Showing posts with label Wargames. Show all posts
Showing posts with label Wargames. Show all posts

16 June 2014

Fires of October: Interesting What if ? for Wargamers

1962. The US invades Cuba. Wargaming of a "What If ?" scenario beckons


What if the US had invaded Cuba in 1962: An interesting scenario to play. A new book contemplates what could have been and newly declassified information. Apparently it came close to happening...



Fires of October is a critical and detailed analysis of the military aspects of the Cuban missile crisis in 1962.
This now tops my reading list!

 It describes how close we came to a nuclear conflict by outlining the strength of Soviet tactical and strategic nuclear weapons in Cuba, and how the use of these weapons was delegated to commanders in the field.
What is unique about this book?

This is the first book that explores the great “what if” of the Cuban Missile Crisis – the planned US invasion of Cuba. In a subject that has had hundreds of books and articles written about it, Blaine Pardoe has broken new ground in an area previously glossed over by most historians. With this book, readers will get their first glimpse into what the invasion, code-named Operation Scabbards, could have been like and what the US would have faced on Cuba.

What research material was used?

Fires of October has leveraged newly declassified materials from the US National Archives and other government agencies to tell the story of a military campaign cancelled only hours before initiation.  Many of these materials have only just come to light, having been incorrectly labeled and catalogued.  The author spent five years meticulously piecing together the information into a coherent narrative.

Just how close did the US come to invading Cuba?

The Cuban Missile Crisis was one of the most fluid and potentially dangerous situations that the US faced in the Cold War.  The United States was just 48 hours from initiating the air campaign, which would have been followed by a massive airborne and amphibious assault on the island ten days later.

Would it have been a cake walk?

Many authors have alluded to the fact that the US possessed overwhelming military might, and would have crushed the Cubans and Soviets on the island. But contemporary research shows that the US intelligence assumed only 12,000 Soviets were present, but actual forces totaled over 40,000.  The opposing forces had numerous front-line Soviet tanks and armored vehicles. The Cubans were deeply entrenched and prepared for an American attack as well, with over 100,000 troops ready and mobilized.

OP Plan 316-62 – Operation Scabbards – called for airborne assaults to seize airfields which, unknown to the Americans, were less than two miles from Soviet headquarters positions. Much of the fighting in and around Havana would have been vicious urban combat, which always favors the defenders.  The Americans were seriously hampered from landing the necessary tanks, and lacked sufficient armaments for a prolonged campaign.  It is quite possible that invading Cuba could have slipped into a Viet Nam-type campaign.

What about nuclear war with the Soviets?

Mr. Pardoe has sifted through Civil Defense and Department of Defense information to carry out the impact of nuclear conflict with the Soviets as a result of an invasion. He covers the potential nuclear trigger points and, using a simulation from only a month prior to the crisis, recreates what the potential impact might have been on the United States – city by city.

Blaine Pardoe is an award winning author of numerous books in the science fiction, military non-fiction, true crime, paranormal, and business management genres.  He has appeared on a number of national television and radio shows to speak about his books.  Pardoe has been a featured speaker at the US National Archives, the United States Navy Museum, and the New York Military Affairs Symposium. He was awarded the State History Award in 2011 by the Historical Society of Michigan, and is a two-time silver medal winner from the Military Writers Society of America in 2010 and 2013.

In 2013 Mr. Pardoe won the Harriet Quimby Award from the Michigan Aviation Hall of Fame for his contributions to aviation history. Mr. Pardoe is also a board member of the League of WWI Aviation Historians.

His works have been printed in six languages, and he is recognized world-wide for his historical and fiction writing.

16 April 2014

D-Day The quickening: AS51 Horsa lands on my Workbench

The Quickening: Airspeed 51 Horsa Glider arrives



Over the weekend I took some time to progress the landing zones for the D-Day games. At lunch-time I discovered that the Airspeed Horsa 51 glider for the airborne part of the game had arrived. Yay!


