Tuesday 5 November 2024

XXX Corps breakout with NQM, Corps level

 I've been mulling over the previous NQM solo game and re-read the rules. One problem I think was that the scenario I based it on was aimed at producing a fairly even brigade sized game of Command Decision, which isn't quite the same thing as putting a whole motorised Corps down a road. 

So, I thought I'd have another go, but this time basing it on the southern portion of the map for Victory Games excellent 'Hells Highway'. The maps were based on WW2 era US Army 1:25000 maps of the region and are fairly accurate, so I realised that in the CD scenario the ground scale had been compressed by a factor of four, which accounted for some of the oddities.


So, here is the new terrain. These are 2.5km hexes, each of them based on four of the Hells Highway 1.25km hexes. The Meuse Escaut Canal is in the foreground, Neerpelt being the village to the right of the highway, the River Dommel (completely absent from the CD scenario!) snakes down the valley, with Kolonie and woods south of Valkenswaard in the centre. Valkenswaard itself is the town on the far side of the Dommel bridge, and Borkel is off in the centre right. This represents an area 15km x 25km.

The woods are very boggy, so vehicles can only move one hex in them. The River Dommel is fordable by leg infantry (takes the whole move) but impassable to vehicles unless at a bridge


Once more we meet Kampfgruppe Walther, dug in around Joes Bridge (the empty three hexes are the British Bridgehead).  I went back through 'It Never Snows in September' with a fine toothcomb to figure out the actual German OB. So on the left we have Von der Heydtes 6th FJR with two FJ battalions and a command/support battalion. The Regiment was missing one battalion but had a powerful 4th weapons battalion. I rated these guys as 'trained' as VdH reckoned they had been committed far too early. All the German units are very weak, so only start with 2SP each.

On the right is SS KG Heinke from IInd SS Panzer Korps, a battalion each of panzergrenadiers from 9th and 10th SS Panzer Divs, the 10th SS Panzerjaeger battalion, a company of 10th SS engineers and a motorised 105mm battalion from 10th SS Panzer artillery regiment. These were all 2SP as well (perhaps a bit generous to the SS panzerjaegers as they only had 15 Jagdpanzer IVs), and according to Kershaw, they were also supported by a 20mm Flak platoon and a pair of 88mms guns, so I did these as two infantry battalions (they were very short of transport), a support/HQ with Flak and a 2SP Jagdpanzer IV. Veteran morale 4.

Finally in the centre down the road we have the mysterious KG Hoffman, ranging in strength from a company to an entire Regiment, depending who you believe. Hoffman himself said most of the personnel were rear area combings and many hadn't even held a rifle before, let alone fired one. They did have attached a company of 75mm AT guns from 6th FJR and also the mighty 6th Luftwaffe Penal Battalion, still in tropical uniforms. In the end I gave them an infantry/AT battalion, another infantry battalion, a command/support unit and the unfortunate penal troops. The latter were so bad that along with only being 2SP, I also gave them a hit to start with. The SS engineers were also attached to Hoffman. Unlike the film, the 75s were actually in Kolonie, which the German had recaptured a few days earlier in counterattacks on the bridghead. So Hoffman is deployed in depth with the 75s and Penal guys in Kolonie, the two trainee FJ units dug in behind that, and the SS engineers even further down the road. Although they are 'poor' morale 2, their bit of front is the most heavily defended, with five units on a 1 hex frontage(!). 


By actually modelling Valkenswaard, the German rear area guys have a bit more legroom than the previous game. The KG HQ is in Valkenswaard, the artillery on the road and the LOG stuff parked up in sideroads in the woods. Field gun range is 5 (12km) so they can cover the front line from here. The SS Panzerjaegers are in Borkel. This is about as close to the historical setup I can manage, and I also gave each Regiment their historical orders, essentially, defend their bits of turf, something both Heydte and Heinke complained about.


And at the other end we have the lead elements of XXX Corps. Guards Armoured Division, 231 Brigade from 50 Div, the artillery of three entire divisions and four medium Regiments from the 2nd Army AGRA. A bit more artillery than the previous game.


