Showing posts with label No Retreat. Show all posts
Showing posts with label No Retreat. Show all posts

Friday, 23 August 2013

Gepanzerte-Schule!

In an ongoing attempt to find a balanced German mechanised force, with enough options to attack and defend against a variety of opponents, and how well to tactically play, I have begun a learning curve, with a bit of a back to basics approach.

 I have played this force, both in Mid-war and Late-war incarnations for over two years now, with just about a game a week, but with few victories to show for it... but being stubborn and pig headed I have not given up - largely because I have put a shit load of resources, both money for buying the models, and time to paint them up, to give up on them.

So I am going to find a way to make them 'work'. However I admit I have certainly 'spat the dummy' at differing times, or just declared I needed a break to rest my jangled thoughts...

 So, in an attempt to salvage thoughts from the ashes, I suggested to Paul, a chance to play a sort of 'doubles solo game'; we'd play the same arse of a mission for the GPGs; attacking the Brit Paras in a No Retreat scenario - but the difference being we'd both discuss how we thought mission objective placement and deployment should go, and then discuss each turn as we played it, from both sides point of view...

 This would develop a more global view of the game from start to finish...

We also agreed that if something didn't work, during a turns activity, we would try a reset, at that point and try something else...

 This led to a lengthy game, but many lessons were learned from mutual discussion... some from more past experiences being echo-ed, and others from Pauls insights from the defenders point of view, and how he thought an attack should best proceed...

The force I have chosen to use is a Heer force from Grey Wolf;

HQ; 2 x SMG/P'faust + P'Schrek
Full CBT, w/ SMG/P'Faust
Full CBT, w/ SMG/P'Faust
Heavy Platoon; Cmd 251 + 2 x Stummel + 2 x 8cm armoured mortars w/ obs
Recce; 1 x 250/1 + 2 x 250/9
Panzers; 3 x Panther
Artillery; 3 x Hummels w/ PzIII obs.

The thinking being I have two solid Mechanised Infantry platoons to handle the attack, Recce to mitigate ambushes and lift GTG, Heavy Arty to get ranged in and pound targets (I want to kill what I hit!), Panthers - the ubiquitous Tank killer and infantry support, and the Heavy platoon is my 'versatile' option, being able to support the infantry with direct fire and smoke.

On to the game, Paul took his same Para force as last game, chose an end to defend and placed his objective centre rear of his position. The German objective went down in woods to front left of the German position, the idea being an advance to this position would be screened through hedges and woods and much of the defenders defensive fire in this area would be blocked by the wood and building. The other flank was more open and would allow for the potential of a quicker thrust to the rear...

As predicted Paul then deployed the Brits strongly covering the front objective, with a thinner force on the German right, and howitzers at the back. A fairly typical defense. Since Paul had engineers, he also placed 3 sections of barbed wire covering the approach to the front objective.

As I didn't have pioneers, the wire would be a problem. Not insurmountable, but it slows you down, catching teams in the open, so this wasn't the place to attack... So it was decided to attack down the German right flank, the idea being to push into the central wood and right side corn, and then look which way to go from there with potential to push on to the rear objective, or swing left in to the front flank objective, depending on how the game developed.

Deployment as below, with German mascot well placed...

Deployment and overseer.
It was decided to advance the infantry on foot through the terrain... This went against the grain for me somewhat as I can't help the feeling that I have paid the points for the half tracks so I want them on the board doing something... but so often in the past I have found they have invariably got caught up in terrain, either slowed by it or blogging down on it, or simply given away an easy range in point for artillery, that their use often leads to problems before the game gets properly underway, ham-stringing any German attack later... The half tracks would remain available to be called up later at a more opportune time...


The early stages of the game saw the Germans cautiously advancing into position, and being particularly aware of the LOS from the Para Arty observer. This was blocked by smoke from the mortars allowing the infantry to advance unmolested. Recce had already pushed up to throw back any immediate ambush, forcing Paul to hold his 17pdrs till later.

Paul ranged arty fire on the exposed Panther which hit but bounced but this forced the Panther to move, as I didn't fancy the medium arty support getting called in on top of it, subsequently...



As turns continued, the Germans had got in to position to assault the para engineer pickets. A small mistake by Paul had left them just too far from their supporting main line, so they were taken out without any possible reply from the paras. The 17pdrs did however deploy knocking out one Panther. The remaining two hid behind the wood, till these guns were dealt with.


