Showing posts with label Rapid Fire. Show all posts
Showing posts with label Rapid Fire. Show all posts

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... ;)

 

Sunday, 19 May 2024

The Relief of Vilnius: Part 2

 Now, it was a big game, and so it became a two-parter...

Again, Rapid Fire Reloaded gives such a seamless game, with lots of 'stuff' on the table. With younger players, and seasoned grognards, this is just the kind of game that really works for us.

"Halt Hans! I need a coffee..."

Now, again, I use a base marked with infantry and a dice to record casualties - which helps adjudicate hits and morale check level(s), much more easily than the older methods - and REALLY speeds things up for infantry actions. Also, and key, it allows me to put a panzerfaust infantry figure on the base, then remove him when the 'company' has fired same.

Back to the action:

A STuG escorts the recovery convoy through Vievis. Soviet reinforcements have not arrived on the flanks yet.


Excellent 'PanzerBusch' positions along the ridgeline

We used the 'ambush fire' rule (previously reserve fire) a lot!


Soviet mortar position - rendered quiet in the end

German left - Panthers approaching the March Battalions


A brave StuG gives good account of itself

PAK front on overwatch

Rescue trucks arrive - loading up

...just as Soviet reinforcements in the shape of deadly T34-85s arrive on the German right

'Here they come!!!'


However, the Panthers, having assumed superb overwatch positions, reduce the Soviets to so much scrap metal - very quickly...




Panther counter-attack

Excellent move as they come off the ridgeline to destroy the Soviet attack


...as the first of the rescued battalion exists the table...



The Soviets take massive armour losses ...they have more reinforcements to enter the table though

Finding themselves badly positioned, the Panthers on the left flank suffer badly, though it is too late for the Soviets

...because they have got nowhere on their own left...


Hell's (other) Highway


We have played this scenario six times over the years - and this is only the second time we have had a German victory. Great game!

So, in keeping with the 1980s movie theme from the last post...in this case, we have Germans heading east before rescue (check), and attempting something they say can't be done (check), with a long way to go (check)...and a short time to get there (check)? Why ...it sounds like...