Showing posts with label Normandy. Show all posts
Showing posts with label Normandy. Show all posts

Tuesday, 4 November 2025

Battlegroup Overlord - Brits attacking a hasty German defensive line on the way to Caen.

A few things have happened. Over the past 18 months or so I became really interested in Chain of Command - I picked up a PDF of the rules and played a couple of times at the club. Then Chain of Command 2.0 was released and I bought a copy - wishing I bought a PDF also but chose not to. I have yet to play 2.0 though as my 6mm forces aren't really set up for it (in my mind). I am wrong, however as my original US infantry and original German infantry have individually based figures who originally served as NCOs when playing the rules A Sergeants' War. I also had figures one to a base for tracking casualties, but these days I dislike that one figure is on a coin. My current method has single figures on tiny metal discs , but they will be hard to make identifiable as Junior or Senior leaders for Chain of Command. 

I also dusted off my 20mm figures, played with the Germans on one of the CoC games, but have not since done much about my 20mm collection. There are certain support options I will need, that I don't have, and I am loathe to spend money on 20mm stuff. I also don't have enough terrain, nor do I have the space for storing terrain in 20mm...although I have that set of ruins that I am slowly working my way through. 

Thus, over the past few weeks I have been having that itch to get a game going, and Battlegroup seemed the obvious choice. I wrote up a couple of 379ish point armies, Brits and Wehrmacht, and found the time this weekend to let battle commence. But then I thought, let's give it some more context and decided to create a fictional british battalion around which I could base some of my upcoming games as they push further into France and the low countries. So I went to AI to help me generate some plausible names, along with some plausible background. I am quite impressed to be honest. 

So, introducing the King's Hampshire Fusiliers. They are part of the fighting on the road to Caen. 


 

A couple of German platoons have set up defensive positions in the wooded areas and fields overlooking an important T-junction. They are looking to hold the British advance for as long as possible. The British needed to hold the crossroads ASAP. 

German Forces:
1 FHQ
1 German Infantry platoon - HQ squad, 3x rifle squads, 3x LMG teams
2 extra rifle squads and 2 extra LMG teams
1 80mm mortar team
3 StuG IIIs
1 Pak 40

There were two squads, 3LMG teams and the StuG IIIs all set to enter the fray from turn two onwards provided the Germans could roll a 4+.

British Forces:
1 FHQ in a Dingo
1 British Infantry platoon - HQ squad, 2x rifle sections with a bren each, 1x 2" mortar
1 Vickers MMG team
1 3" mortar team
1 PIAT team
2 Cromwells
1 Sherman Firefly
1 Humber Armoured Car
Timed 25pdr barrage to happen at beginning of turn 4 on the woods in the centre.

I was quite concerned with how the British were outnumbered in terms of units, even though their rifle sections packed quite a bit of firepower. British reinforcements would be a flanking force entering on the right hand side of the table from turn 4 onwards if they could roll a 4+.

We can see on the right of this aerial shot that there are a German squad and LMG team in both the woods on the right of the road, and the field. They are all ready to ambush - the significance of the red micro dice. The farmhouse in the centre is occupied by a squad of riflemen, then behind them in the woods is the platoon commander and a Pak 40. At the very rear, in the woods on the high ground is a mortar and the overall commander who is trying to hold this line together. The burning building on the left of the battlefield will actually prove to block line of sight quite a lot!

The British were going to advance up the centre flanked by a Cromwell on each flank. The Humber would try to cause as much trouble as possible. Now, here I must admit that I accidentally thought it had a 20mm auto cannon, rather than a 37mm gun. So while the Humber put in a lot of work, and had success, it was due to me being an idiot. 



TURN 1 - The failed ambush


The Cromwell on the right flank advanced and sent some HE into the field, pinning the LMG team who were waiting on amush! They were now out of action until rallied. A great start. 



First section advanced across the open ground and took some fire from the Germans in the farmhouse. One man went down in a hail of bullets. A morale test had to happen, but they sailed through it, returning fire, pinning the Germans who had fired at them.



The Humber AC advanced also, opening up on one of the LMG teams at the edge of the woods, killing two of the men. The third fled. 



The platoon leader decided to send some mortar fire into the hedgerow bordering the field. It was successful in pinning the other squad of Germans. 

The Germans then had their turn, but with the right flank largely pinned or out of range, and no other Brits being in line of sight, they just decided to rally those pinned units and order their remaining forces onto ambush fire and wait.

TURN 2 - The attack falters.


