets in the woods but were repulsed by a pinned, lone squad!  I called the game.  Had I massed the German platoons a bit more efficiently (like the Crossfire Hill 80 game) this may have turned out differently.  Still I wanted to try out these rather "different" but similar command mechanisms to Norm's rules.  

So how did these "rules" work out?  The changes were, perhaps, unnecessary.  Command emphasis is probably better served with a single leader stand (and it gives you more decision making to ponder).  Additionally, the morale rules were the exact same amount of stands regardless of what was used.

I would probably only have out of command on rolls of 6 but otherwise the game is fine as it is!While successful, I will likely be sticking to "regular" Tigers at Minsk but this was still a very fun exercise. 

Next up on the table?  A Blood Red Skies game with Ken today, and more Crossfire coming up!  I would also say my loyal readers deserve a Napoleonic update to the rebasing project!  Lots of good stuff coming up so stay tuned!



Tuesday, December 14, 2021

Tuesday Night CROSSFIRE: Assault on Hill 80

More Crossfire "practice" albeit with more units on Tuesday evening when I sat down for a company-on-company game of Crossfire featuring a German "regular" company attack against a Soviet held farmstead and hill.  
Original copy of the rules.  Note the German columns on the left behind the wheatfield.  THe hill in the top-center of the pic is the German objective.  Overcoming the Soviet fields of fire would be a challenge.

Ukraine - 1941.  This outstanding engagement featured a 3 platoon German company with a heavy weapons platoon, fighting against an understrength Soviet "green" or conscript company of 2 platoons with heavy weapons distributed amongst the platoons.  Every platoon had a +1 Platoon Leader and both companies had a +2 Company Command Stand.

German Hauptmann and a small retinue of runners and NCOs.  Don't worry - you'll see plenty of his Soviet counterpart later in the battle!

The Germans are going to the left as the terrain offers a bit more of a covered approach and the Germans won't have to go into the teeth of the defense.  For this battle I'm experimenting with the use of the Company Commander elements, as well as the use of a heavy weapons platoon, commanded by the Company Commander.  In Crossfire, Company Commanders and set up "Crossfires" with HMGs, so 2 x HMGs in a round of fire is going to be nasty for whomever is on the receiving end!

For this game I'm also trying out the use of artillery, and the Germans have 12 x 105mm fire missions, which turned out to be extremely useful for their 4 smoke bases they can lay down.

German platoons getting into position to assault the small hill and flank the Soviet defense line

Moving through the woods to assault!
The German 1st and 2nd Platoons move into the woods on the left and the 2 x Soviet Squads posted to guard the flank immediately open fire with both missing and going NO FIRE!  The Germans drop smoke across the font and immediately move one of their HMG stands along with the Company Commander up.
Smoke drops to their front.

The Germans have to flank the frontline trace so they drop smoke in such a way that the fewest Soviet stands have line of sight to the woods they're jumping off in.

Big picture.  Note the German platoons in the woods, the smoke, and the German platoon in the wheatfield.  The Soviets are aligned across the front still but the Soviet commander is going to do something about that!

As the Germans move up to cross a linear danger area, they take fire and are pinned.  

big picture - the Germans want to assault the small hill but are waiting for the right moment when the enemy is suppressed.

The fight expands across the Soviet trace as Germans open fire against the Soviets in front of the house and attract the attention of a Soviet HMG...

Soviets in the cabbage patch - an HMG and a squad

The Germans fail to suppress any Russians, and the Soviets return fire with a "firegroup" using the HMG and the squad in teh cabbage patch.  3 x 6's!  A kill and a German squad goes down.  Soviets seize the initiative.

THat's a kill in Crossfire

One of the platoons is led by the Commissar

The Soviets filter their left platoon around behind the frontline trace to guard the hill as it's obvious the thrust is coming against their right.  The Russians take a covered and concealed route through the orchard behind the house overwatching Hill 80.  The Germans are able to clear the small hill with fire and occupy it, their Hauptmann pushes the smoke screen further back to allow to flank and assault the cabbage patch!  The Germans focus more fire on the cabbage patch and dispatch the HMG section there.  More back and forths in the firefight eventually goes the Germans' way and sensing the moment is right - they assault, beating the suppressed Soviet rifle squad there.  The Soviet overwatch squad behind the cabbage patch pins their supporting squad coming up and the assault element and Platoon Leader go in without the second squad.  The Green, Suppressed Soviets are at a huge disadvantage in this combat and lose the fight.  Taking the cabbage patch assures complete freedom of movement on the German left.


