OrcCon Feb 2018

During the President day weekend WR travelled to Strategicon – OrcCon 2018 to run two different era games with Daniel. Before presenting the AAR for the Flames of War 1945 Operation Overcast revisit and Battle of Halle 1806 revisit, WR presents some photos of the historical games while walking around the convention ballroom and event details from PEL.

Team Yankee Invitational Tournament Day 1 and 2Team Yankee – GM Troy Hill

Day 1 (Rounds 1, 2, & 3) of the Team Yankee Invitational Tournament. You must contact the game master at troyphoto7@gmail.com to receive instructions on how to register for this event. Two day, five round tourney. 70 points for day 1, 85 points for day 2.

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Battle of Halle 1806 Revisited

At the recent President’s Day weekend  at the Strategicon – OrcCon 2018 convention, Daniel and WR re-staged the Battle of Halle 1806 historical scenario. To avoid repeating text, details on this historical napoleonic scenario can be read on previous WR articles posted here on Wargamerabbit:  Battle of Halle 1806 background  and  Battle of Halle 1806 AAR

Set up and opening movements for the French followed the previous Halle 1806 game. But this time the Prussian Advance guard… or Rearguard brigade in reality, retired quickly into Halle and defended the last bridge crossing. French light cavalry movement quickly triggered the release of one Prussian reserve command by crossing the Saale river early, threatening the Prussian left hand infantry division in reserve, Shortly after releasing the Prussian left hand infantry division, the entire Prussian Reserve Corps was released by French 1st division infantry entering Halle proper, thus being the second French command to cross the Saale river. Unfortunately, the “early” release of the entire Prussian Reserve Corps allowed them to march northward unimpeded while the French 1st then 2nd Infantry Divisions were delayed within the town walls of Halle. Small Prussian reinforcement (brigade size) fed into Halle proper, joined the hard pressed Prussian fusilier battalions and hold the French infantry in check. By containing the French in Halle, the bulk of the Prussian infantry and, more importantly their military trains and baggage, reaching the critical crossroads outside the Steinthor town gate without incident. At that point the French, except for two weak cavalry regiments, had little in the path of the massed Prussian northward movement and ability to prevent the exit of all Prussian trains. A Prussian victory was declared unlike the historical result.

Halle scenario map drawn to each map square is 12″ on tabletop or 600 yards (50 yds to inch scale).

French OOB with unit size (battalion. cavalry regiment or detachment, or battery / train). The Combat Morale Rating (CMR) on 1 to 10 scale, with 10 being the highest rating.

Following is a quick WR report, using photos, of the OrcCon convention napoleonic Halle 1806 scenario game. Daniel, Don, and Alex had the French side. Braden and WR played the Prussian position. Each turn is 20 minutes and three turns per game scenario hour.

1000 hours: I Corps, 1st Division (GD Dupont) approaches the covered bridge causeway with I Corps light cavalry brigade under GB Tilly. 2nd Division lower left corner and Prussian Advance Guard (von Hinrichs) at bridge entrance.

Rest of Prussians rest in their encampment area under Reserve orders. They cannot move north past the Liepziger Turm without French commands actually crossing Saale river to eastern bank.

French 1st Division (Dupont) approaches the Prussian outposts (hussar detachment) while the other Prussian units slowly retire across the covered bridge causeway into Halle.

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Battles of Nola 216-214 BC

Catching up with the two month backlog of WR gaming activities. At the end of YR 2017, on the last gaming saturday of December, WR drove south to join several friends for a Clash of Arms (COE) 28mm ancients game. David our host had designed a Roman-Carthaginian 214-216 BC battle based from the Hannibal campaigns around the roman city of Nola.

First a little background before the COE game scenario report posted below. Digging about on the internet we found Nola was one of the oldest cities of Campania, its coinage bearing the name Nuvlana. Generally thought as been founded by the Ausones, who were certainly occupying the city by c. 560 BC. During the Roman invasion of Naples in 328 BC, Nola was probably occupied by the Oscans in alliance with the Samnite allies, from which the Romans took the city in 311 BC, during the Samnite War. Later, Nola and nearby Capua rivaled each other as “cities of luxury” south of Rome during the years of peace before the arrival of Hannibal and his army.

