Friday, 2 June 2017

Von Luck campaign Scenario 3 'Attacking the Corridor of Death'

The Von Luck campaign continues with the ominously named Scenario 3 "Attacking the Corridor of Death", so called after the narrow, wall lined streets of Ranville.

An aerial view of the table. Germans would be coming from the right.

This is where my British Airborne platoon really needed to start consolidating their defence because so far things have all gone the Germans' way. In both Scenario 1 Patrol along the Ring Contour and Scenario 2 Probe among the Hedgerows the Germans had pushed aggressively and in force. The Paras were weak, with many men still missing, dispersed after the parachute drop. As a result, there was little option but to offer some token resistance and then fall back.

The Germans had suffered only a single man wounded and he had since returned to join his platoon. That meant my opponent Dave still had three full strength panzer grenadier platoons to call upon. The paras, on the other hand, have lost four men killed and three wounded from the single platoon available to them.

At the end of the last scenario I had the opportunity to roll once more for my missing teams. With much better luck this time around I saw the platoon sergeant rejoin Platoon HQ and a large chunk of #3 section finally make an appearance. That was a section that, until now, had been missing in its entirety. Things were looking a little brighter. That said, the British have the option from this new scenario to bring in a fresh platoon. It's tempting, but that platoon must then fight for the remainder of the campaign. It seemed a touch premature to bring them in now, so my preference was to try to stall the Germans and see if I can gather in the remainder of the original platoon. I was still missing a bren team,  a PIAT team and the wounded from the previous two scenarios. That's not to include the dead, who would never return, but at least the wounded would. A wounded man from Scenario 1 had returned to duty, but there were another two wounded from the previous scenario who would have to miss the next game.


That made my planning pretty clear. I decided to use five support points and attempt to call on a naval bombardment to disrupt the Germans for this turn and advance to the next game turn. There is however, a one in six chance the radio contact fails. I was already down one support point, having displeased the CO with my performance to date, so I would draw on five of the meagre six available support points in the attempt. Should radio contact fail I ran the risk of facing the Germans with only one support to spend.

I rolled a two for radio contact, so the bombardment was successful and the German attack was postponed to the next game. This allowed me to roll once more for the missing teams and to get back the two wounded men from Scenario 2. The good news was the other bren team from #3 section showed up, but the PIAT team remained astray. Overall then, I was down four men killed from one section and missing the PIAT team, otherwise I had a full platoon. On that basis I felt I would hold off bringing in the fresh platoon.

With six support points for the new game turn I brought in a section of Paras to provide extra boots on the ground and a PIAT team, as I suspected we might see the Lorraine Schlepper turn up for this one.

I would be defending stone buildings in difficult terrain for the attacker and so felt a bit more confident I could put up stiffer resistance. My Force Morale roll was good and I started on ten. The Germans less so, with only eight. This gave a much needed edge to the Paras.

Before I start, just a quick note on the photographs. For this game I used my Cigar Box Mat 'Open Grassland' which gets a lot of use. For some reason, whether it's the dyes that have been used or the fabric it is made from (or both) it always photographs a pale, washed out brown colour, when to the naked eye it's a mix of pale greens. I've tried with and without flash; in different light and with different cameras, but it makes no difference.

Start of the patrol phase from the German point of view

.....and from the British point of view

The Germans had three patrol moves before the Paras. The phase saw us both move to cover either side of the main road into the village, with final jump off points as shown:


Dave had called in a Werfer pre-game barrage as one of his supports, which meant my deployment on turn one was going to be something of a gamble. From that perspective I felt pleased I had set my jump-off-points reasonably far back.

The Germans wasted no time deploying, intent on taking full advantage of the Werfer barrage. Two squads emerged on their right, behind the hedgerow, and then another two squad on their left, behind the high wall. They had a second senior leader as support, so each flank had two sections and a senior leader. That fourth section was also a support choice, which meant there wasn't too much else he could surprise me with (not that four squads of panzer grenadiers had me feeling complacent, you understand). The Werfer barrage was giving the Paras problems deploying and only a sniper turned up to keep a watchful eye on the German right flank. Dave used textbook squad tactics to move forward. On each flank a squad on Overwatch kept an eye out, while the other squad advanced and so, using classic bounding moves, he worked his way towards the village.

