Friday night saw Paul and I square up for another game. We had previously decided to have another go at MidWar again, and set the scene in the Mediterranean theatre.
Prior to the game we had agreed to have a simple tank battle, but I was still keen to try out my mechanised infantry; Gepanzerte Panzergrenadier force, in the MidWar setting... so I created a Tank list and a Mech list, packed both armies and set off for Pauls..
Paul didn't mind me playing mech instead of tank, and stuck with his tank list.
We rolled off a random mission, and came up with Surrounded.
An interesting mission this - defender gets to set up in the middle strip across narrow width of board, and the attacker hits him from both sides; he must have at least one platoon on each flank. One nice thing about the scenario is that there is no messing about with reserves, both players have 'all their cards on the table'.
Reserves do add an interesting dimension to the FoW game, but they can make it a bit of a lottery, especially if you are waiting to see who's reserves come on first, and where.
Thankfully we didn't have to worry about that today.
I took a German Gepanzerte Panzergrenadier force, themed Tunisia/Italy, from North Africa.
Paul took a British Canadian Tank company, again from North Africa.
Thanks to EasyArmy.
The battlefield before deployment. I apologise ahead of the rest of the report, some of my photography was not at its best as it turned out - a few blurry shots, sorry!
I deployed through centre band of board, objectives are the smoking tank in centre of village in foreground and the marker just to front left of ruined abbey.
The small dismounted GPg hold top objective, covered by PaK38s in the ruin and assisted by the Tiger, (proxied by Panther) which had better areas of open ground here to dominate. SPAA in the centre wood. Large GPg is in the village supported by 8Rads, and Marders spring their immediate ambush behind the tree line (sorry for shiny tanks - I had only just got the gloss varnished, they still need matt varnish and decals to finish them off.)
Paul has two tank platoons coming at me from the right...
... and one tank platoon plus HQ tanks, and the Humbers (hiding behind top woods) on my left...
After recce moves, Paul sets off. Fearing the Marders looking at his command tanks over open ground, he moves the HQ into the wood, to get some cover and still have a chance of some shots at the Marders. Both the CO and 2iC bog down entering the wood!
Paul advanced his other tank platoon from left in single file behind hill, staying out of line of sight of Tiger and looking to get shots off at the Marders too. Recce moved up to crest of hill to start shooting up GPgs on objective...
Right side Shermans advance too, the top platoon is angling to get shots up the road at the Marders whilst the lower platoon heads toward village to pressure the Germans there...
All shots at the Marders miss... range, cover, gone to ground etc, mean Pauls moving tanks were getting one shot each needing 6's.
In my turn I called up the Luftwaffe who obliged with a flight of Stukas that came screaming in and raked the single file sherman column hiding behind the hill. (sorry again for glossy stuka, it just needs its final matt varnish)
The stuka cannon fire rips along the tank column, but only results in a bunch of bailed tanks, curses! The marders now have a choice, hit the bogged HQ tanks, or try and finish off the bailed tank column. I decided it was better to try and destroy a platoon, so fired at these, but the 4 shots only resulted in one further bail result, forcing Paul to take a morale check for that tank which he passed. Curses again, the Marder 'ambush' has whiffed!
Next turn Paul frees his stuck HQ tanks and advances...
... and predictably the Canadians remount most of their tanks (Canadian special rules effectively gives them 'protected ammo', so they re-roll motivation to remount tanks) once stuka has flown off...
This time Paul closes in on the Marders and has a better round of shooting, destroying both Marders...Elsewhere the Recce shoot up the GPgs but to little effect, and same for tanks targeting village.
In my turn I called up the stukas again who obliged once more in showing up...
... and this time wrecking one Sherman, and bailing the other... Paul passes platoon morale check...
Elsewhere at the village, I am starting to get a little worried at the approaching armour... My 8 rads are useless against them so they skedaddle out of there and head off to attack the only thing they can hurt, the Humbers... In MidWar, my poor Germans don't have any ranged infantry AT weapons - no panzerfaust or panzershrecks, only panzerknackers, so I am very aware I have no chance of stopping his tank assault from happening, as I wont be able to destroy/bail 2 tanks as they charge in, with my 'defensive fire'. So I come up with an idea of blocking his entry into the village area with my halftacks. Sure he can blow them up, and I wont really care (they no longer count as platoon losses in V3). So I drive the halftracks into the open between the buildings. He can destroy them, then they give me more cover from their burning wrecks, and would need bog checks to cross them... so that was the plan. The only AT shot I have is with my Puppchen... so I let rip, and the rocket charge roars out clanging hard against the Sherman, sending their crew out the tank in case it explodes (bailed). The Tiger (having remembered to roll Tiger Ace skills, gets "EveryShotCounts" increasing his ROF to 3 - me likee! :-), looks for targets and sees one of the Sherman platoons through cover and range, pressing on to village.
The Tiger's gun roars out three times and wrecks a Sherman, leaving a burning hulk...
The 8Rads, predictably miss their shots, and in subsequent return fire from humbers, suffer multiple bail results and quit the field... you see that empty stretch of road?... That's where the 8Rads used to be...
