Friday, 5 October 2012

Party Like it's 1999...

While clearing space for more figures (sigh...) I discovered some pics from my 1999 Belgium trip, where in addition to squeezing in the Belgian Grand Prix (and avoiding all the insane Ferarri fans), I managed to follow part of Jochen Peiper's route during the Ardennes offensive, together with other 'Battle of the Bulge' attractions, AND visit the second finest tank museum in all Christendom - in Brussels. Here are the pics...

You might think these first shots uninspiring, but scroll down. This is the Kaiserbaracke crossroads in 99, followed by a rather famous shot from film recorded at the time.





The crossroads has changed dramatically over the years (and yes, with the spirit of wargaming in mind, I gathered twigs to make trees *sigh*). This was the exception however. Stoumont station was eerily quiet. Had I continued down this road for another few hundred metres of course - facing away from the pic, I would have stumbled upon Peiper's last abandoned Panther by the road. I found out about that a month afterward, while reading another book. Damn.



In contrast, Parker's Crossroads was almost a tourist attraction.

This Hetzer (I think in Bastogne) was tiny. We fail to appreciate the size of some of these armoured vehicles I think...



Until that is, you go to La Glieze and see the Tiger II ! Apparently a local woman persuaded the US engineers to leave it there for a few bottles of plonk. Go on Missus!
Next time...pics from the tank museum.




Sunday, 9 September 2012

Game 3 - The Landings at Safi, 8th Nov 1942

The Safi scenario is straight out of the 1995 'Rapid Fire' rulebook. I've played it once before, but this one was the closest game ever - right to the last game turn.

As stated last time, we opted to return to the more traditional approach of the original Rapid Fire (old school forever!), as it seemed a little more intuitive in places.

The Americans have the advantage of firepower and the early lack of movement on the part of the Vichy French, but are faced with achieving hugely difficult objectives.

They must capture the harbour area, then at least 30 points from:
The Post Office/Communications Centre (10 points)
The Barracks (15 points)
The Train Station (5 points)
The Fuel Dump (10 points)

Needless to say, the Barracks is critical, so the game centres on capturing it, while holding on to enough of the other objectives during the game.


The first wave hits the beach and harbour area in the hours of darkness (use your imagination;) ). The Americans opted to send in armour and heavy weapons first. Vichy French inattention (and Gobin's poor rolls) enabled the Yanks to clear the beaches quickly.


Eventually though, the Pointe de la Tour battery opens up on the harbour area, the ship outlined by searchlights. It is too late to prevent the waves of US infantry hitting the beaches though.


By the time infantry on the dockside begins to respond, the Americans have gained a foothold with both infantry and armour.


...and air support begins to arrive.


Recon jeeps with HMGs make a dash for the station, as troops swarm inland.


As dawn breaks, Foreign Legion elements try to stem the tide, although most of the battalion defends the barracks, leaving the Moroccans to trade blows with the advancing US infantry and armour.



Vichy French airpower at last makes an appearance in an attempt to catch US infantry in the open, though damage is slight. In retrospect, it should have been concerned with driving off US fighter and spotter aircraft.


Having said that, it did cut down on those damned jeeps.



US troops enter downtown Safi, using precious manpower in a gamble to hold the harbour.


Although initially successful, French armour does not hold back its US counterparts.


By mid game, the foothold is well established, as troops move toward the barracks.


More troops flood into Safi, as pockets of Moroccans defend it, while the Legion focuses on garrisoning the Post Office.


More Moroccans defend the wooded areas.


Drama at the station, as one US element, supported by a Recon jeep, attempts to hold on.


The Post Office assault. Initial failure prompts the Americans to reinforce and try again.


The Americans hold the station. Guy deserves a medal!


Guys, behind you. GUYS!


The US forces begin to move on the barracks. But, will it be too late?




With supporting fire after the first assault, US troops eventually get inside. It's the final game turn though...will the barracks still be contested?


US pressure forces the legion to surrender, and they take the barracks on the very last game turn. Faulkner Fitzwilliam's Yanks are victorious What a game!



What drama! A Rapid Fire game has never been so close! We'll be giving it a rest for a while though. 'Force on Force' will be next. FoF is new to both players so we look forward to some modern era gaming excitement.

Stay tuned y'all.

Monday, 13 August 2012

I love the smell of North Africa in the morning...

A few shots of the setting up for the next Rapid Fire scenario...

 What's this? French armour massing?

And French air power?

A quiet North African town...too quiet.

A US spotter plane?


'Port side stick, starboard side stick. Move fast and clear those murder holes. Keep the sand out of your weapons. Keep those actions clear. I'll see you on the beach.'

Sunday, 5 August 2012

Game 2 - Kamenowo - October 1941

As promised, the second Rapid Fire battle had a distinctly eastern flavour. We used the Kamenowo scenario from the RF Third Supplement - a game which always proves difficult for either side to win.

Early penetration by German armour is normally met with Russian reinforcements and the first engagements with the T34 and KV1. Always hard fought and always tense, this version of the engagement proved no less exciting.



German Armour crosses the start line.
Hidden Soviet tanks and AT Guns begin to take their toll, slowing the advance of the panzers.


German infantry deploys on the left (far too soon as it turned out).


The real Soviet armour begins to appear by turn 6.


The Germans have however, started to deploy their heavy guns on the dominating ridgeline.

...despite sneaky T34s.



The Germans consolidate the position...


...but start to take heavy losses among the panzers.
Then incredibly, the heavy KV1 is destroyed by a lucky PzIV (early version!!!).


...and the Soviet armour gets its second particularly bad morale check. Both armoured battalions have now withdrawn, leaving the colonel in the proverbial excrement.


Seizing their chance, the Germans start to move troops into the open with armoured support, in a last attempt to take Woin from the Soviet rearguard.


But the Russkies hang on long enough...


...to force the battered German infantry to withdraw from the battlefield.


This compels the German armour to defend their position in the town, without any hope of taking it.
The result? A draw. A familiar end for this scenario. The Russians have not forced back the entire German force, yet the Germans can not hope to hold their tenuous position without infantry.


Also, we found the newer edition of Rapid Fire not to be so intuitive as its earlier cousin. We found constant reference back to HE values, and a system for Indirect fire and (especially) mortars which made less sense in game terms.

The next RF game may see the return of the 'old school' rules with what learnings we liked from the newer version.

To be continued...