The Humber edged further forward, careful not to get into LOS of the Pak 40 and opened fire on the Germans hiding in the woods. The squad took significant casualties and the remaining men took off at a run. Now, at this point I was surprised at how ineffective the German ambush had been and was worried that the King's Hampshire Fusiliers would end up easily capturing the road junction and allow the main force easier access to Caen.



First section opened fire in an attempt to supress the farmhouse garrison, but it was not effective this time. 



Second Section advanced to the edge of the field and had a hail of bullets head their way from the German platoon HQ - which pinned them down!


The British platoon HQ ordered more mortar fire - this time against the farmhouse, which managed to cause casualties. Also visible is the LMG team in the field who have been pinned by the platoon's vickers MMG team. The Cromwells did nothing but advance slightly, as did the platoon's 2" mortar team.


The German commander ordered the mortar team in the woods to fire in the British left flank, amazingly pinning the Cromwell, and keeping the second rifle section further pinned. 



The Germans in the farmhouse pinned down first section, still stuck out in the field. 



The garrison used their second round of fire on aimed fire, which caused enough casualties for first section to break completely and retreat. This was a disaster for the King's Hampshires.


TURN 3 - The StuGs arrive!


In response the King's Hampshires tried to dislodge the Germans in the farmhouse. They opened up with the 2" mortar, the vickers and the platoon HQ, pounding the farmhouse, causing casualties. But one lone German held firm. The LMG team in the field was also pinned by mortar fire. 



He held so firm in fact that the cheeky beggar chanced poking his head up and popping off a couple of shots at the vickers crew, although it was ineffective. 
Not only did he pass his morale test, he rolled a 6, which means he could take a free turn in a "Beyond the call of duty" situation. It is a shame he missed really.



The German commander finally managed to raise the StuG platoon on the radio and ordered them forward. Two StuGs arrived. One edged up the road and fired on the Cromwell - it hit but was a glancing blow, forcing the crew to button up and pinning them. The mortar team on the wooded highground also continued attempting to keep the heads of the British left flank down. 


TURN 4 - Timed barrage and reinforcements?


At this point the timed barrage arrived. Shell after shell pounded the wooded area pinning the German platoon HQ and the Pak 40. This would enable some advances hopefully. Unfortunately the flanking force failed to arrive, they must be being held up elsewhere!



The Humber AC advanced further, bouyed up by the barrage, and opened fire on the remaining unpinned infantry on the right flank. The fire was not enough and their cover was strong enough.



The platoon 2" mortar finally removed the last resistor in the farmhouse, it was now time to charge across the field before the farmhouse could be reoccupied. 



Oh no! Disaster! The Humber struck a mine and blew it up completely. It will not be salvageable. 

Interestingly - this is a chit pulled by the Germans for losing the squad in the farmhouse. It was placed on the Humber, as the Cromwell is pinned, and they rolled a 1. That means The British were able to place the mine strike on StuG...who rolled 1. That meant the Germans could place the mine strike back on the Humber, which then resulted in a penetrating, killing hit.




The Cromwell on the left flank fired HE to keep the mortar team pinned, and AP at the StuG, missing. The mortar team didn't get pinned. Someone get that gunner some training!



The German defenders responded with yet more mortar fire, killing some of the men in second section. The StuG missed when firing at the Cromwell also. The German commander tried to rally the Pak 40 and platoon HQ in the woods and was successful. Hopefully they wouldn't get pinned again.


TURN 5 - Wearing them down.


The vickers MMG and platoon HQ in the centre, hugged the hedgerow and opened fire on the German platoon HQ. The British commander also directed some mortar fire into the woods...



...This all proved too much for the German platoon HQ who took casualties and broke. More ineffective tank fire was directed at the StuGs. 


The Pak 40 took its opening shot, sending some HE into the hedgerow, killing some of the British platoon HQ, and pinning them. There was some more ineffective StuG fire, and visible on the right you can see the German squad who had been holding the field are now making a move to charge over to the farmhouse and reoccupy it, now that the Humber is gone. Not pictured, they charged through the bocage and made it down the road, hoping not to get caught in the open.


TURN 6 - The End

Aside from the two StuGs, the bulk of the German reinforcements haven't managed to emerged. This turn though, the British flanking force finally arrived. Not visible, a Firefly, a PIAT team and a squad of infantry have arrived on the right flank.



The vickers MMG team managed to occupy the farmhouse before the Germans did, and then opened fire, pinning the German squad in the open. Meanwhile the 2" mortar team attempted to pin the Pak 40 but was unsuccessful with this.