Over the next couple of turns (sorry forgot to take pictures) ... Paul being a clever player makes use of my exposed halftracks, as they now give away my platoons position, so he can roll to hit the platoon, who now don't get any cover or gone to ground penalty to hit BUT he can prioritise shots against my infantry AND manpacked gun team, the Puppchen, they only thing really that has a chance of hurting him, if he assaults with his tanks. In a hail of fire the Puppchen predictably pays dearly for its audacious rocket shot, and dies to a flurry of 75mm rounds...
Seeing the stupidity of my 'halftrack screen' I send them to the rear, and my remaining infantry, hunker down in the buildings and foxholes and go to ground. Paul now needs 6's to hit them... which he fails to do repeatedly over the next two turns...
Meanwhile the HQ tanks are trying to consider their options; threaten the other objective and what to do about the Tiger... They go for a shot on the Tiger, which suffers a bailed result. Thanks to their protected ammo, the Tiger crew happily get back in their tank next turn. The Humber recce, pleased with itself for dealing with the 8Rads, now turns its attention to the PaK38s in the abbey, they let fly with a load of fire, but fail to get any hits.
The stukas return once more, third time in a row and once again bail a Sherman...
The Pak38s, rather indignant at being shaken up by the humbers, return fire, and blow away all three humbers, who cannot recce disengage because they had fired previously...
My SPAA who had moved previously to gets shots at the Humbers in case the PaKs missed both get caught up in the tree roots...
Paul continues to shoot up the village with little affect, I roll forward with Tiger towards the village as this is the crisis point now. The stukas arrive again and destroy one Sherman, as the Tiger turns its turret to kill the remaining platoon tank...
Paul knows he has to do something before the Tiger rolls into the village, so launches a tank assault... I have no defensive fire, but do have a platoon commander, CO and 2iC all with panzerknackers. Paul targets these with his assaulting tanks where possible. But his CO bogs down trying to assault the left hand twin cottage. The other tanks roll forward and kill the platoon commander, who cunningly uses his German mission tactics to switch out for an infantry team, keeping the panzerknacker active... I must motivate against tank terror to charge the tanks now with my panzerkanckers, and do so thanks to the COs re-roll....
But once in combat, I miss all attacks with the panzerknacker teams; needing 3's I roll three 2's ... argh! but the infantryman smacks one of the tanks indignantly with his rifle butt in frustration. Whilst not damaging to the Sherman, it counts as a hit. Paul needs to motivate, to squish my now exposed panzerknacker teams, and with British bulldog gets to re-roll any failed attempt... and fails with both dice, needing a 4! He is forced to break off, leaving the CO bogged tank to be captured, which the plucky Germans defenders do, setting it ablaze...
A little desperate now, Paul swings in with the two remaining Shermans from the other platoon into top of village, hoping to attack the 2iC and infantry in the top central building... and one tank bogs again trying to crash through the building wall! The second tank, attacks and misses! Once again the brave Panzerknacker teams leap out of their buildings and attack the Shermans, and hit with two of the panzerknackers, but Paul saves one and gets a bailed result on the second.
But that is enough for the Germans, with one bogged and one bailed
the Shermans can do nothing more and are captured and set ablaze!
Paul is now down, 3 platoons and his CO is dead! If I can kill his his 2iC, he wont be able to take a company morale check, and will quit the field! Now where is the 2iC tank, ah ha, thats him hiding in the trees over there. With a belt and braces approach, the Luftwaffe are called upon once more and arrive, as the Tigers turret swings round once more...
Sadly the Stuka cannons failed to find their mark on the Sherman
hiding on the tree line, but the Tigers 88mm finds its mark, blowing the
2iC tank skywards, and handing victory to the Germans.
Paul's remaining tanks shelter behind village hill before quitting the field...
A great game with much camaraderie and banter, and for me a long awaited for victory ( I have lost the last 6-7 games I have played). Credit to Paul too, as he played on with his preselected force. Had he known I was playing Mechanised, he would have taken a much different force...
End result 4-3 to me, I think, as I lost the Marders and 8Rads...
Man of the the match has to be the Stukas, which turned up on 6 consecutive turns, bailing and killing tanks each turn, and of course the Tiger, with its thick hide and big gun. It was nice fielding something that could dominate the battlefield. I think Tigers will be a regular feature of my forces from now on, even if they have to be proxied by panthers in the meantime.
Thanks for reading, comments welcome as always.
A highly entertaining game. Lots of highs and lows in the dice rolling, it was all on for victory one moment, then the depths of despair the next. The Stukas were great, actually turned up six turns in a row, and did a lot of damage. If I'd passed that motivation to counterattack you'd be having maple syrup on your pizza! Reaffirms my love for midwar :)
ReplyDeleteYes great fun... I got lucky in the assault phase at the end... but you did run the gauntlet of the 50/50 bog skill check to assault into the buildings... you were also hellish lucky all my panzerknackers missed in that 1st round of combat, that could have been 3 blown tanks there an then! But as with all things with dice, you just never really know whats going to happen... I have to re-think my infantry a little in the face of armour, for MidWar as I can't rely on panzerfausts and panzershrecks to stop an armoured assault, coz I don't have them!