Report a Battle

Relax soldier, Paris has fallen. You deserve a rest!

Christmas Hardtack,
Playing the set scenario it was to be anything but a Silent Night for the sleepy German troops in Wassenaar…
Nobody likes getting their feet wet and neither to the Commandoes thought the Commando Officer as his troops made their way to the edge of the beach in the gentle wash of the surf. 2nd Lt Smithe-Leggit deployed his SMG squad to the lead as they headed in-land, leaving the Vickers squad in the surf to cover the exit.
Meanwhile on the edge of Wassenaar two green German squads made their way from the Western and Eastern edges towards the way points in the centre blissfully unaware of the approaching Commandoes instead wondering if any of the feldpost contained anything nice to eat..
The Commando SMG squad on reach half way up the beach opened fire with silenced weapons against the Eastern Grenadier squad and caused two casualties and 4 pins. 2nd Lt Smithe-Leggit and his batman on nearing the SMG squad also opened fire with the De Lisle Carbines causing another casualty and one more pin marker (total = 5). The Eastern Grenadier Squad acted like any green troops would do and froze with the remainder surviving members looking about like startled meerkats. When activated they hit the dirt trying to appear smaller than the nearest shrub. While the Western Grenadier squad, completely unaware casually strolled towards the central waypoint wonder if the fire in the billets had been ignited yet.
Seeing the Eastern squad freeze the Commando SMG squad rushed forward into melee combat easily covering the ground and casually overrun the Eastern Grenadier squad capturing the lone survivor.
The Commando SMG squad headed back down the beach, all the while dragging the prisoner, with the retreat being covered by 2nd Lt Smithe-Leggit & Co. Meanwhile the Western Grenadier squad sensing something was not right, made an orders test and proceeded beyond the waypoint and spotted the Commando Officer & Co and opened fire thereby raising the alarm…
To the sound of the claxon the Commando SMG squad was beaten to the initiative and were hosed down by the Western Grenadier squad, by rolling 4 x 6s on 5 dice to kill four of their number while very, very narrowly missing the prisoner. With the game now afoot the 2nd Lt Smithe-Leggit fired at the Western squad killing two of the riflemen and causing two pin markers. The Vickers Commando squad advanced up the beach and opened fire at the Western squad also; killing the other two rifle men and caused them to cower for the remainder of the action.
The arrival of German reinforcement at the rush caused alarm to the Commando forces – 2nd Lt Smithe-Leggit took over the prisoner and rushed him off the beach as the forces run forwards. The German mortar fired wildly overhead landing into the surf causing a water plume, the MMG team was still rushing forward at this point.
The Vickers Commando team also rushed off the beach leaving the last member of the SMG team (with 4 pin markers), he failed his Orders Test and decided to build a sand castle to hide behind. The first German Grenadier team with the ARs decided the Commando was not subject to the OKW directive of no prisoners of Commando forces and opened fire on the remaining Commando and bravely missed with every shot. The second German Grenadier AR squad decided to storm the remaining Commando and paid for this with one of their riflemen being killed by return SMG fire as they neared. This fire caused them to lose their footing in the rough sand and finish short of the target. The Commando bolstered with a strong survival instinct passed the Orders Test and followed his buddies into the surf off the beach.
The final points tally was 3 points to the Allied Commandoes and 4 points to the Germans due to the really lucky dice rolls from the MG42 of the Western Grenadier squad. As less than 2 points difference it was classed as a draw. The most fortunate was the German prisoner as for him the “War was over…” to be spent in a POW camp in Scotland.

June 8th, 2019

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And another one from a cellar in Germany.

Airdropped Combat Engineers tried to secure a bridge (all about bridges) while also blowing up two bunkers on on each side of the ramps.

While the right units where at the wrong place (specialized at-units shooting at infantry, units attacking bunkers with small arms, reinforcement showing up somewhere) the attacker slowly but surely reduced the defenders……

June 8th, 2019

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A nameless french little village with a crossroad and a little bridge.
German units had build a wooden aux bridge and an rubber boat pontons (mostly after some Kradschützen had caused accidents on the wooden bridge).
Leading elements of US Paras had made contact with german sentries but not with their own widely dispersed comrades.
The battle started with both sides toe to toe and with reinforcements trickling in….

June 8th, 2019

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Christmas Hardtack

Battle ends at turn7

British side:
The 2nd Lt and attendant KIA.
One commando section was destroyed.
The remaining commando section take a prisoner but fail to take it back to table edge.

German side:
Two green patrol squads were destroyed.
MMG team was destroyed.

June 8th, 2019

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This was a complete grind for both sides. The only highlights were a grenadier squad popping a Pershing with a lucky panzerfaust shot, a flak 88 that could not hit anything even at good range and on the allied side it was an unkillable and unbreakable Airborne squad sitting on an objective, that at one point had 7 pin markers from a tiger1, sdkfz 251 and 2 grenadier squads. Only 3 members of the squad were casualties from 3 rounds of shooting or 4 rounds if you count the round the grenadiers FUBARed and shot the other grenadier squad into failing an order test and going down. Like I said it was a grind.