This effective tactic was made all the more so with the presence of a senior leader on each flank, giving great flexibility as to how he could use his command dice. With the Werfer barrage causing uncertainty to the Paras' deployment any rash attempt to show myself could prove fatal. The odds were I might inflict some token casualties, but end up on the receiving end of as many as four MG42s, possibly more. Those were odds I didn't fancy, so decided to keep low and wait to engage him at closer range.

The German right flank, one squad on Overwatch while the other waits to advance.

The German left flank, a squad on Overwatch covers before a squad (behind the tree) prepares to advance.

Then, just to ensure there was sufficient force to keep the Paras from deploying unwisely or prematurely, a Lorraine Schlepper showed up to cover the upper levels of some key buildings. Gulp. The PIAT looked like a good support choice.

There's a 150mm HE round in that breach, just waiting to hurt some Paras.

The Germans had wasted no time revealing their full hand and moving aggressively to take advantage of the disruption the Werfer barrage was causing the Paras' deployment.

The view from the British right flank

To add to the Paras' woes the Germans enjoyed two double phases in fairly quick succession. It seemed Dave couldn't roll enough sixes and I didn't seem to be able to roll any. I began to have a sinking feeling that this might be over rather quickly. That said, luck has a way of evening itself out, I just needed to be patient.

German right flank makes steady progress 

As the Germans right flank came forward across the open field they made a very tempting target, but my best vantage point was upstairs in one of the buildings. Not a great option with the Lorraine Schlepper ready to blast away. I did manage to finally deploy on that flank, but decided to put a bren team on the ground level and leave the rifle team behind the building with the option to go over the wall if necessary.

Safe from harm but unable to hurt anyone.....

On my right I deployed the support section and put them on overwatch in the forward house at ground level, ready for any Germans who came over the wall. That plan looked like it might unravel when, with yet another double phase, the Germans closed in on both flanks. On his left Dave decided to risk going over the wall and facing the overwatch fire, but at least he was doing it with the confidence of knowing he would have a subsequent phase to return fire.

Taking advantage of a double phase the two German sections jump the wall

How it looked from the German perspective

The Paras in the house opened fire from the ground floor, rolling ten dice yet only managing three hits. That was disappointing given there were plenty of targets in open ground, but finally some of the luck turned my way. Every hit was a kill and a Senior Leader took one of those, wounding him for the remainder of the turn and taking German force morale down by one. With their subsequent phase the they returned fire, but the Norman farmhouse was made of solid stone and the Paras survived with only some shock.

On the other flank the German squads moved towards the hedgerow and engaged in a fire fight with the bren team on the ground floor. Once again the number of British hits was relatively low, but it seemed every hit counted. A junior leader was killed and slowly German casualties began to mount as force morale went down. I might not be getting any double phases, or many CoC points, but I was inflicting losses.


Meanwhile on the German left the Paras continued to hold out in the house and return effective fire, but with the odds stacked against them it was clear how this would end up. To ease their plight the 2" mortar attempted to drop some smoke in front of the house, but without a good line of sight it fell wide.

Smoke.....in the wrong place

The Germans edged forwards and had a team able to fling grenades through the windows.

MG42s and stick grenades make it very hot in that building....

And so, no surprise, the inevitable happens. First the Paras accumulate enough shock to pin, then finally enough to break as it all gets too much. They fall back in disarray having taken five casualties.

There's only so much combat men can take.

All was not lost, at least they were out of German line of sight and near a jump off point. I planned to bring in the platoon lieutenant to rally them and hopefully get them back into action ready for the end game. But it was not to be. The only double phase I roll all game is a triple six, so the turn ends, but so does any further participation by the broken section who rout off the table. British FM drops to eight. The German senior leader gathers his senses and gets to his feet, but at least the Werfer barrage has gone.

Time to call on the #3 section and their bren teams and make use of the double phase.


What follows now and in subsequent phases is a furious fire fight across the street. To my left (and just out of the picture above) I have also deployed a section of Paras and their bren team is targeted on the same building. With my lieutenant up in the front line and all junior leaders present I made full use of 'Concentrated Fire' the British national characteristic that allows the bren teams to direct their fire at a single team. It was a very effective way of taking out the MG42 teams, particularly given the German squad had already lost men assaulting the house.

