Retrieving the Reconnaissance – Soviet V Germany – 750pts

Battlefield and Mission

We rolled Top Secret for the mission. The objective was placed at the road intersection near the large building and was represented by a BA-64.

The crew had conducted some reconnaissance, but was knocked out. Our forces would be racing to the site to collect the vital intel and extract it from the AO.

Forces

Soviet (all regular, except the rifle squad)

1st Lieutenant with one staff

Rifle squad with 12 men and AT grenades

Two LMG squads with ten men, including one LMG

LMG squad with ten men (no LMG)

Maxim MMG

Zis-3 divisional gun

T-34/76

German (Pioneers are veteran, Hanomag is inexperienced, rest are regular)

1st Lieutenant with one staff

Two Heer squads with ten men, including LMG and NCO with SMG

Heer Pioneer squad with seven men, including a flamethrower

Hanomag halftrack

Panzer IV G

You will note that the Soviet list is the same I took in my last game against Andrew, but swapping out the sniper for the MMG. I also remembered that the third LMG squad didn’t have an LMG.

I let my brother pick which army to play after the field was set up, mission rolled, and objective placed. He chose the Soviets. My brother also won the roll off and elected to take the side with the forested hill.

Order of Battle

Turn one and I pulled the first dice. I decided I would end the battle as quickly as possible, electing to bring my Hanomag on and Advance up the road to the objective. In response, my brother brought on the T-34, but its main gun went sailing over the Hanomag.

Most of the rest of the turn was fairly uneventful movement onto the table. I brought my two Heer squads on either side of the road, with my Lieutenant behind the one nearer the centre. My brother brought the Maxim on and ran it into the house, the Zis-3 on near the road, but hiding behind the hill from the Panzer IV which had trundled on and failed to land its main gun on the T-34.

The LMG squad with no LMG came on the Soviet left (my right), and one of the ones with an LMG moved on behind the forest. My brother kept his Lieutenant and Rifle squad Down.

With one dice a piece left, I pulled my first and ran my Pioneers out the half-track and collected the objective. My brother brought his final LMG squad on and some sharp DP-28 shooting saw one Pioneer dead.

Turn two and I again pulled the first dice. I elected to Run my Pioneers, who just barely passed their order test. The next four dice went to my brother. The T-34 acted first, moving up and hitting the Hanomag, but only managing a Crew Stunned result. The T-34 also opened up with its MMG, picking off another Pioneer. The Zis-3 tried for a shot on the Pioneers, but missed, while the Maxim put more heat on the Pioneers and killed a third.

The LMG squad on the road moved up further and added another pin to the Pioneers, but didn’t kill any, before my Panzer IV again missed the T-34. Its hull MMG was able to pick off one from the LMG squad on the road though. The second LMG squad advanced through the forest but their fire was ineffective on the Pioneers.

16 - Panzer's Sights

19 - Tank battle

I moved my Heer squad behind my Pioneers up to collect the objective from them. My Lieutenant also shifted up beside them. I wasn’t really squad what to do with the other Heer squad, so they went into Ambush. Finally, my brother moved up the rifles only LMG squad, brother on his Lieutenant near the Maxim, and the Rifle squad came on the other side of the battlefield and ran along the road.

Turn three and my luck continued with the first dice, again! I ran the Heer squad with the objective back towards my deployment edge. In response my brother moved his Lieutenant and ordered the T-34 and rifles only LMG squad to Snap To. Both advanced and opened fire on the Heer squad with the objective. Three men dead and a pin later, I moved my Panzer IV into action. My machine gun fire was useless, but my main gun hit the T-34, but only just. A six on the damage roll put the Soviet tank On Fire, but my brother passed the morale test and the tank fought on.

Next Zis-3 tried for a shot on the Heer with the objective, but missed. Meanwhile the Rifle squad continued to run up, LMG squads with LMGs advanced and added another pin and two more casualties to the Heer squad. The Maxim didn’t have any shots, and my second Heer squad were Rather Ineffective. My Hanomag decided just staying put was a Good Idea, while the Pioneer’s Rallied and cleared all their pins.

Turn four and what do you know, I drew the first dice. I ordered the Heer with the objective to Run and they promptly passed their order test and got the hell out of the AO. With the intel secure, victory went to Germany!

Aftermath

Basically it came down to me having a transport. Without it, the Pioneers wouldn’t have been able to reach the objective turn one. That’s not to say it was a done deal from the start. The order of dice pulled also went strongly in my favour. If any of the Soviet units had been able to act sooner in turns two or three, I likely would’ve faced more pins and casualties which would have severely impacted my ability to get out with the intel.