Transport for the 6th Airborne arrives






Progress Report:

The Playing Board:
The boards: The harbour of Ouistreham and the beaches at Luc-sur-Mer and Hermanville -sur-Mer have been created and painted,  the board depicting harbour, lock and canal,  rocky and sandy shores, deep and shallow water, the inter-tidal zone and the sea wall; as well as the villages and grassy hinterland.

Tank traps and concrete bunkers, hedgehogs and dragons teeth - all ready to roll

Buildings: The concrete blocks for much of the harbour and German  shore battery are made and painted. The buildings for most villages and the harbour installations are ready, or in the post.

 I still need to build the observation bunker at Riva Bella.
The Pegasus Bridge is under construction, and the canal bridge is ready.

Vehicles and planes
I have built two DUKWs and a Higgins Boat, as well as an LCT. Probably need another one of each at least. An RAF launch is half constructed.
The British armoured squadrons are ready to roll, as are the soft-skinned vehicles. Still need to attend to Hobart's Funnies- need 2 x ARVEs and Sherman Crabs

As for the German side- "Alles fertig und in ordnung!" (Ready and in order)


9 April 2014

Sword Beach: Ouistreham: The Plot thickens

D-Day Wargaming ahead: Kapiti Wargames Club Open Day

D-day gaming coming up on 10th May 2014:


So I have been plotting and planning on the D-Day gaming ahead. I have drawn up the plan (not to scale) of the game board, with areas representing the actual landing beach, the German Defenses and the villages of Collville -, Luc- and Hermanville-sur-Mer, and the small harbour at Ouistreham, the Orne river and Canal, the Orne river bridge, and the bridge now known as Pegasus Bridge. And the Merville Battery thrown in for good measure.

Historical Background:
Ouistreham was the key to the Allied attack at Sword Beach, as it was the gateway into the Orne, the Caen canal, and the cross-road hub town of Caen. Seizing control of the town would give the Allies a small port (nowhere near the size needed for sustaining supply lines, but useful, none-the-less), and control of the river and canal bridges so as to prevent German armor from hitting their left flank.

The Germans, needless to say, knew how important the town could be and made preparations.  The casino was retrofitted with a bunker in the basement and gun that could hit ships at sea as well as targets closer in. Other fortifications went in as well, and in a very flat area, a towering bunker designed to withstand bombs, artillery fire, and even gas/chemical attacks, was built behind an existing house to help disguise it a bit.  This was not a gun bunker - it was far more dangerous than that.  It was an observation bunker with a very accurate rangefinder for the time.


Keiffer Commando forces in house-to-house fighting in the advance towards Bella Riva. 
Duplex Drive Sherman leading the spear-head

Not only did the bunker survive the day, but the story of how it fell brings a smile to the face.  On D-Day, the bunker was bypassed after troops came under machine gun fire and grenade attack when approaching it. After the battle the structure fell silent, and it was presumed abandoned. On 9 June 1943, a Lt. Bob Orrell of the Royal Engineers was tasked with assessing and cataloging construction materials left behind in the Ouistreham area by the retreating Germans. On inspection he noted that the bunker was closed up,  and apparently locked from the inside.  He was ordered to investigate further, so he went back with a mobile crane and three assistants.

Observation Bunker 

The door was still locked, so he tried explosives: To no effect. They then tied other means of forcing the door, but finally went back to (more) explosives and succeeded in forcing the door open.

It was then that a voice called down in perfect English that it was "Okay, come on up !"  To which the good Lt. responded that he could not fly, and whoever was up there should come on down.  To his amazement 53 Germans descended and surrendered to a force of one junior officer and his three assistants.

The German HQ housed in the casino was not set back from the water, on a hill, as portrayed in the movie The Longest Day.  It was in fact set effectively on the beach with a ditch/canal in front.  The Keiffer (Free French) Commando forces did indeed take it; and also destroyed it, and today a new casino sits on the site.


One thing to consider about the troops making the beach assault though, is them having to cross as much as  300 meters of wet sand with absolutely no cover of any kind.  Because the invasion was scheduled for a period of extremely low tides, many troops coming in had to charge across up to 300 meters of open beach before hitting the edge of the beach and finding any potential cover.


