Thursday, October 1, 2015

Men of the South

"The Wind That Shakes The Barley"

County Cork, Ireland: 1921

We played this scenario 6-7 years ago, and we used a friend's rule set. 

Background:

It is 5 months after the Kilmichael Ambush (November 28, 1920), and although the British Government has increased the number of Crown Forces in County Cork and declared martial law, the West Cork Brigade of the Irish Republican Army (IRA) is still causing chaos, and the Royal Irish Constabulary's (RIC) Auxiliary (Auxies) Divison and the Black and Tans are frustrated with their failure to engage their enemy in the open.  Commandant Tom Barry is leading the Flying Column and gets word that the Crown Forces are concentrating patrols on the Bandon - Cross Barry -Cork road.  Barry plans another ambush, but is unsure of his opposition . . . .

The Flying Column hid in the fields and hills and waited patiently, as a Heavy British Army patrol passes on its way to Cross Barry.  Commandant Barry knew he did not have the means to knock out an armored car and wisely opted to let the patrol pass. 

30 minutes later two Crossley Tenders coming from Crookstown approach the T junction and were ambushed by the Flying Column.  Barry had positioned his rifle squads on the hill, across the river and behind the hedge row facing the T junction.  Although the Auxies were elite in morale and training, the IRA volunteers were in good spirits and had the element of surprise.




Church ruins and Irish landscape



The River Bandon
IRA Rifle Section waiting patiently.
 


IRA Rifle men and Lewis gunner observing Auxie patrol.
After the Crossleys passed the Church lane, the rifle squad that had hid on the reverse side of the hill moved down the lane to close the back door in case the Auxies tried to escape back towards Crookstown.  Fortunately the IRA had previously captured a Lewis gun that beefed up the IRA's dice rolls.

Auxies searching for men and arms cache.
 
 
 
Really needed to highlight my figs.
 
Barry makes his move.
 
The Ambush is sprung and Crossley Tender is ablaze.  The driver and five Auxies were killed out right.
Earning their Pound a day!
The Auxies panicked and dispersed in all directions, but the IRA rolls were devastatingly effective, and casualties mounted rapidly.  With no retreat possible due to the IRA rifle squad barring access to Crookstown, the Auxies fought on until they were all killed with no one willing to surrender.

Take Cover!!!
"No bad shots at ten yards".
Fighting to the end.



Thursday, September 24, 2015

Find the Guns (June 6th 1944).

We played this game twice with different results.  The first one (November 2014) was a play test using Force on Force rules.  It is D.Day, and Easy Company of the 504th Parachute Regiment of the 101st Airborne is tasked with finding and destroying German artillery that is harassing Utah Beach.  Five 10 man squads (including a HQ squad) will set up one foot in on the table, and search, discover the artillery position by the end of the fifth turn, and destroy the guns, to complete their objectives.  The Germans are in fixed positions, but their numbers are unknown.  The hedgerows (bocage) limit line of sight, and vehicles cannot traverse over them.  The game will last 15 turns, and Force on Force Rules are being used.

American Objectives:
Discover the artillery position by the end of the fifth turn.  10 points
Destroy or capture a German artillery piece.                         5 points
Kill a German soldier                                                              1 point
Take and hold position by turn 15.                                        10 points
German Objectives:
Artillery not discovered by the end of the fifth turn.              10 points
Kill a US Paratrooper or capture Paratrooper.                          1 point
Germans still holding position (and firing artillery)                10 points
  

Table Map
Americans enter from the West end of the table, and set up a foot in from table edge.


 
 
Over view of center of table
 
 
Squads 3 and 4 with HQ in reserve.
 
 
 
Turn 1
The American players started cautiously even though they were reminded that there were only 15 turns, and where spread out across the table.  The 4 squads and the HQ advanced from the hedge rows with Squad 1 moving across the road to advance on the village taking advantage of the bocage.  Squad 4 advance at the bottom of the map table and crossed the road, (figures can walk 6 inches and fire or run twelve but cannot fire), but their advance was slow because they opted to climb over the bocage, and that reduced their movement. Squads 2 and 3 advanced in the center cautiously.  The German's had a couple of patrols out but spotted no enemy movement.  American players are informed that German artillery can be heard to their front. 
 
Farm House facing Squad 4

Squad 4 assault the Farm House

 
 
Turn 2
 The American forces (Squads 2 and 3)continued their advance into the fields and (Squad 1) towards the town, but the American player (Squad 4) facing the farm house continued to be cautious (not knowing if the enemy was present) and sent a two man probe forward crossing more bocage.  In the middle of the table, caution seemed to be the rule for the day, and advancement was slow due to the terrain.  US players were trying to avoid using gates and gaps, and preferred to go through the bocage.  Again the German's failed to spot American movement.  American players are informed that German artillery fire is continuous.
 
