Sunday, 22 November 2020

Forges Rail Yard turns 7 to finish

 Forges Rail Yard turns 7 to finish

 After my earlier attempt, I altered my approach. Whilst i ran the game the same, I haven`t given a blow by blow account only a summery of what happened and took far less images (both saved a lot of time and speeded up the game).

 This session begins on turn 7 where we left it last time.

 The French decided to spend a few turns re-organising their troops, on the left the armd infantry platoon along with the engineer platoon was reinforced but by the armd infantry support weapons platoon, these would be supported by a Sherman and backed up with the two M10s and the M4HTMC.

 Along the road, the two Sherman were given infantry cover using the recce infantry platoon, the M8 AC also joined this group.

 On the right the rest of the force - 2 Shermans, 2 M5s and most of the armd infantry (2 platoons plus the HQ) would advance towards and through the wrecked train.

During turns7, 8 & 9 the artillery FOO called down fire and pasted the wrecked train and its proximity. This cause multiple German casualties and basically broke the defence on the right side of the table. Note the armd infantry transport which was left here and not driven like battle-taxis as you often see, note also the 57mm which dug in here in case of the need to cover any withdrawal.

The French FOO


General French advance down the right side of the table



French M10 (note the sailors bachi)


Devastating French artillery fire

 Turns 9-11 saw a general French advance, with an equally general German withdrawal, MG positions and emplacements put up brief resistance only to be blown to bits by the Shermans.

A brave Panzershreck gunner took out the leading Sherman on the left on turn 10 and its mate caught a shell from the Marder III on turn 11 - neither German lived to brag about their success however.



Turns 12 - 14 saw the German infantry on the left abandon the railyard and retreat towards the river or off table leaving the French infantry and engineers victorious. The French recce infantry occupied the station in the centre of the table supported by the two light tanks whilst the Shermans and infantry headed toward the larger factory buildings on the right.


Turn 14 also so the arrival of the 9th Panzer battlegroup, which split into two attack groups.




The Panther duelled it out with the two Sherman on the right knocking out both, their short 75s failing to penetrate. Luckily the French artillery FOO was on hand and brought down an accurate strike on turn 16 which not only KO`d the Panther but caught the Panzergrenadier 251 too knocking it out and causing casualties!

French FOO perched on a rail wagon


Resulting success

The Sdkfz232 advanced towards the station supported by a scratch unit of infantry only to be met by the two light tanks & recce infantry, the AC was also engaged by the recce Bazooka team - the result was pretty definitive. The advance was stopped cold.


With the loss of the Panther and 232 the German commander gave the withdrawal order.

 On the left side of the table the Panzer IV and panzergrenadier platoon formed a rearguard as the infantry remnants withdrew into the town, the French having lost most of their armour already didn`t pursue with any serious intent - the end.

 I was a little over ambitious in the game set-up and parameters, just too big and complicated. It has been literally 20+ yrs since I played meaningful solo games and in recent yrs playing with my lads, our games have got larger and more complex to both challenge them and the rules. I need to scale back for next time and begin smaller with more defined parameters. The rules are fine and work well as always, the trick is not getting bogged down in the minutia and keeping it fun.

   

Sunday, 15 November 2020

Forges Rail Yard Turns 1-6

 The Battle for Forges Rail Yard

13th August 1944

This is a fictional tabletop game based on the actions of various elements of the French 2nd Armoured Division in its attempt to close the Falaise Pocket in Augsut 1944. My first attempt at a solo game out here in Spain.

Groupement Mobile Alucard (a fictional element made up just for this game) is tasked to clear and seize the industrial area and rail yards south west of the town of Forges to secure this the right hand flank of the division to support further advances.

Groupe Alucard consists of tanks and armoured infantry supported by artillery, some engineers, tank destroyers and recce units.

They face a motley collection of survivors from the German 728th Infantry Regiment battered and exhausted, but still capable of some sort of defence.