Some inspiration from fellow gamers: Terrain and toy soldiers (clicky)


We plan to use the FoW rules from the D-Day Minus One and D-Day books, effectively having 3 games in one:

Thus a large table:

Allied Targets:
1. Beach assault, overcome German beach defenses, take the villages, including Oistreham; open the road towards Caen  - Beach Assault rules
2. Commando Assault: Take Ouistreham fishing harbour, knock out  defenses, Casino and  Riva Bella , link up with Airborne assaults at bridges/ Merville Battery - Beach assault or seaborne commando assault rules
3. Airborne Assault: Parachute and glider landings on Pegasus Bridge, Orne River bridge and Merville Battery

German Targets:
1. Prevent Allies from taking Ouistreham and beach (-sur Mer) villages, the German HQ in the Casino Riva Bella ; and establishing a foothold on the continent
2. Protect road to Caen, including bridge access across Orne river and canal
3. Protect Merville Battery

To make things a bit more interesting we have decided to throw in a few historical wildcards. At the beginning of the game we'll roll to see if any specific conditions may affect the way that the game plays out:

Allied Wildcards:
Fortune cards:
  • Successful  preliminary bombarding: Roll D6: On roll of 5 or 6 Allied player gets additional round of preliminary shelling , 3 or 4 re-rolls on fails to wound, 1 or 2 re-roll fails to hit  
  • Mill pond: Weather and tide does not affect landing,  +1 to all rolls caused by weather effects
  • Partisan attack: Place one infantry section within 24 inches, but more than 12 inches away from German infantry troops. These count as being in ambush, Conscripts, fearless
Misfortune cards:
  • Wild weather: Weather and tide affects landing severely,  -1 to all rolls caused by weather effects
  • Beach defenses effective: - Roll D6: On roll of 5 or 6 Allied player has to roll for every landing craft or tank as it gets into the landing zone: A rolls of 1 makes vessel capsize/tank flood, 2  or 3 stranded until next turn (caught up in obstacle but freed, can land cargo next turn); 4 or 5 delayed (can attempt landing again next turn) ,  6 delayed and return to landing ship (sea zone) (can attempt again next turn)  
  • Luftwaffe and Kriegsmarine interception:  Roll D6: 1-3:  Luftwaffe available Roll again- determines level of availability. 4-6;  Kriegsmarine (U and S-boats) Same rule, but can only target landing craft (No extra cost to axis player)
German Wildcards:
Fortune cards:

  • Luftwaffe cover available: Roll to see level of cover (no extra cost)
  • The Fuhrer's Blessing: Rommel takes command (All Axis troop morale +1, to max fearless veteran; Armour support arrives on  D6 Roll: 1-2 (turn 4) 3-4 (turn 3) 5-6 (turn 2)
  • Hitler's Fire-brigade: SS Panzer Division and Panzer Lehr become available D6 1-3 (turn 4) D6 4-6 (turn 3)

Misfortune cards:
  • Partisan attack: Allied player places one infantry section within 24 inches, but more than 12 inches away from German infantry troops. These count as being in ambush, Conscripts, fearless
  • Turncoat Osttruppen: Russian POW troops: First contact: Roll Morale test: D6. Roll for every unit: On roll of 1 surrender without fight, roll of 2: -1 to morale; 3-6 morale per book. German player can motivate using German Oficer, sacrificing one platoon unit a-la- USSR Commisar rules.
  • Caught pants down: All troop morale -1 for first 2 rounds,  Armour support arrives on D6 Roll: 1-2 (turn 4) 3-4 (turn 3) 5-6 (turn 2) German troops cannot make storm trooper moves first 2 turns. 




9 October 2013

Swap or Sell Miniatures: KWC Swap Day 20.12.2013

We want you! 


For the 


Kapiti Wargames Club 


Swap Day


20.10.2013





Unwanted or unloved Miniatures?

The Annual Kapiti Wargames Club Swap Meet is on again!