The Paras' fire proved very effective, and finally in a single phase they killed a junior leader, wiped out an MG42 team and saw the remaining MG42 team (a single, shocked gunner) break. That's a lot of force morale rolls and Dave used up one of his CoC dice to avoid the roll for the loss of the junior leader, but by this stage his FM has dropped to four.

The only survivor of the panzer grenadier squad flees the scene.

While all this was going on the other German squad had moved upstairs in the same building. They in turn became the new target and began to suffer a similar fate. Despite returning the Paras' fire the Germans were finding the elite units much harder to hit.

On the other flank the German pressure leads to the bren team withdrawing out of the building as the enemy are getting very close. The two front line buildings in the Paras defensive line have both fallen, but at some cost to the Germans. The Paras' elite status is paying off here, they are harder to hit and benefit from defending in good cover. Nonetheless, they are slowly being pushed back.


From the German viewpoint.

It really began to feel the game was on a knife edge. The German force morale was getting low, but they still had plenty of firepower. The Paras were dishing out punishment, but their defensive line was starting to fall apart. It could swing either way.

On the German right a squad advanced into the empty house to be met by a flurry of grenades from the Paras who were outside the window. In the excitement one grenade was fumbled and went off at the feet of the Paras, but harmlessly to no effect. Maybe luck was on my side after all? The Germans continued to lose casualties and in an attempt to swing the balance the Lorraine Schlepper came racing down the main road.

Before it could intervene the decisive moment came on the German left when the Paras, with sten guns and brens blazing, poured another phase of devastating round of fire into the building across the street. This caused the death of the senior leader and saw another MG42 team wiped out, as a result German force morale plummeted to zero and their force was routed.

A really good, tense game with a lot of action. The Paras finally put up a serious fight and gave the Germans quite a bloody nose. The Germans took 17 casualties, 15 of them from the core platoon and among them fell the Leutnant (Senior Leader) and two Obergefreiters (Junior Leaders). The British took ten casualties, but only five from the core platoon. With a British victory and a difference in FM of +8 in the Paras favour all of those casualties from the core platoon would return.

To add to German woes, all their remaining men on the table are more than 24" from a friendly JoP. On a roll of 1 they will be captured and added to the list of permanently lost. As we finished very late in the evening we will make those rolls in the coming days.  If that sees the Germans lose a few more men captured then I feel confident I have managed to render one German platoon ineffective for the remainder of the campaign.

Fortune is a funny thing. Dave had three or four double phases and one triple phase and while it felt my luck had deserted me at times, I had several fire phases where a very high percentage of my hits translated into casualties. The reverse was true for Dave, who conducted one 36 dice fire attack from two squads that only resulted in three hits. Like I said earlier, the luck has a way of evening itself out.

So Von Luck's men must regroup and try again and with that we head into the next game with a sense of deja vu, you can follow the action here: Scenario 3 (again) Attacking the Corridor of Death

Friday, 26 May 2017

Von Luck campaign Scenario 2 'Probe among the hedgerows'

Things had not gone well for the Paras in Scenario 1 Patrol along the ring contour and the Germans had come away with barely a scratch. The Para platoon has been scattered in the parachute drop and various elements are not guaranteed to turn up. The #3 section has been missing in its entirety and Platoon HQ is missing the PIAT team and the Sergeant. With only four support points available for this next scenario I really needed some more of the lads to show.

The plan was to use all four support points to bring in an extra section, with the thinking that boots on the ground are what I need most. However, that couldn't be my only consideration, as the Germans have a very generous 13 points of support, which could well mean I'd be seeing the Lorraine Schlepper with its 150mm gun, or the Pak 40 in the half track. Would the PIAT team stop wandering around the Normandy countryside and turn up? I desperately hoped they would for this scenario so that I would have better options for support.

Well, I rolled for the missing teams and got.... no one. Meaning I was still short the Platoon Sergeant and the PIAT team from HQ and the entire #3 Section (that's two bren teams and a sniper, all of whom will be sorely missed). I was already down three men, with two killed and one wounded. What I did know was that my single full strength section and the accompanying depleted section would have to face, at the very least, a fresh panzer grenadier platoon. That's not even factoring what Dave would chose with his support points. Not very promising.