The historical city of Nola was the site of the 1st, 2nd, and 3rd Battles of Nola during Hannibal‘s invasion of Italy amid the Second Punic War. On two occasions (215 and 214 BC), it was defended by Consul Marcellus and his roman army. After the departure of Hannibal from Italy, the city returned to their business trade pursuits. Falling to treason, the Samnites controlled the city during the Social War. They held it until their ally Gaius Marius was defeated by Lucius Cornelius Sulla, who subjugated it with the rest of Samnium in 80 BC. It was stormed by Spartacus and his army of slaves during his failed slave revolt to worsen their lot a decade later. Though a relative backwater city by now in history, Nola retained its status as a municipium, its own institutions, and the use of the Oscan language during this period of Roman history. It was divided into pagi, the names of some of which are still preserved to this present day: Pagus Agrifanus, Capriculanus, Lanitanus for examples.

Campaign map for 216 – 214 BC (.doc):  Nola map

Many people think Hannibal’s won all his battles and suffered his only defeat at the battle of Zama near Carthage. That is false. Hannibal himself was held in 3 inconclusive battles outside the city walls of Nola during the 2nd Punic War Italian campaign. All were tactical stalemates, somewhat uncommon for the Punic warfare period, but allowed Republican Rome to regain its momentum against the recent Carthaginian victory on the bloody battlefield of Cannae. Continue reading

Operation Overcast 1945 Pt II

Bit of a different Flames of War 20mm scenario this time for the Thanksgiving holiday period. WR decided to play another scenario game on the same terrain setup for his recent HMGS-PSW convention Operation Overcast May 1945 game, especially since he hasn’t returned the majority of the terrain pieces to their proper storage. Being also interested in a holiday Thanksgivings game or more correctly worded as a “TanksGiving” scenario using a “TankFest” format….. ie.. a lot of tanks driving about on the large tabletop setting. With the tabletop terrain design done…. pulling out the month old Operation Overcast scenario map for the 16×6 foot table san German equipment, WR only needed to figure out the American and Soviet tank forces for each side, based upon his present 20mm late war collection availability, and the placement of initial tabletop units and arriving reserve units. Motto simple…. lots of tanks. WR has tanks!

View from the southern end of the table. Former Camp Dora at lower left, the Mittelwerk rocket factory, the old V-1 launch ramp, and aerodrome in top distance.

Opposite table view from northern end. Kummerdorf II camp or former military testing grounds and the aerodrome base. WR likes his electrical transmission towers and power sub-station.

Scenario map for tabletop: Same as the former Operation Overcast 1945 scenario. Just the German units and hardware equipment has been removed. Terrain map notes as follows: 1) the Mittelwerk mountain factory is three teams wide within the mountain if combat occurs. Consider the factory floor terrain to be similar to large buildings with four equal size “rooms or areas” within the factory mountain. Vehicles can drive through the mountain at normal unit speed, in single column, but no double movement. 2) The three fuel tanks have some fuel and will burn if successful 4+ FP hit result. A permanent smoke cloud will burn 12″ around the burning tanks till end of scenario. 3) The V-1 launcher ramp has concrete side walls and provides BP cover. 4) The electrical transmission towers and substation are not live with electrical current and provide no cover for concealment but do slow movement for the fence like barbed wire. 5) Radar tower is just for show. 6) Chain link fencing is similar to barbed wire sections for movement and unit crossing.

The entire 16′ x 6′ table map. Each map square is 12″ by 12″. The Mittelwerk mountain tunnel is assumed to be three teams wide if any combat occurs in the former mountain V-2 factory. Americans control the bottom half of scenario map. The Soviets enter from top edge of map.

Scenario Premise: The previous WR Operation Overcast 1945 Flames of War 20mm scenario had two component parts. The first was the search and collection of late war German technology by the Americans and Soviet special “intelligence” task forces or platoons. The Americans by their JIOA Operations Group teams and the Soviets teams from the Special branch NKVD, directly under orders of Uncle Stalin. The second part was the confrontation phase, leading to direct offensive action between the two major powers. In the end, the Americans won the battlefield but the Soviets were more successful extracting the German hardware technology, the German scientists and technicians, and rounding up the former Camp Dora ex-rocket factory technicians. During the first Operation Overcast 1945 scenario there was German hardcore fanatic SS teams, Gestapo teams, and former prisoner guards on the tabletop to interfere with the actions of the American and Soviets.