Sunday 20 October 2013


10.00 to 16.00


Paraparaumu Community Centre


Nga Hina Street, Paraparaumu




Entry Gold Coin Donation at door



Bring all your unwanted bits and models: Warhammer, 40K, 


Warmachine, FoW, Military, Napoleonics, Ancients, Moderns, 


28mm, 20mm, 15mm


 ...any scale, any condition. 




Missing bits, complete or partial kits...all comers welcome! 


Your trash is likely someone's treasure!


Sell or swap!



(Most likely there will be some gaming too)

4 September 2013

Sad news for Wargamers: Don Featherstone Dies

Sad News for Wargamers

Donald Featherstone has died after a fall and a brief sick-bed. Was it not for him I would not be a gamer today.
One of the Godfathers of wargaming, he died at the age of 95.


If you play any wargame, you have been touched by this man's work, energy and passion - his "Skirmish Wargames" was one of the inspirations for Necromunda and he invented the saving throw.

He lived a full and productive life of considerable achievement. He went on the BBC TV in the 1960s & 70s to popularise wargaming as a hobby, at a time when it was virtually unknown.

His energy was such that he was still responding to letters from fans (always carefully typewritten and then signed) in 2013.

Today spare a thought for a pioneer of gaming and raise a glass in his honour.
To Donald Featherstone!

Wikipaedia:

Donald F. Featherstone (born 20 March 1918) is a British author of more than forty books on wargaming and military history. He wrote classic texts on wargaming in the 1960s and 1970s.
Featherstone was born in London.

During the Second World War, Featherstone joined the Royal Armoured Corps; an account of his war experiences can be found in his book Lost Tales
Originally a physiotherapist,[Featherstone was first introduced to wargaming by reading HG Wells' Little Wars and his first opponent was Tony Bath in 1955. In 1960 the two of them began editing the UK version of the War Game Digest, a seminal wargaming newsletter started by Jack Scruby. Disapproving of a trend towards articles that were "attempting to spread an aura of pseudo-science over what is a pastime,"


Featherstone started his own periodical in 1962, the Wargamers' Newsletter. While in discussion late one night with Dr. Paddy Griffith (the well known military historian), Don had a Eureka moment when he came to realise that the hobby of wargaming could considerably aid understanding of military history .Featherstone appeared on the BBC to promote the hobby. In 1966 he organized the first UK wargames convention.


His extended bibliography: http://en.wikipedia.org/wiki/Donald_Featherstone_(wargamer)

I blogged on my own roots and introduction to wargames last year, using his rulesets, which are probably the basis of everything we use today, including FoW and WHFB:

http://wargamesobsession.blogspot.co.nz/2012/10/blast-from-past.html

26 August 2013

KWC refights Kursk: Prokhorovka

The Kapiti Wargames Club re-fought 

The Battle of Kursk's deciding battle, Prokhorovka, at the weekend:


Much like the initial stages of Operation Zitadelle it appeared that Army Group South may succeed in encircling the Soviets:



More photos and brief battle report on the KWC website:


2 July 2013

Falschirmjaeger defeat at Triomphe-de-Luc

Kapiti Wargames Club Open Day: 

Falschirmjaeger defeated by Allies at Triomphe-de-Luc.


The KWC had its 2nd open day on 30 June 2013. It was a great success, with many visitors and a range of games being played, from StarWars X-Wing through to the 7 Years'War.

I fielded my 20mm Falschirmjaeger with Divisional support against Luc's Brit Motorised Infantry, again with plenty of support. We played a FoW game, Fortress Europe, with approx 2800 points a side.


Brigadier Luc ably assisted by Major Cameron deploying the British forces
(Photo credits first 3 images  Jack Penman Photography)
Balance of photographs my own photography


Deploying the Falschirmjaeger


Vue de La ville D'Armand

 Being mostly a display game we though to load the table (which was probably too small for the scale of the game and number of points) with models.


