Wednesday, 25 May 2022

From Shakos to Coal Scuttles ACW Test Game

Monday night George and I tried the FS2CS Rules in the ACW period. We wanted to test all the rules so set a central objective and a one and a half hour time limit to make us advance and engage. Both sides had 9 units and 6 Command Dice. We set up a busy tabletop typical of the conflict, we also ensured there was the obligatory ACW stone wall 😊. The idea was to try every rule we could so we included some larger, smaller, elite and raw units.

At the end of the session and eight turns completed we were pretty happy that FS2CS would allow us to play a huge ACW battle on one of our Monday night sessions. Like any set of rules covering a broad time frame they will never be perfect for a particular period but this one worked okay so we'll definitely schedule it in for a Monday night!

Below are the changes we will be using for our ACW FS2CS games, some of these will also be used for other wars/time frames when we use FS2CS. Just a note for ACW games for which we use these rules we are assuming each foot unit is a regiment and each base within it represent around 125 soldiers.

FS2CS ACW Rules Updates:

Army Rating Leadership & Command Dice;
We will allow you to not use your leadership Dice when rolling Command Dice (a big call) but if you do include the dice allocated by Leadership in your Command Dice Roll include a D12 in the throw, if a '1' is rolled on the D12 subtract one from the Leadership value (minimum of ZERO) for the rest of the game, this indicates a Leader casualty. If your Leadership level is ZERO obviously you can disregard this, If your Leadership starts at say 3 this result could occur up to three times!
This is in addition to the existing Lead from the Front and Heroic leadership rules.

Formations;
For the ACW period, we will have three formations for Foot/Dismounted Units;
Existing 'Advancing' Mode is really a March Column, it acts as per rules but may not move within 12" of an enemy unit in its Line of Sight. If it starts a movement phase within 12" of it must deploy from this formation.
'Attack Column' Mode will be 2 bases wide and at least have one base in a second rank, once a unit reaches only 2 bases in strength it may not use this formation, the remaining two bases automatically go to 'Battle' mode. This formation may turn up to 45 degrees before moving or charging, it moves the same distance as the 'Advance' Mode.
'Battle' Mode for Foot/Dismounted Units must have room to extend to a full single line to deploy and act as per the rules.
Interpenetration of foot units by foot units is allowed if they can clear the other at no penalty.
Interpenetration of horse units by horse units is allowed if they can clear the other at no penalty.
Interpenetration of artillery units by foot and horse units is allowed if they can clear the other at no penalty.
Single Base Units;
A unit reduced to a single base may still function as a 'Battle' mode unit, for this period many Regiments had very small compliments and still functioned, they are still able to merge with another unit as per the rules.

Movement:
In addition to requiring a Shock Die to enter or move through Dense terrain a unit also suffers the Sparse terrain movement modifier i.e. 'Whenever a unit enters a sparse feature or begins a move within one, roll 1D6 per stand in the unit. For every 6, reduce the remaining available movement allowance of the unit by 1”. This can force a unit to halt, unable to move any further.'
Rear/Flank moves, when in 'Battle' formation units may move at half speed directly to the rear (retain facing) or directly to their flank, no oblique moves.
Infantry in 'Battle' mode may about face for free and follow it with either a move or fire.

Fire Combat;
Artillery firing directly at a Unit with a second rank receive a plus one die modifier.
Artillery firing directly at a Unit with a third rank or more receive a plus two dice modifier.
Artillery enfilading an infantry formation receive a plus one die modifier.
Note the first two modifiers above will encourage players to follow the usual formation doctrine used during the war of operating in extended lines.
Push Back Result, if a unit is in cover and receives a Push Back result they can at their discretion can take one level of Disarray per Push Back this replaces the 2" move(s).
Move & Fire Phase;
Units should be marked with Move or Fire 'markers' as they complete their action, we are doing this purely for our own administration purposes.
Marking Firing/Moving, unlimbered/Limbered Artillery bases, if an Artillery base moves replace it with the limber this indicates it moved so can't shoot, we are doing this purely for administration purposes so we don't accidently fire and move a gun!

LOS Clarification:
Two linear obstacles between firing units that they are not adjacent to block LOS

Important rules that can will be using to give units ACW character are;
The (Obligatory) Rebel Yell Rule, using two Shock Dice to activate a Rebel infantry unit to charge gives it two extra dice in the Impact Phase of the the Charge sequence.
Elite, these will be for Veteran units for ACW purposes, they can be no larger than three bases, Veteran units will also be hardened so have a Disarray rating of 5 and have a 50% chance of being Hesitant (role before the game).
Raw units are fresh eager ones, these will have only three Disarray as per the rules but can be five or six bases!

