FOW Barbarossa 1941 Mega game

Back on the 29th of July, WR and Daniel drove over to the scheduled Flames of War Ver3.0 Mega Game 1941 Barbarossa scenario hosted by Bruce and company at Games Empire Pasadena. Being “centralized planned minion Soviet players” to the larger actions surrounding both Daniel and WR at the event, we both charged forward as ordered into the teeth of the German defenses.

Scenario Basics: Per WR’s understanding of the scenario, we the Soviet side are attacking the overly extended German panzer (panzer grenadiers) lines. Once the Soviet assault begins, the German reserves arrive at predetermined locations to repel the Soviet onslaught. Both the German and Soviet teams had one player in charge to design (purchase) their several company sized commands, their local reserves, and the backup of divisional support (artillery and rockets). Their FOW Ver3.0 group rules have counter-battery abilities, “across the Volga” off-board artillery, and several AOP and spotting observers placed within both teams lines (see below). If a complete OOB for both the Soviets and Germans is located, WR will amend this article posting. Additional Russia 1941 scenario infomation from Bruce’s hand can be read here: Mega Battle Starya 1941 Russia notes

WR sits in the middle (cream shirt) as Bruce (black T) looks over Daniels deployments right of WR. Closer view of the “C” shaped table design.

A more panoramic view of all six 6 x 4′ tables. Robert, Beau, and Lance (l to r) stand on the German table side. Daniel taking the photos today.

Basic outline for FOW 1941 Russia Mega Battle scenario map as drawn by Bruce (GM). Soviets have the interior table edge and deployment zones. the Germans are on the outside perimeter.

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Battle of Singling 1944 (AAR)

WR staged a pre-Fourth of July Flames of War 20mm scenario event at his local warren last weekend. Set in the cold winter month of December 1944, near the Franco-German border and the old Maginot line, the scenario Battle of Singling Dec 1944 pits the advancing American 4th Armored Division under Lt. Colonel Abrams against the recently arrived kampfgruppe of the German 11th Panzer Division. Based upon an old WWPD (“What Would Patton Do” site) scenario called “Abram’s Folly”, WR enlarged the scenario forces and tabletop area to allow six to eight players the fun of gaming.

The original scenario from WWPD (What Would Patton Do) blog site was titled “Abrams Folly” and can be read complete with this .pdf file: Abram’s FollyThe Singling 1944 (Expanded) Scenario Forces (.doc) roster outlines the original forces and the WR expanded additional units highlighted in yellow. The enlarged scenario map drawn in typical WR style displays the 8×6 foot table and terrain layout and is followed by a recent Goggle satellite overhead photo and contour relief map.

“SINGLING, LORRAINE, DECEMBER 6, 1944: Lt Colonel Creighton Abrams directed Task Force Abrams, consisting of units of the 37th Tank Battalion and 51st Armored Infantry Battalion, 4th Armored Division. On the 6th December a battered tank company and understrength infantry company came up against superior German forces in the small farming community of Singling. The assembly and staging area of the 37th Tank Battalion that morning was muddy from all of the recent rain. The halftracks were having difficulty maneuvering and the infantry were ordered to ride on the rear deck of the tanks for the attack on Bining. When Company B/37th was ordered to divert to Singling the infantry went with them unaware of the change of plans. The attack was hasty and unplanned. Intended to remove flanking fire from Task Force Abrams’ drive towards the German border, the attack was nearly a disaster for the Americans.”

Basic map for the Singling Dec 1944 scenario. Improved WR map with proper labeling will be posted in near future. North is left side of map.

Terrain notes: All open ground is a muddy condition. Fully tracked tanks have no movement reduction but all other vehicle restricted to 8″ maximum movement unless on roadway (paved or packed dirt). Woods are 6″ visibility while orchards are 8″ visibility. Long stream with bushes marked on stream bank considered concealment for infantry teams only. Hedges and low stone walls block LOS for infantry teams unless adjacent, all vehicles gain concealment if fired across. All streams, low stone walls, and hedges cause bogging vehicle checks if crossed. Low hill rise, buildings, orchards and woods equal in height for LOS determination. Church tall steeple observation point sees all terrain after 8″ dead zone from blocking terrain feature. Bunkers are noted as “nests” in original WWPD scenario write-up and played as such for this AAR, but looking at the actual modern-day photos, should be true concrete bunkers. German deployment zones (A-D) at scenario start are outlined by yellow boxes. American initial platoon forces and all reserve platoons arrive at respective red table edge marking. Overhead the sky is overcast with low clouds so no airpower present during scenario. Americans have first movement in scenario.

Google satellite map of the area around singling France.

