Showing posts with label Battlereport. Show all posts
Showing posts with label Battlereport. Show all posts

31 January 2018

FoG (N) of War


Yeah, I know, I know. We rag on Napoleonics quite a lot on Behind Enemy Lines. The set-up times, the labourious nature of the games, forming squares and all that...

In all honesty though, I think the Napoleonic period in terms of historical tabletop wargames looks is possibly only rivalled by an Ancients game for sheer beauty. In WWII gaming, you're really limited (mostly) to greens and browns and greys and dunkelgelbs. Other periods aren't much better, Moderns, Vietnam, all the rest of them are just variations on the same.

The pageantry and vividness of colour on display in a well-painted Napoleonic force is outstanding....

I managed to get my first game of FoG (N) under my belt on the weekend just gone. I played a Russian force pitted against Andy's British in a learning game to understand the rules and come to grips with how it all works before I decide if I'm going to dip my oar into another period.

FoG (N) is a great rule set, which really challenges you on a grand strategy basis. You really need to formulate your plan of attack and then execute, not knowing quite exactly where the terrain is going to be, or what kind of stature (defensive or attacking) your opponent is going to bring. In that way, it really is a unique wargaming experience.

FoG (N) really relies upon the quality and training of your troops, be they Drilled, Conscript, Reformed, Unreformed, and each has their own way of operation on the battlefield. Coming to grips with that is part of the learning. It is pretty unwise to send a bunch of Conscript Hanoverian into the fray against Guard Cavalry...they tend to come off second best.

I think I lost the battle this time, but I really am looking forward to some more games here.

Massive thanks to Andy for walking me through this and also to his lovely wife Maria for feeding me on the night. Wargaming and dinner, what could be better?!

And now, the beauty....





Russian lines formed to advance...







Russian cavalry prepares to reinforce the infantry.







The British are disordered from the Russian artillery fire...









The British cavalry are repulsed...












The British lines now advance toward the Russian batteries...



While the Russian centre begins to falter...






I missed taking more photos after this but because my centre had failed, I lost the day. I did have some infantry moving toward the British town at the rear, routing the British line in the process. Had they made it to town and routed the troops there, I reckon I could have won.

So there you have it, we don't just play 40k...and Flames of War...and Bolt Action...

31 May 2016

The Grass is Always Greener - A FoW Pacific BatRep!

With Greg and Dan


This is it! This is what we've been building over the last couple of months toward and the guys were definitely excited to finally see armies on the table! Mike brought his mass of Pacific terrain around to the N00blair and got a massive Pacific table setup and ready to go for us. I may have played around a little with it as well...


(Watch this space, Mike and I might get some Fow Vietnam action going soon...)

So Dan and I were playing this game, 1500 points of Pacific ready to go. Dan's list looked something like the 1500 points in his last article, but for a refresher...

HQ 2 x 37mm LVT
Combat Platoon 3 x 37mm LVT
Combat Platoon 3 x 37mm LVT
Combat Platoon 3 x 75mm LVT
Support Platoon Full Marine Rifle Company with LVT transports
Support Platoon Marine Rocket Platoon, 3 Trucks with extra crew
Aircraft Limited Corsairs

My 1500 points of the Empire's finest read something like this:

HQ Hohei Chutai HQ with Regimental Standard and Sniper
Combat Platoon 3 Hohei Rifle Squads with Banners
Combat Platoon 2 Hohei Rifle Squads with Banners
Support Platoon Hohei Weapons Platoon with 2 x HMG and 2 x Anti-Tank Rifles
Support Platoon Battalion Gun platoon with 2 x Type 92 70mm Guns + Observer
Support Platoon 3 x Te-Ke (MG)
Support Platoon 3 x Chi-Ha
Aircraft Limited Zero

So, with armies painted and table set, we rolled a mission. Encounter would be the name of the game today. I could have taken the option to attack using the "Hell By Day, Paradise By Night" special rule, but I decided that I'd much prefer the Marines rolling in and waiting for them to try their luck. Defending the bottom end of the table, I have to choose 3 platoons to start off the table. I've decided to combat attach my Hohei Weapons Platoon to each of my Hohei platoons, so that will give me 2 platoons on table. I also decide, on Damian's advice, to place my larger Hohei platoon in Ambush.