Bringing down the cabbage patch.  the hill to the left has another German platoon waiting to assault

The smoke clears at the beginning of the German initiative and they're aghast to see an entire Soviet platoon in the open crossing the gully between the cornfield and Hill 80!  The Germans already have the Heavy Weapons platoon and an infantry platoon atop the small hill.  They open fire.


Kill after kill and this turkey shoot sees almost the complete destruction of a Soviet platoon caught in the open.  It's one of the most dramatic turns of the battle.

Meanwhile in an act of desperation, the Soviets assault the cabbage patch with another squad from the second platoon.  
Soviet reserve squad assaulting the cabbage patch!  It becomes suppressed on the way in by the German squads.

The German squad on the right then becomes suppressed when they go to assault the Suppressed Soviet squad!  The assault is called off!  THe Soviets fail in rallying the Suppressed Squad and the Germans assault again, knocking it out.  

Germans preparing to assault Hill 80 from the Orchard behind the house

Assaulting Hill 80!
HIgh Drama as the Germans assault Hill 80 and are knocked out by the Soviet COmpany Command Stand!  Tough SOBs!

German squad was suppressed in the open trying to assault the Soviet Company Commander.  They'd be knocked out by the same squad in another round of fire.



launching another assault at the hill!

Hill 80 cleared.

This battle was tremendous fun and really demonstrated the versatility of the Crossfire Rules for me.  You have to be thoughtful about your strategy, and you have to read and use the terrain like your military counterparts.  I also appreciate that the entire infantry portion of the game can be played with a single QRS.

I love that Crossfire produces some moments of high drama and considerable tension and I've taken pictures of where some of those extraordinary events took place during the Battle for Hill 80.  THis was a bigger battle than my previous Crossfire Practice and I plan on playing more including battles with armor, and some battles within built up areas.  It's going to be fun!

The Cabbage Patch - where the Germans launched a bayonet assault, and where the Soviets launched a desperate counterattack of their own!

The orchard.  The Germans pushed through these woods and launched their first assault against Hill 80 and were repulsed with heavy casualties by the Soviet Company Command Stand.

The clearing where the German squad was taken out by the COmpany Command team

Heavy Weapons Platoon - the MVPs of the battle for the German side.


Wednesday, November 24, 2021

DAVOUT'S CORPS DONE! Here we go again... again!

I know, I know.  We finished Davout's III Corps in September, right?  Well, with the big decision arrived at a few weeks ago, I'm decisively engaged with the massive 10mm Napoleonic rebasing effort.  All of my 10mm Napoleonic French have been taken off of the large unit bases and are being instead rebased on 30mm square bases to enable them to play in other battles and with rules other than Commands and Colors Napoleonics.

Reading last week's post, I briefly showed some snapshots of the entire French force unbased.  I'm happy to report at the moment that the III French Corps is complete.  I'm starting Augereau's VII Corps next but figured I'd show off progress so far.  We're making slow progress, but it's progress none-the-less!

The entire Corps with universal basing complete.  Flock and all.  

They will easily plop down onto sabots for games of Blucher or Volley and Bayonet.  They'll also serve nicely in tactical games like Shadow of the Eagles, Shako, or Neil Thomas' "Napoleonic Wargaming."


The picture doesn't do it justice, but I love the foot officer (actually from the artillery crew bag) and the mounted officer (pendraken commander) mixed in with the bases.  Davout looks on approvingly behind.
THe spectacles look like sunglasses.  I can't imagine a more deserving officer to be depicted with sunglasses in the French Army than the Iron Marshall himself.




I am planning a series of posts with planning considerations for Eylau, including terrain, rules, and test play-runs (sans Russians!)

THe workbench has cleared out of at least 1 Corps now, with 2 others behind them.

Augereau's Corps with the sickly Augereau in front!

Soult's Corps to the right of them!  

The Guard!

French elites

Bessieres, Napoleon and a Guard Artillery Howitzer Battery.  Those crew were kit bashed with super glue exacto knives and a ton of patience!


Augereau's Corps is next.  Really looking forward to a game with these guys!