My table looking toward Forges



Looking from Forges towards the French advance


The rail yard

More general views




German aid station

German HQ

French forces

Tanks, engineers & tank destroyers

Recce and armoured infantry

Command plus sp anti aircraft

My kit bashed 40mm sp (a vehicle unique to 2Dble)

German defenders

9th panzer counter attack

Turn 1

The French decide to make a three pronged advance, dividing their command along the road/rail line plus two cross country columns all mixed armour/infantry.

lt tanks leading on the right hand flank 

recce down the road

Tank destroyers and infantry on the left

Turn 2

German FOO calls down artillery onto the leading recce elements

Gets through and the first salvo brackets the lead vehicles, wiping out the Jeep and heavily damaging the M20

One the left the infantry dismount and prepare to cross the road and attack the factory, supported by the M10s, a Sherman and the M4 HTMC, the engineer halftrack advances forward so its platoon can dismount and support this attack too.



On the right the lead amoured infantry dismount and prepare to advance on the farm supported by the light tanks and a Sherman

Turn 3 more German artillery (ineffective), the French FOO calls down fire against the obvious FOO perch - the water tower (misses)

The infantry on the right move across the road, immediately they come under LMG fire and take casualties.

Return fire is devastating

2 x 76mm TDs, a Sherman`s 75, 2 rounds of 81mm mortar, at least 2 .50 cal HMGs plus rifles, and a BAR.

On the right the infantry cross the road unopposed except for an odd sniper round, the farm is empty!

Command elements of the French arrive on tabletop

Turn 4

The artillery dual continues the Germans bracket the lead Shermans but fail to score hits or damage, the French hit and bring down the water tower, a huge stroke of bad luck for the Germans sees it fall on the 20mm Flak position wiping out the gun....

emplaced 20mm in the rail yard

oops

On the left the French infantry move into the factory and are engaged by German infantry 

On the right the German sniper scores his first kill!

Turn 5

The German artillery falls silent, the French assume they`ve got the FOO and the Shermans on the road move forward. They are immediately fired on by the Pak97/38 which hits but fails to penetrate, at this point my almost legendary curse of the anti tank gun kicks in and it is spotted and obliterated in return.....

But the Germans quickly got their revenge and a hidden panzerfaust claims the leading Sherman although the firer is instantly gunned down too.

On the left the infantry supported by engineers clear the factory building, but also engage other Germans among the bombed out biuldings

On the right the sniper claims his second victim, but is finally spotted and killed

Turn 6 

Much to the surprise of the French and i`m sure to the Germans too, the Luftwaffe makes a rare appearance and performs a strafing run down the road. it hits but fails to cause any casualties in the command half track. The SP 40mm Bofors actually rolled a misfire and the two .50cals which also fired at the Me109 both failed to hit anything at all..........

 


The Shermans in the centre want infantry support before risking anymore panzerfaust shots, so hold.

On the right the lt tanks, now joined by a Sherman and a couple of platoons of infantry begin to move forward toward the wrecked engine.

On the left an M10 and a Sherman break into the factory grounds to help clear the stubborn German defenders.


At this point I decided to call it a day, playing solo has created issues I hadn`t considered - obviously I`m moving all the pieces and rolling all the dice for both sides. Also as always with our games I`m taking notes and the photos. Trying to be "non omnipotent" and NOT pre-judge tactical moves, was more time consuming than I has previously guessed. 


I will continue this later this week.

Monday, 9 November 2020

New article published over on the SOTCW website

 As most of you know I have been a long time supporter of the SOTCW (Society of Twentieth Century Wargamers)

Even with the passing of The Journal I continue to support the society best I can via their forum and FB page and sometimes sending in stuff I write for publication. They have just published a short historic scenario of mine over on the website.

Based on the exploits of the famous Spanish Blue Division in Russia

https://sotcw.co.uk/shiloy-tshernez-the-spanish-blue-division-in-russia-17-january-1942/