Dan deploys his Marines in the LVT's and the rest of his Amtanks across the table, so it looks like the rush will be on. Typical.

The Buck Rogers men take shelter in the terrain beyond the rice paddies, lest they become an easy target for potshots from the Japanese or possibly harassment from Frank.

And so, with the battle lines drawn, deployment made and the usual crass mutterings that goes along with any game Dan and I play, we kicked into:

FLAMES OF WAR PACIFIC!!!
Turn 1:

The Marine air wing tried to get down and support their Marine brothers only to be chased off by their Japanese counterparts. The Marine tanks start their slow roll forward toward the Japanese lines. At this range though, they're unable to even get close to shooting so settle for calling on their rocket truck mates for a little help. The Buck Rogers men range in but their shooting is unsuccessful in dislodging any of the Imperial defenders.






















Having chased off the Corsairs, the Japanese aircraft fail to turn up and assist in the defence, nor have the reserves made it to the battle as yet. Not willing to give away their concealed positions, the Japanese sit tight in their foxholes.

The Japanese sniper however has snuck into position and takes aim at the Buck Rogers men... and a perfect shot into one of the ammunition containers sees one of the trucks erupt into flames. First blood to the Japanese.


Turn 2:

The Marines are now crossing that river...a much easier task given they has amphibious vehicles! As the Amtanks start rolling forward toward the Japanese lines, they open fire. Canister and .50 cal filling the air...







And when the smoke had cleared...not a single shot had hit.
The Japanese tank support rolls on this turn, much needed as the Japanese air attack was chased off by the waiting Marine support.



With the Marine tanks now closer than they potentially should be, the Japanese launch their ambush! With their anti-tank rifles in range, they open fire. The result, 2 bailed Amtanks.





Much glory is still to be had...

Turn 3
The American air has suck past the waiting Japanese interdiction and has lined up on the Japanese tank support rolling toward the fray. This could get ugly...



Seeing the opportunity approaching, the Marine platoon in its Amtrack dismount into cover and start taking potshots at the staunch Japanese defenders...


And once again, it would appear that their sights are out of alignment. No shots coming close to hitting. Fortunately, the Marine rocket battery has ranged in and managed to keep some Japanese heads down.


Surely the mighty Corsair could score a kill for America?! It's ranged in and can see the tanks....the bombs fall and....miss. It's just not coming up Dan at the moment.

The Japanese counter offensive starts with all remaining reserves coming to the front. Infantry guns take up positions to unleash hell next turn while the mighty little Te-Ke's roll forward to offer assistance.


Go little tanks, go!
Chi-Ha's come forward in an attempt to offer assistance to their mates.


The Japanese infantry fail to unpin, but this will not deter them from opening fire on the Marine platoon lingering close. The Japanese have been waiting for this moment and take aim...2 Marine squads paying the price of straying too close. We advance the turn...

Turn 4

On hearing their brothers are paying the ultimate price, the Amtanks on the US left flank are poised to press their advantage. Seeing the Japanese AT capability here is non-existent, they push forward with the goal of assaulting and taking their objective.



The Japanese defensive fire is ineffective in driving off the attack and the US tanks roll in to squish, taking 2 squads in their wake. The Japanese counter-assault and score a hit but fail to penetrate the American armour. The Americans, secure in the metal boxes, immediately fail their morale check to come back and are driven off...BANZAI!


On the right flank, more shooting into the stoic Japanese line fails to dislodge them. The Marines, waiting to take the fight to the Japanese, don't dig in...


The Japanese tanks roll forward to bring their guns to bear in support of their honourable brothers. The invaders will pay dearly...


The infantry guns receive the call from their spotter to range in on the rocket battery and take aim. They hit and the battery is all but destroyed by the falling 70mm shells.

The Marine squads take more fire from the Japanese line and again, casualties fall.

Turn 5

Seeing the advantage still with them, the Marines on the left press forward again, this time removing the defenders standing in their way.