The Cromwell on the left flank, with his last ammunition, decided to launch HE onto the German commander - killing him and his team. With their own reinforcements not arriving, and the arrival of the British flanking force, the Germans called it a day and attempted a hasty withdrawl.


It was 11pm at this point and my wife had gone to bed early ill. My boys were up crying due to fireworks. The game had been interrupted enough and I was done for the night. I think the Germans could have probably held on for another turn to be honest and gotten a "technical" victory, but at what cost? 

I enjoyed this game - seeing the power of HE and suppressive fire, rather than aimed firing to kill. The British did better than I thought, but then the Germans held longer than I thought. A fun game, and about the scale I like - a platoon with a couple of extra squads and some tanks. Lovely. 

My intention is to get some more games in over the next few months to be honest. It wasn't that bad to organise and set up. My son helped me set up the table - and then I had to remove a few things. I love Battlegroup. It is still my favourite system, even though Chain of Command has its great aspects, and A Sergeants' War is also quite fun. 

Wednesday, 16 September 2020

Battlegroup Overlord...with a real, human opponent.

I mean, this is amazing. I barely ever get to play with a human. I was heading that way, had rearranged my timetable and schedule to free up time to attend a local group...then lockdown. It was a shame. I hope to join at some point soon though. However, with my brother visiting, it gave us a chance to sit across a table from each other and fight it out. He is a recent convert to Battlegroup and describes them as everything he has looked for with a set of WW2 rules. I am inclined to agree. I don't like mass battles. I also struggle with a squad of infantry vs another squad...or at least with the rules I have. But Battlegroup, they give a great simulation of platoon level (and higher) combined arms actions. I genuinely love them and how they reward actual planning. I even enjoy building army lists, which is something I tend not to enjoy. List building is a  game within a game. Also, my brother is Alexander from The Player's Aid for those of you who may dabble in wargames that come all in one box.

We played two games of Battlegroup across the weekend. 

Game 1: About 330 points per side. I re-used two armies from my third game of Battlegroup. US were defending against a German assault. 

1 infantry platoon with an HQ squad, 3 rifle squads and 3 BAR teams
2 MMG teams
1 81mm mortar
1 57mm AT cannon + loader team
1 M8 Greyhound
3 M4 Shermans,

German Forces are as such:
1 Panzergrenadier platoon - 1HQ squad, 3 grenadier squads, 3 MG34 teams.
2 MG42 on tripod teams
3 Panzer IVs, one of which is an ace (making it elite)
1 StuG III

The US were holding a line. The objectives were the two woods in the centre of the table and the building on the southern side of the T-junction. They began with a 57mm gun overlooking the approaches to the village, a BAR squad and MMG team in the southern woods, with the same in the northern woods. They also held the centre building with a rifle squad with a BAR team in the field, along with the HQ.

The Germans advance with an MG42 team, rifle squad and I think the HQ. I can't remember. It has been a few days, and when playing with another person I found my note taking was not as thorough. I also didn't take as many photos.

After the initial German advance, the MMG team in the southern woods opened fire on the HMG, killing two of the crew, causing the final member to break and run.


This was a surprising first kill. A welcome one for the US though as it forced a chit pull right away. Alexander claims to have famously bad luck with his dice rolls, so maybe it is my game to win. We played some things wrong this game: for instance he didn't have to pull a chit even though I was holding objectives. Also I had a scouting unit and he didn't, meaning he should have also pulled a chit. 


The Germans advanced in an attempt to secure some cover and a good firing positions. The US northern flank advanced out of the woods to flank the Germans. A few firefights later and these units ended up pinned. 

I am guessing this was turn three, as if they are pinned, and his other unit is KIA then he has no more units to order and loses. But the game carried on, so I reckon there are reinforcements.

The cavalry have arrived! An advancing Panzer IV opened fire on the US flank, killing a GI. 

We did NOT arrange beforehand how many of the Panzer IV's ammo would be HE and AP. Not sure if you must do this, but we did do that for the next game.

The US infantry holding the house shattered the central German squad, causing them to retreat. Another chit pulled.

Another advancing Panzer IV. Caught out, it got brewed up by the 57mm cannon watching the road.

US Shermans arrived to help back up the infantry, but one got caught in the open on the road by the advancing Panzer IVs. It took a hit and was destroyed!