It was a fun game though and both of us enjoyed it. It never ceases to impress either of us how smooth the Bolt Action rules system is every time we play.

 

 

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War in the Far East – Soviet V Japan – 750pts – Demolition

Andrew was back from deployment and not on night duty so we were able to get a game of Bolt Action in last night. 750pts, Soviets v Japanese – it’s WWII in the Far East!

Battlefield

Never mind Sky Panzer, 37mm, and the Maxim – Andrew forgot his Chihi and AT gun, so I lent him the models for proxies.

Forces

Soviet (all regular expect the Rifle squad)

1st Lt with one staff

Meatshield, er I mean Rifle squad with AT grenades

Two LMG squads with 10 men and an LMG

One LMG squad with 10 men but no LMG (I accidently forgot this though, but, spoilers, didn’t matter much)

Zis-3 divisional gun

Sniper team

T-34/76

 

Japanese (all regular)

1st Lt with one staff

Imperial Japanese Squad with 14 men and an LMG

Grenadier squad with 12 (I think, might’ve been 10) men and 3 light mortars

Suicide AT squad with three men

MMG team

45mm AT gun

Chihi “medium” tank

Mission and Deployment

We rolled Demolition for the mission. The objective of this mission is to end a turn with one of your infantry units in contact with the enemy base.

I took the side with the barn and positioned my base behind it. Andrew put his base in the Church (we used SAGA dice to mark their location).

I elected to keep my T-34, one LMG squad, and my HQ in reserve, while Andrew elected to hold nothing in reserve. Drawing order dice to place our units, the Japanese line formed up with the Chihi and grenadiers beyond the forested hill on my left, Imperial squad on the road, HQ in the church, MMG to my right of the church, and AT gun way off to the right on the road. I positioned my Zis-3 on my left flank, one LMG squad to the right of that just in the field, Rifle squad forward and centre behind the field, sniper team up top the barn, and second LMG squad in the house on the right. Finally, Andrew’s suicide squad infiltrated behind the forward house near the road.

06 - Sniper team in the barn

Order of Battle

Turn one the Japanese drew the first three dice, and Andrew used them to place his MMG, AT gun, and HQ in ambush. I pulled the forth and my sniper zeroed in on the Japanese MMG, hitting but failing to kill. Next the Grenadier squad stayed put, and then the Imperial squad ran up the road into the centre of the field.

Knowing the Chihi was more or less stuck where it was this turn, I fired my Zis on the Imperial squad, but missed. My LMG squad then advanced, and the Japanese MMG sprung its ambush, but turned out to be just short of being in range! My LMG squad opened fire and picked off a couple of Japanese and added an all-important pin marker. Next my Rifle squad advanced to do the same, tripping the Japanese AT gun’s ambush. The Japanese gunner hit his mark, blowing apart two Riflemen and triggering Green. I rolled a six! My one inexperienced squad was now regular and was able to pick off another member of the Imperial squad.

Finally, on the right, the suicide squad and my LMG squad in the house went into ambush. This standoff would last until turn 5, so they’ll be absent from the report till then.

Turn two and the Japanese were again hot on the dice. Andrew tried to advance his Imperial squad, but they decided hitting the dirt on the road was the better idea. Next his Lt went into ambush and ordered the MMG to do likewise – unfortunately the sniper shot made the team think otherwise and they too went down (although we both forgot the morale boost from the Lt. I forget what he rolled for the test, but they possibly would have passed).

13 - T2 The centre

I then advanced my rifle squad and poured more fire into the Imperial squad, adding another pin. The Grenadier squad advanced through the woods before the Chihi rounded the corner and unleashed all its MMG fire (hull and rear turret) on the rifle squad, inflicting no casualties (I think) but adding another pin.

15 - T2 Japanese line

I realised the arc on my Zis was no good and readjusted, while my LMG squad nearby advanced and put more heat on the Imperial squad – which was now on four pins. The Japanese AT gun tried from my rifle squad, but missed, while my sniper missed the Japanese MMG. I then was able to bring on all my reserves.

The third LMG squad came on the far left and the LMG gunner scored a lucky couple of hits on the Grenadiers, inflicting a casualty to go with the pin. My Lt ran up behind the fields in the centre, and my T-34 trundled on the road – but not too far, fearing the suicide squad. The T-34 shot at and missed the Chihi, and found the Japanese MMG to be just out of range.