Squad 3 seek cover in the Barn ruins

German Ost Patrol

 
 Turn 3.
 
Squad 1 reached the edge of town and split into two squads crossing the road.  One half of the squad entered the first house, but a vigilant German sentry spotted their movement.  The squad in the middle continued to cautiously advanced past the ruin barns.  Squad 4 at the southern end of the table entered the farm yard and occupied the Farm House.  Again, the German patrols made no sighting of the enemy besides on the edge of town. German artillery fire seems closer, but position(s) not observed.
 
Squad 1 divides on edge of village
 
 
Squad 3 advances through cows grazing
 
 
 
Turn 4
 
Squad 1 in the town takes position around the house, but is fired upon by a German sentry across the road, but misses.  Paratroopers return fire and kill the soldier (1 point and first blood to the US).  Squad 2 in the middle of the table advances to the next hedgerow, but cannot do anything else.  Squad 4 in the Farm House set up an OP with a 30 caliber MG team, and spot the artillery position south of the town, and the player is informed of the layout of the German position.  After getting over the shock of his discovery he must wait a turn to inform the other squads by radio.  The third squad  having started out east of the pond, had crossed the bocage and had cautiously advanced from the road into the next field and proceeded to the next hedgerow by the Farm Lane.  The HQ advanced behind Squad 4 and took up position in the Farm Yard.  The German patrol returned to its original position, without sighting the enemy.
 
Half of Squad 1 occupy house and garden.
 
 
Squad 4's 30 Calibre MG
 
From the roof, Squad 4 spots the trench system and terrain dramatically changed.
 
 
Turn 5
 
The MG opened up on the German artillery position, but missed (German player had a number of good saves on his dice roll).  Squad 2 sent a scout to the top of the bocage and discovered an elaborate German position with gun pits connected by trenches.  The guns were manned and firing, but there were only three Germans on guard duty.  The paratrooper fired, but missed, as did the German when he returned fire.  At this point, the German infantry dispatched to defend the guns were not front line troops but rather members of an Ost unit (D8 quality).  The Paras (were D10 quality and highly motivated) had a clear advantage in this situation.  Squad 3 continued its advance and made it to the bocage adjacent the German position.  Squad 4 moved from the Farm House into the farm lane and took position along the hedge row and gate.  The HQ replaced Squad 4 in the Farm House.  The MG team used suppressive fire on the trenches to disallow German infantry from moving up to defend the front gun pits. 
 
Squad 2 about to advance over the bocage.

Squad 2's scout discovers the artillery.


Squad 2 assaulting the trenches and Gun Pit 1
 
 
Turn 6
 
All hell breaks loose along the entire front.  Germans start to react to the assault, with two Ost squads moving towards the trench system (they had been off duty).  One squad of German SS, (D10) set up in the ruined Farm House in the Southeast portion of the table were in reserve, and one Ost squad was located in the village.  The German artillery crews were also armed, but their Troop quality was a D8.  Squads 2 and 3 entered the trenches and attacked the two gun pits killing several crews and forcing the rest to run, while taking three light wounds.  The MG on over watch continued firing in response to the Ost troops attempts to reinforce the trenches.  The German gun crew in the third pit stopped firing and picked up rifles to defend themselves as the paratroopers advanced.
 
German Artillery crew at their post, but were surprised.

Squad 3 assaulting Gun Pit 2.

Ost Infantry advancing in trenches.
 
 
Turn 7
 
Americans opted to move through the trenches cautiously as the Ost troops could react.  Squad 4 on the right flank opted not to advance into the open field and held their ground.  The US commander was worried that German reinforcements could arrive at any time and decided to play it safe while running up the center of the table.  However, German resistance started to build in the village, and Squad 1 received 2 light wounds and 1 KIA.  The MG suppressive fire was accurate and casualties were inflicted on the Ost troops, and a hidden German MG post was discovered that protected the artillery position's right flank. 
 
Hidden MG post protecting the flank.

Squad 1 trying to gain a further foot hold.
 
Turn 8
 
Squads 2 and 3 continued to maneuver and fire and the Germans were forced to retreat beyond the trenches, having suffered further casualties, but were able to kill two Paratroopers from Squad 2.  Troop quality and morale were significant, especially in close combat, and the Germans were at a disadvantage as the Paras advanced.
 
Squad 2 fire and maneuver

German Gun Pit 3

Squad 3 advancing to the east end of the trench position.
 
 
Turn 9
 
The SS squad in the farm house opened up with their MG trying to suppress the US advance, and half their squad advanced to fixed positions to engage the enemy.  Squad 1 had attempted to penetrate further into the village, by taking position in the City Hall (Off White building), but were receiving fire from Ost troops, and the US player decided that he did not have the resources to advance, and decided to hold his position. 
 
SS MMG in ruined Farm House.
 