With the allies losing a tank, it was looking shaky, but luckily their commander focused on clearing out the advancing infantry, and managed to do enough, in order to bring the Germans past their breaking point. The attack was called off. A fairly straight forward US victory.


Game 2: the better game. I took more photos. We also decided beforehand to have a scenario of US attacking Germans who are in a defensive line. We also build our own armies in secret. It was incredibly fun trying to guess and second guess what Alexander might have chosen for his German defenders, analyzing our previous conversations about what goes well in a German defensive line.

In the end I decided to go crazy and try something entirely new. I went with a US Armoured infantry platoon, transported in M3s. 

US Armoured platoon: 2 squads of 10 men with a bazooka and BAR each. The command squad is identical. Then 2 MMG teams and a light mortar team. Transported in M3s. 
1x platoon of 3 M10 tank destroyers.
1x scouting M5 Stuart tank.
1x 105mm timed barrage by a battery of 4x105mm guns. I selected the centre of the crossroads at the beginning of turn 3.

Germans: A standard German platoon
2x MG42 teams (or just one)
1x light mortar
1x sniper and spotter (scout unit)
2x Panzer IVs
1x PaK 40
1x booby trap, in the building on the south-western corner of the crossroad, which is also an objective.

The US opened the attack by bussing on an infantry squad, right into the woods to face the PaK 40. The infantry unloaded and opened fire on the gun team, killing one of them, causing the rest to break and run. 

A great first kill. When Alexander failed the morale test and I read the result, it was hilarious. Deployed gun? Abandoned. Oh dear. Also, because we had equal numbers of scout units, no-one had to pull a chit. I did, however pull two chits before the game because the Germans were occupying two of them. The other was booby trapped.

Stupidly, the US commander ordered the M10 to advance and attempt to engage a Panzer IV. It was a failed attempt, and was punished swiftly and mercilessly! Both Panzer IVs advanced, and while a shot bounced off, a second shot penetrated, cooking off ammo.

An MG42 team occupying the south-eastern building opened fire on the command squad on the hill, causing 50% casualties! Luckily the squad held its resolve and kept going.

In response the M3 advanced to the edge of the woods and sprayed fire down on the occupied building, killing some and causing the rest of the gun crew to retreat!

But then disaster struck with an engine malfunction on the M5 Stuart, causing an engine fire! The vehicle had to be abandoned!

The chit pulled for the loss of the MG42 team was a Break Down chit. Neither of us had ever seen this before. I had to roll. With great anticipation I rolled, scoring a 6! I was super excited...until Alexander read out the disastrous result. Oh well.

Catching the M3 unaware, one of the Panzer IVs penetrated the shoddy armour with a round, destroying it completely.

We are standing at the end of turn 2! So much has happened. The US only has a half strength command squad on the table. Luckily Alexander was unable to get a suppressing shot onto them to end my attack there and then. And with Turn 3 beginning, I would be able to bring on reinforcements.

A screaming overhead announced incoming 105 rounds. Exploding around the crossroad, the sniper team dove for cover within their building, a Panzer IV was completely obliterated, while the other Panzer IV was left unscathed. Some luck for the US commander.

There were two pinning hits against the surviving Panzer IV but it passed the checks.

US infantry advancing up the northern flank took casualties from the sniper who put a round through the bazooka carrier. But an exchange of fire ended up killing the sniper team who was caught in a crossfire between a few units.

US reinforcements advanced up the southern flank, attempting to take on the Panzer IV who had retreated to the wooded hill (one of the objectives). The rocket bounced off the frontal armour, but caused the crew to check themselves. The tank became pinned.

Another attempt was made to knock out the Panzer IV, and this time was successful! I can't remember it if was the M10s who did the knocking out, or the bazooka team. With the flank open, an M3 charged up the hill to secure the objective, forcing a chit pull and ending the engagement. The German survivors would begin pulling back to another defensive line.

This final move felt a bit gamey. But overall, I love, love, love this game. It was a good laugh, and having surprise armies was really cool. I look forward to getting to do that again. Still loving 6mm at this sort of game level (platoon plus some armour).

This is the first time I ever used all of my smoke markers. It was touch and go for the US at the beginning and we were only 8BR away from breaking. The table was nice. We basically put all my terrain out and then took a couple of bits away to de-clutter the table. 

I took fewer photos because if felt rude and would have slowed the game. It was a school night and I didn't want to be up too late.

Bring on the next games.


