Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts

Sunday, 2 August 2026

Kamenewo 1941

 Some more WW2 goodness with FoB/Battle Command. 

 Actually we may already have done Kamenewo with Rapid Fire back in 2012, when the world was young, and I still believed things I was told, like...'you should always rely on rules that only use D6'...and 'traditional style rules are the best'...PAH! 

oops

 In today's game German units, with better command dice, just about made it to the crestline to stall the Russian T34s and KV1s, though sneaky Sovs managed to flank their right, surging over the crest with BT7 units and masses of infantry...though at a very high cost.  

'I want a nice clean dispersal this time...'

Germans managed to hold despite heavy armor losses, falling back to establish a new flank behind the ridge, which, through well managed attritional consequences, managed to win them the game.  

'I bet they drink Carling Black label...'

The rules allow well commanded units to make more informed choices, and less well led units are forced to weigh their options in terms of rallying, or just keeping moving to hold the initiative. 

'Ok Ok ...hold still now...'

 There are no other rules in my view, which accurately portray this level of historical command and key doctrinal differences with different armies - simply through a dice type which controls initiative, freedom of movement odds, command choices and rallying, using a straightforward system of opposed rolls and card based turn sequence. This is how wargaming should be done.

The single most important thing however, is that you can use these rules at various scales - with base as squad/vehicle, base as platoon, or base as company. A good set of tense rules, with sensible mechanics which don't seek to squeeze everything out of bloody d6(!), with those 3 scales in mind, is exactly what I want. 

Germans units entering the table...what could go wrong. T34 you say? Never heard of it...

Now this rearguard, managed to effectively delay two German companies all day long

German units are highly mobile

Race for the ridgeline...

Traffic jams...who put the ATGs at the rear?

Here they come...'zis tank design looks new'

Infantry protects the German left - a very good move, considering what happens on the left

A second Soviet company, moving fast with BT7s

Race for the ridge...with (in)effective armour

T34s have the edge, as the Germans are about to find out

Luckily, the German edge in command dice allows them to get the guns to the ridge fast


Just in the nick of time



Soviet infantry is also moving up

The start of the Soviet flanking action, which will take the German right, and create a desperately tense game

Here they come!

This is what a flank attack looks like.


Soviet armour makes it to the German right flank, and takes part of the ridge, pouring over it...

As the (too) secure German left looks on 'get those bloody troops moving!!!'

Soviet infantry swarms the German right


Flank collapse, but the well commanded Germans have a trick up their sleeve on the left flank



German guns start to command their left as they pour infantry into the Soviet rear...inflicting heavy casualties



German armour and motorcycle infantry pull back (as per the actual action) and re-deploy in order to save the flank from the Soviet onslaught.


German armour suffers badly, but the line holds



...even as Soviets pour through the gap on the German right

...but the cost is severe to the Soviets, who are dripping morale cards each turn

...and as the inevitable Army Morale card comes up...the Soviets are found wanting...a great game once more.


Tuesday, 16 June 2026

Foy-Noville 1945 (with less snow...)

Using the next level down of the Field of Battle hack (Goose Green had bases as platoons) - where one base is a squad, and maneuver elements are platoons/companies, we tackled the 'Foy-Noville' scenario - free at the 'Little Wars TV' website - written for Crossfire and of course featuring the famous attack on Foy, made famous by 'Band of Brothers' - both book and TV adaptation.

...some unexpected close assault action in Foy

   Great rules - sequencing and covering fire that gives a real ebb and flow of battle, with many surprises and a tight narrative.

German defences: 9th SS with armour in the centre of town, with Volksgrenadiers...and yes, not snowy enough

Easy company make a direct approach - and interestingly, I Company make a flanking move to their right (not a big company - more a platoon strength unit - but manages to do very well...and not around the back of the village this time...)


I Company flanks the 'building with the caved in roof'

Easy take plenty of casualties, stumbling into a minefield

Intense fire from the buildings, with heavy HMG assets

The flanking move by I Company works! ...initially

Easy Company start getting pushed back, quickly reduced in strength in the open...some make it to their right flank to support I Company

That Panzer IV has its engines revving for something - adding to infantry fire from the Volksgrenadiers - who have managed to flank Easy Company!

Remnants of Easy and I Company close assault the right of the village...


...in a fairly bloody action...

They manage to take it ...but

...a turn of initiative and close assault comes across the street from the German units straight into the shattered remnants of Easy 

with armour in support

Outside Foy - both sides are now deploying reinforcements - the side that gets to the town first will win the battle...

...as I Company retreat to the churchyard - after having been forced out of the town sector

US reinforcements however, have not only managed to move more quickly, G Company have ambushed the advancing German reinforcements in the flank, and in the open...hitting their morale deck hard"!


REmnants of Easy Company seize their chance, and ambush the German armour

..and it's all over - as the German's morale deck is tipped, and they fail their morale roll when it comes...another great game...except...more snow needed.