Sunday, 10 December 2023

Second Franco-Mexican War - Song of Drums & Kepis AAR

In October we played a Song of Drums and Kepis game using the Convoy Scenario, we set the game in the period on the Second French Intervention in Mexico circa 1862.

Al and Maurice commanded the French and were in charge of the convoy, Dave and George led the locals.

The Mexicans line up before the Action Captain Martinez and Sharpshooter Paulo up front!

The 'Armies'

The French
1 x Officer Lt Dreyfus 
1 x Sergeant Sgt Depp
7 x Elite Legionnaires
1 x Supply Cart and Civilian Driver 'Bob'

The Mexicans
1 x Officer - Captain Martinez
1 x Crack Shot - Paulo
10 x Regular Infantry

The AAR

Turns one and two, the French got off to a good start the convoy moving along with a couple of successful activations and with no Mexicans appearing on the horizon, it was looking like a walk in the park thought Lieutenant Dreyfus.

Turn three a group of Mexicans appeared in the woods to the right of the road, Lieutenant  Dreyfus allocated 4 Legionnaires to deal with them! Simultaneously Mexican Captain Martinez had sprung his trap he ordered his men to take carefully aimed shots at the French opposite them, every shot missed!

Turn four while Bob led the convey the escorts to the right of the road charged the Mexicans facing them! Martinez seeing the French advancing barked orders to his men to reload and fire as a group, they failed to heed his command thanks to a poor activation roll, he started to shake in his boots! Due to this poor command performance the second group of Mexicans including a crack shot known only as Paulo failed to move into action!

Turn five and Captain Martinez was hit by a bullet rendering hors de combat and his men were overrun by the rampaging Legionnaires! The second group of Mexicans failed their first activation again causing a turnover ending the hapless Mexican involvement in the turn!

Turn six and Bob, Sgt Depp and the convoy exited the table whilst one Mexican out of a group of five managed to activate, too little too late!

A decisive French victory! Well done Al and Maurice.

Some Pictures (I didn't take many was watching how the action played out!)

The French Legionnaires escorting vital supplies enter the fray...
 
All seems ominously quiet!

A volley of shots rings out breaking deadly silence at the order of Captain Martinez!

Three Frenchman hit the dirt but the fire inflicts no lasting damage!

Lieutenant 'X' orders his left to charge the Mexicans in the woods while Bob continues to lead the precious cargo further along the road...

Under pressure the Mexicans try a Group Action to prepare a second volley to meet the oncoming Frenchies...they roll disastrously...no actions, plus this being the first try to activate this phase/turn that means that no other Mexicans get a chance to activate! Oh dear!

The Legionnaires reach the Mexicans at the tree line and decimate them!

A sole Mexican stands firm defeating three attacks!

Bob and his Escort safely cross the required ground...

After Game Stuff

A convincing victory to the French Foreign Legionnaires!

Until recently and since day one we have been playing Song of Drums and Shakos wrongly (all my fault), we had full turns and allowed all miniatures a chance to activate and then move onto the next turn BUT apparently every ‘turnover’ resets all the miniatures to ‘ready to activate’ status. Wow has this changed the feel of the games played, from one of my favourite sets of rules it’s tumbled to ‘Ah Song of Drums again…’ status! Now unless you play with forces with balanced Quality (read Activation) Numbers it turns into a one sided affair just like this game was. Then if you have two elite sides it is virtually IGOUGO with only a double one causing a turnover and lastly if you have two sides of poor quality troops playing it’s painful with turnover followed by turnover resetting all miniatures often resulting in IGOUGO by miniature. Now effectively Units have two Levels of Activation; a test using their Quality Number and the Turnover excluding a chance for dice rolls 😳!

As an aside we played Fistful of Lead recently and I am thinking of using that for skirmish games now, a couple more trial games to follow!

Thursday, 7 December 2023

Dead Man's Hand AAR "There's Gold In that Thar Town!" or "Trouble Out West"...