Thursday, 29 August 2019

Holding the Line - a 6mm AAR

Tonight I took the rules A Sergeant's War for another spin, mainly to test out a few things, namely AT fire and HE fire.
The Scenario: A few squads of US infantry are holding a defensive line near a farm while an under-strength German platoon probes to test the viability of a larger counterattack in this area.

US forces: 2 BAR sections (4 men each), 1 30cal LMG (2 men), 2 rifle sections (5 men, one has a bazooka), 4 leaders, 1 57mm AT gun.
German forces: 2 LMGs (3 men each), 3 rifle squads (4 men each), 4 leaders, 1 StuG III.

The US defensive line. The 57mm gun covering the road with a BAR team holding the farm buildings. Their plan would be to fall back to the bocage lines held by their comrades should an attack of any note come. The right flank is being held by another BAR team while the rear is held by the 30 cal and the rifle squads. The Germans would be advancing in a general line.


 Jumping through the bocage a German rifle squad attracts some ineffective reactive fire from the BAR squad in the farm complex. Annoyingly this revealed their presence. Something I semi-ignored last game is spotting. But shooting basically gives the game away and by the opponent's next turn any enemy unit can shoot at you if they can get LOS. I think.


 Seeing a StuG III cautiously advance up the road the AT gun crew decide to engage. As the shot screams off it is clear it hits true as the StuG shudders...


 ...and begins to billow with smoke as rounds cook off inside. No crew make it out. I was almost disappointed that the first AT shot I have ever made with these rules hit and resulted in simple destruction. More likely would have been forcing morale checks from the crew.


 Seeing Germans in the open this rifle squad opens fire. The yellow is the hit die which was successful. The red die is the casualty roll, needing a 1 to cause a casualty, which they managed.

 The squad throw themselves to the ground, check on their dead comrade and wait for a chance to return fire. One hit and one casualty mean this squad performs 2 morale checks. Actually it is three because they are caught in the open. Their morale value is 4 so they need to roll 4+ on each die to avoid getting pinned. They actually failed two morale rolls, but the leader allowed them to re-roll one of them, which was a success. This squad cannot move, but can fire with a heavy penalty. However, before the Germans start moving and shooting, all German units who have pin markers can try and rally to remove one pin each.


 On the German left flank the MG34 team comes under fire from the defending BAR team, but the presence of their NCO helps steel them against getting pinned.


 Advancing up into the corner of the bocage a German rifle squad fires on the BAR team holding the farm house. Again, the presence of their NCO encourages them. I had many more successful Leaders leading this game, although I think there were a couple of times when they actually got killed and I forgot.


 At time goes on and it appears to be turning into a stalemate the BAR team on the US right flank looks like it might break, allowing the Germans to roll up the flank.


 Taking a chance the 57mm gun opens fire with HE against the MG team in the field to devastating effect. Under such fire and being in the open, not even the presence of their grizzled NCO can stop them breaking and seeking cover behind some bocage. A 57mm gun is a light HE gun, meaning it has FP2, so I roll 2 dice, needing 3+ to hit in this case. The hits plus being caught in the open led to 3 morale tests, all of which failed, and the NCO re-roll achieved nothing.


 Rifle fire sends the NCO scurrying off for cover also. I may have misunderstood the rules, but it doesn't seem you can kill leaders. They can only die while leading? I may be totally way off though.


 The already pinned down rifle squad takes more fire from the BAR team, becoming further pinned, but luckily avoiding becoming broken. Those German NCOs really know how to inspire their men!

That is until the 30 cal team opens up, breaking them, forcing them to retreat behind the bocage and off the battlefield. I read more about broken units. They keep retreating unless there are no enemy within LOS. So they kept retreating.


 On the US right flank the MG34 team comes under more fire.

 The BAR team on the right flank gets pinned again, but they keep rallying.


 The German squad firing up the road take some HE fire from the 57mm gun. They rally though and pass the morale tests.


 The MG34 team takes two casualties and becomes heavily pinned. They won't be doing much for a while. The unit is at less than 50% strength so the FP is halved. With 2 pins they cannot move or fire, but don't need to retreat.


After rallying some the MG34 team on the other side of the fight breaks again and retreats away. At this point the remaining German NCOs begin withdrawing their men. This may not be the right place to poke through the US defenses. 


This wasn't the best game in the world. I mainly wanted to experiment with AT and HE fire. I was thinking about having wave after wave of Germans coming, but decided it would get boring so kept to the first wave. The next game may be larger. I anxiously await my Heroics and Ros order with some Shermans and Stuarts. I want some actual allied armour.