Showing posts with label Crete. Show all posts
Showing posts with label Crete. Show all posts

Saturday, February 6, 2016

Perry's 25pdr, quad and limber

For our forthcoming Crete/Greece/Nth. Africa campaign (Chain of Command or Bolt Action) game (note a lot has not been decided!) I have been encouraged to do up my 25pdr field gun with Quad and limber from Perry's WWII British range.  First off I have to say its a beautiful model with a good crew with the range of functions including the rammer and two loaders (one with shell, one with charge). Rather than crowd the lot on the same base as the gun I've divvied them up.



So basically you've got the gunner seated, twiddling with the elevation, a second gunner adjusting the sights? then the loader (Number 3!) has finished ramming home the charge and has closed or is about to close the breech.  Watching on is the NCO in charge and the two other loaders who are next to the limber, holding shell and charge ready for the next shot.



This is another variation of the two bases together with the Quad, which I have not based up. I think the separate limber and crew base works well either way.



The Quad is also solid resin with an open-able command hatch.  I thought seriously of chopping up one of my binocular command figures (with mortar crew I think) and putting him in with the hatch open but in the end couldn't bring myself to do it - although I may  change my mind at some future date!  I don't think the Quad needed to be based as well as it can be more easily used or removed for gaming purposes. I haven't put any markings on it as I haven't decided yet whether it'll be Aussie 9 Div or Brit RHA.



Anyway it's a great model and I can't wait to get him into action!



Note I've used the barrel without the muzzle brake so it will fit in with the earlier Mediterranean stuff. Anyway I thought I'd post this before my Warlord DAK etc, arrive and the painting frenzy begins again!

Sunday, August 17, 2014

Air Assault 'Chain of Command' games; Galatas Pt. 2


Gratuitous shot of a Heinkel over Crete - nothing to do with the game unfortunately!

This is the second of the Galatas games that we played last weekend, the first being the German's air assault on the town of Galatas outside of Canea, Crete in early April 1941 - the final stage of the German's Op MERCURE.  At this point historically, things were on a knife's edge both for the Germans and the Allies.  The German losses were so high that the High Command (OKW) told German commander Kurt Student in no uncertain terms that he had to successfully conclude operations on Crete or Hitler was going to call the whole operation off.  The Germans had by that stage taken the main centres of Allied resistance at Rethymno and Heraklion, as well as the vital airfield at Maleme but between 10-15,000 Allied troops remained in and around Canea, the last major port still in Allied hands and from which they were attempting an evacuation by sea. Despite the ULTRA decrypts of OKW communications, the Allied commander Freyberg had little idea of just how desperate the Germans were, being overwhelmed by Creforce's own dire predicament.

Sleepy little town of Galatas with Church Hill in the background.



The Allied armour advances up the road to Galatas
Galatas was the key to Canea, the last Allied stronghold on Crete and was thus vital to both sides. Amazingly the Kiwi commander, Puttinck, did not seem to realize this and left the defence of Galatas to the raw, ill-equipped Greeks supported by a few Kiwi units and advisors rather than turning it into a strongpoint and stuffing it full of the battle-hardened Kiwis and Australians he had available.  As we found out in our first game, the Germans were always going to take Galatas against such inadequate defences, our only hope was to inflict as many casualties on them as possible and I'm happy to say in our last game at Wintercon, we managed to do that. Nonetheless, the scenario for the second part of the battle was still a daunting one for the Allies, despite having armour available this time.

The formidably armoured but inexorably slow Matilda. [Photo: Greg Blake] 

Now you'd think armour against lightly armed paras would be an overwhelming advantage.  But you'd be mistaken.  Firstly, the Allied armour consisted of the lumbering Matilda - one of the most heavily armoured tanks in the war at the time - and the Vickers light tanks.  The Matilda was heavily armoured but incredibly slow and although it had a 2pdr gun, being early war it only fired solid shot not HE so was useful against other armour but not much else. It did also have hull and turret mounted MGs so it was more use as a mobile MG platform.  The Germans had nothing in their arsenal at the time that could knock it out - and as the paras didn't have any AT other than rather ineffective grenades, if the game lasted long enough it could, in theory at least, lumber across the table and any Germans in the way (provided the engine didn't seize or something!) The Vickers VIb light tank was a different case again. It was basically an armoured machinegun carrier that was relatively fast but its light armour was vulnerable at close range to HMG fire and even the Fallschirmjaeger's otherwise inadequate AT weapons.  So all in all, the Allies armour was not the decisive advantage on the battlefield it should have been.