Turn three and the Imperial squad kept put on the road. My Lt ordered the rifle squad and LMG squad to snap to, who continued to put the heat on the Imperial squad. The pins were certainly forthcoming, but casualties were not. The Japanese MMG went into ambush, while the AT gun took a wild shot at my LMG squad in the house. My Zis tried for the Chihi, but missed, which then poured MMG fire into my rifle squad, picking off another two. I advanced my third LMG squad again and once more, sharp shooting added a pin to the Grenadier squad, who then advanced, but whose fire was ineffective.

18 - T3 T34 v Chihi

I decided I didn’t want to edge my T-34 up, but needed to turn slightly to get arc on the Imperial squad. I opened up with the hull MMG and took another wild shot at the Chihi. At least the Imperial squad had another pin now, right? Also my sniper hit the Japanese MMG again, but still couldn’t kill it.

Turn four and the Chihi decided to mix its fire, putting the hull MMG into the Rifle squad and turret light howitzer into my sniper. Things I did not realise: the Chihi had a light howitzer. I put my rifles down in response, which saved them from damage, but the sniper team was not so lucky. Both team members were killed in the explosion. Turn four and first blood goes to the Japanese.

Andrew then figured laying on the road really wasn’t working. With a cry of “Banzai!” the Imperial squad charged my Rifle squad. In response, my Lt and an LMG squad opened fire. I was able to pour on the hits and add another two pins (taking them to eight), but six Imperial squad members were left standing. They promptly killed four riflemen, with the remaining four only able to take out one. The rifle squad were no more and the Japanese had another kill.

25 - T4 The Bloody Centre.jpg

My third LMG squad advanced up behind the fence near the road and put more fire on the Grenadiers – adding another pin. My Zis then took a wild shot on them, and likewise the Japanese AT gun on my LMG squad in the house.

26 - T4 Japs in the trees

Turn five and I’d decided to take the LMG squad on the right out of ambush, because, hey, we actually have an objective so we should probably do that. The turn began with me finishing off the Imperial squad with my Lt (one pin was all that was needed) and snap to gave me fire from my LMG squad on the Grenadiers. My Zis gave it a good try too, but really wasn’t helping. The LMG squad on the far left had the right idea though, and the grenadiers were down to six with four pins.

Andrew was able to rally them however, and worse, we realised my slight adjustment earlier left a small target of side armour of my T-34 open to the Japanese AT gun. It was promptly hit and knocked out. Not good. The Japanese MMG picked off one of the LMG squad members in the middle, while I ran my LMG squad on the right straight forward (but kept them out of sight of the MMG).

Turn six and a stalemate loomed. Andrew ran the suicide squad out towards my base. My Lt and LMG squad opened fire, but could only kill two. The Grenadiers put a mortar round on the LMG squad that had fired, but failed to kill a single man. My LMG squad on the right repositioned and opened up on the lone suicide squad member who became Very Dead, Very Quickly.

Finally, the LMG squad on the left and the Zis (who finally hit) took the Grenadiers down to a single man – who passed his last man standing test in a show of defiance.

The end of turn six, and it was clear I had no way to reach the Japanese base in a single turn. The Soviets were well in control at the end of the fighting, but with the objective out of reach of both sides in the allotted time, operations ended in stalemate.

Aftermath

An inconclusive result, but we both had fun getting there. Rolls were pretty terrible and we were unable to hit or kill much, especially early in the game.

There were a few rule errors: I forgot the +1 to hit for moving on turn one; that one of my LMG squads didn’t have an LMG; and Andrew forgot the morale boost from the Lt turn two. I also have to follow up whether there is a minimum target size (i.e. how much of a unit do you have to see to declare it as a target).

Analysing the battle, force composition wise, I’d have done better to take an MMG than a sniper I think. Also Comrade Zis really let me down. I actually wanted to take a forward artillery officer and a BA-64 (because beep, beep), next time though. Next time.

Strategy wise, I’d say putting the three units in reserve was a Bad Idea and I should’ve deployed everything at the start. Especially with the lack of transports, I needed to make sure everything was out and advancing towards the objective. Speaking of which, tactics on both sides were very conservative. The lack of aggression meant we spent a number of turns shooting at each other (or rather, I shot at Japanese units while they cowered on the ground). We both needed to be far more aggressive if we wanted to successfully complete our objective.

Next Time

Unfortunately Andrew is on deployment next month, but when he’s back in November I’m sure the red bear and the rising sun will meet again, hopefully with more conclusive results. Next month I am aiming for a game or two with my brother though, so fingers crossed there won’t be as much of a gap between this AAR and the next one.

Till then, happy wargaming.