I used two of my four support points to bring in a PIAT team, as this would be my sole defence against any AFVs. The remaining two points were used for a bren team to make up numbers in #2 section. Not enough to do the job, I feared.

The Germans started well, gaining four free patrol marker moves before the Paras even started. Choosing to use only three markers Dave moved aggressively forward and had soon locked down all his markers where he wanted them before I was totally happy with mine. So the JoPs looked like this:


I had options to cover both flanks, but the big questions was, with what? Two sections just can't cover this much terrain. This was going to be a short game, I was sure.

The Germans deployed a squad to each flank and an MMG support choice went into the woods from the central JoP. Until then I had elected to remain hidden waiting to gauge where he was coming from, but the arrival of the MMG team in the woods and so close to one of my JoPs could not be ignored.

The most advanced German JoP covered by an MMG

Fearing a bold move by the Germans down the middle I decided I would deploy #1 section outside the wall surrounding the farm and put them on overwatch. From there they could cover the centre and turn to cover my left flank if needed.

With the MMG over 12" away, we don't have line of sight to each other.....yet.

Next phase I roll a double phase. Is this my brief moment of glory? I'm not sure, but decide to move the section forward and see if we can shoot up the MMG team. They are not on Overwatch and the Germans don't have a CoC dice available to interrupt. I roll for a normal move hoping for an average roll that would get me somewhere within Sten range, but the dice over-cook this a bit and I roll a 12. That takes us charging forward and to within 4" of the MMG team.

Para aggression carries them too far forward, too fast.

I didn't really want to charge an MMG with a full crew and no shock, but so be it. It could have gone terribly wrong, but in the end I wipe out the entire MMG team, but take three dead and three shock in the process. With my low number of men, these three losses are painful indeed. Dave rolls for his Force Morale, but the Germans are hardened to combat and the death of five men leaves them unmoved. Now, what I should have done was use the next phase to withdraw, but I was feeling a bit over confident and decided to sit near his JoP and deny it to him. Who knows, the turn may end soon?

I pay for this overconfidence when Dave rolls a double phase himself and a German squad deploys from across the sunken road and hits me with a hail of MG42 fire. I take two more casualties before belatedly deciding to retire back towards the farmhouse. That was all very exciting, but costly.

Meanwhile, on my right flank, another German squad that had deployed into the orchard has also taken advantage of the double phase to move quickly up to the stone wall.


Now this is a problem, as they are about 16" from the table edge and a scenario victory. They cannot be ignored. In my next phase, while the remnants of #1 section pull back to the farm, I use a roll of 2 to deploy #2 section into the farm house and farm yard. A bren team goes upstairs in the farm house and the other bren team into the farmyard covering the open ground to my right. Unfortunately I don't have a 3 so they won't be on overwatch, but I do have a CoC dice available for an interrupt.

#2 section bren team guard the flank.

That seems to give the Germans grounds for some hesitation on my right. However things haven't been quiet on my left flank. Despite the large amount of open ground the Germans are moving in some strength and with four German squads now deployed I can see that Dave hasn't bothered with any AFVs and has gone for boots on the ground instead. That PIAT support is wasted. So that means we have four panzer grenadier squads against my two Para sections. I just don't think I can be effective on all flanks, so at best I hope that I can inflict some casualties and retire from the table.


That's a lot of firepower!

As if that doesn't look ominous enough, there are a few more new arrivals on this flank in the form of a forward observer and the German senior leader, both position themselves behind the hedgerow ready to give support and leadership. It's not looking good.



Dave doesn't know quite how thin on the ground I am (one of the great ways CoC creates fog of war, don't you love it?), but I can't see how I can stop this lot. My battered #1 section lurks behind the hedgerow, contemplating wisely that a move up to the hedgerow itself can only mean being on the wrong end of a fire fight.

"I think we'll stay where we are for now boys"

So while Dave was moving cautiously down that left flank, he took advantage of a double phase to have the German squad on my right flank make a bold move for the table edge. His first move leaves him right in the open, in sight of the bren team, but within a possible normal move off the table edge in his second phase. It was time to use my CoC dice to interrupt and the bren in the farm yard opened up.