Boom goes a panther, but infantry are pushing up well...


In the face of the German assault, Paul started pulling back towards an 'Alamo-like' line joining the two objectives...



This allowed the Recce, Heavy platoon stummels and by now the called up half tracks to start swinging round the flank, and MGing Pauls reserves as they were coming on to the board. The paras were admittedly now feeling under pressure.. The hummels had ranged in and taken out two 17 pdrs by this point.. allowing the Panthers to get back into the game with main gun and MG fire, at the paras, keeping the ones on the front objective tied up in place, whilst the rest of the German force were gradually pushing back and compressing the paras onto the rear objective. This was in turn providing groups of targets under templates for the Hummels and Mortars to keep chipping away at, and with more direct fire from the Stummels and Recce too.

The Germans had at one point, tried an assault through the middle, as there was a chance to capture the 17pdrs and deal to more paras... we weighed it up, checked the Def fire, and went for it. Def fire just got 5 hits, but we played on as if only 4 had occurred, took the saves and attacked. I didn't get the best round dice and the Paras motivated and had enough teams to destroy the attacking platoon. So we reset and instead had the German platoon mount up their half tracks and drive back out the way of the ranged in Arty (that had triggered their assault; a 'do or die' moment), thus preserving the platoon. This just reinforced that you can only really hope to attack a weakened position and win, otherwise you are going to get beaten off taking severe losses..., especially where a defense is in depth...


This was about how we called it, through time more than anything. Paul had lost his small platoon of mortars that had come on from reserve, and got shot up, his 17pdrs were down to one gun, the engineers were severely battered,  and the CO had got MG-ed, but Paul still had his 2iC and Urquart, and the rest of his troops bunch up, waiting to get pounded... it was just a matter of time...

The Germans had lost a couple of infantry teams and one panther...

So the lessons learned in the main were...

1. Let the game develop, don't rush in
2. Preserve the infantry, moving through terrain and smoke cover. Watch for observer lines of sight.
3. Leave half tracks off until needed, when they can be effective, then call them up (as per Ambush deployment rules), but bear in mind the turn the arrive they cannot shoot or assault so you need to be thinking a turn ahead...
4. Get artillery ranged in and keep pounding targets that can hurt you; AT guns, howitzers etc...
5. Wait till the opportune moment to attack and do so against weakened positions, with greater force than the defender can withstand.

It all sounds straight forward, but keeping a cool calm head and sticking to the plan, during the game, will be the key to future successes...

Many thanks to Paul for his patience and working though this scenario, is has giving some hope to my mechanised cause!

Tuesday, 6 August 2013

CTA 2013 - Mechanised Mayhem and Misadventure - Game 2 - No Retreat - "Whats in the nest?"

After a reasonably positive start to the tournament scoring 3 points in my first game, I was drawn against Cameron Wansborough, with his Nisei Infantry, in game 2.

Camerons force was:

Rifle Company (Nisei) (Fearless Vets)
Rifle Company HQ + Bazooka 40
Warrior Lt. Daniel Inouye 15
Rifle Platoon - 3 Sections + Bazooka 265
Rifle Platoon - 2 Sections + Bazooka 200
Rifle Platoon - 2 Sections + Bazooka 200
Anti-tank Platoon - 3 M1 57mm gun, 2 Bazooka 155
Anti-tank Platoon - 3 M1 57mm gun, 2 Bazooka 155
Field Artillery Battery - 4 M2A1 105mm howitzer 185
Field Artillery Battery (155mm) - 4 M1 155mm howitzer 275
Anti-aircraft Artillery Platoon - 1 Bofors gun, 1 M2 .50cal 45
2 HMG Nests 80
2 HMG Nests 80
10 Gun Pits 50


Being an Infantry Company, Cameron would defend the No Retreat scenario, against my mechanised attack.

Cameron chose his table end, and placed his objective in some woods at the rear of his area. I placed mine traditionally about as far away from, and far forward of this first one, as possible.

Cameron defending then placed his HMGs nests in a line across the front, apologizing that they should have actually gone down before objectives were placed, and I could change my objective placement now if I wished. I adjusted mine slightly, placing it behind his HMG nest. The HMG nests were supported by one stretched line of infantry. The two artillery batteries went down towards the rear, and some AT guns were in ambush.

