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

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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 (NKVD) 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): 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 NKVD 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 NKVD teams on each side.

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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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