June 8th, 2019

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Screaming Eagles Battle Report
The scene had been set in the Warlord Games Bolt Action scenario, with the US Paratroopers taking the first turn in trying to regroup. The US Para 2nd Lt landed on the Western edge of the table, with the Pathfinder and 1st Squad taking the centre of the table and the 2nd Squad taking the Eastern side. The landing phase resulted in two hard landings for the Pathfinders and the 2nd Squad which was to hamper them for the game.
The first turn saw the 2nd Lt and his attendant regroup successfully. The 1st Squad had one trooper suffer a hard landing but easily regrouped around that individual. The Pathfinder squad suffered two individuals with hard landings, although managing to regroup the squad had a combined total of 7 pin markers. The 2nd squad also suffered two individuals with hard landings giving a combined total of 6 pin markers – overall sub-optimal jump landing.
The second and third turns allowed the 1st Ostruppen squad to enter the hunt, who arrived as close as possible to the US Paratrooper Officer and with some very lucky dice rolling made short work of the Officer and his attendant to mark the first kills of the game. The German O/Lt and his attendant moved to cover part of the exit of any paratroopers from the table. The arrival of the 2nd Ostruppen and the Reg Grenadier squad pressured the Allied player to attempt to move north – both the Pathfinder and the 2nd US Para squad failed the Orders Test and so went down. The 1st US Para squad moved north under harassing fire from the 1st Ostgruppen squad adding two pin markers.
The fourth and fifth rounds were notable for the 1st US Para squad heading north straight into the arriving Veteran Grenadier Squad – the resultant fire-fight killed 3 of the US paras and caused the rest to surrender due to the excessive number of pin markers. The 1st Ostruppen squad advanced to towards the downed US Para Pathfinders, fired and missed. The 2nd Ostruppen squad also advanced and fired but at the US 2nd Para squad killing one Para and causing 2 more pin markers (total of 8). The Reg Grenadier squad run towards the Pathfinder squad hoping to close for close combat next turn, the Pathfinder squad tried to open fire at the Grenadiers but failed the Orders Test and so stayed in position.
The last turn was devastating for the US Para; the Pathfinder Squad again failed an Orders Test and was hit by fire from the 1st Ostruppen squad adding another pin marker (total of 8) and were completely overrun by the Reg Grenadier Squad in close combat which caused another 3 to be killed and the remainder to surrender. The 2nd Ostruppen squad fired at the remaining US Para squad causing two more pin markers which removed them from play due to surrendering.
Overall none of the US Paratroopers made it off the table, with the graveyard and the POW camp the destination for all the months of hard work at Currahee… The ad-hoc Axis squads spent the evening sampling the pleasures of US chocolate and bubble gum together with Lucky Strike cigarettes.
Conclusion; the initial unlucky dice rolls resulting in hard landings for a number of Paras was to hamper the squads for the game and be the deciding element in the Axis win.

June 7th, 2019

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June 7th, 2019

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The German support was rendered useless in the beginning stages of the battle leaving it the hand of the infantry to try to save the day. They came through in a huge way making the American infantry run or pay for not running. The American Sherman must have had issues as it did nothing for quite a while allowing the Germans to swipe victory on the day.

June 7th, 2019

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The men of the 1st Canadian Parachute Battalion met the enemy in fierce fighting today shortly after landing in Normandy.
These brave souls went to give Gerry a what’s for but they were better prepared than anticipated and ended up giving as good as they got.
Have now worries though dear readers these Canadian boys are hardy and thigh had a rough tough down thanks to Hitlers jack booted thugs will be able to move on to their objectives.

Reporting with the 1st Canadian Parachute Battalion, I’m signing off…Good day.

Jason s. Hatfield

June 7th, 2019

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A skirmish level game based on the new unofficial Skirmish rule set, based on German Fallschirmjager (FJ) troops against American Rangers. The scenario was centred on a destroyed Axis SdKfz 250/1 ausf D which had been hit by aircraft while crossing the bridge across a small river. Within the half-track was a leather pannier containing the latest Axis troop activation orders for the area.
The FJ troopers were ordered to be on the lookout for this half-track travelling through the area as it was overdue. On spotting the vehicle and checking the skies were clear of Allied aircraft, they were spotted by a US Ranger squad on recon patrol moving inland from the beach landing zones.
Initially both sides rushed towards the half-track using the available tactical cover of the stone walls besides the roads. The US Rangers with their advance move progressed first reaching the half-track as the FJ were at long range with their FG42 rifles. A short and bitter fire fight ensued with the Rangers taking the first casualties in the form of their NCO and two rangers. The FJ lost one jager as they were able to dominate due to the combined superior firepower of the FG42 assault rifles distributed within the squad compared to the US rifles.
During the next phase the remaining Rangers brought their BAR to bear but were hampered by the range and the cover the FJ troopers gained from the half-track and the bridge walls. The FJ concentrated their fire on the nearer few Rangers who were trying to close but using the cover available, this caused one more casualty and pin markers to the Ranger Officer.
By this time the FJ had the whole squad including the Lt at the half-track and were confident as the Rangers seemed to have no mortars or such to call upon as the FJ were in a small perimeter. The Rangers continued to use the BAR to harass with moderately effective suppressing fire causing another FJ casualty. Still having superior numbers and superior combined firepower the FJ decided to gain points by killing the Ranger Officer and one more Ranger. The last turn comprised of the FJ snatching the pannier and returning fire in the firefight while the Rangers were keen to try and score more Axis casualties but had very unlucky dice rolls.
The result was an Axis win in keeping the activation plans from falling into Allied hands.
The national core skills were used by agreement, together with the house rule of MGs only being able to fire half the possible total shots on turns which they complete an advance move.

June 6th, 2019

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