Title

Title
Tally Ho!

Sunday, 30 September 2018

Crete 1941 - a patrol clash

Lacking several players we decided not to begin the campaign proper with the planned German assault so that Hauptmann Koch would not be overloaded with too many troops. So instead we did a small patrol game with a platoon a side. The British began on a hill with the Germans in the valley below.



The Germans deployed immediately with their forces mostly opposite the British left and a single HMG holding their own left flank.


The more numerous British deployed on the ridge and into a farm-house of their right.
 

British HMG and infantry hold the ridge

The game settled into a medium range firefight as the Germans sought to exploit their better survivability. There was a brief attack by the Germans flamethrower, which was quickly destroyed by a determined bayonet charge.

They don't like it up um

As the game drew to a conclusion the German HMG was destroyed by some accurate British fire. This opened-up the flank and allowed them to quickly get behind the Germans position, capturing two jump-off points in the process.



With the Germans steadily loosing troops a British victory was declared.

What a load of flankers

 

Saturday, 22 September 2018

Crete 1941 - Campaign Rules



Operation Merkur – the invasion of Crete




Fallschirmjägers exit a DFS 230 glider during training. This type of glider was used during the assault on Belgium’s Fortress Eben-Email and the invasion of Crete.
In May 1941 Germany launched its first (and last) major airborne operation of the war, aimed at capturing the strategically important island of Crete. This campaign focuses on the attack by Major Walter Koch’s 1st Btn Luftlande Sturmregiment against the town of Rethymnon, held by the 2/1st Australians under the command of Lt Colonel Campbell.

Image result for operation mercury map
Turn Sequence



The campaign area is composed of a series of linked zones, with attacks being launched from zone to zone as denoted. There are a limited number of heavy support units so these are only available as reinforcements if they are in that zone:

1.    Support unit moves (one hop per turn).

2.    Launch attacks – one each per turn.     






Hills A and B consist of 2 squares that must be captured, the first battle being an attack uphill and the second down hill. The airfield consists of hills guarding it and the runway itself.



Either side may secure a partial victory by claiming two of the enemy squares (Hills/runway count as 2) whilst contesting the others. Capturing 4 sqaures is a total victory  



Forces



Both sides receive core units (infantry platoons) and then reinforcements depending on the mission involved. Core units are always = 8 points. The reinforcements available depend on the reinforcement strength score of the zone you are attacking from (the black square on the map). The Allies are strong in the area of Hill B, whereas the Germans are strong in the area of Hill A.



Allies
Germans
Matilda II’s x 2 (max 1 per zone)
Bren Carriers x 2 (max 1 per zone)
Off table LG40 battery x 1
Marder II x 1



Battles



The attacker must win in order to capture or remain in the square, otherwise the assault has failed. Should neither side win an encounter game then the battle is drawn and both fail to capture the square.



Casualties are NOT carried forward from game to game - this is an important sector so the whole battalion is available to support you.




Fallschirmjager (Veterans)

HQ: (0 points)
·         CO (SMG), 2IC (SMG)

2 * Squad (2 points)
·         FT1: LMG + 2 crew, SMG
·         FT2: Rifle*7

The CO may act as an AOP on different radio net to the artillery
Commonwealth & Gebirgsjäger (Ave)

HQ:  (1 point)
  • CO (pistol), 2IC (SMG)
  • FT: AT rifle + 2 crew
  • FT: Lt mortar +2 crew

3 * Squads (1 point)
  • FT1: LMG+ 2 crew, SMG
  • FT2: Rifle * 7

The mortar is direct fire only
Fallschirmjager (Average)

1. Upgrade a support team to Vet (1 point)

2. Weapons section (1 point)
·         HMG + 4 crew
·         Panzerschreck
·         Light mortar + 2 crew

3. Support team #1 (1 points)
·         1* Sniper team
·         2 * Medics

4. Support team #2 (1 point)
·         Flamethrower team
·         1 * LG40 recoilless rifle + 3 crew

5. Mortar Section (4 points**)
·         AOP team
·         2 * Medium mortar + 3 crew

6. Artillery Battery (2 points**) (off table)
·         CO (SMG/pistol)
·         2 * LG40 recoilless rifle + 3 crew

7. Marder II (2 points)

** A single weapons team can be fielded at half the cost.
British and Commonwealth (Average)

1. Matilda II ( 2 points)*

2. Mk VI Lt Tank / Bren Carrier (1 point)

3. AT battery (2 points**)
·         CO (pistol)
·         2 * 2pdr + 4 crew

4. HMG team (1 point)
·         CO (pistol)
·         2 * HMG + 4 crew

5. Support team #1 (1 points)
·         1 * Sniper team
·         1 * Medics
·         1* Flame thrower
·         1 * extra AOP

6. Mortar Section (4 points**)
·         AOP team
·         2 * Medium mortar + 3 crew

*If a double 1 is rolled for move it breaks down and may not move again that game. If a single 1 is thrown it bogs down and does not move that turn.