In September we played a game of Dead Mans Hand, there were three gangs heading into the Town, they could gain or lose Victory Points by killing others Gang’s Characters or Townsfolk and there was also loot to be 'recovered'! Okay so basically there was Gold "In that thar Town!" but who would get it?

The Ex Confederate Cavalry (George)

The Outlaws (Dave)

Or the Ranchers (Pete)

The Town...

The AAR

Well the action ran quick and hot!

The Outlaws and Ranchers were soon at each other and casualties started to mount as a fast and furious firefight erupted!

Taking advantage of the other two gangs preoccupation with each other the Ex Rebel Cavalrymen skulked through the town seeking fortune! They ran into a couple of armed locals whom they quickly dispatched!

With the Outlaws and Ranchers now spent forces the Ex Rebs took control of the Town’s Main Street where they were in a position to ransack the Town un opposed!

A win to the Ex Reb Cavalrymen, well done George!

Some Pictures

The Ranchers (five figures in the foreground) enter town and find the Wells Fargo building full of Outlaws, the shooting’ begins!

The Ex Confederate Cavalrymen carefully entered the Town keeping clear of said shootin’…

The Ranchers and Outlaws get up close but still find it hard to hit anything 😲!

Finally with so much lead in the air the first bullets find targets…

Meanwhile the Cavalrymen gun down a Townsperson out front of the Haberdashery! They then continue to make their way down Main Street…

The Ex Confederates view of the Town’s Main Street, Ranchers and Outlaws can be seen in the distance! The farm folk were in the process of putting the bad guys to flight, we were down to just the badly battered Ranchers and the fresh Cavalrymen (play onimous sounding music 😉).

An overview of the Town, all the buildings except the ones in the top right with the small corral are scratch built…

The final act, a Cavalryman known as Slim Jim takes aim at a Rancher from the Banks roof and fires, his aim is true and another Rancher eats dirt and the rest decide to leave the Town pronto!

Afterwards Stuff

Using the players points accumulation at the end of the game the Ranchers and Outlaws both had higher totals than the Ex Rebs but given they could the recover anything they wanted from the Bank etc they were the winners on the night!

Monday, 27 November 2023

TSOG Revisit the Sudan Circa 188something!

Last Monday we were caught short for a game so I quickly pulled out TMWWBK rules and a bucket full of Sudan figures!

We selected Scenario C called 'To the Last Bullet' and went with 25 points vs 19, the British would be on the defensive.

The British
1 x Fierce Highland Unit
4 x Egyptian Units

The Mahdi
1 x Camelry Unit
1 x Poor Artillery Unit
6 x Tribal Infantry Units

Okay briefly the game went like this, the Mahdi swept forward and swamped the Egyptians then hurled themselves at the Highlanders defending the fortified village and after taking enormous casualties overwhelmed the 'men in skirts'!

The reason for such a short AAR is we stuffed up rather royally with the rules and 'Moving at the Double' was moving at the double instead of using the variable D6 roll, enough said Dave and I now hang our heads in shame winning in such an ungentlemanly fashion! Next time we play a set of rules we will reread them instead of going off the top of our heads. This said the British and Egyptians did very well in the circumstances!

Some pictures then we'll move on...

The Impressive Imperial Force started a prompt withdraw on turn 1!

Thanks to their super human movement abilities the Mahdi were quickly amongst the Egyptians...here a band of warriors race past Colonel Goodhope as he covered the rear of his retiring troops (mainly because of poor activation rolls!)

Overall view of the battlefield...

The Egyptians looked splendid...

Until they were engaged at close quarters by the rampaging Mahdi!

The Highlanders got to cover in the village/farm and prepared to receive their foes...

Mahdi charged the 'men in skirts' repeatedly taking heavy losses but wearing them down!

It was the Mahdi Camelry's first outing!