The Welsh are Ready for War

Just a quick update to show that I’m still alive. I’ve not had any games recently, but I’m hopefully I’ll have another Bolt Action AAR or two to post up over the next month.

The Welsh

It’s taken me long enough, but my Gripping Beast Welsh 4pt starter force for SAGA is finally all painted.

01 - Welsh

The starter force contains a warlord, four hearthguard, sixteen warriors (two groups of eight), and 12 levy.

Stuck with plenty of green and red throughout. The shields were also quite fun. I’m particularly fond of the hearthguard shield I did with the red whorl with the dark outline and dots.

I also have an Anglo-Dane force (also a 4pt starter from Gripping Beast), so I’ll be able to have games against myself or my brother.

Andrew, who was the commander of the British in this AAR also plays SAGA – in fact it’s his favourite wargame. He has Vikings, so there should be some variety in the AARs when I finally get some games (oh, did I mention I’m also working on a Norman force?)

Next Project

I got my brother a Mantic Undead starter army for Christmas, and I’ve been meaning to get an army for Kings of War since then so he can get some use out of it. I’ve finally got a cool idea for an army. So that’s my next project which I hope to share soon.

Soviet Last Stand – 600pts – Surrounded – Soviet v Germany

My brother came round today for a game of Bolt Action, which I realised the other week I hadn’t ever shown him. I pointed some Operation Barbarossa lists, set up the field, and we cranked some Sabaton as the battle began.

Forces

Soviet (all inexperienced)

1st Lieutenant with one staff

Rifle squad with AT grenades

Three LMG squads with 12 men and LMG

Maxim MMG

82mm medium mortar

AT rifle team

45mm 1937obr AT gun

T-26B

German (regular, expect where marked)

2nd Lieutenant with one staff (veteran)

Two Heer squads (one eight man, one seven man, NCO with SMG in both)

Heer pioneer squad (six men, flamethrower, veteran)

Sdkfz 221/1 “Hanomag” half track

Panzer III J

Table and Mission

I rolled Surrounded for the mission. I took the Soviets and would be the defender. Half my force needed to be deployed within 12” of the centre of the table, half Lee’s force would be the first wave with the other half in reserve.

Order of Battle

I chose to deploy my mortar on the hill, AT gun at the base of the hill, an LMG squad forward of centre behind the fence, Maxim in the most central house, and my Lieutenant behind the same house.

The preparatory bombardment came down, with a pin for the LMG squad, two apiece for the Lieutenant and mortar, but a direct hit with one casualty to go with the two pins on the AT gun. The Maxim escaped harm. Then the battle commenced.

06 - Soviet setup

Germany pulled the first dice and Lee brought on the Panzer III. It took a shot at the AT gun with its main gun, hitting, and blowing apart the rest of the crew. First blood on the very first order dice. I rallied my Lieutenant and cleared his pins, but my LMG squad decided they wanted to be down. My Maxim repositioned to the rear centre building.

One of the Heer squads entered the field in the centre, and shot at but missed my LMG squad. My mortar returned fire, passing its order test, scoring that lucky six to hit, blowing apart four Heer troops and adding a couple of additional pins. They barely passed their morale check, but were very much weakened. The final unit to enter the field was the other Heer, which skirted the hill on the German left.

Turn two and the Soviet were up first. My mortar once again passed its order test, clearing the last pin, dropped another shell on the Heer in the centre, blowing apart three of the remaining four. The NCO as all that was left, but didn’t fancy his chances and quit the field. It was good I got that action in with my mortar though, because the Panzer III followed up its first turn to fire on the mortar and take it out easily.

17 - T2 Panzer III

The rest of the turn involved units moving on to the field, for the Soviets at least. Both the halftrack and the German command team botched their order tests and failed to materialise. Unfortunately, so did my AT rifle. I kept my rifle squad down, but brought one LMG squad on the far left, and the other moved into the forested hill. Meanwhile my T-26B showed up on the left to cover that flank, moving up behind the church. Finally, the second Heer squad moved up and took some shots at my LMG squad on the far right, killing a man.

Turn three and the Soviets were up first. My LMG squad on the right advanced and opened up on the Heer opposite, killing three. The Maxim went into ambush, the command team hanging with him. My men in the forest Advanced slowly. The Heer tried to advance but failed their order test, while the halftrack showed up on the German far left and put some shots into the LMG squad, killing another man.

In the centre, the Panzer III trundled up and opened up on the LMG squad behind the fence. Half the squad was blown apart, but they hung in there. I probably should have remembered to respond by going down, which is where they stayed when they tried to rally. I brought my rifle squad with AT grenades on the right side, but my AT rifle still refused to respond to orders to deploy. Finally, the German command came on behind the Panzer while my T-26B trundled up on the left.