(Thinking back, I should have just left my objective where I had placed it. I had moved it behind the HMG nest thinking to get past the nest onto the objective and be out of its field of fire. I really wasn't to sure how to deal with the nests not having played or attacked them much... all I did was move the objective further away from me...)

I then had to decide how to play it. I considered the long 'at the double' run towards the rear objective, trying to weigh up in my mind the chances of success, bearing in mind the chance of mitigating the ambush with my Pumas, whether I could get there and attack successfully in time to hold it before reserves showed up, to knock me off...

In the end I went for the more typical all out attack against the front objective. Hoping to swamp it with numbers...

No retreat vs Cameron Wansborough

The game got under way, I rocked up with the pumas getting them positioned well to force back any ambush. The halftracks followed up, some staying loaded up the others stormtroopering out in to cover of the woods.

My tanks hoped to move up and gradually snipe some of the artillery pieces in sight but I scored no hits... (what I should have done with them was try and knock out the nests...)

My artillery neb fire was ineffective...

Cameron popped his ambush at range and still manage to knock out a puma who failed to disengage...

Artillery ranged in on the half tracks and things started to go down hill for me...

I then suffered my typical attack of indecision in the face of dice not doing what I needed, and facing HMG nests which threatened to pin down any assaults in their direction.

Over the course of the next couple of turns things got a little niggly. I need to smoke the HMG nest to at least reduce its effectiveness but Cameron said I couldn't use it as a target to centre a bombardment on, so I tried ranging in on the GTG Vet infantry near it needing a six, and failed. I should have used my puma to lift GTG but forgot to in the messy confusion of my front line, instead trying to shoot back at the AT guns, and failing to be effective...

(I checked this later and found yes you can range in smoke on a bunker/nest... they count as trained troops)

My halftracks were MGing away for all they were worth at the infantry front line, but needing 6s to hit and even then if a save was failed, I'd need a 6 for FP,... they were spraying lead everywhere and hitting nothing.
I did try a mounted assault at one end of the line but this was shot back with defensive fire...

So with nothing going very well, I was stuck in the woods, not fancying charging the HMG nests, and with the artillery raining down on me... I was steadily losing teams no matter what I did, either to artillery strikes or HMG fire from the cross-firing nests...

Another point of consternation was a double bailed halftrack that failed morale, and was thus destroyed. I had always played this as the passengers dismount under fire as it was my own side 'scuttling' the armoured transport, but Cameron said it counted as destroyed and so they'd need a 5+ passenger save first... it didn't seem right to me , but he seemed a more experienced player, so I rolled the dice and lost the two passenger teams...

( still not sure on this one - I have posted to forum and have had one response which seems to agree with my thinking; they would simply dismount under fire .... UPDATE forum thread resolved here, sadly looks like I was wrong.)

With time running out, and with nothing to lose I had to start attacking... I got in with one infantry platoon, but typically missed my swing at the Nest, and was beaten back... with nothing much to lose I went in with the KTs, and finally for all my efforts, killed one infantry team... there then followed a discussion over whether the assault was won or not... In the 8' 'bubble', Cameron had the Nest, and a couple of infantry teams, but they couldn't physically reach the KT by making a 4" move into contact, and obviously the Nest couldn't move... so this caused more discussion; was the assault won, or not...? Thankfully an experienced Mr McBeth was found close by who found the solution for us, the assault was won, but I couldn't consolidate closer than 2" to the Nest...

So I was now contesting, but time was out... not good enough, sadly for me, 1-6 against.

I have to say a frustrating game, ... had I got some smoke to cover my assault, and then hit my swing at the nest, needing a single 3+, it would have been different... but it just didn't go my way, and the rules niggles were an annoyance...so in the end I just wanted to put the game behind me and move on to the next...

What irks the most is its one mission where I feel my mechanised force should be able to do well, attacking against infantry... as they can get up quickly into position, and should be able to get pins easily with all the mechanised fire and then be in the face of the infantry and on the objective before reserves arrive. I simply must practice this to get it sorted so it becomes second nature... had I had a more anti-infantry force rather than anti-tank force, I would have had more assets to achieve this, but those two KTs soaked up a lot of points...

After the event, this game provoked me to read up more on dealing with bunkers and nests, so I know how to deal with them in the future...

Two Games played, now - 4 points in total.