Showing posts with label Cauldron. Show all posts
Showing posts with label Cauldron. Show all posts

Monday, 25 November 2013

British vs Germans in Late War Cauldron

And so the day began - in the Brand new wargames room, oops did I say that? The family multipurpose room (It's alright wifey won't be reading this.....) 1750 points Late war FOW

Scott arrived with his Panzer Lehr Infantry Company (from Atlantik Wall) and against them - Bryan's Welsh Guards (AKA: Hells Highway) - We also used the Games Workshop Battle board. I had intended using US Para's but alas - finishing the room was more important than painting the toys!

We rolled Caludron - Scott defending with his Infantry Company against the Mechanised British Force.

Choosing which side of the battlefield was a conundrum but finally the woody side of the hill was chosen and two objectives were placed as far away from the German reinforcement arrival point as possible. (Was this the wisest ploy? I'm sure the experienced FOW gamers will know!) The Germans attached their HMG platoon to their two rifle platoons and started on table with 2 Rifle Platoons, a Heavy Artillery Battery (proxied by 105's) and some PAK 40's on Immediate Ambush, all firmly dug in covering the objectives .

German Deployment

Jammy is the word I think we would describe the British deployment as - rolling and being able to deploy 2 Infantry Platoons, and an HMG Platoon all together and able to advance through the woods to the hilltop objective. The 25pdrs deployed with their backs to a hedge line in the lee of the hill.

British Deployment
Turn 1, the Germans tried to range their artillery in on the Brits on the hill but failed and everywhere else they held fast in their dugouts. The RAF arrived with two Typhoons pinning the rifle platoon on the hill and the PAK 40's and destroying an HMG team all after ranging in (4+ required).



The Brits quickly advanced into the woods but decided against assaulting the pinned Germans instead opting for a little whittling before leaping to the assault. Although there was a hail of gunfire from the advancing troops the Germans were too well dug in and took no casualties.



Rolling a 6, yes another piece of Jam on turn one, allowed the The Welsh Guards Recce Tanks to arrive on the other flank (The idea was to keep Jerry honest, so he couldn't switch all his troops to the hill) and destroyed 2 dug in guns with 2 shots (again the jam factor - two 6 sixes, 2 failed saving throws and 2 successful firepower tests).


Turn two began with the German commander vacillating! Do I attack and potentially expose myself or hold fast but let the Brits dictate the attack and potentially swamp me? Opting for valour the Germans commander decide to open fire on the Brits advancing through the trees in an effort to break up the attack - the well prepared Germans accurate gunfire taking out two British Squads.


Of concern on the other flank is the appearance of the British Recce Tanks, SO the Germans turn their PAK's on the British Tanks, although they have less time and are able to put out less rounds they manage to score a hit on the the Big British Gun tank (Challenger) and brew it up. Meanwhile the infantry and German Heavy artillery stay dug in and decide not to expose themselves to the British tanks gunfire.


British Turn two, and more reinforcements for the British in the guise of the 2nd Household Cavalry! The two Damilers and Dingo advance up the road and put down a withering barrage of machine gun fire, but again fail to do a lot!!!


Meanwhile on the Hill objective the British, gather themselves for the assault, again scoring no kills in the advancing fire. However the 25pdrs do manage to pin the German platoon and anti-tank guns making an the prospect of an assault more promising.


The Brits decide to throw caution to the wind, and launch themselves at the defending Germans, however the defensive fire is to accurate and their first assault is thrown off, the Germans scoring 6 hits and the Jammy Englander saving every one!!!


The Second British Platoon follows the first to the attack, through the slackening defensive fire and clear the Germans from their initial positions - however casualties are high and only one squad and the 2 inch mortar remain!


Again the British roll well on their reserves roll and their mortar team arrives, increasing the pressure on the field objective. And Mrs Brit appears with some home baking! (Bickies off the the right)



German turn 3, And The German platoon on the hill is reduced to below half strength. Unfortunately they fail their platoon Morale, will the their CO step in and try and save the day? Well sort of, he tries but they are only encouraged by their unwillingness to stick around so he decides to off it with them (Failed CO roll). The PAK 40's are left solis to hold the objective.


British turn 3. On the hill, the depleted British platoon fail their morale and retreat from the fight, while the 25pdrs keep the Germans pinned.

The remaining Brits launch an attack on the recently vacated German positions - will they take it or will they be repulsed???? The manage to push the PAK 40's back and destroy one of the guns but are unable to take the objective - this turn!!