Turn four and I again scored the first dice. I decided to take a risk and try take out the Panzer III. It did not pay off. Not only did I miss my shot, the Panzer III knocked my T-26B out, while mowing down more Soviet infantry with its hull MG.

24 - T4 T26B

I ran my rifle squad up the road, heading towards the Panzer III. Meanwhile, my LMG squad on the right finished off the Heer, while the halftrack trundled up, spraying them with machine gun fire. The pioneers then jumped out and added rifle fire to the mix. Despite scoring hits with both units, Lee failed to score any kills.

22 - T4 Soviet right

The LMG squad on the hill advanced again to reach the centre of the forest and tried shooting the pioneers, but failed. My Maxim remained in ambush, which was probably a bad idea, with my commander hanging nearby. The German command moved up, using the Panzer for cover.

23 - T4 Panzer III

Turn five and I thought I was in luck when I pulled the first dice and went to fire on the pioneers with my LMG squad. They had other ideas though and when they scored a FUBAR on their order test, they proceeded to open fire on the rifle squad right next to them (which was just barely within 12” of the pioneer squad). Luckily with their two pins along with light cover and being inexperienced they couldn’t hit the backside of a barn. Their failure was pretty bad though. It went from bad to worse when the pioneers went next, moved up, and saw off the rifle squad with a torrent of flame, mixed with rifle fire, which the squad very much did not want to stick around for.

29 - T5 Soviet right

Worse then went to even worse when the Panzer moved up, fired on the squad on the hill, and stacked on the pins. This forced them to rally (which they did). The German command moved up and took out another Soviet infantryman in the centre, leaving two. In response they charged the command squad, like true heroes. Unfortunately heroes they were not to be, rolling a one and a three for damage. They were promptly bayonetted by the veteran officer and his staff.

With the Maxim and Soviet command again being Very Inactive, the AT rifle finally showed up. I ran it into position for a side armour shot on the Panzer III and crossed my fingers for the first dice.

27 - T5 AT Rifle finally arrives

Nope. Turn six and Germany, sensing victory was near, seized the initiative. The Panzer turned to face the house the Maxim was in, and put an HE shell through the window, followed by a hail of machinegun fire, after which only corpses remained inside. With the front armour of the Panzer now showing, the AT rifle was neutered. I decided to go for a shot on the German command, but missed it. They tried likewise on the AT rifle, but also missed.

33 - T6 Middle.jpg

Meanwhile the pioneers and halftrack opened up on the LMG squad on the far right. But despite the hail of bullets and torrent of flame, five men still stood, and were keen to hang in there. The squad on the hill tried for some shots, but failed. Before finally my Very Pinned LMG squad decided it best to stay down than give assaulting the pioneers ago.

Although we did roll a turn seven, there was no way the Soviets could even bring the battle to an inconclusive result, and so operations ceased. A victory for Germany!

Aftermath

We had a lot of fun. I really like that the battle see-sawed, with the early game very much looking quite positive for the Soviets. The Panzer III was MVP though, and really cleaned up. I made some poor choices with my Maxim and T-26B, but the fourth turn order dice and FUBARed order test really hurt me too.

Lee really enjoyed the game, and loved the simplicity of the core elements of the system. No doubt we will play again in the future!

British Paras v Soviet Guards – 750pts – Key Positions

I finally was able to organise a game of Bolt Action last Wednesday, my first in over 12 months and my first in 2nd Edition. This write up has also been slightly delayed due to a lack of internet.

Forces

Soviet (Me) – All regular except the free rifle squad

1st Lieutenant and one staff

Guards squad, eight men with LMG

Guards squad, seven men with LMB

Guards squad, eight men all with SMGs

Rifle squad (free)

Zis-3 Divisional Gun

ISU-152

 

British (Andrew) – All veteran

1st Lieutenant and one staff (SMGs)

Para squad, ten men with LMG and some SMGs

Para squad, ten men with LMG and some SMGs

Light mortar team

Medium mortar team

6pdr AT gun

Tetrarch light tank (The Little Tank that Could)

Battlefield and Mission

The mission rolled was Key Positions. A total of seven objectives were rolled, with me placing the first one.

They were placed as follows: both ridges, the church, the barn, the wooded hill, the centre most house, and on the painted road leading off the short table edge (so the one near the wooded hill and village).