The FJ in Galatas were allowed a 37mm PAK for this scenario (presumably 'borrowed' from the Gebirgsjaeger) and used it right from the start of the game (so much for the Allied surprise attack!) 

The second issue that quickly affected the game was that the Germans were a) not surprised and saw the Allied armour and Kiwi infantry from the outset... b) actually outnumbered the attackers across the board and c) managed to have an AT gun deployed from the outset.  Against these odds the Kiwis had only a very slim chance (at best) of actually breaking into the town.  In the otherwise excellent CoC rules, German paras have on average 24 shooting dice per section, as opposed to 14-16 for the equivalent Kiwi infantry section. Each section assaulting the town through the vineyard were faced a reinforced Fallschirmjaeger section with a HMG for a total of no less than 34 shooting dice for each round!  All I can say is Kiwi commander Paul tried valiantly from the outset to get close enough for a bayonet charge (at which the Maoris excelled) but never made it through the vineyard, with each section in turn mowed down (being in the open, a D4,5 or 6 to hit - 5, 6 to kill) while only having about 14 dice to shoot back at the FJ in hard cover (D5, 6 to hit - D6 to kill).  All the Maori's shooting was directed at that @$#%ing FJ machinegun - which they eventually routed off by the end of the game!

The Maoris deploy at their jump off point outside the vineyard - contemplate the daunting task in front of them. (Note the artillery barrage at the edge of the town - spectacular but useless!)

Now before I gripe too much about how hard the Allies had it, I must confess that they did have artillery support as well as the armour. I deployed my Forward Observer team in what cover I could find just outside the vineyards.  They directed two barrages targeting the AT gun (a mistake in hindsight - should have tried to hit the building with the HMG) which all missed save one house at the end of the town which was engulfed in flames - unfortunately no paratroopers were hurt in the process!  My ruthless German opponent Greg immediately spotted the spotters and wasted no time by firing at them at every opportunity, eventually wiping them out. As the only Kiwi HMG was assigned to the group assaulting Church Hill, the Maoris depended on the armour to absorb the German firepower and punch its way into the town.  With no less than 60!!! shooting dice combined - you'd think the armour would be able to do it. Well, you'd be wrong - if there was one thing that marked this game it was the appallingly bad shooting by just about everyone - except of course young Andrew, who even Greg ruthlessly exploited to roll fives and sixes and mow down the Kiwis!  The Germans in hard cover could only be killed on a six, so it took forever to whittle them down. Save for the section behind the hedge outside the town - they had somewhere between 120 and 180 shooting dice thrown at them, lost half their number and copped over half a dozen pin markers but still held on. Tough buggers those German paras!

As close as the brave Maoris got - and in the open without armour support - sitting ducks!

The Germans come under artillery fire 

German commander Jason very carefully fed in Gebirgsjaeger - Mountain Troops - to reinforce the paras and make Galatas just too tough a nut to crack!

The Vickers press home their attack and the Germans bring up a captured Italian 75 (minus gunsights!) which they used to great effect (thanks also to young Andrew's dice rolling!)

The Allied armour comes to a grinding halt outside Galatas!

While all this was going on my other commander Steven had the unenviable task of assaulting Church Hill and protecting the Allied flank of our armoured column.  One of the problems with this surprise attack scenario is that there were two Allied objectives that had to be attacked simultaneously and three commands of which only two could be activated each turn.  Once Steve had brought his sections out into the open to engage the Germans on Church Hill ably commanded by young Andrew (under German CinC dad Jason's watchful eye), I had to allocate my activations to my Maori command and my armour needed to support them.  This meant that Steve's Kiwis just had to sit at the edge of the olive grove without cover and cop it.  It must have been a very frustrating game for Steve and I thank him for his patience and generosity in allowing us to try the only plan open to us - up the guts with bangs and smoke!