Google map terrain contour relief showing the ground elevations matched to satellite map above..

The After Action Report (AAR): Last weekend WR invited a group of Flames of War (FOW) gamers to his warren for pizza, snacks, drink and miniature gaming. Team U.S. formed up with Bruce, Andy, and Daniel. Team German had Gary, Lance, Paul, and WR pushing the miniatures. The scenario scene opens with low cloudy sky, the town of Singling centered on the table, just as the American arrive at the table edge. Ahead the entrenched Germans are ready for the approaching Americans who have twelve turns to capture / control all the Singling buildings (six in number) alongside the paved roadway.

Tabletop terrain layout from the east (German) view. The old church is the foremost building. Before scenario start WR noted a missing hedge and building, quickly emplaced.

Side or southern view of Singling town. Clearly the bunkers can be seen. The bunkers (r to l) matched to the attached photos are #1 (upper right), #2 (in town), #3 and #4 lower left. Number 5 bunker off photo to south near lower left road.

The American view approaching Singling from the west. Tabletop ground is muddy causing reduced vehicle movement except for proper tracked standard tanks. Bunker #3 and #4 seen.

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Battle of Gospic 1809 AAR

To continue the Gospic 1809 story line, WR and his son Daniel played out the 25/28mm napoleonic scenario at GAMEX this past Memorial Day week. Standard 8×6′ table, some unusual terrain features, a cast of Austrian battalion units uncommon for any tabletop battlefield and, like the Klagenfurt 1809 scenario, a use for the WR’s French train column miniatures.

The historical campaign background material for the Battle of Gospic 1809 can be read here: Battle of Gospic 1809

WR’s scenario notes (.doc) file for Gospic (Bilaj) 1809 scenario: Gospic 1809 Scenario Notes

Opening situation has GD Clauzel’s division entering lower right in columns. Ahead of them is the small voltiguer / sapper detachment heading for the Barlete bridge. At left, the leading units of Oberst Rebrovic’s command crossing the Licca river bridge. Village of Bilag center left in photo.

Closer view of GD Clauzel’s division. 8th Legere, 23rd Ligne, 11th Ligne, and attached 81st Ligne regiments with foot battery. Voltiguer detachments A & B at left with chasseurs and up ahead.

Oberst Rebrovic’s battalion columns crossing the Licca river bridge at Novoselo, heading towards Bilaj village and French off photo upper right corner. The first rocky outcrop is seen.

Alone and wondering what the day will bring, the local “militia or townsfolk” are joined by Hauptmann Hraovsky and the Hohenzollern Chevauleger detachment near Barlete bridge.

The scenario map to understand the tabletop details and distances. Scenario map is scaled like all the other WR scenario maps; one map square is 12 inches or 600 tabletop yards (50 yds to inch ground scale). The following map photo shows the scenario starting positions, or map squares, for each command or small detachment. The Battle of Gospic is not a large napoleonic battle in the scale of the times, but for the combatants, the fighting was just as sustained and bloody.

Scenario map without the positions of the commands. Clearly shows the Barlete bridge / ford Jadova river crossing, the Novoselo Licca river crossing, and the three rocky outcrops near Bilaj.

Commands and their map square scenario starting positions laid out. French have arriving reinforcements at G2 map edge. the Austrian detachments are possible reinforcements.

Sequence of Play clip

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Troina 1943 FOW AAR

Last Memorial Day weekend Daniel and WR staged their Battle of Troina Flames of War (FOW) 20mm scenario at the Los Angeles regional GAMEX convention. With two player teams of three players each, the scenario opens with the Germans assaulting the Monte Basilio ridge held by a U.S. 26th Regiment battalion. Later in the scenario, about midpoint, the American 39th Regiment arrives to assault the German held flank south of the dry Troina riverbed. So, on the same FOW table, each side has attack and each has defend missions to content with.

Historical background material for Troina 1943 previously posted to WR link: Troina 1943

Complete Troina 1943 scenario notes (.doc) file: Troina 1943 Scenario notes

The full Troina table display. German assault left foreground and their defensive zone upper left. Americans defend Monte Basilio right foreground and attack later from upper right entrance.