German turn 4 and The German Armour arrives behind the 25pdrs, hoping to take them out, they manage to destroy one 25pdr, pin them and move to assault. However discussion ensued about the 25pdrs being on turntables and a look at the rules suggested they were able to defensive fire (which we later checked on the FOW forums and discovered we played correctly), However the accurate British gunners halt the German PzIV attack taking out 2 tanks


Biritsh turn 4 and the The RAF put in another appearance and destroy another HMG team, this time on the field objective and then Jammy as ever, while the German gunners cower in their holes it is not enough to save them as the 2 remaining British tanks take out another Gun.


On the hilltop objective The Welsh Guards assault again, the Germans score 4 hits but are just 1 shy of repulsing the attack, with a hearty Hoo-Rah the Welsh capture or destroy the remaining PAK 40's and capture the objective. More British reserves arrive - this time the 17pdrs and immediately go into action behind the German tanks - but fail to score any hits.


German turn 5 and the German recce arrives behind the British 17 pdrs and in a hail of well placed gunfire completely decimate them. The British play rues his reserve deployment looking to play the edges better next time.


At the Start of British turn 5 the Brits hold an uncontested objective and snatch the win. The Brits starting with 9 platoons reduce the Germans points by one, the Final score a 5-2 victory to the Brits. 

Thursday, 23 May 2013

Firestorm Lorraine - Turn One, Game Four - Cauldron in Belgium

Last night saw Brett and I meet up for our next Firestorm Lorraine campaign game.

In the end I had decided to attack into A2 (Belgium). This sector only contained one unit of American Infantry as Firestorm troops, and if my attack was successful, I would gain a sector worth 100pts to me and cut off Luxembourg from supply.

I got to set up the terrain before the battle (home field advantage and all that!), and after coming across an interesting looking map on the FoW website, decided to copy that, which comprised a village/town in one corner, with roads radiating out in several direction and wooded areas between the roads.

I anticipated Brett bringing an infantry company, and this would give him plenty of places to hide his infantry and set up his defense, but would hopefully give me some cover too, on my approach to any objectives...

Forces are still 1250pts, plus Firestorm troops.

I had chosen to attack with my BGG Panzerkompanie again, though with a subtle tweak to last time.

I fielded the following:

HQ (Reluctant Trained) 2 x Panther
3 x Panther
4 x PzIV J
Aufklarungs; 7 x MG/P'Faust & 7 x 251/1 Half Tracks
Aufklarungs; 7 x MG/P'Faust & 7 x 251/1 Half Tracks
Plus... 3 x PzIV/70V as my Firestorm troops

 Brett had brought his Tank Company, not what I was expecting! IIRC...

HQ (Confident Veterans) 2 x Sherman 76
3 x Shermans
2 x Shermans & 2 x Sherman 76
Armoured Mortars
Armoured AAA
Artillery
Infantry platoon with 1 Bazooka - Firestorm troops
Priority p47s - Firestorm troops

We rolled off mission and got Cauldron, one of the most random missions in the book! A defensive style battle, in which the defender gets an Immediate Ambush, though this is more like a delayed deployment, but since the defender gets first turn, could be quite effective.
The attacker has his forces deploy randomly by table quarter.
Both sides get reserves, with the defenders being delayed, and the attackers immediate but random.

Another mind bender of game seemed likely...

Brett picked his deployment area, and chose the 'open' side of the table, rather than the congested town side, and I placed objective markers in the opposite corners of his zone, hoping to spread Bretts defence as much as possible. Brett chose to deploy his infantry on one objective at the rear and tanks on the forward one with Mortars, AAA and Artillery as reserves...

I decided I would have to deal with Bretts armour first, if I could, before trying to deal with his infantry and other assets with my armoured infantry. So I chose to deploy the Panthers and 70s and obviously the HQ Panthers, and leave the P4s and infantry in reserves until some of the threat of Brett tanks had hopefully been reduced... The Panthers and 70's had the best front armour and biggest guns to hopefully deal with and withstand the attentions of the Shermans, and the P4s would act in their traditional infantry support role... But I still didn't know where my deployed troops would deploy... as it happened I rolled a 2 for each of the tank platoons so they both arrived diagonally in front of the front objective, facing off against Bretts armour...

Since Brett would get first turn, and had an immediate ambush of 4 Shermans to put down, I chose to hide the tanks behind a couple of clumps of woods, so Brett would need to move out to hit me, and I'd be close to terrain to hopefully mitigate his planes a little... I'd then either be able to move, shoot and hopefully stormtrooper back out of the way, or be left as is but firing at full ROF next turn...