 
Turn 10
 
The German Commander received reinforcements in the form of two squads of Wehrmacht (D8) with two French Renault R35s, one half track, and a tracked French truck with a mounted 20mm AA gun, from the northeast end of the table and entered the village.  Squads 2 and 3 cleared the trenches and captured all three guns, but had yet to spike them.  The US Commander at this point received mortar support, but had no targets in sight, and could not see the German reinforcement arriving in the village.
Squad 3 holding the German position
 
Wehrmacht SDKFZ

Renault R 35 advancing into the village
 
 
Turn 11
 
The Germans advanced into the village, and Squad 1 fired having been placed on reaction fire.  The 30 caliber MG opened up and with a cross fire established, the first half track took numerous hits, but the German player rolled well and made a number of saves.  In response, the German player inflicted casualties on Squad 1 and there were 2 KIA and 1 wounded.  It looked as if the left flank was going to crumble, but the Germans did not push their assault.
 
Turn 12
 
Caution prevailed on both sides, with the US holding the artillery position and the right flank.  The concern was the left flank, but the German player opted not to push the issue, and took up defensive positions in the other buildings.  Squad 1 was at half strength, but had passed its morale check.  However, Squad 1 did not possess any anti tank weapons, and if the German player had have pushed the issue, Squad 1 would have been killed, captured or forced to retreat.
 
Turn 13
 
The game ended with the German commander giving up, because he did not have sufficient resources to counter attack, and the forces in the village were not strong enough to exploit the situation on the left flank.  An American victory was declared having taken the position and capturing the guns, and the Germans had 12 KIA and numerous other wounded.  The Americans had lost 7 KIA and a few light wounded.  
 
 
 
 
 

Monday, September 14, 2015

Operation Green Part II

Well two weeks turned into two months.  We had played the first night back in June, and due to scheduling conflicts we could not play until August and then three of the original players could not make it, and we played anyway.  The Russians had crossed the N1 and had secured the Government building, completing two of their objectives.  All markers had been withdrawn allowing the Russian BDM and Irish Panhard AML 90 to maneuver, )and at the end of Turn 9 visibility restrictions would be removed). 

Turn 9

The Panhard APC and AML90 relocated, but the two remaining Irish infantry squads remained in the buildings straddling the N1.  The Russians solidified their position in the buildings they had captured, and their heavy weapons squad took position on the roof of the government building giving them control of the surrounding area.  The Irish were in a tough position and the remaining objective (small factory yard) was well within reach as the Russians continued their advance.  
A BDM relocated after the Panhards withdrew, and provided cover to the airborne squads having crossed the N1.

Turn 10
In turn 10, one of the Russian player misread the situation and instead of crossing the road to support his comrade in arms, he tried to flank the Irish position by advancing through the hedges and abandoned factory buildings, but came under fire from the only Irish infantry squad south of the N1, and at that point, Irish reinforcements arrived in the form of one truck towing a Bofors L70 and another carrying an 8 man infantry squad.  The Irish immediately engaged the Russians, but both sides missed their targets.
 
 


  Hand to hand fighting for the building which the Irish won.

Turn 11

The Irish took up positions in buildings to stop the threat of the Russian advance, and the Russian player in desperation decided to close assault, and again the Irish had luck on their side and killed one and took three prisoners.  The Bofars then was repositioned to fire (on Turn 12) upon the Russian Heavy weapons squad on the roof of the government building.


 
 
 
 


 




 
It was also in Turn 11, that air support arrived when a Fouga Magister strafed and dropped two bombs destroying a BDM.  The Russians had a chance to shoot it down with small arms fire, but missed.  The destruction of the second BDM forced the Russians to go on the defensive and hold the T Junction and government building for the three remaining turns.  It should have been a total Russian victory, but the failure to coordinate an attack on the buildings north of the N1 and ultimately the factory yard, saved the Irish players.
 
 
 
 

Sunday, September 13, 2015

Operation Green: Soviet Airborne Invasion of Ireland

I worked a while on this project, and did some research into the Irish Defense Forces in the 1980s.  I came across a book called Irish Army Orders of Battle: 1923-2004 by Adrian J. English that gave a break down of unit organization, weapons, and location of forces (unfortunately, the book needs to be edited for typos).   The rules were Force on Force " (Cold War Goes Hot).

 
Operation Green
The Soviet Airborne Invasion of Ireland
June 1982
 
In the summer of 1982, Soviet Airborne troops or VDV (Vozdushno-Desantnye Voyska) land in large numbers north and south of Dublin, at Cobh in County Cork, and at Shannon Airport.  One force of Soviet Paratroopers is to cut the Dublin to Belfast Road (the N1) north of Dundalk.  “A Company” of the 27th Infantry Battalion is defending an industrial park north of Dundalk with orders to keep the road open.  Soviet forces are to cut the road and sufficient forces must occupy key building to meet victory conditions within 15 turns.  The Irish force objective is to deny the Soviets’ their objectives.