For this Operation Overcast Part II scenario the Germans are long gone from the tabletop battlefield, the advanced military hardware has been collected and hauled away, and the German refugees and former Camp Dora prisoner workers transported to other regions of safety. The Soviets are returning to the former battlefield as part of a major Soviet armored attack on the American central european army. They are confronted by a similar American armored forces and the “TankFest” scenario starts with that premise. Continue reading

Battle of Halle 1806 AAR

Back on November 18th, or two weekends ago, WR ran his Battle of Halle 1896 scenario on the warren gaming tables. The outcome and AAR below covers the close action of the Prussians trying to fight their way northward and the two-step French process of seizing the Hohe Brücke covered bridges then their attempted breakout to block the Prussian Reserve Command from exiting the tabletop on the Dessau road.

After introductions and a brief pre-game discussion on the Halle scenario, both player teams (six players) set about the scenario opening turns. The background WR report for this interesting 1806 campaign battle can be read here: Battle of Halle 1806

Opening situation has the French I Corps under Marshal Bernadotte arriving and preparing to attack the Prussian outpost deployed before the Hohe Brücke covered bridges leading into old town Halle proper. Leading the French Corps is the 1st Division under GD Dupont and alongside is the Corp’s light cavalry brigade under GB Tilly. Following in road march are the two other French infantry divisions: the 2nd Division under GD Rivaud and the 3rd Division under GD Drouet. The forward Prussian Advance guard is commanded by GM von Hinrich while the bulk of the Prussian Reserve command is stationed south of Halle on the eastern side of Saale river. The Prussian Reserve Command consists of two Infantry divisions and a cavalry brigade. The 1st Reserve Division under GM von Natzmer, the 2nd Reserve Division under GM von Jung-Larisch, and the Reserve cavalry brigade under Oberst von Hertzberg.

With the forces positioned to start the scenario, the curtain veil parts with the two sides within artillery bombardment and charge range….

Opening 1000 hours scene. GD Dupont’s 1st Division with GB Tilly light cavalry brigade arrive before the Prussian fusilier outposts at Halle and Hohe Brücke covered bridges.

The rest of the Prussian Reserve command is positioned just south of Halle and in reserve. Their movement is triggered by French movement into Halle or crossing the Saale river. Each rectangular wooden block represents a divisional command.

The Halle 1806 scenario notes file (.doc): Halle 1806 Scenario Notes

Halle 1806 scenario tabletop map. Each map square is 12″ by 12″ to correspond to the tabletop.

Same scenario map for Halle 1806 but with the starting positions marked by the command counters. Arriving commands just on map edge pending scheduled arrival.

Scenario start 1000 hours: French have first movement (side 1) on the tabletop. Before the French Movement phase however, the Prussians have their Cavalry Charge Declaration phase (sequence of play chart at end of this article). So the two small Prussian detachments (dragoons and hussars) sound their trumpets. French morale tests passed, the French unit movement is slowed due to the Prussian charge zone (halved).

Prussian hussar and dragoon detachments open the scenario with their declared cavalry charges. French are not impressed by the token Prussian charge…. but French movement is slowed.

French finish their unit movements. The Prussian small hussar detachment charge home on the 2nd French Hussars during the Shock phase. French counter-charge but lose the sword play brawl for the moment and retire. Continuing their charge, the Prussian hussars impact the maneuvering 5th French Chasseurs in the flank, sending them packing to the rear. Prussians win the first fights. Continue reading

Battle of Saalfeld 1806 AAR

Since WR hasn’t the capability to play out the major battles of Jena and Auerstaedt with his expanding Prussian 1806 miniature army yet, he plans to explore the Battle of Halle 1806 next after this AAR write-up on his recent Saalfeld 1806 game. But first, the opening campaign and exciting Battle of Saalfeld between Marshal Lannes and Prince Louis Ferdinand of Prussia.

Scenario opening positions at 1000 hours. Prussian left flank command (Major Rabenau) deployed before old town Saalfeld wall with Jagers at Garnsdorf. French arriving upper left..