05 - Down the road.jpg

Order of Battle

I won the roll off to choose a side, and took the one with the wheat fields and wooded hill on the basis that four objectives were closer to that side (although further away from the table edge than the three on the other side). The first turn involved moving all out forces on. It was a stack of red dice to begin with, but I ended with the last dice which was Very Good.

I ran the eight man Guards squad on the right flank; seven man towards the barn; rifle squad straight up the middle and into the wheat field; SMG Guards squad up in between the seven man Guards squad and the rifle squad; HQ behind the rifle squad; and Zis3 behind the SMG squad.

In response, Andrew moved the 6pdr on his right/my left flank (in the village, with sights down the road); Tetrarch behind the house near the road heading off the long side, HQ behind the centre most house, medium mortar in the centre, first para squad behind the trees near the ridge on his side, second paras just to his right of the ridge, and light mortar on the left.

The ISU-152 was the last unit to trundle onto the field, rolling on via the road and lining up a shot on the second para squad. I rolled a six to hit, hitting four but only killing three, and then rolled six pins! Glory to the ISU-152!

Turn two and the paras got the jump. The second para squad went first, passing their order test (being stubborn, the pins weren’t an issue for them taking morale tests) and running out of sight of the ISU-152 behind the ridge. The first para squad then went down, as the medium mortar attempted to range in on my rifle squad, but failed. I ran my seven man Guards squad into the barn before the light mortar moved up but still drew range just short of my Guards on my right. Said guards were up next and ran into the church.

In the centre, I ran my rifle squad and SMG Guards straight forward, the Zis3 trundling up behind them. The 6pdr took a shot at the barn, but missed (we didn’t realise this shot shouldn’t have incurred hard cover negatives, can’t remember what the roll was, so it may have still missed – it wasn’t high). The British HQ moved into the centre house, but were just out of range on the rifle squad. The Tetrarch, however, did not have such issues and moved up and put heat on the rifle squad, killing two. They rolled for Green and I rolled a one! This resulting in an extra three pins!

10 - Soviets advance in fields

My HQ moved up through the field they were in before the ISU-152 was again the last to make a move, trundling up and setting its sights on the medium mortar. And I rolled a six to hit again. I was only able to kill two of the mortar crew, but I again rolled six pins!

Turn three and the paras again got the jump. The medium mortar tried once more to range in on the rifle squad, but failed, while the Tetrarch shifted up and sprayed the SMG squad with MMG fire, scoring only one hit and failing to kill! The British HQ went into ambush, anticipating a move from the SMG Guards. Next I opened fire from the church on the light mortar squad, taking it out. First blood to the Soviets! I then advanced my Guards squad out the barn and shot at the 6pdr, killing one man. The first para squad ran to Andrew’s left flank, fleeing the terror of the ISU-152, before I successfully rallied the rifle squad! A total of three pins were removed (one for the successful order test, and two from the rally).

My SMG Guards went in on the British HQ, who opened fire with their SMGs. They scored three hits and no kills! Andrew’s dice were sorely against him. I shot back with my SMGs, killing the Lieutenant’s staffer. Next up was the Zis3 and on examination, the Tetrarch had mot moved quite enough to get out of its arc and in short order it was reduced to the Little Tank that Couldn’t when my shot hit, and very thoroughly blew it up.

16 - Little Tank that Couldn't

17 - Zis3 Sights

At some point the 6pdr fired on the Guards who’d left the barn, hitting, killing two, and scoring an additional two pins.

19 - 6pdr

The last two dice and the second para squad was first to move. They shifted up and sprayed the church will bullets, but with all their pins (now down to four), they couldn’t land a hit. And finally, the ISU-152. It shifted up, pivoted to face the second para squad. Once again, I hit with a six. Five paras were caught in the blast but three ones meant I only killed two. Then came the pin roll. Six. The second para squad were set to 10 pins, which broke them and the squad fled.

At this point that meant the ISU-152 had rolled a six to hit each time it fired, had only killed 7/12 infantry struck, but inflicted maximum pins each time. The British paras were suitably terrified.

Turn four and things were Not Good for the British. I scored the first dice this time and moved by SMG Guards right up to the centre house and poured on the lead on the British lieutenant, but failed to kill him. I then move my Guards near the barn. They passed their order test and shifted closer to the objective, shooting at the 6pdr ineffectually along the way. The medium mortar again tried to range the rifle squad (who I kept down), but failed.