Opening Set up: German assaulting command is placed, using alternating platoon placement method, in conjunction with the American Monte Basilio defenders. The German team players kept all the Italian platoons off-board at start, thus only placed the three panzergrenadier platoons (two on left, one on right), their MG platoon, the 5cm Pak38 A/T cannon, and Senior HQ team, along the opposite hill ridge. The Troina dry riverbed separated the two forces. For the American team, they elected to retain some support platoons off-board and avoid the German preliminary bombardment effects. Starting on the scenario tabletop was, front to rear, a rifle platoon manning the downslope front positions, then their A&P platoon in line near the central building. Between them they placed the A/T 57mm platoon, not realizing the “No HE” rule was in effect. Finally another rifle platoon was positioned around the hilltop woods. Held in reserve was one rifle platoon, a weapons platoon, and the machine gun platoon. German objectives, one placed by team America, dot the Monte Basilio position. One in lower corner of the hillside, the other placed high on the hill near the woods. Overhead the off-board “on call” 155mm Long Tom battery has their AOP L-4 Grasshopper plane buzzing overhead.

Americans atop Monte Basilio ridge across the dry Troina river bed. The hillside has been bombarded in recent days. German will assault from near foreground positions, Italians off-board.

The German southern Troina river position is placed on the tabletop. As seen in the photo below, the StuG III F/8 are placed in their special “StuG” pits covering the open ground. One panzergrenadier platoon on the hill at left and their second platoon stung from the StuG III position back towards the nebelwerfer RL battery concealed in the woods. Minefield and three barbwire sections emplaced in steep hill woods or flat open terrain. Both American objectives (one placed by the German players) on the tabletop, one near the front lines or “StuG” pits, the other behind the left rear hill. The Ponte di Failla bridge is the fifth objective (marker underneath). Off board is the German 10.5cm field battery with entire tabletop observers. Later in the scenario, the other half of the American forces (39th Regiment) will appear in front of the southern Troina river German defensive position.

German defensive positions on south bank of Troina riverbed. StuG III F/8 assault guns in their modified tank pits while nebelwerfer battery, a bit dense in placement, lines the near woods.

American 26th battalion sits in their foxholes before the preliminary bombardment and German first movements. Front line rifle platoon, then 57mm A/T, then A&P platoon. then another rifle platoon in woods at left.

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Battle of Raab AAR Pt II

Continuing with the second part of WR’s Battle of Raab 1809 Part II AAR. To read the Raab 1809 Part I, please click on this link: Battle of Raab 1809 AAR Pt I. For the prior WR background article on the battle click this link: Battle of Raab 1809.

1420 hours: After the Hungarian lunch served on the warren patio, the Franco-Italian-Baden players set to work mounting several divisional assaults along the Pandzsa stream defense while slowly winning the open plain southern cavalry fight. Dense columns of French infantry cross the Pandzsa and impact the defending Austrian formations, consisting mostly of weak landwehr or large Insurrection battalions.

Note: Mentioned in first article part, the miniature ratio is 1:90 for this scenario or one miniature represents ninety men. WR’s historical scenarios have a floating miniature ratio commonly between 1:80 and 1:100. Basic units are battalions of infantry (4 to 10 miniatures), regiments of cavalry (3 to 12), and batteries of artillery (cannon on base with crew miniature, width of base determines number of cannon). Infantry, and to a limit degree cavalry, can deploy individual miniatures as skirmishers before their parent units. Screening in our rules is a big thing….and the lack of ready available Austrian skirmishers later in the scenario created Austrian difficulties.

GD Pachrod’s division (by bridge), joined by GD Seras’ division (at right), cross the Pandzsa and assault the first Austrian line. Pachrod’s infantry hit first… will the landwehr / Insurrection hold?

GD Seras crosses Pandzsa north of Kismegyer farm. GD Durette’s battalions cross and turn into the farm’s defense. Musketry rings out and losses mount. Two French 8 pdr. batteries support.

Austrian insurrection battalion (in blue coats) engage in musketry against the approaching French columns. Another isurrection battalion is morale disordered from French batteries.

Scenario tabletop map without map counters.

On the open southern plain, the French light cavalry has earned a firm lodgment against the best efforts of FML Mecsery and his left flank cavalry. Like the infantry up north on the Szabadhegy heights, the majority of the Austrian cavalry regiment are insurrection hussars. More French dragoon regiments (Grouchy’s division) cross the Pandzsa stream and join the weary light cavalry of GD Montburn.

More French dragoon regiment have crossed the Pandzsa and form up alongside the tired light cavalry of GD Montburn. Austrian defenders appear weak in number as several have routed away.

Under the Austrian 12 pdr. batteries, leading 22nd Legere battalion is pounded hard with heavy loss. Hungarian IR #62 two small battalion (2×4) defend the Kismegyer loopholed walls.

Northern sector sees the daring 25th Chasseurs a’ cheval reforming on the exposed flank of the Szala Insurrection hussars. Pinned in place, the disordered Szala hussars cannot face both direction against the threatening French cavalry while being shelled by the French horse battery across the Pandzsa.