Falschirmjaeger with divisional support: Tigers and Flak Vierling 20mm AA guns

My Falschirmjaeger were garrisoned in the town of Armandville (Hermanville in German), a town in France, defending across a river, with three access points, a road bridge, a rail bridge at the west and ford to the east. The Falschirmjaeger were well dug in, with 4 heavy machine-guns in Tobruk pits, light mortars, a battery of 4 Nebelwerfer and a battery of 2 LeFH 18 Howitzers supplied by Divisional Command. 4 Tiger Panzers and 4 PAK 40s were holding the village square and access to the Scientific research station and fuel dump in the Industrial area at the North end of the town.Reinforcements by rail in the shape of 3 PzKfw IVs has been promised, and the Luftwaffe supplied sporadic air support. A troop of Falschirmjaeger were also arriving as reserves from the neighbouring village.


View to the South: Nebelwerfer and leFH 18s

The ford at the south was relatively weakly defended, by 4 LMGs and supported by 2 Stug Gs

Reserves were deployed in a random fashion, arriving from a table edge designated by the roll of the dice, and on a roll of 6 in the first turn, 5 in the next, 4, etc, etc.

The Brits deployed in pincer fashion, with 3 Churchills leading the charge, followed by 6 M3 Halftracks, each with 2 50 cal machineguns. The Brits deployed  six x 6-pounders towed by universal carriers, backed up by 3 Sherman 75s on the other flank. The centre was held by 4 shermans led by a firefly gun-tank.The Royal engineers raced towards the railway line, set on destroying this avenue of resupply for the German garrison. Australian Field artillery in the shape of 4x 25-pounder guns provided bombardment clout. Of course, RAF  typhoons provided priority air cover.


Guarding the bridge approaches: Tiger, Pak 40s and MGs in Tobruk pits

The German garrison rolled to have the first turn, essentially stayed put, maneuvred to get better line of sight of the approaching forces. Only the nebelwerfers and 105mm Howitzers were in range. The Stukas arrived, and delivered death to 2 squads of the Royal Engineers attempting to blow up the railway line.

The Nebelwerfer took out two bren carriers with their 6pdrs still in tow. The LeF18s took care of 2 of the 25pdrs. The Falschirmjaeger watched, and waited...


Nebelwerfers locked and loaded...

The Royal Engineers immediately laid charges on the railway line, detonating 4 successfully. Needing another 2 demolitions they seemed well set to deprive the German garrison of more Panzers.

The 25 pounders found their mark on the StuGs and supporting infantry, killing several MP34 teams outright, but failing to damage the StuG or the Horch Field Car of their unit commander. The Churchills, Shermans and M3s closed in, attempted to take out the artillery observation teams, but failed at this.The typhoons arrived, but were seen off by the quad vierling AckAck batteries. The UK units who had not fired yet then laid down a massive smoke screen across the road bridge, obscuring the view of all but one of the Tigers, all of the Pak 40s and all of the Tobruk pits. A very tactically sound move by Brigadier Luc!


Turn 2 saw the StuGs advance through the ford, one Tiger probe the smoke screen, and take possession of the road bridge. The advancing allied infantry were now within range of the stummelwerfer mortars, who rained oblivion on the advancing Tommies.


The Tiger supporting the Company commander fired at extreme range,but the 88mm kanone failed to damage the advancing Churchills. The reinforcements from Ville d'Jeanette arrived on the East side of the board, and reinforced the advancing StuGs. The Nebelwerfers ranged in, but failed to do any damage, and the LeF18s destroyed one more of the 25-pounders. The StuGs destroyed another 2 of the 6-pounders, now unlimbered, leaving one only, who found that discretion was the better part of valour.

Turns 1 and 2: Result of the Nebelwerfer salvo and Stug Fire

The smoke screen laid down by the Tommies prevented any further significant action, and the Stukas were driven off by the infernal RAF!

Luc's Turn 2 saw the Royal Engineers destroying the railway approach to Hermanville.


PzKfw IVs on rail cars, never made it to Armandville due to Royal Engineer action



 The M3's charged forward, decimating the Falschirmjaeger dug in on the river bank. The MGs on the Churchills and Sherman adding to the annihilation of my elite troops.



He rolled for his reinforcements, and they arrived in the rear of the German Forces! 5 M10 Tank destroyers rumbled into the town. 2 took the fuel depot and 3 ground their way into the square.

The Tigers stood no chance!