With their tank support gone, the Marines still try and dislodge the Japanese defenders managing to take a squad down.

Seeing the objective unguarded, the single Japanese ATR moves toward the building close and knocks on the door. It would appear that the guys inside locked it before they died though...they see no option but to fire. Bailing one of the tanks.

The Te-Ke's, seeing that the situation is becoming dire, roll into the mix knowing that it may well be a suicide mission. There is still time!


Having removed the impending threat from the right, the Chi-Ha's now roll ahead in an attempt to finish the Marine infantry. The Marine tanks explode and the remaining Marines are routed....
Turns 6 - 7
Much the same in these turns with the Marine forces attempting to remove as many of the defenders as they can. A mass of fire hits the Te-Ke's yet they still hold on and refuse to yield to the superior fire.

One of the tanks in the centre attempts to assault the remaining ATR, still outside the building, but is bailed from defensive fire.

Dan's Marine CO is destroyed by the Chi-Ha's and the rest of the centre tank platoon also takes a casualty.


If the Japanese can hold on the left and force a test, there could be a win here for them! They just need to destroy one more platoon!

Turn 8

The remaining ATR and Te-Ke's finally succumb during the Marine shooting phase, leaving the objective unguarded and open. The time is now...

FINALLY! FINALLY! The Japanese air gets through and dives in...


They survive the mass of AA fire heading toward them and range in...and the bombs fall...


The result is 2 destroy in the platoon and the 2IC is bailed. Dan rolled a lucky 6 for the centre tank meaning the platoon has stuck around and takes the objective at the start of Marine turn 9.


The Aftermath

A hard-fought 4-3 victory to the Marines and this one really could have swung either way.

Thoughts from the combatants:

Greg - As a first foray in FoW: Pacific, this was awesome! At no point, despite the superior Marine equipment, did I feel like the game was out of my reach and had Dan not made that final save, I think I would have gotten him on the next turn. There is definitely a great balance to the PW points and I'm really looking forward to the next game against Mike's Marines.

Dan - The battle was hard-fought from the start with the jungle proving too much for support aircraft. Hard-pressed, the lightly armoured LVT's made their way through the thick undergrowth and through timely use of canister and .50cal fire, the objective was secured. The Japanese infantryman is a tough rock to move and I was on a knife-edge for most of this game.


A massive thanks to Battlefront, once again, for providing us with both the opportunity and the armies to get stuck into Pacific, we really appreciate it.

All the terrain you see on the table comes from Mike's personal stash, and most of it was lovingly hand-crafted. Check out the tutorials he wrote!

Thank to Adam from Dice of War for the dice! The Japanese dice roll HEAPS of 6's!

02 March 2016

Semper Fi in the E.T.O.


with Mike

Hello and welcome to our first Behind Enemy Lines battle report! It's no secret that the PTO has us by the balls. It's new, exciting, and it's got MARINES! I was so excited to get a game in that I lept at the chance to play a quick game with friend of the crew, Patrick. Pat's an accomplished German SS player, often taking trackless armies and doing quite well with them. 

As he doesn't have a PTO force (yet) we were keen to have a go with the often pondered USMC vs Waffen-SS match up. So, we settled on 1500 points using the late war points column in Gung Ho!. 


Pat's force was three SS-Panzergrenadier platoons, some HMGs, a battery of mortars, a pair of 8-rads, a battery of 10.5cm guns, some FlaK guns, some Nebs, and a platoon of PaK40s. Nine platoons all told.

I wanted to try out a build for LW that focused on Marine M4A3 lates. I like the concept of Fearless Veteran Shermans, but I was a bit to shy to go all in and run a tank company. So I took it as a Rifle company. Obviously I don't have all my figures ready so I used my troops were forced to use US Army issue stuff in the mean time! 

Here's the list I decided on:

Marine Rifle Company (FV)
HQ55
Marine Rifle Platoon230
Marine Rifle Platoon230
Assault Section160
Marine Tank Platoon (with 3x M4A3 Late)340
Marine Tank Platoon (with 3x M4A3 Late)340
NGFS - Destroyer150
TOTAL1505

The Marine platoons and the Assault Section are all at full strength. The Assault Section was divided evenly between the rifle platoons to provide a little anti-tank coverage. This made the platoons massive at 13 stands each.