The Neerpelt Bridgehead. The Irish Guards Group are deployed in the centre (1st and 2nd Irish Guards) with the Welsh Guards just behind. 231 Brigade is deployed either side of the main highway tasked with expanding the corridor. The Guards and 231 Brigade will have their own artillery to support them plus the XXX Corps medium guns, the attached 43 and 50 Div guns will only fire the opening barrage.


The other brigade of Guards Armoured is further back, as is the engineer Regiment, AT Regiment, Div HQ, fuel column. I gave each Armoured Brigade an attached engineer company, the remaining company stayed with the bridging train.


Deployed behind the canal is all the artillery. The 5.5s (each one represents a couple of medium regiments) have a range of 7 and I'm planning on using them for counter battery fire. Sadly the German HQ is just out of range in Valkenswaard.


Quite a column! Their aim, as historically, is to reach the River Dommel in front of Valkenswaard by midnight, and ideally clear Borkel and Petter on the left and right too. I'm going to use 3 hour turns or there just isn't going to be time to cover the ground. That will be four turns of play starting at 2pm, so the last two will be dark with no air support.

The real attack was preceded by medium bomber attacks the length of the road, and the attack was supported by both Typhoons and Spitfires equipped with bombs. I gave the Allies a couple of flights of Mitchells (2 x Heavy dice each), one Typhoon (1 x Heavy) and 1 x Spitfire jabo (1x Medium).



The attack opens with air attacks, medium bombers plaster KG Hoffman around Kolonie and the Sptifires take on the Jagdpanzers in Borkel (everyones favourite move on turn 1 of Hells Highway, how dare the Germans have any armour!). I'm keeping the Tiffies for the breakout.


Naturally the bombing is almost completely ineffective, scoring one hit on the second line of Hoffman and one hit on the Jagdpanzers. The 300 gun bombardment makes up for that though, the field guns hammer the German front line and the 5.5s take on the German artillery while the Tiffies strafe Kolonie.


That is more like it. The AT guns and Penal troops in Kolonie take 2 hits each, and the 9th SS panzergrenadiers take another one. The Irish Guards and Devonshires assault the three hexes due east.


And all three German units are driven back. Amazingly the AT gunners and Penal guys actually survive but are shot to bits and retire through their own troops to reorg. To avoid the infantry advancing through the German defensive barrage, the Irish Guards put their Shermans into Kolonie. No Allied casualties at all that turn, but the German artillery fire on the road is extremely annoying.


The German LOG prioritises Hoffman and the damaged FJ and Penal units reorg to one permanent hit each. The SS are left out on a limb.


Next turn the 43 and 50 Div guns are withdrawn along with the Mitchells, but the remaining guns and tactical aircraft pound the next German line. The German defensive barrage manages to hit some of the Shermans in Kolonie though.


6th FJR and SS Heinke both fall back a couple of km to straighten their line and block holes. At this point I had to re-read the rules section on how long it takes to dig in, but the Germans certainly couldn't move and entrench on the same turn. 

The Devonshires redeployed to focus on the right flank, which was better infantry country, and the Welsh Guards fanned out to the left of the Irish Guards in the better tank country leading to Petter.


Further back in the traffic jam, the AT Regiment and Engineers move on, as does the attached Household Cavalry armoured car Regiment. I've modelled this as a single R3 unit, as the table is very congested already. Very wisely the other brigade stayed back for now.


The Devonshires and Guardsmen attacked again. The flank attacks managed to overrun an entire battalion of FJ and one of the panzergrenadiers, and in the centre the Irish Guards finally destroyed one battalion of KG Hoffman and the HQ fell back in disarray to the German gun line. Losses were now mounting for the British though, and a plethora of sixes meant no less than five units ran out of ammo, including the Typhoons and two artillery regiments! The lone supply column was going to struggle with that a bit.


The Germans reorganised Hoffman again. This reduced their morale to 0 so no more reorgs and no more attacking. The Allies focussed on resupplying and reorganising the front line combat units to maintain the momentum of the advance. This may have been an error. I planned to move the out of supply guns next turn to concentrate them and be able to resupply them more easily.