** A single weapons team can be fielded at half the cost.
Name
Type
Speed
Weapons
Notes

Matilda II
Heavy
Slow
Light, coax MG
No HE

Mk VI light tank
Light
Medium
HMG


Recoilless rifles


Medium gun


Bren Carrier
Light
Fast
MG or AT rifle
Open topped

2 pdr


Light gun


Marder II
Light
Medium
Medium gun
Open topped






Airborne assaults



Attackers

·         Assign teams (weapons or half sections) to a wave (4 teams per drop)

·         Have 4 JOPs. Dice randomly to see where they land, 5,6 = go around again, so assigned to the next available wave.

·         Usual rules the move you land – no move or fire.



Defenders

·         All begin on over watch.

·         Become active when

o   Fired on or attacked

o   Enemy spotted in the open

o   On a 6 (D6) +1 / turn.

Tuesday, 18 September 2018

Crete 1941 - the warm-up game

As a curtain-raiser for our Crete 1941 campaign this weeks game was a short refresher on the rules with a few sections a side. We'll be using our own Fireteam available here for the campaign
https://cirencester-wargames.blogspot.com/p/world-war-ii.html

The set-up was a simple one - both sides were patrolling into no-mans-land and looking to push the enemy from the table.

View from the British left

View from the British right

The decisive action occurred fairly early as both sides sought to control the farm complex on the west side of the table. A swift assault by the Veteran German paras push the British back. The paras then proved very tough to harm in the hard cover.

Germans capture the farm early

British cover the farm


Farm firmly in German hands

More centrally British also came under accurate and sustained mortar fire, destroying one platoon and weakening a second as they were outflanked by German mountain troops.

British under mortar fire



At the end-point of the game the Germans had a clear advantage over the luckless British.

Mountain troops flank the british


So we're all set for Crete 1941 as we've blown the cob-webs away. In my next post I'll publish the campaign rules themselves.


Sunday, 16 September 2018

The last crusade(rs)

I thought I'd completed my Crusaders some time ago but whilst at Devizes back in July I got a good deal on some figures so decided to add a few more units - some crossbow men and some unwashed peasants.



 
All figures are 28mm and from Black Tree designs

Wednesday, 12 September 2018

A brace of Napoleonics

The last couple of weeks we've be between campaigns, so took the opportunity to dust-off our 28mm Nappies and hold a couple of games. Both were from Charles Grants Wargames Scenarios.

The Prominent Hill


In this scenario both sides fought to control a hill-line that dominated a vital road junction. Russians / British were pitted against French.

Both sides seized the BUA closest to their deployment area but its was the Russians who made the most aggressive move pushing forward their Cuirassiers to try and slow-down the French advance. Unsupported though, the Russians cavalry were shot-up before being charged and routed by their French opposite numbers.





The French then brought up their Chasseurs and infantry in support before advancing on the main hill-line. The Chasseurs were painted by Stuart-the- Elder and completed / rebased by me,

Stuart-the-Elders chaps  


In the decisive move of the game the French launched a combined assault against the Russian / British infantry, sweeping them from the hill and securing victory.






Bridgehead Breakout

In the second scenario the French are established in a bridge-head and must attempt to break-out by seizing a ridgeline held by the Russians.

The French began with half their troops behind the river and very crowed deployment zone. To prevent the grater French numbers coming into effect the Russians attacked with cavalry on the flanks and infantry in the centre.




These initial cavalry assaults were pushed back as they charged against infantry holding cover. however the infantry faired better, pushing some of the French back. The lack of cavalry support left the Russian columns exposed though and one was routed by the Chasseurs.      



With the Russian attack halted the French vegan a counter-attack, but were unable to take the ridge-line before darkness fell.


The Chasseurs rout the enemy