Once all the attachments were made, this is a 4-platoon force, so the only thing that'll suck is to have delayed reserves. Hey, guess what?


We rolled up Encounter! I put the tanks in reserve with the big infantry platoons on each objective. Plan was to sit tight until the tanks arrived. Pat's was to go on the defensive and wait his chance. So the first few turns were uneventful as my NGFS picked off a few Nebs and I lost a team to artillery fire.


Then the tanks arrived and pressed up the middle, careful to screen out shots from the PaK40s. 


The infantry pulled up stakes and moved forward with the tanks, but were harrassed by artillery fire.


Meanwhile, Pat's infantry waited...


The PaKs opened fire on the Shermans as they came into view. Careful to limit their shots and make the target hard to hit and at long range, the Shermans were quite survivable.


Pat's infantry continued to wait...


I advanced the other flank when the other tank platoon arrived, taking a few casualties from the 10.5s (the Nebs had been neutralized by this point).


Pat's 8-rads then started to be bold, using hedges for cover they snuck around my flank. A snap shot from a Sherman dispatched one, but the other escaped.




Meanwhile, Pat's third infantry platoon arrived in the center and advanced into my vanguard. Luckily I brought up a flame-thrower!


Pat's 8-rad then assaulted the bazooka I had left behind. The pinned bazooka team bailed out the 8-rad forcing it back. But the team failed to rally from being pinned down, so I couldn't bag it.


The needing 6s to hit each other, Shermans engaged in a deadly duel with the PaKs, losing one tank, but eventually destroying all of the guns.


Pat's 8-rad continued to harrass the objective, but was finally chased off and destroyed some 3 turns later by some Shermans sent to help. By this point, my platoons were being cut to ribbons by Pat's artillery and I failed all, I repeat, all of my platoon motivation checks, losing a rifle platoon and a tank platoon. 

The latter was lost when two tanks charged the pinned down artillery battery with two guns remaining. One tank was bailed out and the other whiffed the assault check. The platoon proceeded to fail it's motivation to counterattack, even with the benefit of British Bulldog, and fell back. The bailed tank was captured, triggering a motivation test that I of course failed! So that ended my hopes and dreams on the center-right flank...

Meanwhile, on the left flank, a platoon of tanks tore through Pat's infantry advancing in the center (after his SS-troopers had sliced apart half of my Marine platoon, which as you guessed, failed to hit and motivate in assaults! The tanks had their revenge, mopping up the SS and moving to the objective where some 2cm FlaK guns were causing some trouble. After crushing them they crashed into a wood to have a go at Pat's grenadiers on the objective. All went well, but the humble AT 2 stat for his infantry in assault made me cry as I rolled up a lot of 1s for saves (his faust was a bit too far back for 2 rounds of combat, which is why I went in).

Anyway, the tank platoon evaporated in an instant, The hour was late and Pat and I had work in the morning, so we called it there for the Germans. Still, the damage was high on both sides. I had a lot of bad luck, but I gave as much as I got, destroying four fearless platoons, and nearly forcing a company morale test. But it wasn't to be, this time.

Lessons Learned
I didn't play this game to field a competitive list. Rather I wanted to test how how things worked and what didn't work. Top of the list for things that worked are USMC Shermans. FV tanks with protected ammo and British Bulldog are really, really good. Yes platoons are small at 3 tanks, but fearless *should* help with that!

Top of the Didn't Work List was large marine platoons. The platoon I lost in the center was down to 6 teams, barely under half when it ran away. When you get that many points sunk into a large unit, it hurts to test and then lose a platoon that still basically combat effective. In the future I'll likely run 2/3 platoons with attachments.

Jury is out on NGFS. At 150 points, at Trained, the bombardments were usually hitting on 5s or 6s, which was not optimal. I would probably have been better served with limited F4U Corsairs at the same points value.

Anyway, that's enough from me! Stay tuned as I'll have a really quick report from a followup USMC game I played at TCOW last weekend!

Until then,

Semper Fi.