It was nightfall now, so no more air support. However, the Household Cavalry took advantage of the collapse of 6th FJR to dash into Petter and recce the German artillery! Are there ZOCs? I'm not generally a fan of units running past each other, but that was quite funny. 


The battered remains of SS Heinke fell back across the Dommel and the Jagdpanzers crossed the bridge to hold the left flank of Hoffmann. This was also a silly move as it ended up with the armour in close terrain and vulnerable to infantry assault from 231 Brigade who were pushing up in fine style now.


5th Guards Brigade now manouvered into unoccupied Petter while the Divisional AT Regiment covered the left flank. There wasn't much threat from  the remains of 6th FJR, but best to be careful. The Irish and Welsh Guards could now attack both the crossroads and AT gun line to the south of it. 


The Germans were already pretty beaten up and the survivors were pushed off to the northeast. The Jagdpanzers seem to have vanished at some point, so I presume they were knocked out by 231 Brigade, but now the AT guns and SS engineers occupy the bridge exit to Borkel.


After reorganising, some of the Germans are left disorganised as they are out of contact with their HQs. I suspect I've been a bit generous with reorgs, I need to re-read the rules on the restrictions. 6th FJR have made it to the cover of the woods anyway.


There isn't really anything left around Valkenswaard though, the KG Hoffman support/HQ and 105mm Artillery both have one casualty and one hit, they daren't reorganise as if the hit becomes a casualty, they will be destroyed. The Germans are fought out and the Allies have made it through the woods to their objective. 


The corridor is firmly in Allied hands, as it is now 2400 hours, time to call a halt.

That was a much smoother than the more tactical game and the extra legroom meant the logistics units could operate more freely. It was still very congested around the Allied bridgehead, and I should probably have moved the features north a hex or two as we I didn't really need to use the area north of Valkenswaard. I think I got in a bit of a mess with reorgs, I kept forgetting that units under bombardments can't remove disorganisation, and presumably can't resupply either. I also only realised towards the end that hits are applied in the combat outcomes phase, not as they happen, which I think means they can still fight, even if they get obliterated by the opening bombardment. Is that right? I didn't actually miss ZOCs after a while, but that may be due to the small table size. I'm hoping to chat to Chris about some questions I have, so I'll do a list as things come up.

There still seems to be an awful lot going on, I suppose I'm playing both sides, so effectively running a Corps on my own, but it does rattle through quite quickly. 





Saturday 2 November 2024

Its Shootin' Time!

 We were back at Tapton for one of Tims 54mm extravaganzas, this time, Wild West Skirmish. We were using a very simple set of skirmish rules, which bore a distinct family resemble to Fistful of Lead. We could impose matrix arguments on top of the rules  to influence the flow of the game. 

The idea is that this is a cinematic version of the Wild West, in our case, more like a 1950s B Movie.


Tims beautiful Wild West town, mainly Starlux buildings.

The players all had individual (and secret) objectives, some of which conflicted with each other, and many were quite peaceful. The trick was figuring out what other people were up to and trying to thwart them, while meeting your own objectives.


Although the Church obviously isn't Starlux! An equally lovely Stagecoach heading into town. 

There were four players for the various gangs, including Pete who had the Brown Hat gang. Jerry was the Natives, John the Sherriff and Russell the Preacher.


Wells Fargo office and one of the two Banks. The four rival gangs all started outside the town.


Various NPCs littered the town. They could be involved in the game via matrix arguments.


Here are my chaps, the infamous 'Bare Head Gang', easily identifiable due to our lack of hats. I can't thin why Tim gave these guys to me... We started in the southwest corner, directly opposite were the Blue Hat Gang. The Brown Hat and Black Hat Gangs were at the other end of town.

Anyway, despite our bravura appearance, we were actually very cowardly, and our objectives were to look tough but avoid any fights and survive the game.


Rather than rushing into town where there were all sorts of unsavoury characters, we spent some time outside doing target practice on these innocent cacti. This gave plenty of time for everyone else to get into trouble, while we notionally improved our shooting skills.