Some pictures from our 'game'! 

Our Battlefield, both sides objective was to control the bridge in the centre and we were playing to a fixed time of 1.5 Hours, in which we had 8 turns!

There were two formations for each foot and horse unit: 'battle' i.e. line and 'advancing' a single base wide column. Below you can see regiments of four bases in 'advancing' formation. for these ACW games we believe the latter required changes!

A Yankee Zouave Regiment in Line shooting it out with Rebels, they have two levels of Disarray as shown by the mini die. We are only going to allow single rank lines for our ACW regiments.

A Yankee regiment in trouble, it is up to four levels of Disarray (so will be required to retire next Union Moral Phase unless they reduce this total!) and in the sights of two Confederates Units!

Rebel Guns unlimbered and drawing fire from the Union troops, they ended up with three levels of Disarray, lesson learned, don't unlimber too close to the enemy!
In the foreground is the Confederate CiC.

If by chance you use FS2CS please let us know your thoughts on our thoughts!

Tuesday, 17 May 2022

WW II Wings of War/Glory Session

Monday night under Al's watchful eye we had a WW II Wings of Glory session!

This was a warm up for our next gaming night when we'll play some bombing scenarios as a reminder of the rules. We usually play WW I games with these rules and there are some significant differences between the two.

After a counter sort out Al and I boarded our Messeschmitts, Dave his Hurricane and George his Spitfire and it was chocks away!


Results at the end of Play were...

Pete shot down twice
George shot down once
Al shot down once
Dave not shot down

...so that's 2, 1, 1 and 0 which means I won I think!?!?!

Oh and Al supplied the excellent terrain boards and Dave dressed appropriately for the night in his old RAAF gear and the rest of us didn't!

Sunday, 8 May 2022

Chain of Command - Malaya 1942 Mini Campaign - Game 3 AAR

Aussie Infantry support a mighty Lanchester Armoured Car manned by the SSVF...

Game three of our Malaya 1942 Campaign is done and dusted! As the Japs were stymied last time it is a replay of that scenario but slightly further down the road, so again we are playing a Probe game.

Updated Leader names...
Aussie Platoon HQ, Lieutenant Graham Witherspoon, Sergeant Barry Griswald
Section 1, Sergeant McCarthy
Section 2, Sergeant Thompson
Section 3, Sergeant Bruce Ingliss

Japanese Platoon HQ, Rikugun Mitsubishi, Gunso Toyota
Section 1, Gucho Daihatsu
Section 2, Gucho Suzuki
Section 3, Gucho Isuzu
Mortar Section, Gunso Shitmee
Sniper, Jōtōhei Sanyo

Revised Australian End of Game 2 Process
Aussie after Game Stuff
Section 1: 4 Casualties
Section 3: Sergeant Wounded 5 Casualties
Total 9 Casualties
6 Return due to Force Morale Difference
1 returns next Game
1 returns next Game from Game 1
1 misses next Game
1 Killed
Total reduction of 1 figure for the next game!

Game 3 'Probe' Scenario

Aussie Forces
Core Platoon (less five casualties)
Lanchester Armoured car

Jap Forces
Core Platoon (New)
MMG Team
Sniper Team

The Battlefield

Lots of jungle on this battlefield, beside the main road heading north to south there are two areas of wild bamboo to the west of it and one area of open ground to its east...
Force actions/movements are shown, the Australians in Blue and the Japanese in Yellow...

