More US Paras in Normany with Tigers at Minsk. This scenario was originally in the US Para expansion for Squad Leader published in the AHGC General, but it was reproduced in Fireball Forward. I largely based the game on the FF version.
Battlefield from the south. Poupeville lies across the exit of causeway 14 from Utah Beach (the flooded area behind the beaches is off to the north) and was one of the D-Day objectives of PIR 501, 101st Airborne Div.
Each of the buildings is worth 1VP, apart from the tall building at the top (2VP) and the church which is the German HQ and worth 5VP. The side with most VPs wins the game which lasts 55 minutes. Historically the Germans collapsed when their HQ was captured.
The German defenders from GR 919, 709th Infantry division. Two rifle platoons with three sections each and a sniper. In the FF scenario they also have the potential for an MG team as a variable attachment, but in the original Squad Leader scenario, they have an MG mounted on a kubelwagen!
Well, I thought that would be much more fun. I don't have an armed Kubelwagen, but I do have a Horch with an MG, so I used that.
The Germans are all poor quality so their sections rally on 5+ (unmodified) and their force morale is 3.
I had to make up some rules for the sniper - treat it like an FOO for target purposes and it rolls 1D6 and can only ever score a pin.
And the mighty 501st! Lt Colonel Julien Ewell managed to assemble about 40 men to attack Poupeville, including various odds and sods from his HQ section.
Here they have four 'heavy' squads in two platoons with 3D6 and high morale, plus a squad of typists etc with 2D6 and normal morale. They did have a bazooka section attached which I modelled as an AT availability of 3, I thought it might be useful against the Horch. There is also a .30 cal MG team with the HQ.
Overall the force is high quality and has a force morale of 4.
There is a lot of blocking terrain and covered routes to the German HQ, so the defenders were necessarily forced to spread out. I tried to make sure all the open ground was covered by fire and that there was a reserve. The Horch was hard to position - it can't enter building hexes unless on a road and there is a good chance it will bog if trying to cross a hedge. In TaM softskins are also destroyed by a single pin result! In the end I put it on a road behind a hedge covering the left hand side of the village centre. On the roads it can easily move around.
Otherwise the Germans spread out to minimise bunching penalties although the sniper was in the southern house on the N-S road with a rifle section.
The centre didn't look very inviting for the US, but there was cover on both left and right flanks. I went right flanking as I could take advantage of the covered route to get a two hex move for the Paras behind the small orchard. Three squads stacked up there and one occupied the buildings next to the orchard.
The HQ team and .30 cals set up a base of fire just east of the crossroads. They had a pretty good field of fire from there, despite all the hedges and buildings.
The Germans are obviously loaded for bear and gun down the US Paras in the buildings with boxcars. US morale drops to 3. Not a very good start.
The US response is fairly subdued. The .30 cal pins the German section behind the hedgerow while the HQ squad misses. The other Paras deploy in the woods and buildings, one squad to a hex to minimise bunching.
This time it is a different German squad which rolls boxcars and another Para section is destroyed in the 'house of death'. One of the US squads in the orchard is also pinned. Perhaps there are 88s in the town? US force morale 2...
The Germans also shuffle up their reserve section and move the Horch along the road to cover the front of the hedge line.
A shame I didn't take a photo of the Horch moving, as the first thing the US do is shoot it to pieces with small arms fire! You can see a big puff of smoke at the edge of the village. The Paras have clearly got their eye in as they also finish off the pinned German section behind the hedge. German force morale drops to one! The other pinned Para section rallies (anything but a 1).
The German response is a bit pathetic and largely misses. Now the US paras manage to take out another German section AND score a whopping two hits on the combined rifle/sniper group and the sniper is removed. German force morale is reduced to zero and they have to take two fallback tests.
Although some of the Germans manage to pass one test, they all fail at least once and one fails twice. Once all the retreats are done there are two sections clustered around the church and the section from the western hamlet has retreated right behind the hedge! It is a good job LOS from the .30 cal is blocked or it may have been gunned down in the open.
The Germans are fortunate that the remaining sections all end up in command and they hastily occupy buildings in the interior of the village. They have given up the outskirts now the US are deploying their full firepower.
The US take advantage of the German retreat to double move all their units up to the edge of the village as they are out of LOS of the defenders.
The US move into the buildings and both sides settle down to shoot at each other. As everyone is in cover and the buildings break up line of sight, this is singularly ineffective and a couple of turns pass with loads of bullets in the air but very few units actually hit.
The Germans still hold the majority of VP buildings, so are currently winning despite their morale being zero. All they have to do is hold out a bit longer.
Colonel Ewell looks at his watch, 44 minutes on the clock! He decides to break the stalemate with bold action. The HQ squad rushes the church, this locks the defenders into close combat so that the two Para Squads can push forward too without being opp fired. One takes the northern exit building and the other reinforces the church assault.