Our only HMG sets up at the edge of the olive grove opposite the German held monastery. [Photo: Greg Blake]

Kiwi assault on Church Hill gets underway

With the Bren Carrier the Kiwis managed to lay quite a bit of fire on the Germans hiding behind the stone wall - very hard to kill them in hard cover, not so hard for them to kill us in the open!
The Allied assault on Galatas seen from Church Hill - just out of view bottom RH corner is the German mortar that gave our Bren Carrier such a scare! Note the Kiwi HMG pinned although surprisingly and unlike the first Galatas game, the Germans didn't do much with their howitzer.

With the Allied flank secure, albeit at some cost, the final stage of the desperate Allied assault was underway. Time was of the essence as the longer it took to break into the town, the harder it became as the fully committed Allies degraded with mounting casualties whereas the German defence only got stronger by steadily reinforcing Galatas with Mountain Troops. The Allied plan was always a risky one but at one point it seemed the gamble might have paid off when the dice gods intervened on the side of the Germans and put paid to any chance of Allied success.  Double sixes were rolled in the command phase and the German's got to use their ace-up-the-sleeve - and called in an airstrike!

Achtung Messerschmidt!

Allied armour grinds to a sudden halt outside the town. 

With the command tank destroyed and the remaining tanks badly damaged or immobilized, the entire Allied attack faltered.

The German's had complete air superiority over Crete and in all the games we've played so far they have managed to call on their air power at a crucial time in the game and decisively turned things in their favour. This last game was to be one of the most decisive of all the interdictions by air. This time the death blow to Allied ambitions was delivered by the awesome firepower from the four nose cannons of an ME110.  The ME strafed the lightly armoured Vickers (top armour is so thin its shell-like!) and brewed up our hero Roy Farran's tankette.  A second strafe damaged another tank who was lucky not to also go up in flames - no need even to drop the 250 lb bomb the ME110 carried - the damage had been done and the armour ground to a halt outside of town.  The lead Vickers still firing but immobilized with a dead driver after a 75 shell went straight through the hull and the second Vickers likewise having one go through the turret. With the command AFV a blazing wreck and the lumbering Matilda still half a game away from the town, it was up to the fearsome Maori to pull off a miracle.

The combined Vickers and Maori attack looked promising.. until it encountered German firepower!

And then there were (virtually) none - the Germans counter-attack and drive the surviving Maoris back.

I have to give Jason and Greg their due - they used the 'Grenaten!' rule for their elite Germans to go in for some hand-to-hand. The lead Kiwi section was wiped out and with their the sheer firepower the Germans drove the rest back almost to their jump-off point.  Their being absolutely nothing more the Allies could do and no objectives obtained, we called the game in favour of the Germans - quite a convincing win.

We were up against it with this game from the start and this wasn't helped by the fact we play-tested all the other air assault scenarios first.  Just to add further complication, one of our colleagues with a fair share of the terrain had to pull out at the last moment, so we couldn't put together the same table we'd had for the first Galatas game.  It was also a very ambitious scenario - recreating a surprise attack by a numerically inferior force against a fortified obstacle, even with armour, is a tall order.  Nonetheless I feel with some tweaking of the scenario, this could work and give the Kiwis a real chance to do what they did historically - bounce the Germans right out of Galatas.

Once again my thanks go to Andrew who devised the whole thing and to co-organiser Jason who helped pull it all together when it threatened to fall apart (again!) at the last minute - and to all my wargaming mates who came along and rolled some dice, shuffled some lead, and made for a damned fine day's gaming down't club!

Sunday, June 15, 2014

Chain of Command test for the Galatas game (Crete) - another balmy Sunday down t'club!

OK perhaps 'balmy' is a bit of an exaggeration - it is the middle of winter here - but any Sunday down t'club wargaming is a good Sunday!  Fellow bloggers may be aware that we are putting on two WWII games - Galatas and D-Day's Pegasus Bridge - using the Two Fat Lardies brilliant 'Chain of Command' rules at Canberra's 'WinterCon' wargaming convention next month. Having only played the rules once before, my wargaming mate Andrew decided I needed to be edja-ma-cated in using CoC for something complex like a para drop. Very good idea as I hadn't a clue!  