The problem I faced was, being trained I am hit on 3s, and Yank Shermans have stabilisers which means they can fire at full effect ROF on the move though at +1 to hit. Still that means each Yank tank gets two shots on the move and hitting me on a 4... So with 9 Yank tanks and priority planes available, facing off against 8 German tanks, it was going to get interesting quickly...

Initial deployment...

Tanks ready to face off, 70s just below centre bottom woods and HQ Panthers to right
It was going to get interesting in a heartbeat...

and reverse view from infantry side

A rather nice Mustang proxying as a P47, will it prove decisive in this tank scrap?
Never one to hold back, Brett moves out... with one platoon backed up by the HQ tanks, leaving one platoon covering the wooded objective. Planes arrive sniffing out the Panther platoon... Brett also moves out his artillery observer in his jeep , looking to find a vantage point in the church steeple.

Brett lines up 4 side shots on my HQ panthers, but only scores one hit, which I then have the gaul to save! His HQ 76s let rip at the Panther platoon, destroying one and bailed a second. Thankfully the planes fail to range in...

Yanks roll out
In return, Germans get their P4s as reserve but they annoyingly arrive on the other side of the board and have to drive past or through the urban area to get to the Yank infantry. However they do spot a lone Yank jeep  driving up to the church, and rip it apart with their MG fire, killing the occupants...

The bailed panther fails to remount, but remaining panther, the 70s and HQ Panthers converge, and target the HQ Shermans, but Brett  joins them to the nearby Sherman platoon and allocates hits there. I fail the gun-tank rule, and thus destroy 2 tanks from the platoon. They fail morale and Brett decides to let the last tank go, rather than risk losing his CO too...

German return fire...
Sorry no more pics, things got a little intense... a swirling two turns later saw  Brett move out his Shermans from the wood, though one bogged, to enter the fight. The remaining Panther was knocked out and the bailed tank failed morale and fled. The p47s ranged in but failed to hit any targets... More fire on the 70s was ineffective, only bailing one. Return fire from the 70's and HQ Panthers knocked out two tanks from second Sherman platoon, and with one still bogged in woods, forced a morale check and they failed and fled. The Sherman 2iC was also knocked out.
This now forced a Company Morale check at the start of Bretts turn 3, which he passed. The Sherman CO was now on his own and moved out to try to get out of harms way and let te planes freely operate. He knocked out a 70, but the planes failed to range in.
The P4s moved up on the infantry and an Aufklarung arrived from reserve behind the P4s so again had a long route through the town so decided to try and make up time doubling down the road...
The main German tanks massed as much fire as they could on the lone Sherman CO and knocked him out. The 2iC panther had also moved up on the now exposed front objective...

Top of Bretts turn 4 and with two platoons destroyed and only his infantry on the table, and with no HQ elements alive, he auto-failed Company Morale, yielding a 5-2 win to the Germans! However it had taken a moment to realise this, and Brett had just rolled to get his reserves, and succeeded... his Armoured AAA was poised to turn up behind the doubling half tracks, which would have no doubt proved painful for the Germans. But the battle ended before they could enter the fray...

Final positions...

The German armour has won the tank battle on the flank and contest the objective.

I have to say on balance I think this game should have gone to Brett, but his dice let him down at times, and the few return shots I got back each time, steadily reaped rewards... for once I don't think I failed a Firepower test all game...

The P4s were pressuring the Yank infantry (now departed) with Aufklarungs ready to roll up...
A few post game issues to clear up. I still had to roll to see what happened to Bretts Firestorm troops from the last game... The dice result showing them as 'destroyed' and thus going back into the reserve pool of Firestorm troops. A similar roll was needed after this game and that too saw Bretts Firestorm troops destroyed. It wasn't a good night in the end for Brett...

[We still need to figure out at which point these reserve Firestorm troops get redeployed in the 'Strategic Phase' - is it after each 'Game', or at the start of each 'Turn' - if anyone can help us here please advise in comments below - Thanks!]

So this sees A2 Belgium captured, and in the hands of the Germans, scoring 100Vps if I can still hold on to it at end of campaign, and I have cut off Luxembourg, forcing an out of supply issue to Bretts troops there if I attack.

A final post game dice off showed Brett will be the attacker in the next game, where he can choose which sector to attack... it aint over till the fat lady sings!

Monday, 1 October 2012

Commando Kelly digs his heels in... a MidWar Mediterranean battle report

Brett and I enjoyed a MidWar battle the other day. We rolled up Cauldron, always a bugger of a battle to fight!

As is our club 'policy', the victor writes the Battlerep, and here it is, though presented in PDF format that you will have to download. Well worth it. 

Teaser pic:


Report: Commando Kelly