The defenders fight bravely (pinning the HQ squad) but outnumbered 2:1 in combat dice, they are wiped out. This triggers another German fallback test. They guys in the house southwest of the church hold firm and shoot at the Paras to no effect, while the Germans in the hamlet retreat (again). Perhaps they are Ostruppen? The Germans have to use their turn to put them back into cover. The game clock now stands at 50 minutes.
On what is almost certainly the last turn, the US rally their HQ squad and one of the Para squads occupies the buildings SE of the church to prevent sneaky German counterattacks. The. 30 cal pins the last German section in the village under under covering fire from the MG, the other Para squad changes the cowering Germans who are duly wiped out.
Amazingly the Ostruppen stand and fight, but they can't mount an effective counterattack over the open ground and just shoot at the Paras over the fields, pinning them.
Time runs out and having captured the church, the US have 12VP to the Germans 3, a convincing win and very historical. Without the church they would have lost, and amazingly I didn't roll a single random event the entire game, which is a shame.
That was really good fun and very much captured the spirit of the original Squad Leader scenario. The really great addition was the force morale concept, as once the Germans reached their break point, their defence became badly disrupted and the US could pick it apart. I did think the US might be doomed after their catastrophic opening moves, but in the end quality told and they swept all before them.
I think I'm getting my head around how infantry combat works now, my biggest error in the game was misplaying the armed Horch and it ended up being destroyed without firing a shot. The US also spent too long locked in a firefight in the town, and it was marginal as to whether they would run out of time.




















Great to see that old SL scenario, and some very realistic results from the protracted firefight to the way the timer works. Starting to get a good grasp of how TaM works just from your commentary.
ReplyDeleteThe timer rather caught me out. Everyone was blazing away ineffectually and I suddenly realised the US had to do something, anything, a bit more decisive! It is a very good mechanism, particularly for solo play.
DeleteThat gave a very good narrative. Para Vs 2nd Line units is generally one sided, but the fact this went down to the wire says much for the tightness of the scenario.
ReplyDeleteI was impressed with how close it was, although the volume of fire the Germans can put out rather put the US on the back foot at first. "I don't care if he is some old guy with glasses a foot thick, he is behind 2 feet of concrete and can still pull a trigger".
DeleteI really enjoyed the way the German morale collapsed as it helped open things up a bit. The Americans still had a tough fight for the town.
That was a great fight, glad to see the Screaming Eagles carry the day, and the rules seemed to work out well.
ReplyDeleteV/R,
Jack
Thank you. Yes it was very exciting. After their early casualties I thought the Americans were doomed, but amazingly they carried the day.
DeleteFor a solo game Im finding these rules are pitched at about the right level of time and mental effort expended. You do have to make a lot of choices, but it isn't overwhelming and they feel meaningful.
Martin,
DeleteTime and mental effort is always key in solo games, having to run both sides can quickly become overwhelming when the rules get a bit too ‘crunchy.’
If you don’t mind, I don’t mean to take up too much of your time, but I’m that rare wargamer that never played Squad Leader. You mentioned “I still have a hankering to recreate the magic of Squad Leader…”. I see that there are a tremendous amount of wargamers that love, or loved, Squad Leader; if I may, what is the magic of Squad Leader? I’ve seen some of the rules, the maps and counters, and some of the scenarios and, not to sound irreverent, but I’m not sure I understand, it seems like a pretty basic set of IGO-UGO rules.
I’m genuinely curious and have several times almost purchased a second-hand copy to see what it’s all about, but my concern is that it’s mostly just nostalgia (it appears that a lot of gamers love it but no longer play it, though I have seen there are some folks that still play and some have even adapted them for miniatures), that perhaps they were revolutionary when they came out but that gaming has come a long way since.
V/R,
Jack
Martin, you go first in explaining the magic of SL to Jack.
DeleteHa, no need to queue up Jonathan, jump right in! ;)
DeleteJack
Ooh, that is a tough one. I guess it was very much an antidote to the simulationist school of eg "Tobruk" and some of the annoying abstractions of Panzerblitz and it's endless clones (Mechwar 77 etc).
DeleteIt is one of the few Wargames I've come across which models small arms first beaten zones well and focuses far more on morale and leadership than firepower, coupled with relatively complex tactical terrain to manouvre over. It has its own annoyances of course, no unit integrity and a very John Hill exaggeration of national characteristics but the whole thing just gelled very well as a game system. I'm sure there are some aspects of nostalgia involved of course, and I lost interest once it evolved into the horrible competition gamers set 'Advanced Squad Leader'.
The infantry fire, leadership and morale rules in Fireball Forward are pretty much just straight Squad Leader, converted to a D6 and simplified.