A bucolic Crete village stuffed to the gills with Kiwi and Greek troops. Perfect target for a para drop!
The Galatas scenario involves a German parachute drop during the Crete campaign (Op MERKUR - Mercury). In our game the Germans parachuted onto some very annoyed New Zealanders and some even more annoyed Greeks (we made them a native Cretan unit which made them very angry indeed!) Given the Germans specialised in low-level jumps (usually from only a few hundred feet), they couldn't control the direction of their chutes (unlike Allied chutes which had guide-lines, the German version was a harness job from which they dangled helplessly) and some other bright spark had the idea of dropping their weapons in a separate canister, so essentially unarmed and dangling helplessly for a minute or two - a very risky venture!. You'd think it would be a recipe for disaster (and historically - you'd be right!) so to balance things up a bit for gaming purposes, the Germans have the element of surprise and get to go first without being shot at (for the first turn anyway).

The Greeks with their entrenched possie on the hill.
Even more of a worry - the Kiwi Vickers HMG on the roof!


The morning calm is shattered by the roar of the German trimotor JU52's sweeping low over the village.  Fortunately the German's sudden appearance caught everyone napping, especially the Vickers on the rooftop, otherwise things could have gotten very ugly, very quickly!



The three JU52s come in at barely 500 feet above the village to drop the first sticks of paras.  The drop points are placed and then diced for (1 x D6) with a scatter dice to see where they actually land. You do this for each stick in each plane and repeat for the weapons/ammo canister. This is the first hurdle as you only have one chance in six of landing in the same place as your weapons! True to form, out of six jumps only one landed next to their weapons! Depending on how you go with your command dice - the landed paras first action is to race for the weapons containers! Remembering they have nothing but sidearms and grenades. Basically, if they did not have the element of surprise, they'd be slaughtered. Here I had a bit of luck too. Some paras dropped with their MP38s (in defiance of standing orders!) but you have to dice to see which do.  My battalion command stick jumped directly in front of the house with the Vickers and fortunately two of the four MP38 armed Jaeger jumped with theirs. Ordering them to fire at the Vickers (only just in range!) I rolled for shooting and rolled double sixes followed by another two boxcars!  Two hits and two kills on a five man section. I can't remember the last time I rolled so many sixes. Never happens to me. And with para jumps - ya gotta be lucky!

The German command section - save the mortar team - manage to find cover after getting some shooting on the Kiwi's Vickers HMG
The first firing of the game probably saved my bacon for if the HMG had caught me in the open with 10 dice (hitting on anything but 1 or 2) - it would have been a more 'historical' result with another para battalion command wiped out!  As it was it gave my command stick time to get the weapons and into cover.  All save for my mortar section which didn't manage to hit anything before they were taken out by Andrew's Vickers light tank - which always threatened to run amok before my AT team had a chance to land. The stick from the second aircraft likewise landed adrift from their weapons but fortunately far enough away from the Kiwi defences to survive the  two turns  it took for the dawdling paras to reach them!  Again luck with the third stick - they and their container landed bang on the same spot.  They came under fire immediately from the Kiwis but being in 'soft cover' (chest high field of flax or possibly teddybear fur!) managed to avoid serious casualties.

Lead JU about to unload its stick in front of the Kiwi defences
Second section races over to its weapons container while the lead section successfully lands in the field on the other side of the olive grove(!)
The first section had landed with their weapons container and its here that the German paras - hitherto virtually unarmed - acquire and get to unleash their firepower.  Given the number of automatic weapons per section, that firepower can be awesome.  They dropped with the HMG team, who quickly opened up on the Kiwis opposite, adding their firepower to the para section.  The Kiwi section opposing them was whittled down over two turns, survivors ended up with more than twice the number of shock, so I had the choice of taking their surrender or letting them bolt. Given the circumstance and because I couldn't afford a man to guard them, I chose the latter. But things didn't go all the German's way as a second section of Kiwis emerged from the village and charged into the para's flank.  In the fierce hand-to-hand that ensued, each section wiped the other out.

German's successfully get to the stone wall before coming under mortar fire and enfiladed by Kiwis to their right flank, before the latter go in with the bayonet.
The first German section closest to the village was wiped out and the second had still to acquire its weapons so Andrew's Kiwis advanced again towards the stone wall to take out the HMG team. But a good command roll enabled my choice of another para drop or air support.  I chose the latter and called in a Stuka - a bit of aerial artillery to pound the Allied troops in the village. Caught in the open with a 500lb bomb, the advancing Kiwis were devastated, losing 4 out a ten man section in one horrendous blast.