 Volley upon volley of AP rounds crashed into the unprotected rear of the Tigers, destroying 3 outright! The Shermans and Churchils poured their fire onto the remaining Tiger, positioned on the bridge and scored several hits. The Tiger failed his armour save!


Caught in a vice, with their armour gone, and the fuel dump (Objective)  in British hands, the decimated Falschirmjaeger had no choice but to surrender.


The towns-people rejoiced, and renamed the town of Armandville to Triomphe-de-Luc in recognition of the deeds of their Liberators.


But not enough...


12 June 2013

Kapiti Wargames Club Open Day, Call for help from FoWers

Kapiti Wargaming Club Open Day:

  Call for Help from FoWers




Hi everyone. The Kapiti Wargames Club will be having an Open Day on Saturday 30 June 2013.
We hope to promote Wargaming regionally as a hobby and pastime as a whole, not just our club.

The event will be our second, with our first visit attracting well over a 100 visitors last year. 
(Infant steps yet) We plan to feature Warhammer Fantasy and 40K games, Flames of War in 20mm, Napoleonics/7-year war, and Starwars X-Wing games, and more

BUT we have run into a bit of difficulty finding members who are able to do a FoW Demo game in 15mm.

The date seems to clash with the FoW tournament schedule. :(

This is an appeal to regional FoW players not involved in the tournament. Would any of you be interested in doing a demo game on the day ? Any other period or scale is  of course also welcome. Just drop me a comment and we can discuss details.

28 May 2013

Beyond D-Day: The Battle for France

Beyond D-Day: The Battle for France

On the 30th June the Kapiti Wargames Club will have an open day. We hope to showcase a range of demonstration games, from WWII and Napoleonics through Warhammer Fantasy Battles and 40K.

We are also looking forward to "Armourgeddon" in August to Remember the Battle of Kursk, the greatest Armoured Vehicle Battle ever.

The WWII contingent will (hopefully) feature Flames of War in both 15 mm and 20 mm. My son, Luc, and I will play a demo game using FoW rules, and Mid/Late war armies.



We chose 1944 in Western Europe, as I have a complete German Army from this period (albeit painted more for the East Front) and sufficient Allied Armour. I have been repainting some of the Italian Front Allied vehicles for Western Europe, and have re-based (sigh) all my 20mm Germans on scaled bases FoW style. I have stuck with the Autumn theme...kicking our way through a carpet of autumn leaves.






Alled troops may be a different kettle of fish though. I only have a fully painted company of British soldiers, based for Warhammer WW2; and American Paratroops that are painted.My other allied forces consist of Desret War ANZAC Aussies and Indian. I do have a veritable treasure trove of unpainted 20 mm figures. I will likly have to do a huge amount of batch-painting in the weeks to come.

So I got stuck into my pile of shame: First up Monty's Caravan, a Model I recently acquired as part of a bulk deal. The old 1/76 Matchbox kit, a Japanese edition. Luckily you can simply follow the diagrams... Comes with a city street diorama and a Dingo scout car. Just perfect for my "Monty's Meat-grinder" campaign.



28 February 2013

FoW: And then I had my whole foot in...

Flames of War 20mm: And then I had my whole foot in...

Ok so we get to the club last night, and it's my German Panzerkompanie up against Luc's UK Armoured Squadron in Normandy. Late war. Flames of War in 20mm

Free-for-all and objectives to seize and hold, 2 each. A river runs through it, with a bridge and mill-house, small forest and village. Open fields mostly.Still struggling with numbers of models, as our armies were build for Warhammer WW2. Troops not on multi-bases. Not nearly enough artillery or Shermans, not the right light models  tanks on UK side. End up using Matildas as Stuart replacements, and M10s as stand-in Shermans

Slow start, as we're still feeling our way. Mike is at hand to help with rules, going a lot easier this time...more enjoyable. Our confidence and enjoyment improves turn by turn.Thank you very much Michael!