Martin,
DeleteGotcha, and thanks for taking the time to line that out. Sounds like Squad Leader was a dramatic departure from the past, which I understand to have been mainly focused on armor thickness/penetration and other technical aspects of war, whereas SL introduced the human element, and perhaps a better accounting of infantry tactics/weapons employment, at a time when most rules were primarily focused on armor.
I actually used to own Fireball Forward, but sold them! Meaning no disrespect, but my recollection was that there wasn’t anything that particularly stood out as a ‘new’ set of rules, but this is from the lens of wargaming circa 2020, vice 1977.
Very interesting, I appreciate it!
V/R,
Jack
Good summary, Martin. Like Martin, SL and its siblings carry a lot of nostalgia for me too. I was just going into college when SL came out, and it was revolutionary. I also never made the leap into ASL although I am being slowly drawn to it now.
DeleteSL pushed the scale down to squad/half-squad/individual‑weapon providing an immersive, story‑driven game. This was a change from earlier "simulations" like Tobruk which Martin mentions. I loved that game when it came out too! SL focused on how combat felt rather than on strict engineering‑style simulation. Instead of tracking every micro‑detail, rules abstracted outcomes which produced believable battlefield behavior with relatively streamlined resolution compared to earlier tactical designs.
SL put leadership and morale at the core of the system, a change from many previous wargames. Leaders modified fire, movement, and especially rally attempts, so players effectively played company commanders managing fragile sub-units. Drama and tension were high throughout a game.
Great system! I never knew that Fireball Forward was an offshoot from SL. I must give it a look.
Jonathan,
DeleteA hearty ‘thank you’ for your insight, as well, very interesting. I appreciate the additional detail, makes a lot of sense as to why it enjoys such popularity.
I’m quite a bit younger than you guys (I was a couple years old when SL came out), and I came to wargaming late in any case (mid-30s), skipping the hex and counter stuff, jumping straight into miniatures, not knowing much but what I could find on the internet. So I’ve frequently seen you ‘grognards’ referencing Squad Leader and was interested in learning about it, but not interested enough to go and buy an old board game ;)
But you guys do have me pondering giving Fireball Forward another look so, again, I appreciate you and Martin sharing your experiences.
V/R,
Jack
Fireball Forward is worth as it is an interesting mixture of Crossfire and Squad Leader, but I hated the writing and presentation style and some of the mechanisms are insanely fiddly. The authors clearly love polyhedral dice and have you rolling for range bands. I dumped that straight away and went with more traditional fixed range bands. I reviewed them on the blog a while back. I do really like movement, combat and morale/leadership model and hough.
DeleteYes, what I recall hearing back when I bought them was that they were closely related to Crossfire, which is a set of rules that I love to hate (through no fault of the rules themselves, I just can’t get them to work; some great concepts but my opposition and I turn way too cautious, afraid to lose initiative, and so the game bogs down and gets incredibly boring).
Delete“… and some of the mechanisms are insanely fiddly.”
And this. I never even played them, just read through them, had a lot of “why would you do that?” and sold them to a buddy.
V/R,
Jack
Reads like a very convincing narrative to me too.
ReplyDeleteThank you, I think in a solo game in particular , good narrative is key. Silver Stars and Iron Crosses all around for some of the individual acts of heroism though.
DeleteThis was a great and sharp little action, Martin. Reading your post made me recall that the "Steven's Balagan" blog has a set of some great introductory Crossfire scenarios that look perfect for Tigers at Minsk.
ReplyDeletehttps://balagan.info/wp-content/downloads/Crossfire%20Freebie%201%20-%20Mini-Scenarios%202021-05-03.pdf
Steve W
Those mini scenarios are great and would map very well onto Tam as they are pitched at the same scale. I Iast played them in a Vietnam setting using CF with my pal Pete.
DeleteI still have a hankering to recreate the magic of Squad Leader, without the faff of piles of tiny counters falling over and worrying about Portage Points and Bypass Movement. This ticks a lot of those boxes.
One thing that I discovered was that the rules begin to suffer in larger actions as more units are added. What happens is that in larger battles, more units on table throw out much more firepower. This amount of firepower can send both sides spiraling down to zero too quickly. As in most things, moderation is important. I ought to bring TaM back to the table to refresh my memory.
DeleteI would like to see you play a much larger scenario and see if you discover the same.
Some of the scenarios in the pipeline are a bit bigger than this one, so we will see how they go. I think the next one is a bit bigger than this and the following one considerably bigger. I'm just working through them in sequence. I imagine the casualty rate is partly a function of terrain density and table size too, I'll use a slightly bigger hex grid for the bigger maps.
DeleteYes, there is definitely an upper limit where there is just too much firepower in a small space.
Delete