The British lieutenant was again unable to kill a Guard, while the 6pdr continued to actually do things, blowing apart another two Guards on the left and again adding two extra pins. I put my Guards in the church on ambush, and my HQ down, but kept pulling red dice. The Zis3 fired over the down rifle squad at the centre house, but missed (again, a mistake). The ISU-152 was next, shifted up, fired at the repositioned para squad. Another six to hit, half the squad blown apart, and another six pins. Finally the remaining para squad ran back towards the centre.

23 - ISU 152

Turn five and the game was all but over. I tried to move the Guards on my left, but they decided staying down was a better idea. The ISU-152 trundled up, fired at the mortar, five to hit, and finally ended its existence. The rifle squad ran towards the barn, giving the Zis3 at the centre house, hitting, and finally killing the British lieutenant.

The battle being over, Andrew sent the paras into a suicide charge on the SMG squad. Four of them were shot before they made it in, before the last failed to kill a man and was beaten down. Finally the 6pdr took a long shot on the exposed ISU-152 and missed. I spent the rest of my dice shifting units around to secure objectives.

At the start of turn six, we declared the battle over. A very decisive victory to the Soviets.

Aftermath

Andrew rued not putting the Tetrarch in reserve. He needed it to move on after knowing where the ISU-152 was to knock it out. He also noted he should have run more, and smaller infantry squads (for example, he could have run two seven man squads and one six man para squad). The dice were very much in my favour though. The ISU-152 rolled 6, 6, 6, 6, 5 on its rolls to hit, killing 12/17 targets, and applying 24 pins (noting that it didn’t need to roll for pins when it killed the medium mortar).

This being my first game of 2nd Edition (I don’t even own the book yet), and Andrew also being fairly new, we certainly made some mistakes (particularly, as noted, firing HE at buildings), but we had a lot of fun, and a lot of laughs. He’s away soon, but when he’s back, expect to see more Bolt Action after-action reports, and some SAGA to boot!

 

Something Different – American Civil War Union Infantry

You might recall a mate and I went halves on Perry Miniature’s Battle in a Box American Civil War deal.

Union Infantry

Having done so much Guild Ball stuff recently, I decided I’d finally get around to basing my first unit of Union American Civil War infantry. I painted them up about September or October last year, and they’ve just been sitting on my desk waiting for me to finishing basing them.

01 - Union Inf

So I finally did.

02 - Union inf2

There’s not really much to say about them. The flag was grabbed off the net and doubled up for folding purposes. I printed two pages of 8 a page, so I should be set for Union flags for ever.

03 - Union inf 3

I’ll have to motivate myself to get the rest done at some point. I’m annoyed that I lost one of my cannons though – crew is all there, but the gun (which I know I assembled because it was infuriating) has gone AWOL.

I might see about doing some other random things to break up the deluge of Guild Ball – like finally finishing my ISU-152. I’m hoping for a game of Bolt Action sometime next month too. And maybe SAGA. It’d be awesome if I could get both in. I really need more historical fans round my area…

 

British V Deutsche Afrika Korp – Engagement

The Easter long weekend and my mate Tom was keen to catch up, so what better time to (finally) play some more Flames of War?

Mission and Table

I rolled up engagement for the mission. Tom won the roll off and was the attacker. Objectives were placed more or less opposite each other. My side (the one with the two ridges) had one behind the rough terrain on my left flank, and the other just behind the ridge in the centre. Tom has one just over the hill and the other I placed near the road on the other side of the field.

Forces

We just ran with everything we had (only my force fits an organisation chart).

German:

HQ with two Panzer III Ls

Two Panzer platoons – 1st with two Panzer IV F2s, two Panzer III Ls and a Panzer III N, 2nd with one Panzer IV F2, two Panzer III Ls and one Panzer III N

Heavy anti-aircraft battery with two Flak 88s with extra crew (so rate of fire 3)

Priority air support from Ju87G Stukas

 

British

HQ and two heavy armoured platoons with three shermans a piece

Light armour platoon with three honey stuarts

Kingforce armour platoon with three Churchill IIIs – this platoon wasn’t actually part of the force organisation chart, but we were doing a fun “use everything” battle, so it came under the company’s command

Sporadic air support from Hurricane IIICs

 

Order of Battle

I deployed my Flak 88s on the objective on my left flank and my second Panzer platoon behind the ridge in the centre. Tom positioned a platoon of Shermans in the centre of the field and the Churchills on the road.

19 - British Advance

I had first turn and did a big fat load of nothing. Meeting Engagement meant I couldn’t call in air support. Reserves were on delay. I didn’t want to sneak my Panzers out yet, and I made the call that the Flak 88s couldn’t fire (everything for me was supposed to count as having moved, Flak 88s are immobile. So I considered they’d been towed on and set up). Tom similarly did little, moving up his Shermans and Churchills. The Shermans opened fire on the Flak 88s, but were in effective.