Colonel Goodhope was tardy getting back to the fortified farm (read more poor activation rolls!), note the casualty markers pilling up in front of the Highlanders!

A final surge...

...and the Highlanders were overcome!

At least the game looked spectacular!

PS some would say the British succumbed on the night to a dirty low handed Mahdi trickery!

Thursday, 5 October 2023

Iron Cross Rules - 1944 NW Europe Game

Monday we played a scenario from the Iron Cross Rulebook, set in North West France in 1944 with the Germans on the attack and British on the back foot! The scenario was the Breakthrough one. Dave played the Germans George the British, re the special rules Dave selected the Command Point bonus of an Aggressive Force against having a Pre-Game Bombardment of the defenders.

With no infantry support (!) a Pz IV advances on the British line...

Forces

German Attackers 415pts
1 x Foot HQ
4 x Infantry Sections two with ATW
1 x HMG Section
2 x Mortar Sections
3 x Pz IV Late Models
1 x Stug III Late Model

British 401pts
1 x Foot HQ
6 x Infantry Sections two with ATW
2 x HMG Sections
1 x Mortar Section
1 x 6lber ATG with Truck
2 x Shermans with 76mm Gun

The AAR

The Germans massed near the centre and right of the battlefield from their perspective advanced rapidly taking advantage of the sparse terrain of north eastern France! The British held fire to keep their concealment in the trees and villages while concentrating their spread out force.

Turn two and the British opened fire on the attackers and also counterattacked, on their right infantry advanced on the open German flank while on their left a Sherman advanced to take on the German armour!

Quickly the Germans were in trouble even though they destroyed both the British tanks they had lost two of their own and two sections of infantry! Then to top it all off for them a British section advanced into a position with a line of sight of the Germans HQ and Mortar sections and started directing indirect fire onto them!

A last lung forward by the Germans cost them another Pz IV and foot section they were now too weak to achieve the victory condition of getting a third of their Break Point value into the British defensive zone in the allowed time. We complete 5 of the 7 allocated turns (an eighth turn was in the offing).

A good British Victory!

Some Pictures (not many unfortunately was busy umpiring!)

British anti-tank gunners await a suspected German attack!

The German force advances with their HQ and Mortar Sections in the foreground

The British launch a counter attack!?!

The main British defensive position was strong on a forested hilltop...

The lead German Pz IV brews up!

The battlefield at the games end, the British defensive line in the foreground...

After Game Stuff

A good game to get back into the rules but we forgot we had played this scenario before and it is an uphill battle for the attacker! We played the rules as written but in four weeks will play them again with our house rules.

Dave did make a serious mistake and did not take advantage of being second to set up, he placed his main attack facing the deployed British ATG instead of facing the weaker British flank! Given that it we believe this is a hard scenario to win as written.

Friday, 15 September 2023

Wings of War WW II Night!

Monday July 18 two brave TSGOGgers donned their flight gear climb aboard their kites and hit the air! Over to Dave...


FLt 'Whizzo' Al in his trusty Hurricane did battle with Leutnant 'Schmutzy' von N in the Me109 over the green fields of Kent. Through head on passes and deflection shooting from interlocking S-Turns the Hurrys multiple 303s delivered the goods. In the first sortie the 109 carried 16 out of the required 17 hits for a few turns before disintegrating. Undeterred; Schmutzy eluded the home guard and swam back to Calais for sortie 2 where the first burst of Whizzos 303s gave 8 hits (ach these Englanders fight like madmen!) and the 2nd burst had one of those darn explosion chits. For Schmutzy it's PoW life with incessant rain, bad plumbing, bread and dripping...

A couple of pics from the night!


Sunday, 25 June 2023

CoC AAR - PTO Tulagi Beach Blue 1942

2nd of May Dave hosted a CoC PTO game for us, turning over to Dave...

