Showing posts with label Mechanised Infantry. Show all posts
Showing posts with label Mechanised Infantry. 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. 

Wednesday, 26 September 2012

Tales of Woe!

Many moons ago when I first started collecting a force for FoW, I picked a British Commando force - firstly through loyalty to my British roots, and secondly the Commandos were a small elite force that I thought would be good to get to learn the game with and not need to invest too much time and money in, buying and painting... but few games eventuated at that time.


Much later I decided that I might as well get some Germans to fight against the commandos, so I can learn the game myself at home, and with young son who was just getting interested in WWII. So I picked up a Festung infantry company boxed set as a starting point.

Since then I have added massively to my German forces! For starters it's always fun to play 'the bad guys', so I guess that was part of the appeal for me. Plus the Wehrmacht had so many iconic pieces of equipment and machinery of war, that I just about couldn't help myself.


When the Plastic Soldier Company released their excellent boxed set of 251 half tracks I was in seventh heaven as this was one of those iconic vehicles that had great appeal to me, little did I know what I was letting myself into...


So a Gepanzerte Panzergrenadier (GPg), armoured mechanised infantry, force was planned collected and painted up.

Now it must be said, that many FoW veterans would state, that a mechanised force is quite a difficult one to play right and get the best from. Its not an easy army to use! Yet that is the main army I have chosen to learn this game with.

They also come in various 'flavours' - Panzer Lehr with all their extra panzershreck tank hunter teams, and Waffen SS varieties. Each with slightly differing support platoon options.

I have played a great many games now with this force, with some success and a lot of defeat.

Like any force they have their pro's and con's.

PRO's They are a very mobile force and pack a lot of anti-infantry firepower. And with the German special rule (Mounted assault), they can fight directly from the half tracks in the assault phase, and if they dismount, the half tracks can stick around spitting out MG fire.

CON's The problem is, though they are 'armoured' that armour is pretty thin. Plus the fact that they are open topped means plunging artillery fire and aircraft can also make quite a mess of them, if caught in the open.

So, I spend a great deal of time mulling over how best to use my GPg force.

There are so many platoon support options it gives a dazzling and confusing array of ways to field them and fight with them. These options have lead to a constant state of collecting and painting up all these support options to try them out, hence my large Wehrmacht collection!


Some of the problems, and possible solutions I have are...

a) getting caught advancing mounted up, by artillery, and aircraft - Solution: advance quickly (ATD / storm trooper) to get past the 'kill zone'...

b) but it you ATD, you can run into a storm of fire from AT guns especially from ambush - Solution: push recce elements ahead to push back Ambushing forces and try and end move in cover...

c) trying to get mounted assault to work - needing to pin enemy and smoke them to ensure I don't suffer the 5 hits or two bailed that force back assault... not easy to pull off, and enemy can always get lucky with their dice roll; 5 hits on 8 dice needing 5+ can really get you down... and even infantry weapons can hurt through side armour 0, if you roll 1's for armour saves...

d) if mounted assault successful, try and make it unstoppable on first assault, as with confident troops there's only a 50/50 chance of fighting on in each subsequent turn (no British bulldog), so need the CO or attached Warrior Higher command character team near for re-roll to motivate, and use attached HQ elements and combat attachments from 'Heavy platoon' to bulk up size of platoon.


Things to think about

1) advancing infantry alongside/in front of half tracks, not in them... infantry saves of a 3+ are better odds of staying alive than a 5+ passenger save in a burning vehicle...

2) keeping half tracks off table and hiding infantry GTG, until main threats to halftracks have been eliminated... using Heavy tanks / Heavy AT guns ('88' Flak 36) and Heavy artillery to knock out threats - protect all with AA until ready to advance, pushing recce forward to remove GTG on any target platoons...


Its this last option I am working on at the moment... in a recent game against Paul, I got to try out Tigers for the first time and though I lost the game, it could have gone quite differently. It was also very interesting to see just two Tigers virtually dominating one flank of the table... so a pair of Tigers seem a likely future support choice for my GPgs.


The other thing I want to do is pound the enemy into submission, with some decent artillery... 
 
From some of the reports and tips I have read, if you are going to use artillery, then do it well!... I am considering a platoon of 4-6 Hummels, should be able to give me a fair bit of umph! With a bombardment range of 80" they can hit anywhere on board, with AT 5 and FP 2+ even tanks will get scared , and will dig out infantry and guns with ease, and with 6 elements firing that's a double wide template, or re-rolling misses... . Plus with a 24" direct fire range, they get AT 13, FP 1+ and 'bunker-buster' too  - not many things will want to get in front of that! Send some recce forward to find hiding targets, protect this battery and the dismounted GPgs and Tigers with decent SPAA, and hopefully once everything on other side of board is a squishy mesh, THEN mount up GPg's and roll forward....


So that's the 'next' plan, at least for LateWar. We'll see how it goes (I may have to proxy some of the stuff to try this out in the mean time, until I can get it ordered and painted up)... but of course it will always be tempered by the mission rolled for to play and the opposing force !

No plan survives contact with the enemy!

Cheers
Scott