I choose to defend the approaches to the bridge with a pair of portee Kfz 7 Flak vierling 20mms, also giving cover to my motorised infantry. Not much space for my recce Zundapps with sidecars to maneuvre. LeFH 18s deploy on the edge of the boasrd, covering the right hand corner, Company commander in lead Panzer over to thier right. Panther company skulking behind the mill house, with one covering the bridge approach, and two covering the flank.

Luc places his field artillery (25 pdr x 2) opposing mine, 2 troops of 4 each Shermans with a firefly gun-tank each on that flank, and another troop on his side of the bridge. Motorised infantry deploy on other side of river facing him. Troop of 3 Stuarts supporting them


Firefly in my sights. German Command Tank advancing.


The Ill-fated QF 25 pounder battery, shortly before the Luftwaffe's visit.
Shermans passing by. This troop ended up taking the majority of the Panthers out.

First 2 turns is mostly tactical maneuvring, both side's foot soldiers digging in. Armour jostling for position. Herr Oberst in Panzer 1 takes out Firefly on approach to bridge, just to be taken out in return by a flanking troop with another firefly. Luftwaffe arrives on turn 2, contarary to expectations, 3 make it through the air defences, and takes out the whole 25 pdr battery, HQ escapes the blast, hops into their Bren carrier; and goes and sits on objective to defend it for the rest of the game. Lucs turn 2 sees his Stuarts (Matildas) taking out most of my motorised platoons' MGs, and laying down a smokescreen to further protect his dug in motor company.Spectacular fail on roll to bring on air support: 4 ones and 3 two's!; the RAF miss their target completely. Germans relieved.

Almost an ambush. Panthers protecting the bridge and the objective marker from behind the Mill House


Infantry face off across the river, both sides dug in.


Lots of baling out and clambering into vehicles in the next turn, a couple of Shermans destroyed by the panthers. Luftwaffe arrives again, a single aircraft makes it to target, anti-aircraft fire from Stuarts fail, and 2 of their number succumb to the direct hits from the veteran dive-bomber pilots. Sherman on the bridge now lay down smoke to protect their infantry. Panzergrenadiers unfussed, move forward through river, difficult terrain no problem for them, same with motorcycles, who cut through forest and attack the flank of the Tommies. Shermans open fire, and destroy the German transports struggling through the river. The Captain and his Protze staff car make it through unscathed. The surviving troops divert for a gap between the bridge and the houses, trying to make it to the objective beyond, taking cover behind a house.RAF finally make it through, only to be destroyed by the Flak before launching their rockets. Sherman takes out one in retribution on Luc's turn.


None of these Shermans survived the battle.




Movin' out. Luc's turn 1. Only one Sherman from this troop survived the Panther attack. 
Ok, the luftwaffe also took 2 out!




Ranging in...Open sights of the enemy

Luftwaffe at hand. 

Carnage after they had been...



With only one Stuart (Matilda) to oppose them the motorcyclists cross unhindered

Meanwhile a drama is played out behind the mill house, slug-fest between the panthers and Sherman troops.
The 2 IC panzer is flanked, hit repeatedly, baled, but remounted every time by the experienced crew. Impetuous sherman crew pay the price. Approach to bridge now open, and the panzer crew eagerly eye the objective just beyond the bridge. Only problem is the hulks of multiple burnt-out Shermans on it. While they are still contemplating what to do next they receive a long range shot from a firefly that sends the wonderment into oblivion in a ball of smoke and fire. Same fate befalls another Panther, breaks the line of approaching Shermans, takes out the firefly. Sole survivor retreats back towards objective. Coward Tommies, lets get them!, race forward thinking that cover from hulks on battlefield will protect, But no, the only surviving firefly has the last word: Boom! Panzer Zerstoerd (Destroyed)


Only one Panther, the Field Artillery, Zundapp riders and the one 20mm Flak vehicle survive. O yeah, and Herr Kapitan with half his Sturmtruppen, behind the house.

A good victory to Luc! A much more enjoyable game once you get the rules.

Lessons learned: 
1. Get the right models, and enough of them
2. Read the rules some more, watch the videos again
3. Base the infantry on team bases
4. Panthers pack good punch, but are a bit lacking in side armour. As an expensive option Tigers may be better.