Stuka! Take coveeerrr!!!
The Stuka still had two 250lb bombs to drop and looked for fresh targets. At this point the Greeks in their fortified position on the hill came in for attention. Again you have to dice for the accuracy of the strike and one of the bombs went wildly astray - closer to hitting their own than the hapless Greeks. But one 250 pounder found its mark. At this point the Kiwis had had enough, having lost all but one section of infantry and their Vickers tankette, morale fading fast they withdrew, leaving the Greeks on the hill to hold out as long as they could.

The Greeks on the hill get a pounding from the Stuka.

The last sticks of paras land in the second wave. One in the olive grove only a turn away from their weapons but the other much more perilously in the open ground in front of the Greek trenches at the foot of the hill - separated (of course) from their weapons.  With the second wave the element of surprise had been lost so that the thoroughly alerted Greeks immediately opened up on the virtually unarmed Germans sprinting for their weapons container which had helpfully landed right in front of the Greek position!

The Germans were caught in the open in front of the Greek trench.
Caught in the open, the Germans had replied with their one MP38 and a shower of grenades but their squad leader was one of the first casualties and they ground to a halt in front of the Greek trench.  Fortunately there was enough command to have the battalion commander order the leutnant to take over and get them moving again - in the nick of time!

Herr major doesn't like what he sees and orders the Leutnant to sort it out!
On the other side of the road the now armed sections assembled behind cover to work out how best to assault the hill.  The Greeks behind the wire at the foot of the hill opposite were not entrenched and soon were targeted by German fire and wiped out.  They didn't run, as you'd expect with green troops, but fought back even though they couldn't hope to match German firepower. Brave lads took a few Nazis with 'em!

Germans begin their final assault on the hill, having stormed the Greek trench in front with a shower of grenades. The second squad have crossed the road and prepare to charge up the hill.
One of the many things I like about the rules is the realistic use of of tactics - I used my HMG to lay down a suppressing fire to enable the paras to cross the road and assemble for the final assault. The Greeks had two SMGs at that corner of the defence, supported by a Vickers HMG behind it, trying to keep the German's pinned in the trench at the bottom of the hill. In order to shoot at the Germans assembling for the assault at the bottom of the hill in front, the brave greek gunners had to expose themselves, but each time them popped their heads up the HMG and LMG opposite poured fire into their position.  In spite of inflicting more casualties (yet another Korporal copped it - I was starting to run short of NCOs!) the suppressing fire was awesome and wiped out the Greek SMGs.

Greek SMGs wiped out by suppressing fire providing cover for the German assault. The puff of smoke from the mortar fire is misleading - mortars on both sides didn't hit a thing!
No doubting Greek courage - a last desperate bayonet charge was only just stopped from breaking back into the trench.


The final German assault saw them make the top of the hill and using the cover of the entrenchments, pour fire into the remaining Greeks inside.  The Greeks at the bottom of the hill became pinned after their brave but fruitless charge and were forced to surrender. The Greeks in the fortified position atop the hill were the last remaining Allied unit on the table so at this point we called the game in favour of the Germans.

Big thanks to Andrew for his patience with me as Chain of Command paduan-learner, particularly as he was suffering from a winter lurgie too!  Just as well the club has a bar and great counter lunches or we'd all just fade away from such dice and lead-shuffling extertions!

The Greek figures in the above are actually WWII Greek infantry - not converted Italians - made by Rif Raf Miniatures. I believe our use of them is a world first as they are yet to be released. Really nice figures, size-wise they fit in well with the Perry's figures. They are armed with a mixture of Allied (French and British) weaponry and even a Krupps gun (although not for this game) just as they were historically. (Most of the poor Greeks on Crete were very poorly armed as they had lost much of their weapons and equipment on the mainland.) The new Rif Raf Greeks will be featured in our 'Battle for Galatas' at WinterCon 2014.