The first US offensive in the Pacific was in August 1942 in the Solomon Islands and the initial landings were on Tulagi, the administrative centre of the island  chain. Tulagi is a small island north of Guadalcanal, nestled below the larger Florida Island. Unlike the landings on Guadalcanal, which met no initial resistance, Tulagi was contested strongly by Special Naval Landing Force (SNLF) troops of the IJN. The USMC landing force under Merrit Edson consisted of  Carlson's Raider Battalion and 5th Battalion of 2nd Marine Regiment. 




This Chain of Command (CoC) game focussed on a platoon of 5/2 landing on Beach Blue on the mid-southern edge of the island and probing inland, heading towards ridge in the centre of Tulagi in their drive to capture the NW end of the NW-SE oriented island. As a probe scenario, the USMC needed to exit one team from the far end of the board for victory. 

The extra points available to the sides were spent by the SNLF on entrenchments and barbed wire. The USMC 5/2 added a .30 cal LMG and 60cm medium mortar teams. Both sides rolled high on morale to start on 11. The patrol phase developed into the SNLF moving as far forward as possible with three Jump Off Points (JOPs) evenly across the board in the jungle and the 5/2 deploying three JOPs, two on the left flank either side of the cemetery and the other on the far right flank on the edge of the golf course. The nature of the jungle cover meant that JOPs could be deployed at only 6" back from patrol markers so the opposing JOPs were relatively close compared with open terrain.

The USMC landing didn't open well with confusion allowing only one squad and the Sarge landing on the left flank and moving to the edge of the jungle from the cemetery. The SNLF began rapidly deploying units from the JOPs and an attack was immediately mounted on their right flank against the recently landed USMC squad. The units didn't get to hand-to-hand but settled into a prolonged firefight at close range. 

Some of the less than well coordinated USMC landings may be attributed to Major Clarence E Pitts taking personal command of the landings. The SNLF rapidly established their whole platoon well forward and began to infiltrate towards the beach before the full USMC platoon was ashore. Most of the USMC strength consisting the three rifle quads and one BAR squad were deployed on the left flank around the cemetery as it seemed like a good idea at the time. Another firefight developed at medium range near the centre between several squads. To ensure the right flank JOP would not be overrun, the mortar and LMG teams were deployed from there to the nearby golf course. This turned out to be a problem later due to the intervening jungle between them and the rest of the platoon on the right flank, so they were not mutually supporting.

The firefight in the centre was going against the 5/2, due to some units being in lighter cover in the cemetery compared with SNLF, and some lousy shooting manifested by lousy rolling. The firefight at close range on the 5/2 left and SNLF right was swinging towards the USMC due to the high number of SMGs in the squad and most of its members growing up on Jimmy Cagney movies in the 1930s "Take that you doity rats...dakadaka...daka". A counter-battery duel developed on the SE side between the SNLF type 89 grenade launcher squad and the USMC mortar and LMG teams from the edge of the golf course. 

In the centre the 5/2 BAR team moved obliquely onto an exposed small hill in what seemed like a sensible flanking move by Corporal 'Machine Gun' Kelly. However the firepower of SNLF quads soon reduced the squad to just Kelly and two comrades who yelled 'Semper Fi you SoBs!' and headed inland into the jungle with shots whizzing at their heels. A fierce hand-to-hand struggle depleted another USMC squad, who retreated towards the cemetery. On the NW edge, Mr Thomsons inventions deadly effectiveness at short range had wiped out most of the opposing SNLF and the jarheads began to advance.  SNLF Lt Imashita and his trusty flag bearer were not too far behind this squad, and suddenly felt exposed as an enemy squad approached from their right and Cpl Kelly chomping his cigar from the left, so they hotfooted it inland up the ridge.  

The USMC had taken very heavy losses in the centre and the remaining squads began moving towards the breakthrough on the left, concentrating almost the entire platoon infantry strength along the left flank. Just them Clarence E Pitts rolled the statistically improbable five 6s initiating a random event. This was an errant indirect fire barrage, courtesy of a USN destroyer sailing close to shore, onto the left flank affecting only one SNLF squad but all of the USMC infantry. Amazingly, minimal casualties were suffered by all thanks to USN gunnery. 

