Thursday, 19 June 2025

1914 Battle

 Some action with the ww1 version of 'Iron Cross' and 'Seven Days to the River Rhine'.

'1914' is early war stuff, so cavalry and not tanks. We did not get to try the cavalry rules here, though they have nice mechanisms surrounding elements which have to be 'reconned' before establishing where the main force is vs scouting elements, which is a nice touch, and might see some hacking if this scale (units are battalions) were used for a ww2 version in terms of armour.

Other differences (as noted) include the scale - where a stand is a company and moves as part of a battalion sized 'line' unit, as opposed to 'Iron Cross' and 'Seven Days' which are tank to tank.

Now in the past, great fun has been had with WW2, WW3 and Arab-Israeli War versions for these rule-sets.

Advantages there have been very obvious, in terms of act / counter-act for tokens and general excitement, and despite a lot of play and refinement of the ww2 version, we have found that ww3 play - with tokens, and nail-biting action - actually 'feels' like fast moving action in 1980s West Germany (absence of artillery notwithstanding). 

Bekaa Valley 1982 action in 20mm with 'Seven Days'. This one was particularly 'down to the wire'.

Action in West Germany 1985 - in 1/200 with 'Seven Days'
 

20mm WW2 Eastern Front with 'Iron Cross'

 Therein lies the problem for ww1; the units are battalions with MGs - moving essentially in lines, and though we still have the move - counter-move etc, there is nothing like a large Main Battle Tank to break the monotony of an advance or defence. Obviously, those are absent here, and so I did question the validity of the 'game' mechanism for this type of confrontation. It does make for drab gameplay as it becomes a game of numbers, odds, and staying awake.

Little nuances like the activation chit, and the d6 conversion for d10 hits, become a chore rather than a nail-biting line in the narrative. 

'Seven Days to the River Rhine' for me, was the pinnacle of this design mechanism - it rocks along and is exciting - moving tanks, or revealing armour on the crestline, helicopter popups, infantry assaults at the infantryman level view...First World War feels regressive in nature due to the absence of same. 

That said, there is still a game here, but with lots of add-ons for ww1 'fun', such as MG proclivities and large calibre guns, and battalion upgrades etc.- perhaps a stretch. For ww1, perhaps 'Field of Battle' might be a more viable option, with that system's degree of battlefield chaos lending credence to the difficulties of command, rather than attempting to graft a system based on 'gamey excitement' onto a level and period of conflict where it can not exist in the same context as the previous offerings of this system. 

German MGs

The objective - guarded by French units
 
  
The French right flank, would fall to superior numbers
  
Red trousers
 
The German Assault
 
The last French company - more red trousers


Lots of command chits


Excellent 10mm units on both sides




Thursday, 15 May 2025

Champion's Hill 1863 - more 'Volley & Bayonet' action

 More V&B action, with a scenario from Grant's 1863 campaign, and a flanking action near Memphis. This is taken from superlative 1995 edition 'Battles of the American Civil War' scenario book, by Greg Novak and Frank Chadwick, designed for the 1st edition of 'Volley and Bayonet'.

Again, these rules are straightforward (with some very nice nuances - especially for ACW and AWI), allow for big battles with brigade bases, and though there are a lot of moving parts, everything is intuitive and there is just enough 'chaos' (of which more later), to keep things frantic, tense and with plenty of 'off the chair' moments.

 Some tinkering with the mechanisms pre-battle - and confirmation re. 'disordered' mechanisms, the ability to remove same, and then charge in same turn...but all resolved. 

20mm plastic out in force once more, on 3"x3" bases - granted, with some support from old 1970s Minifigs 25mm chaps (donated by Steve of Steve's blog).


"What's that Zeke? You believe that the design philosophy of Volley and Bayonet is sleek, elegant and somewhat based upon old 1970s 'hex'n'chit' systems, pioneered by Avalon Hill, then refined by GDW...Hmm, yes, worth due consideration after we fire that cannonball in your hands with our heavy smoothbore, at those demned yenkees...suh!"

Moves on the Union left - two divisions would be exhausted, with a third on the verge

The Union right seems more 'do-able' - yet the Yankees would have some hard fightin' here too


Union troops avoid the dug in position, though shooting stationary troops in V&B always a tough ask. It pays the attacker to focus attacks on a single brigade to open a hole...


The Union assault on the right


One division exhausted, another pushed back. "Reform and Rally to the flag boys!"

A lot of Union reinforcements - essential as the Confederate flank begins to weaken...

Some of those Reb brigades down to the last strength point...about to cave in ...but you will notice, oh casual reader, that Army Commander..U.S.Grant has decided to attach to a Union brigade - very dangerous in these rules as...

..."why suh!, a single roll of 6 on a d6 could get him killed! ..uhhh just like that!"

Every V&B game turns into a great contest. We do not have 'commander characteristic' rules, nor massive amounts of 'friction'. Honestly, it does not seem to matter, as the rules and play-style give a great game every time.

There are some key things to do though:

  • Get your troops stationary as rapidly as you can and focus readied firepower with those additional dice.
  • Assaults are difficult - focus on a flank or centre, and promote the exploitation of a gap when it comes.
  • Watch out for weak divisions, and rally where you can.
  • Be careful when you attach Army Commanders, as affecting the entire subsequent history of the US was not intended  ...oops...

 Why Suh! It's just like a real battle!


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... ;)