Up at the other end of town, the new Preacher and his wife dismounted the coach and proceeded to issue a very dull sermon in the middle of the street. Meanwhile some Natives were up to something in the church, but it wasn't obvious what.


Meanwhile the Black Hat gang assembled around the well, en route for the Saloon. In the foreground is the Sheriff (in black) and one of his deputies while the White Hat Gang "guard" the other Bank. Or at least lounge around outside it.


The Brown Hat Gang interrupt the Preachers sermon with some raucous singing.


The Preacher leads his congregation to the church, where the Natives are still up to something inside.


Meanwhile, shots ring out in the New Jersey night.... (apologies to Bob Dylan). The Black Hat and Blue Hat gang start exchanging gunfire in the street! The Sheriff quickly guns down two of the Blue Hats.


The Bare Headed Gang now move imposingly forward to help the Sheriff restore order. The Black Hat use this opportunity to rush the Stagecoach, while the last Blue Hat robs the Bank!! He leaps for the passing Stagecoach, but drops the swag bag on the way out.


Now the Black Hats and all Blue Hat are all in the Stagecoach, exchanging fisticuffs. In all the kerfuffle my chaps sidle over to the Bank and retrieve the dropped swag bag. We are goodies after all....


As the Stagecoach and its various outlaws hurtle out of town, the Preacher re-emerges from the Church and begins preaching again. The Natives had slipped out of the Church and were instead in the General Store loading up on beads, booze and guns and emerged into the street very pleased with themselves.


The Preacher gives succour to the wounded. Meanwhile my guys slipped around the Bank and made off with our loot.


The Preachers mask finally slipped and he made a beeline for Big Lils' establishment of ill repute, and he lost himself in a sea of sin.


The Brown Hat Gang were seen off by an angry storekeeper with a large broom!


And thus the dust settled on the final scene as the Stagecoach vanished into the sunset...

That was a load of fun and a very entertaining way of spending the day. I realised halfway through that we've actually played this before, but I was the Brown Hat Gang in the previous iteration, who have very different objectives.  


Wednesday 30 October 2024

The God of War - more Soviet artillery

 Along with the horse limbers, I saw that 3D Printing Valley did some Soviet artillery. They didn't list them as available in 1/100th, but I sent in a special request and they agreed to print them up in the smaller scale (some of their stuff is too fine to print in smaller scales)


It wasn't a huge order. A pair of 122mm howitzers and a 76mm Regimental Gun. 


The Regimental gun is very nice indeed. A single piece print too. I've been vaguely after one of these for years. 


As it is resin, it is very crisp. I realised I had run out of kneeling Soviet gunners though. The guy on the left is a kneeling US mortar crewman, ands the guy sitting on the trail is modified from a spare PSC SU76 crewman. I had to file his tankers hat into an approximation of a helmet.


The 122mm howitzers had separate barrels, but they were easy enough to fit after a bit of trimming. Otherwise they were also single piece prints with the shield, trails and wheels all printed as one piece. 


Again, I was short of gunners so the guy on the left is a standing US mortarman with his hands in his ears, and the guy on the right is an SU76 commander in a greatcoat with his tankers hat filed down. Ideally I'd have three gunners, but I didn't, so I added a spare ammo box instead from the ever useful bits PSC supply with their kits.


Lovely crisp resin pieces, I'd recommend these to anyone. I really like the detail on the wheels. It makes my Syborg 76mm guns look like lumps of plasticene.

This was a timely reminder to order some more Russian gunners as well, so I will have some in stock in future. 




Tuesday 29 October 2024

The Other Partisan 2024

 Took a trip to The Other Partisan recently, so this is (yet another) Partisan report. I'm obviously a bit late to the party as loads of other people have done theirs already. I had a running event in the morning so could only go for the afternoon.


I got there at 1.30 and the place was still packed! I'm used to the numbers really dropping off after lunch.


The Participation Game zone was heaving too. Numbers did drop a bit later in the day, but nothing like they have done on the previous few years.

