Saturday, 15 December 2018

More Spearhead - WWII this time

Keeping with his promise with regard to 'educating me in the ways of Spearhead (TM)', Dice Demon Steve arranged a game based on the scenario 'Twilight of the Gods' in the 1996 Spearhead Eastern Front scenario book - 'Where the Iron Crosses Grow', and the relief of Driesen.

Some fantastic 1/285 WWII kit on display here from Steve's painted collection.



A great set-up and game, with lots of heavy armour (damn those Tiger IIs) in a late war scenario.

Russian motor rifle brigade sets up in defence - with armour in reserve.

A lot of troops in Driesen, with random morale generated during combat. This would prove to be a problem... 




 German troops make initial forays. There is a flank march reserve somewhere, with lots of Tigers!


With this in mind, Soviet tank brigade makes an early appearance. T34s - 76s and 85s.


German armour, consisting of Panzer IVs on table - heading for the high ground, in support of their still to appear, heavier cousins.

It'll be an infantry fight to take back the town, with armour in supporting roles, though the Russians will have their work cut out when German reinforcements appear.


 ...aaaaand, there it is.

 This is going to hurt!

 Engaging in long range fire - which inevitably the Germans will win - though it comes down to how long the Soviet armour can block the route, and prevent German infantry taking the town sectors.




Infantry assaults on both sides as town sectors are held and taken.



 Driesen becomes hell for the infantry on both sides.



While the Soviets make a thrust in the centre with heavy armour and air-power.

 








 Russian armour on the flank is crushed, as the German forces start to take town sectors, despite stiff resistance.

A great game, and more to come from these rules. Very nice for this scale of effort, with some real fog of war and forcing decisions on the basis of doctrine.


Friday, 7 December 2018

Little Wars TV - The Marengo Campaign

It's the end of the season for 'Little Wars TV'.

Very glad that Steve over at Sound Officers' Call advertised these guys and their shows.
Marengo is the game that ends Season 1 - and it's not just Marengo, it's the whole campaign with 7 players, and using Russ Lockwood's seminal Napoleonic rules - Snappy Nappy.


I'm no big Napoleonics expert, but this was superb, setting the battle and campaign in context for me. What a show.

I've watched all the episodes that these guys have produced, and there's never been a dull moment. Treat yourself to this one.

Can't wait for season 2.

Sunday, 2 December 2018

'Lost in Germany - 1984' - the Christmas Bash

With the annual Christmas bash of the Glorious Bast*rds due, there was much discussion over period and rules, an ACW Field of Battle game narrowly being beaten out by Modern Spearhead - yet another set of 90s rules that I bought and shelved.

So with 3 (very) patriotic Soviet players and 2 West German, a scenario based on the Red Storm game in the rule-book was in the offing.

There was much play of the Russian national anthem, and cries of 'Let them SHing!' as the 94th Guards Motor Rifle Division deployed on their start lines.

 We prepped the room a little for the W.German players.  Get carried away? us? I don't know what you mean?



 The Luneberg Heath, south of Hamburg...and a lot of open ground to cross.

Motor Rifle Regiments deploy east of the Dorito.

 One regiment, recently returned from Syrian front, has not even had time to renew its livery for the European front. Hard bast*rds!

West German units will have a hard time covering the front, but will prove hard to shift.

 
 ...especially those Leopard 2s.

 Startline Dorito. Awaiting the signal to advance.

 Here they come!


18th Guards will take on the twin villages. Quantity has a quality all its own, though that doesn't make things any quicker.



 German Air makes an appearance, though the air is thick with SAMs and ZSU fire.

 
 Nervous German players point out the problem? No...perhaps just another random target.




The Soviet right - preventing a drive to the objective. Some Hind discipline required.

 Objective Beer.

The centre can be reduced, though at a a heavy cost. ATGMs are flying (and I forgot my damned pipe cleaners). 




 The Leopards start to dish out some Ambush Fire hurt at ranges which the Soviets can't hope to match. DRIVE FORWARD!

 
 The Soviets pass Objective Chocolate Orange.



 The Soviet drive in the centre...who can stop this? Surely?

 ...as the left engages the twin villages as per orders.


 Leopard 1s on the Soviet left. They remain safe througout the drive.


 Soviet armour is pushed back the way it has come on the left, past Objective Guinness.


 The centre holds. Right and left are weakened, but still holding. Soviet reinforcements are desperately required to punch through the Germans. Some Leopard 2s are brewed up, but not enough.




 The twin villages are taken, but at what cost?






 


 
 



In the end, the Germans hold, and the Russians cry that they did not have enough forces. The Socialist Peoples demand that they be given the full TO&E next time ;)

A nice set of rules, with some nuances and simple, but not simplistic, mechanics.
More play required. 

And finally, were we lost in Germany?



As Ski reminded me - there was of course a relevant song that I'd missed out...