Disordered and shelled by French horse battery, the Szala Insurrection Hussars cannot face two directions and counter the reforming 25th Chasseurs a’ cheval on their flank.

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Battle of Raab 1809 AAR Pt I

Back in August 2015 WR wrote up his 1809 napoleonic scenario on the Battle of Raab, featuring Viceroy Eugene and his Armee d’Italie vs. Archduke Johann & Joseph and their Insurrection army of Hungary. Planning for this scenario last year, WR painted up ten Insurrection battalions (10×10) and ten Insurrection hussar regiments (10×8) required for playing Raab, mostly from old Brunswick casting. Definably not the typical napoleonic unit fielded or painted for the tabletop and really a “one use” collection of miniatures for playing historical battles. So with miniatures painted, banners affixed, and based, it is time to play out the Battle of Raab 1809.

Joined by five local gamers, the player side teams are formed. Team Franco-Italian-Baden played by Dan, Andy, and Luis. Team Austria to be commanded by John, Rob, and Daniel. WR positioned himself as the GM with spare pair of hands. Early in the scenario proceedings, Rob had to exit the field and Luis never showed for reasons unknown. Daniel was pulled for race car prep duty by his brother….. thus four final gamers nobly carried out the duties of miniature commanding. Dan and Andy on the Franco-Italian-Baden team and John and WR for team Austria, Special mention must be made for the culinary team Raquel for finishing the Hungarian stew, setting out the gamer snacks, and various drinks for mid game meal.

After a brief player orientation for the scenario and command / miniature identification, the scenario commenced about 10am and played into the early evening hours, finishing eighteen turn of lively action and rendering a decision. WR has broken this AAR into two parts due to the shear length and photos. Part I to cover the tabletop action up till 1420 hours scenario time, and the second part will be posted to WR, for the balance of the scenario, next week.

Scenario design and historical background material posted to WR at Raab 1809 and the Raab 1809 Scenario notes (,doc).

Austrian army HQ and trains, with Archduke Johann & Joseph themselves, near the chapel on Szabadhegy height. Wooden blocks denote the starting tabletop commands for scenario.

Starting positions viewed from SE. Pandzsa stream runs the center table line. Viceroy Eugene’s HQ at far left near farmstead.

Franco-Italian-Baden army from the SW tabletop edge. The Austrians behind the Pandzsa stream and on Szabadhegy heights clearly seen. Raab fortress is off left upper corner.

Wooden block tabletop use is covered in this earlier WR blog posting: Wooden blocks

Tabletop terrain is flat in most areas with two hills or heights on the Austrian side. The heights of Szabadhegy is a low rise overlooking the lower open plain, with a smaller hillock towards Raab. Local farms and fields dot the tabletop, single buildings and symbolic fields. The village of Szabadhegy and Kismegyer farm have special Austrian rules for retaining control. The entrenched camp and Raab fortress are just off the northern map corner. Lastly, the two streams which cause movement difficulties for the French curve across the tabletop. Both are terrain disordering for close order formations and for cavalry the Pandzsa has special crossing rules.

Scenario tabletop map without map counters. Each map square is 12″x12″ on the tabletop.

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Battle of Gaza 1799 revisited

At OrcCon 2017 LAX convention Daniel and WR replayed out the Battle of Gaza 1799 scenario featured in WR back in 2011. Same scenario format, the tabletop action lasted for twenty turns of back and forth miniature conflict, out of the twenty-one scheduled scenario turns. Mid game WR had Daniel on the ropes after a grand mameluke cavalry charge, but in the end the French, having higher morale and combative abilities won out. Following is the blow by blow narrative for those interested. This scenario game really shows the back and forth action common for our napoleonic (republican) era games.

Opening scenario deployments. Levant Ottomans at left in Gaza and on the background low-rise. Arriving French at right crossing the Gaza wadi.

GD Lannes infantry command and General Murat’s cavalry cross the Gaza wadi toward Gaza and along the coastal road. March orders for both at start, Murat’s cavalry in battle mode formations.

Levant Ottomans defend Gaza village and the low-rise. Four commands present (l to r): Aga of Jerusalem on rise, Mameluke cavalry, Hassen Aga El Arish, and Adballa Pasha Palestine at Gaza.

The scenario map shows the basic open terrain for scenario. Coastal road to Gaza and beyond to Acre. Palm or fruit orchards, the town or village of Gaza, low rises or hills, and the Gaza wadi. The Mediterranean sea with coastal dunes edge one side of the tabletop. The ridge crest prevent vision across if on the lower ground. Scale to 12″ per square of tabletop, typical for the WR scenario maps.

Gaza 1799 game map. Each square is 12″. full scenario details in scenario notes file.

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