Turn 2 and I kept my Panzers still again. My Stukas came in and wrecked two Churchills, while my Flak 88s bust open a single Sherman. Tom’s turn and the lone Churchill stuck around and moved up. The Shermans returned fire on the Flak 88s, but again were ineffective.

Turn 3 and there were no reserves to be seen. With two of the Churchills dead and the third showing me side armour, I moved out my Panzers. The Flak 88s wrecked the remaining two Shermans, but my Panzers couldn’t penetrate the Churchill’s armour. Toms turn and his Churchill turned to take on my Panzers, and his Hurricanes showed up to strafe my Flaks. The Hurricanes managed to take out a Flak, but the Churchill’s shots were ineffective.

Turn 4 and I still had no reserves. My Stukas came in again as I moved my Panzers up. The Churchill took a hit from the Stukas, but somehow wasn’t knocked out. The Churchill failed to remount, and the Hurricanes didn’t show up either.

Turn 5 and finally my first Panzer platoon showed up, driving in on the centre of the field. My Stukas were back as my Panzers continued their advance. Once more I just couldn’t crack the Churchill. British reinforcements also arrived in the form of two Sherman platoons (including the HQ). They came in from the corner opposite the Flak 88 though, which was not ideal. The Churchill remounted and decided to advance, opening fire and scoring one kill on the second Panzer platoon. Unfortunately the Shermans were out of range.

Turn 6 and my Panzers made it onto the objective, if I started next turn with them on it I’d end the battle. My final lot of reserves, the command platoon, showed up in the centre of the field. Meanwhile, my Stukas again tried to knock out the last Churchill but failed. The second Panzer platoon moved up to engage it but were likewise ineffective. Meanwhile my Flak bailed a single Sherman. The Sherman failed to remount while the others moved up. Unfortunately for me the Honey Stuarts not only showed up, but arrived right in front of my Panzers. The Hurricanes also came back for another strafe. The dice were not in Tom’s favour though and by the end of the shooting phase, only a single Panzer from the first platoon was destroyed.

Turn 7 and I turned everything in the centre towards the Shermans on the left. My Stukas were back, this time on the Shermans. When the guns stopped firing, one of the Sherman platoons and the Honey Stuarts were all smoking wrecks. The battle was all but over, but Tom shifted up his Shermans (the bailed one remounted) anyway. The Shermans failed to do anything, but the Churchill took out two more Panzers and the last Panzer from the first platoon quit the field.

 

Turn 8 and my second platoon was on the far right objective uncontested. Victory to Germany! It was a good battle, though the dice were definitely in my favour. Tom was a big fan of snake eyes, and he really could have used one of the Sherman platoons on the other flank.

Next Time

I’ve a game of Bolt Action, and hopefully some SAGA too, teed up for next Saturday. In addition, Thursday night is Guild Ball. Finally, I finished Kraken yesterday and Veteran Siren today. Unfortunately Sakana’s blister was baseless, so I’ll need to solve that problem before I can do any work on him.

Happy wargaming!

SAGA – Welsh Hearthguard and Warlord

I finally prepped my 4pt Welsh force for SAGA last week and got stuck in to painting them.

Hearthguard and Warlord

So far I’ve finished the four hearthguard and the warlord.

01-hearthguard-and-warlord

I was a bit sceptical when I was painting them, but I’m happy with the final result. It’s amazing the impact a wash has on a miniature. I quite like the Gripping Beast models and they weren’t too hard to prep. I remember affixing the spears for my Anglo-Danes was a lot more fiddly than the Welsh were. I went with Desert Yellow (Army Painter) for the undercoat, just like I used for my Anglo-Danes (and use for my Soviets too).

 

The fun thing about SAGA is that you can do a bit of a mixture of colours given the time period. It does mean painting takes a little longer though because you can’t get a production line going. I really like the whorl shield designs, the cross ones are pretty basic. I copied the shield design for the warlord from the Gripping Beast images, but left out the dragons because I hand paint my designs and there is no way in hell I can paint a tiny dragon!

Next up I’ll ge the 16 warriors done, then the 12 levy. I’d like to get them all done by Christmas, which should be very doable. I’d be even happier if I could get them all done before I go on leave (16 December is my last day for the year), but given how busy I am at the moment I don’t think that will be achievable.

Next Time

Probably some thoughts o Guild Ball pitch ideas. Alternatively some happy snaps of the miniatures I’ve painted for D&D this year. Until then, happy wargaming.