Friday, 2 May 2025

The Siege of La Gleize: Peiper's Last Stand - Dec 1944, with 'Rapid Fire'

 Taking a scenario from  the excellent 2007 Rapid Fire - 'Battle of the Bulge' book, we have Peiper's last stand at La Gleize, on the 23rd December, as he found himself forced back from Stoumont by US 30th Infantry and 3rd Armored, toward La Gleize.

The Rapid Fire scenario for this battle is massive - with a lot of Shermans - most of which are going to need the dark cotton wool...and lighting effects...

A vehicle heavy scenario, it's the sort of thing that the Rapid Fire rules excels at - in terms of fast moving Armour, supported by infantry, with troops trying to 'break in' to the enemy position, pushing that all important morale check which could make or break the opposing force.






 

Tiger...lurking

 Having said that though, RF does sometimes, through its attention to detail, have lots of table clutter in terms of vehicles or elements that we won't ever use; it strives to provide them in support of historical authenticity. Would it be rash of me to admit we normally bin these elements of the OOB, on both sides? (Extra HQ vehicles, I'm lookin' at you...)

The actual Tiger II in La Gleize - photographed during my 1999 (yes , last century) trip...still there I believe. Also recommend Mike Reynold's 'The Devil's Adjutant' as best single book in this regard, for full history of Peiper's advance... 
I used the by now familiar - three figure stands to operate as an entire (normally 8 figure) RF company - using dice to record casualties, thereby making the morale check indication easy and more seamless to work out.

  The attack relies on three prongs of US advance, against a prepared German defender - although 'key' - Peiper's tanks are 'out of gas' (cites major flaw of the entire offensive) and can not move once positioned - which is absolutely a nail-biter for the German player   (hehe).

Some 76mm HV Shermans in evidence on the road - and lots, and lots, of sandbagged armour

The 'road in' - three avenues of advance against a tough defence Looking left to right - is east to west 

The Germans also have hidden units, which although immobile, merely by their existence, create flanking shot after flanking shot

Those in the town have their flanks protected, and dedicated kill zones.

US advance to the west - popping smoke down on the Tiger 2 spotted in the street - the German initial reactive fire was truly terrible; the Americans were VERY lucky

...well, up to a point

With luck on their side - the easterly advance scores BIG with the 76mm AP - taking out a critical panther

To the northwest, US infantry start a massive forest battle

Early attempts to drive into La Gleize itself

While on the other side of the town, the US hit a minefield

'POP SMOKE! POP SMOKE!!'

Good hits from anti-tank gun...

...taking out a covered Panzer IV - the US had all the lucky shots early on

...that is until the flankers opened up...

The forest battle intensifies...that flanking Panther (above) could end up in serious trouble

East and West attacks meet on the outskirts of the town

By now, US infantry has broken into the town, and finding a target rich environment...the flank of the Tiger II

The SP 155mm, operating over open sights, gave good account of itself.

North of the town now, and German defences are penetrated - infantry pouring into the area around the church

...with smoke and artillery support

Assaulting the church - again US had the balance of the good rolls

Germans move in the open, in an attempt to counter-attack and get destroyed by well observed US artillery

US Armour now moving into La Gleize

Though the Germans still have AA weapons that can make the infantry's life difficult

Sherman 105 keeping the German Paras' heads down on the flank
US reserves now in a position to charge the farm, though they are on the verge of a morale check..

...speaking of which - so are the Germans in the town - the roll does not go well for them...

All US attacks are now managing to converge on La Gleize and it's all over...


A great game - and RF never lets us down.

Having said that - these rules may appear in our futures... ;)

 

Friday, 4 April 2025

Cowpens 1781 - the Battle

 So, the Wing Scale variant of V&B, extends ranges, and utilises skirmishers/detachments in a more period manner. (available on the Mr McNelley'sV&B fansite and J.D.Glasco's site). For example, light infantry can break down and recombine, yet light units can also be charged etc.

I re-arranged the American deployment historically, and juggled with some of Tarleton's position viz the 71st Highlanders and British Legion - otherwise, the battle was pretty close to the historical layout; the American first line mainly composed of militia - who predictably, using the militia/poor troops rule, were very brittle, then the continentals who would give excellent account...until the last turn, and the cavalry, who would become engaged early on the American left, holding British dragoons.

British 1st attack: Dragoons on the British right. Legion cavalry on the left, though this shows the British problem - with troops with good morale, and only Tarleton and a sub commander, V&B punishes the lack of command with a shorter command radius at wing scale - historically accurate, since Tarleton had great concerns on the day co-ordinating movements.

American response on their left...the militia holds the line under the first vollies of British fire.

The militia hold for the most part (amazingly so against the Legion charge)

Legion cavalry charge on the British left - though they charge their way out of Tarleton's command radius - a one hit wonder...

Americans defend the flank - British dragoons can not break through.


The legion cavalry breaks through, but will now have to move back toward command, rather than be free to exploit the flank.

Of course, the flank move brings the legion cavalry into range of the continental line...(range is extended at this scale, making stationary troops in good positions VERY deadly)

A strong British attack starting to build.

71st Highlander assault


The Continental line

Trading muskets and charges, battalions become rapidly exhausted and/or are shot from the field...the Scots remain in place, but are slowly eroded by accurate American skirmish fired


By game end, the British are exhausted, with very few units that can move toward the enemy...an American victory, and very close to the historical battle.

A great variant of the original rules. The changes ALL make sense - range, command determination, movement, co-ordination of units within the scale...the changes work - the main mechanisms change to suit that. Contrast with Black Powder, which simply seems to throw a scale at an existing warhammer style game to suit the beer and pretzels experience. BP thereby doesn't work. V&B has a sensible and elegant design mechanism, and thus gives a good, reliable and historical game and experience...always.