Thursday, April 10, 2014

Some more WWII stuff and my various projects

I just checked and realised that its been nearly 8 weeks since my last post.  Kinda got away from me I think!  Its been even longer since I had my last game.  The Carlist Wars game @ the Lanyon club was a hoot and Doug has since threatened to sell his Carlist armies off to keep the roof over his head so I think we should do another sooner than later. But I haven't been as idle as my lack of blog posts would suggest.  For starters with a few mates I put in a mega order of figures from Perry's and have only just got that through and sorted out what needs to be done (as if there wasn't plenty in the first place!)

Long and short of it is I'm re-doing all my Napoleonic collection, having sold off all my old Austrian, Russian and French figures (hence the outrageous purchases from Perry's!) At last count I had over 500 figures to paint up. Enough to see me well into retirement proper but that's only part of it.

Some of my current projects are:

Napoleonic

French:  Line Brigade of 6 x 24 figure battalions
             ( & finishing two 36 figure battalions of Legere & Young Guard).
             1 x regt. Carabinier (to finish my Heavy Cav. Bde) & 3 x mtd cmdrs
             Battery of Foot Artillery with caissons and limbers (2).

Russian: 6 x 24 figure battalions (4 x Line, 1 each of Jaeger & Grenadier).
            1 regt. Dragoons
            1 regt. Cossacks plus gun & crew (to finish my Cossack Bde)

Austrian: 3 x 36 figure battalions of Line (to finish my 'German' Bde)
              1 x 36 figure Hungarian line bttn.
              1 x 36 figure Grenz bttn (nearly done)
              1 x 36 figure 'German' Grenadiers bttn (to match my Hungarian one)
              1 x regt Hussars* (half done)
              1 x artillery caisson, 2 x limbers
               * I sold my old Uhlan regt so must get another - hopefully when one of the Perry lads decides to make 'em!
 ACW

- 2 x regiments Confederates (i.e. a box of late war Rebs!)
- Horse handlers etc, for my dismounted Virginian cavalry
- Supply wagons etc, for my Reb army.

WWI (Early War)

German: 1 x platoon Jaegers
              4 x platoons Line
              2 x hvy MGs
              1 x artillery piece & crew
              1 x regt Uhlans

Belgian:  1 x platoon Chasseurs
              3 x platoons Line
              2 x doggie-drawn MGs (one already painted!)
              1 x regt Chasseur a Cheval scouts
              2 x Minerva scout cars (one already done!)

WWII

Australians:   6 pdr AT gun
                    3 x sections of men in full battle dress incl Bren, mortar & HQ sections
                    (i.e. an under-strength platoon - to make up a full company of the 2/7th)
                    1 x Vickers Light Tank
                    1 x Gloster Gladiator*
                    1 x Bristol Blenheim *
                    (* my birthday present yet to be collected!)

Italians:        4 x sections Parachutists incl LMGs & HQ sect.
                   2 x Para Brixia mortars
                   2 x Para HMGs
                   2 x sections Rifles
                   1 x LMG section
                   2 x HMGs
                   2 x 80mm mortars
                   1 x HQ sect.
                   1 x M13/40 Tank

There are other bits and pieces for my N Africa/Greece including mortar, HMG for my German Gebirgsjaeger & a Bf 109 to complete the German air cover.  Will also collect a bomber and fighter for the Italian's air cover. Oh, and I need some Greeks - just a platoon or two!

Others include a complete Dragoon regiment (incl dismounted) for my Thirty Years War Imperialists army and some pikemen to complete my Italian Wars army for Impetus (actually a Doug initiative!) and finally, in storage awaiting the old paint brush is an entire 1866 Austrian army too!

OK - a trifle ambitious perhaps (read completely effing insane) but such is the life of a wargaming addict, nes par? ;-)

What I have done lately is the air cover for the Crete campaign - nearly finished the Germans and halfway through the Allies with my Hurricane done & Blenheim (hopefully) on the way. 




I've perfected my flight stand design too so it looks less clunky but is still robust enough to take any 1/72nd plastic model up to and including a JU52!

 





Well that's about it for now.  Working and now the footy season, house hunting on weekends and just life in general seems to all get in the way of my blogging but I will try to not leave it too long until the next post.

Oh, and a big thanks to my blogging buddy Fran (the Angry Lurker) for the birthday greetings. Really cheered me up at the time - cheers mate!