Forces: 
The Soviets start with 4 (8 man) squads of Paratroopers, 1 HQ Squad, a support weapons squad and 3 BDMs.

The Irish have 2 (8 man) infantry squads and a (8 man) HQ squad, a sniper team, 1 Panhard M3 APC, and a Panhard 90 AML.  On turn 4, an 8 man Irish Ranger Wing (IRW) (Special Forces) arrive in two Alouette III helicopters to reinforce A Company.

Turn 1.  The Soviets with 1 squad and a BDM came on the road and adjacent field cautiously, and the Irish fired a house over-looking the T junction and inflicted two casualties.  The Soviets returned fire but the Irish rolled high blocking their potential hits.  A Carl Gustav from the HQ squad was attached to a fire team on the roof of the white government building, before the start of the game to beef up the defenses but held its fire on the BDM.
 
 

 


Turn 2.  Another VDV squad advanced through the field and another BDM arrived on the road with two additional VDV squads using the APCs and hedges for cover.  Again the Irish fired from the house and government building roof and a BDM was hit by a round from the Carl Gustav and was suppressed.  The commander in the other BDM was hit by a sniper (but would later survive).  The Russians returned fire hitting the fire team in the house over-looking the T Junction (At the start of turn 3, First Aid was conducted and 2 of the 4 got back up to fight).  The Irish player got lucky by rolling higher when the Soviets went to react to his fire and withdrew his fire team from the roof of the building, denying the Soviet player the chance to inflict any casualties.

 

Turn 3.  The luck of the Irish held and they continued to hold the house and the Irish fire team on the government building returned to the roof edge to engage the enemy.  A third BDM entered the fight with the HQ squad.  Thus far the Irish had only been able to use 1 infantry squad and a sniper team, but once the Irish players realized the Soviet’s intentions reacted by moving the HQ squad and the Panhard M3 APC to support the T Junction.  The VDV worked their way through an orchard although under fire, and secured the position followed by the heavy weapons section consisting of a grenade launcher and an A4 ATGM.

 

Turn 4.  Two Irish Aer Corp Alouette IIIs arrived from the Curragh carrying 2 Irish Ranger Wing fire teams, but as the first one tried to drop its fire team, it took ground fire and was destroyed, forcing the second Alouette to land its team off table.  The Irish on the gov’t building roof fired the Gustav again and destroyed the third BDM.  The VDV continued to advance using the hedge row and secured the Gas Station with the help of the remaining BDM.




 

Turn 5.  The Soviets continued to advance, but the Irish reacted immediately and continued to win reaction rolls, and finally hit and immobilized a BDM.  Unfortunately their luck ran out when 3 of the fire team on the roof became casualties, and failed their morale.  To make matters worse, the Irish sniper was spotted, and on a later reaction roll, a 1 was rolled that produced a Fog of War Card that reduced an Irish unit’s fire power in half for one turn.  The sniper team disengaged to remain safe.

 

Turn 6.  The Soviets heavy weapon’s squad and the BDM fire power forced the Irish to abandon the house at the T Junction and two paratroopers crossed the road and took cover behind a cargo container.  The other IRW fire team arrived, and where taxied by the Panhard APC up the road to the Alouette crash site and disembarked.

 

Turn 7.  The Irish attempted to close assault the house they lost but failed in their roll.  The APC moved up and took up a position to cover the road which the VDV would have to cross, and the third Irish squad was positioned in a house that could now engage the VDV when they tried to rush across the road. 

 

Turn 8.  The Soviets rushed the road and the Irish opened up having been on over watch, but the Panhard M3 lost on the reaction roll and the soviet player opted to fire a RPG that hit the Panhard and reduced its speed in half.  The Panhard’s MGs on its reaction hit all four member of the VDV’s fire team.  The Irish Panhard 90 AML also lost its reaction roll with the player rolling a 1 and producing another Fog of War Card) allowing the advancing BDM to fire and suppressed the Panhard 90.   The Fog of War Card dramatically changed the game at this point with visibility suddenly being reduced to 18 inches.   As additional Soviet Fire teams crossed the N1 the Irish again tried to react and again a natural 1 was rolled that produced another card and it gave the VDV an off table sniper team (with a 5 D10 fire power).   Two squads and one fire team had successfully crossed the road and the Gov’t building looked to be captured by the VDV.   Due to the lateness of the hour, it was decided that the game should end at this point, but the game was still in the balance, and both sides agreed to renew the fight in a couple of weeks.

 


The Irish had presently 22 men, and 10 KIA:
The Panhard M3 APC is at half speed.
The Panhard 90 AML is suppressed and commander is lightly wounded.

Soviets have 6 KIA
1 BDM destroyed
1 BDM immobilized (gun still works)
1 BDM operational