The USMC got lucky with many 6s on command dice, resulting in extra moves, and the advance on the left surged forward. As the USMC centre was now open the SNLF sensed a way to split the landing force, the aim of every Japanese island defence by driving straight for the beach across the golf course. Nor being distracted by the imperialist game of golf, they swung right towards the left flanks of the hapless LMG and mortar teams who were engaged in the firefight with the SNLF grenade launchers and infantry up the hill. The USMC support weapon teams were easily overrun and the SE end of Beach Blue was in SNLF hands. Meanwhile on the NW end inland up the hill, Lt Imashita had managed to outrun Machine Gun Kelly and join up with one of his squads to direct fire into the flanks of the USMC advancing inland. 

The USMC had suffered so many casualties on both flanks, but particularly the support teams on the gold course, that their morale was lowered considerably, and they lost a command dice. The advance began to falter but one mauled squad reached the far side of the board up the hill and victory was achieved. But at what cost? Pyrrhic indeed. For a probe to assess enemy strength for a following multi-company assault, it stirred up a hornets nest and lost most of the platoon. The SNLF held most of Beach Blue making follow on landings difficult. The USN destroyer captain received the Navy Cross, Maj Pitts was  given commendations, posted to the Rangers training for Europe and then posted to the UK near the town of Studley Constable in Norfolk. Lt Imashita received a personal commendation from Admiral Yamamoto but him and all of his men were overwhelmed by US firepower in the next two days. 

Overall this showed how precarious these beach landings could be if the defender skilfully defended forward with aggressive moves to the beach to divide the landing force, something that was not achieved in reality in the Pacific. 

First contact, SNLF troops bravely attack the invaders for the Emperor!

They also deploy on the flank of the first USMC troops...

US automatic fire starts to take its toll on the island's defenders!

Marine BAR teams deploy to cover the advance on the Yanks left flank, they suffered heavy loses but did their job!

The beachhead!

Yank view of the very nice terrain!

The Marines hammer the Japs, but the resilient SNLF troops just soak up the losses and return fire! This is not good for the SNLF but they buy time with lives while they attempt to redeploy!

View from the Jap perspective as more and more Marines well equiped with automatic weapons appear on the edge of the jungle!

The Marines deploy all their resources save their MG and Mortar team on their right flank, The Jap Commander is concerned!

But the Japanese surprise the USMC attackers and attack themselves they quickly capture an American Jump of Point! After initial firefights the battle now starts to become mobile!

SNLF Lt Imashita and his standard bearer put some distance between themselves and Marine Sergeant Machine Gun Kelly who can be made out in the background, note the Lieutenant's report back to his superiors described this movement as a ‘redeployment to more favourable ground' rather than a case of fleeing for their lives!

Despite their success in the centre and on their left the Japanese right flank crumbles, in a firefight against the well armed USMC the SNLF struggled and then succumbed!

The Marines 30 Cal MG Team keep up fire despite a hail of knee mortar bombs landing all around and ON them!

Then 5 sixes were rolled by the USMC player an EVENT, first time we have had this in CoC...

...turned out to be a barrage which targeted mainly their own troops! Turned out to be a fizzer with little effect...good overall picture sows the USMC about o capture a Japanese Jump of Point and turn their right flank!

Japanese rampant behind the USMC lines...bravely the Marines commander pushes on for their objective rather than be distracted!

The SNLF overruns the Marines Mortar support...

...and the a second Marine Jump off Point, the Yanks morale is teetering...

US Morale is further tested as the Japs take out the 30 Cal MG Team but still they hang in!

Japs occupy the beach after destroying the Marine support elements!

Yanks successful, a Marine squad prepares to exit the tabletop!

Catch ya next time!