There won't be a better shot than this.....

I only managed two hits, both of which had no effect. Hmmm, that didn't bode well. Instead of using the second phase to move his squad off the table, Dave decides this is too good a chance to inflict more pain on the paras. With a blast of MG42 fire he kills two of the bren team and inflicts three shock, pinning the remaining crew member and the attached junior leader. That's seven casualties so far for the paras and overwhelming German force still heading their way.

With the platoon lieutenant on the table trying to command the defence, it's clear to him, as it is to all the paras, that the day belongs to the Germans. A withdrawal into the town itself is in order and with that the paras use their next phase to slip away.

The platoon leader calls it a day.

Well, that was short and bloody. The Germans lost five casualties, all from the MMG team and so their 2nd Platoon remains at full strength. With the German 1st Platoon getting their wounded man back from Scenario 1 the Germans still have three full strength platoons to use. The Paras have lost four men killed from the core platoon and for the next scenario will have two wounded men unavailable. In the next scenario I have the option to bring in a fresh platoon, but that one will have to last the full distance, so I need to give this some careful thought. The Para CO is not impressed and his opinion is now at -3 which will cost me a support point in future. The men have taken the loss of their comrades reasonably well and still have some faith in their commanders, their opinion is at -1. Despite all this the platoon commander's outlook remains happy (quite why, I'm not sure!).

The Germans are feeling pretty good about themselves. The CO's opinion at at +2 and the men's opinion at +1.

So far it's going all the German's way, let's hope the Paras can put up stiffer resistance once we get into the confines of street fighting in Le Bas de Ranville. Despite taking a bit of a hammering so far, I'm really enjoying this, my first pint sized campaign.

So we progress to Scenario 3 Attacking the Corridor of Death.

Thursday, 25 May 2017

More Japanese and Australians

Nearly there with the Pacific Australians and Japanese.  I've finished off another section of Japanese, this time in camouflaged helmets.  Once again these are from the Eureka 20mm Japanese range and they are a fine set of figures:





So now I have two completed rifle sections and one grenade discharger section, plus a Type 92 MMG and a Type 92 70mm battalion gun:

Two completed rifle sections
Two rifle sections, one grenade discharger section, 70mm battalion gun and MMG.




To fill out the Australian platoon I bought some of the Warmodelling 20mm Australians.  These would give me a 2" mortar,  Forward Observer, Boyes Anti tank rifle, a sniper and a junior leader with a rifle.  I wasn't overly impressed with the figures when they arrived, the moulding was not particularly sharp and there was a fair bit of excess metal to remove.  In some cases it felt like I was sculpting more than just cleaning up. As is so often the case, once figures are cleaned up, primed and painted they often turn out much better looking than first impressions would give.  While these aren't up to the Eureka standard, they are a good fit scale wise and will work well.




And making a comparison with the Eureka figures.  Eureka on the left, Warmodelling on the right.  I think you can see they fit well together.

Two riflemen and the bren team on the left are Eureka, the rest are Warmodelling

Warmodelling figure in the centre with Eureka left and right

Tuesday, 23 May 2017

Sorting out some shelf queens

I've had a few too many half completed AFVs sitting on the shelf for far too long, so this week I've been finishing these off.  These are a diversion from the Pacific project but give me a bit of a break from that as well.  So first up, in any colour, as long as it's Russian green, here comes the Red Army:

Plastic Soldier Company T34/76


S-Models ISII


Milicast BA64 - unfortunately it suffered a broken MG barrel and needs a repair job.



Next up, in any colour as long as it's panzer grey, we have some early/mid war German armour:

Plastic Soldier Company PzIII



Trumpeter StuG III




Plastic Soldier Company Marder II


After a dose of dull monotones we now go to the opposite extreme for some German late war ambush scheme tri-colour camouflage.  Really enjoyed painting these two.

Hasegawa's venerable old PzIV/70


I think this is the UM Hetzer, I can't actually remember



Last, but not least and back to monotone again, this is the Airfix Churchill Crocodile.  I've made a few modifications to the original kit, but not that much: