Relax soldier, Paris has fallen. You deserve a rest!
Canadians vs German grenadiers, the battle took place in a small hamlet a supply drop had gone way off course and it was the Canadians job to secure the contents. 1st turn the Churchill tank came on and took out 5 German grenadiers. Then the following turn the Canadian artillery observer pinpointed the same squad and killed 4 more guys, however the last man stayed strong. On the right flank of the Germans they had sent their veteran squad to secure the supply drop over there, they found loads a few PIAT’s in them and fire at the Canadians kangaroo blowing it up, the troops inside all jumped out and only lost 1 guy. Following turn the vet grenadiers were on the objective and the Canadian flamethrower came up killing one man and forcing the squad to retreat. With them out of the way the German MMG and MMG on the halftrack close by had a field day shooting the Canadians in the open. Mean while the Germans had brought on panzer IV support and fired at the Churchill and “stunned” him only and then every turn after missed the German were having issues with their optics. In the end the Germans held 2 objectives the Canadians held 1 . Also to end it Herr kitty claim the unoccupied objective.
Wazzg June 8th, 2019
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Dog White Beach
Playing the BA scenario of Dog White Beach, with US Rangers vs German Heer troops…
The battlefield was set up as the scenario map; the Rangers spread their forces evenly across both landing craft. In difference the Axis forces were centred on the beach exit with both MMGs on the Western side of the set up area along with the German sniper. On the Eastern side of the German set up area the German inexperienced riflemen were stationed so as to provide harassing fire to any targets of opportunity.
The first and second turns were occupied by the Rangers more generally eastwards to avoid the German MMGs and the sniper. However the Rangers with an unlucky dice roll suffered Pte Caparzo as a casualty from the MMGs in the bunker emplacement.
The Ranger movement started to bunch up a little which led to the 2nd NPC squad venturing within range of the lead German MMG and cost them 2 casualties and 3 pin markers. At the same point Ranger Sniper Pte Jackson was killed with a long range head shot by the German sniper Gfr Johan Hochreitter, as he inadvertently ventured with range while moving eastwards, the Ranger medic was not close enough to be able to try and save the Ranger veteran.
The Rangers continued to head up the beach along the Eastern table edge while only receiving a couple of pin markers from the bunker MMGs due to good use of the available cover. Once at the barbed wire they were out with the bunker arcs of fire but still far away from the exit route. The German MMGs remained in ambush awaiting sight of any targets of opportunity.
As the Rangers cut through the barbed wire the German riflemen on the cliff used the opportunity to apply direct fire to the first Ranger charging through – this was Sgt Horvarth; he died leading his men… The German riflemen were amazed they actually hit anything. The first Ranger NPC squad move across the beach removing more of the barbed wire and were caught in the waiting MMG fire from the second gun and removed from play.
The second NPC Ranger squad and the Ranger team continued to move up to the cliff face, except for Ranger Pte Reiben who had a prolonged fire-fight with the German riflemen killing two and dispersing the rest.
The Ranger team tried to rush towards the exit and run straight into the hail of rounds from Hitler’s buzz-saws and danced the Spandau Ballet of death, and so ended Cpt Miller and Pte Mellish. Ranger Medic Wade rushed forward to help but Cpt Miller’s wounds were too many and to severe. Controversially the German sniper Gfr Hochreitter did not notice the medic’s armband and added another headshot to his tally.
Having won the fire-fight with the German riflemen Ranger Pte Reiben also made a dash for the exit and also learnt to dance the macabre Spandau Ballet.
By not placing the German MMGs in to the bunker and taking the slight risk due to decreased cover the limitation of the bunker firing arcs was eliminated, and allowed the German forces to dominate the only exit from the beach. The German forces used the post battle time to finish the cognac in their water bottles and prepare for the next wave of Rangers to arrive…
Brin 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.
Bon June 8th, 2019
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Revenge! The Germans returned and got their payback for their humiliating defeat earlier in the day. This time with some infantry support they were able to eliminate most of the allied armor and their airborne infantry contingent.
smiledge_d 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.
Brin 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.
Vonseitz 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.
Brin June 6th, 2019
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DustSun June 5th, 2019
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Cold shadows danced across the beach…Sgt Allister signaled his men to advance. As the commandos ghosted up the beach, they began picking off the hapless sleepy german patrols with silenced weapons. If not for that plucky German NCO, they might have been in and out with none the wiser! But as it was, alarms were raised, and the sounds of roused reinforcements began to be heard. Now the thud of mortar rounds…the rip of an MG42… Sgt Allister gave the command to fade away…Bloody Hell this mission is blown…
I_likkendersausages June 5th, 2019
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Played a 1000 point game on Sunday 6/2/2019 at Brookhurst. My German Normandy squad beat his American Normandy squad at the “Key Positions” scenario. The game started off luckily for me, when my Panzer IV destroyed his M-8 Greyhound on turn 1 as it came barreling down the road. After that, he had little that could hurt my tank except for a bazooka team that my infantry kept away from the tank. The game was called in turn 6 when held three of the four objectives handily.
pabramowitz June 5th, 2019
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