Prussian and Saxon main body command under GM von Bevilaqua marches into position between Saalfeld and Crosten village. Prince Louis of Prussia at left before the Prussian 6th Hussars.

Total view of the scenario tabletop from the eastern view. French arrive from left, the old town of Saalfeld at right, and Prussian Saxon main body mid table.

 

 

Saalfeld scenario map drawn to 12″ per square or one inch equals 50 yards. French enter on the lower edge.

Saalfeld scenario map showing the various command counters and starting positions. See Saalfeld scenario notes document (.doc) for details.

For complete details of the Saalfeld 1806 battle and scenario files, please proceed to the Saalfeld 1806 articles recently posted:  Battle of Saalfeld 1806 and the Preparation for Saalfeld.

1000 hours: Opening scenario turn. Team France (Daniel and Luis) have first movement so they immediately assault the village of Garnsdorf starting the scenario within striking distance. Two battalion columns from the 17th Legere are sent against Garnsdorf. The separate small 3rd battalion, formed from the converged elite companies, is sent to skirmish and prevent any Prussian counter response. Deploying from road column, the leading 21st French Chasseurs a’ cheval regiment forms line backing the skirmishers. More French hussars arrive trotting down the Grafenthal to Saalfeld road, followed by their attached small 4 pdr. horse artillery detachment under Lt. Simonnet. Prussian Valentini jagers quickly abandon the Garnsdorf village, odds of 9:1 are well beyond their capability to resist. Major Rabenau deploys up his fusilier battalions across the low-rise Lerchen Hugel while the arriving 6th Hussars are directed to threaten the French downslope advance, joining the left flank Saxon Hussar detachment.

Prussian Saxon main body starts to deploy from battalion columns as the Prussian trains retire westward.

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Operation Overcast 1945

WR’s large YR2017 HMGS-PSW regional convention scenario this time was an early version of Operation Overcast, a Flames of War post-war scenario with three not two active sides on the tabletop. The scenario premise has the war just recently ended and distrustful tensions between the allied armies are subdued for the moment by their victory over Nazi Germany. Within days the American Joint Intelligence Objectives Agency (JIOA) and Soviet Intelligence Special Branch (NKGB) teams are racing around unoccupied southern Germany seeking the very scientists, technicians, technical drawings, and actual prototypes of the advanced late war German technology. The winner of this “data collection and personnel roundup effort” will have a tremendous technology lead, placing their nation in the forefront and well positioned as the Cold War hostility reveals itself later.

Operation Overcast May 1945 scenario map showing the four general sectors. (L to R): Kummerdorf II, Filegerhorst Kaufbeuren, Mittelwerk, and Camp Dora zones. Table size is 16’x6′

The scenario notes for the game (.doc file) Updated 02/28/18 (American OSS and Soviet Special NKGB platoons added): Operation Overcast 1945 Scenario notes

The scenario 16×6 tabletop viewed from the Mittelwerk end. Camp Dora situated at left.

Scenario tabletop from the Kummerdorf II table end. Filegerhorst Kaufbeuren in upper background. The Kummersdorf annex are the buildings upper left in photo.

The central Filegerhorst Kaufbeuren with the advanced German aircraft and missiles scattered about the aerodrome. The former Lionel radar tower atop the low hill at right.

Mittelwerk zone shows the Mittelwerk mountain V-2 factory tunnel entrance, the V-1 launch ramp and assembly building. Rocket test launch pad off photo at left.

Mittelwerk V-2 test launch pad for the advance testing of V-series rockets.

Camp Dora compound. Camp Dora prisoners are the workforce for Mittelwerk V-2 rocket factory. Two hut buildings, a barracks, and the “cooler” makes up the corner of Camp Dora pictured.

Electrical power substation for the Kummerdorf II technical factories. Rare to see electrical transmission towers on a tabletop wargame. Rarer still an electrical substation.

Another view of Kummerdorf II zone. WR loves his electrical transmission towers on the tabletop.

Well, the tabletop scene has been described and shown. Now to report the Act I of the scenario; the search by the three American JIOA and three Soviet NKGB platoons as they enter the tabletop. Note: WR used only three teams for each side at the convention. The full scenario calls for four JIOA and NKGB teams on each side and WR added the American OSS and NKGB Special Spetsnaz platoons to OOB this Feb 2018.

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