I didn't spend too long on the demo games, as I'd seen a lot of them at Partisan earlier in the year. One or two caught my eye though.


Harrogate Wargames Club had this great 28mm Vietnam Game, with fleets of Hueys on upturned beer glasses.



And the Chesterfield gang put on this lovely game of Malplaquet.


There was also this lovely First World War game set in Africa, but I didn't catch the club putting it on. Tanga with added armoured cars and camelry?

I did manage to catch up with some pals.


Graham Evans and Edgecot with the Northampton Battlefields Society. This is the old/new display with a lovely new mat and the old 28mm figures.


Chris Kemp offers exciting tryouts of NQM (available at all reputable booksellers near you). Taking Longstop Hill this time.


And to my amazement there was  a WD stand. I gather it was added at the last minute courtesy of the Northamptonshire Battlefields Society generously sharing their tables. Mark explains the intricacies of our Market Garden game.


I thought I'd have a crack at Longstop as I had some questions for Chris after solo playing the published set, and it was much easier to run through some examples. This covers the 78th Div attack on Longstop Hill in Tunisia, although apparently a US RCT has also put in an appearance. Chris ran the game all day, putting on a series of brigade attacks to take each successive German position.


I got 11(?) Brigade who had just taken this village so were in some need of resupply and reorganisation. A chance to delve into the mysteries of bombardment and disorganisation markers. The 'Hand of God' is busy pulling back the Germans to their next village.

I just shuffled the British around until they were in a position to reorg and brought up some armoured support. One of the British battalions was out of supply, but unfortunately the LOG was out of range, but I moved it across anyway. The medics moved up too in anticipation of the next stage.


Although my recce failed to spot the enemy positions in advance, I rolled up an infantry/armour engineer attack on the next village supported by artillery. In reserve we had the Brigade HQ and the unsupplied battalion, and two US battalions covered the right flank.  The 25pdrs had to move up too as they were out of range.

We stonked the village and sent the first wave in. Very unfairly the Germans laid a counter barrage, which rather scuppered our infantry assault.


Fortunate favours the brave etc and we managed to push the Germans out anyway. The 25pdrs got lucky and rolled a '6'. Out of ammo, but they hammered the defenders who lost the combat outcome roll.

Decision time - I could put the tanks into the village, but they would be vulnerable on their own in the close terrain. If the infantry pressed forward through the enemy barrage, they'd take a hit, but would be able to support the tanks.


In the end I opted to take the hit on the infantry. There was an entire FJ Regiment next to the town and I didn't fancy the Grant Regiments chances against them, besides the medics was close by. This turned out to be a wise choice as the Germans launched a counterattack while our chaps were still disorganised. With the help of the Royal Artillery and Engineers we managed to beat off the FJ, who retired to lick their wounds.

That was a really useful tryout and I clarified a few things in discussion with Chris which had been puzzling me. It turned out my guesses had largely been correct, but I'd been over thinking some other aspects.

Many thanks to Chris for his patience!


I also had a go at our old Market Garden game. This is the bijou 2' long version, and very nice it was too. It fitted neatly onto the 6x4 table that John had been able to procure. The player task is to get XXX Corps up the road to Arnhem. "Here is a story you will tell your grand-children..."


Everything was going swimmingly until we got to Son. Let down by the Yanks, again. Time to bring up the 'Bailey crap". The German forces are shown by the face down playing cards, XXX Corps needs to play better cards from a hand of five to beat them and advance. You can also resupply (replenish your deck up to five again) and reorganise (discards one or more cards). The latter is very useful if the highest card in your hand is a seven and the Germans have drawn a King...


After various trials and tribulations including an encounter with Tiger Tanks (ie the King of Spades and I had nothing higher than a nine!) near Grave and a nasty German counterattack at Veghel, we squeaked past Elst on the jammiest cards imaginable and made it to Arnhem in the nick of time. Hurrah!

What a great day out and it was really nice to catch up with everyone. I also managed to play two games, buy a lot of the things on my shopping list, and one or two accidental purchases as well. The toys will be revealed in future posts.