Map Legend

The AAR

The jungle road and its surrounds where still and quiet as Lieutenant Witherspoon consulted his section leaders as he expected another Japanese attack. He proceeded to address them detailing his plans. Half way through his briefing a shrill whistle pierced the serene jungle and all hell broke loose, the wildlife scattered and the air was filled with shooting and shouts in Japanese! Sergeant Griswald coolly commented to his Lieutenant, "Briefing over then Sir?
The Japanese Officer, Rikugun Mitsubishi had launched an attack on the Aussie position to the east of the road to Singapore with his full strength, after being beaten previously honour demanded he defeat these Australians!
Two Jap sections deployed either side of a clearing in the jungle and advanced on the two Australian sections that had arrived to face them. A desultory firefight broke out a long range with little effect!
But Mitsubishi upped the ante setting ordering his mortar section into support and deploying Type 92 machinegun. His Number Two Gunso Toyota also arrived at this point with the last of the platoon's sections. He led an attempt to infiltrate the Australian left! Sergeant McCarthy's men on the extreme right of the Australian position noticed this and sent word to their CO!
Outnumbered the Australians held back awaiting more troops as the terrain was not favouring them in this engagement. They fell back out of the Japs line of sight, it was a waiting game for them!
The Japanese machinegun fire and mortar barrage hit McCarthy's men hard causing casualties and suppressing them while Gucho Daihatsu led his brave soldiers around their flank.
Desperate to retrieve the situation on their right the Australians launched a counter attack on the Japs right to distract them! The attacked was led by Witherspoon himself included Sergeant Ingliss's understrength section, the platoon's mortar team and a formidable Lanchester Armoured Car! This attack put great pressure on the Japs right and despite taking casualties Gucho Suzuki's men held firm under fire though!
At the height of the fire fight Japanese Sniper, Jōtōhei Sanyo coolly took a bead on an Australian he believed was in command of their flank attack, he took a deep breath steadied his weapon and gently squeezed the trigger...the shot missed, he cursed and then he lost sight of his enemy in the jungle! He settled to wait for another chance!
Irrespective of the pressure the Australian attack was having Rikugun Mitsubishi persisted with his own advance. On the Jap left covered effectively while the mortars and an MG Gucho Daihatsu and his men appeared to be on the verge of turning the enemy's flank! Lieutenant Witherspoon seeing his attack stalled and Japanese moving around McCarthy's position he decided the situation was lost and holding this position would only result in heavy losses he gave the order to withdraw, his men disengaged and withdrew southward.
Rikugun Mitsubishi cursed he was victorious but the Australians had again slipped away he ordered and immediate pursuit...BANZAI!

Some Pictures of the Action

Gucho Suzuki's section deploys during the opening phase on the Japanese right... 

McCarthy's men are the first Aussies into the action east of the Singapore Road they immediately went into Overwatch!

First movements from both sides, two Aussie sections deploy on the left of the picture whilst to the right Japanese can be seen, of note the Aussies have deployed out of sight of the Japs but in doing so have left two of their JOPs unguarded! 

The reserve Aussie section (understrength) arrive on the battlefield to engage the Jap right...

Aussie support arrives, a Lanchester of the SSVF!
In the picture to its right is Thompson's section they saw little action in this fight.

The Lanchester takes on 'defenceless' Jap infantry!
What's the Japanese for "Bugger Me!"?

And because its such a cool vehicle (OTP Model) here's the Lanchester again!

McCarthy's men were hit by MG & mortar fire reducing their effectiveness, in the background the cunning Japanese can be seen advancing take advantage of this!

Jap Sniper, Jōtōhei Sanyo takes a shot at the Aussies, clever figure placement by the Japanese player!

Gucho Daihatsu's troops make a dash for victory but a total victory is thwarted by the Australian Forces who withdraw!

Battlefield positions at games end from the southern (Australian) perspective.


Result Stuff
A Japanese Victory! An Australian Losing Draw!
Again the game ran smoothly, we had to look up the rules once checking on visibility from a buttoned vehicle! Again had time after the game to complete the Sharp End 'end of game' processes on the night!
We had to re-calculate the Aussie strength before starting because unlike Game 1 at the end of Game 2 the winning side had a six point Force Morale advantage so this greatly helped the Aussies who after the recount were only five men down a big difference to original nine (page 18 of the Sharp End)!
This game due to the lay of the land saw a lot less casualties on both sides five for the Japs and two for the Aussies and the 'end of game' process was decidedly in favour of the Aussies, Lieutenant Witherspoon looks like battalion Command material, whereas Rikugun Mitsubishi needs to take some charisma lessons!
Also this game included our first roll of four 6's! A Random Event! The Aussies rolled it and it resulted in another Jap section being automatically deployed where the Japanese player wanted!!!
Overall after this game Campaign wise the Japs are still on track for an overall win, pressure is on the Aussies! Next game will be in two or three sessions time.

Aussie after Game Stuff
Section 1: 2 Casualties
Total 2 Casualties
1 returns next Game
2 return from game 1
1 Killed
Total reduction +1 figure for the next game! An increase in strength Yeah!
For Campaign resolution:
CO Opinion Running Total = +4
+1 for Losing Draw Roll
OR Opinion Running Total = +3
+2 for Light losses than Japanese

Jap after Game Stuff
Sekushon 2: 5 Casualties
Total 5 Casualties!
2 returns next Game
1 misses the next Game then returns
2 Killed
Replacement Roll gives 3 extra men
Total reduction 0 figures for the next game! So full strength again!
For Campaign resolution:
CO Opinion Running Total = +1
+1 for Victory Roll
OR Opinion = -3
-1 for More losses than enemy Roll!
-2 for Heavy Losses Roll