Bocage Country

This week at the Minehead Wargames Club I put on a game of Fireteam:WWII. The game was set in Normandy a few days after the D-Day landings. The mission involved a British platoon attempting top capture a small village from German Defenders.

The infantry miniatures are from Warlord Games’ Bolt Action series while the vehicles are 1/48 scale models by Tamiya.

British Force

  • Command Group
  • PIAT team
  • OP Team
  • 2 x Infantry Sections
  • Vickers MG Team
  • Universal Carrier
  • Sherman Firefly
  • 1 x 25pdr Field Gun (off-table)

German Force

  • Command Group
  • 2 x Infantry Sections
  • MG-42 Team
  • Tiger Tank

The Battlefield

One half of the table was covered with farmland with dense bocage hedgerows (seriously restricting lines of sight) while the opposite end was occupied by a small village.

The terrain was built and provided by club member and terrain guru Paul Davies who has also published an excellent book on producing wargaming terrain that can be purchased on Amazon.

The Game

The opening turns of the game saw the Germans taking up defensive positions in the village including positioning their MG-42 team on the top floor of one of the buildings. The British cautiously advanced sending their Tank, and MG team directly ahead while the two infantry sections moved around the flank.

The dense bocage terrain prevented any long range firing so the first few turns were light on casualties. Once the British reached the edge of the village the action really began.

The Sherman Firefly edged out of one of the fields and hit the side armour of the Tiger with a lucky shot, knocking it out before it could even engage a target. Meanwhile the Germans defending the edge of the village engaged in fire fights with the British positioned in the hedgerows. Due to some awful dice rolling from myself combined with excellent dice from my opponent Mark the Germans came off much worse.

This hammering on the edge of the village sent the defenders into disarray with one section surrendering and the others forced to fall back. To add to the German misfortune, Mark managed to bring an artillery strike down on the building housing the MG-42, killing most of the team. All of this allowed the British to enter the village while the rest of their force could carry out their attack on the German flank and secure the victory.

Overall it was a fun game with plenty of tension and excitement. Once the firefights began the effects of the close quarter gunfire was brutal. If I were to play the battle again I would make more use of the buildings and probably dig most of the defenders in before the game (and roll better dice of course).

Legionary: 2017

This Saturday (13th May) I am planning to attend the Legionary wargames show down in Exeter. I will be helping out with an American civil War game put on by the Minehead Wargames Club, showcasing the excellent miniatures and terrain of Mark Densham.

Although I will not directly be promoting my own games feel free to pop over for a chat or with any questions about my rules, I would love to meet you!

More about the event can be found on the shows website:

http://legionaryshow.co.uk/

roman

Fireteam:Modern – Ambush Mission

Last night I put on a game of Fireteam:Modern at the Minehead Wargames Club. I took command of a beleaguered group of Russian Soldiers caught in an Insurgent Ambush in a built up urban area in a Middle Eastern City while my opponent Toby took command of a fanatical group of insurgents occupying well defended positions in the buildings and on the rooftops.

The Russians were without any additional support (i.e. air or artillery) due problems with their comms network therefore they were on their own. Their mission objective was to cross the table and exit at the opposite end.

Early on in the game the Russians made advances, inflicting a number of casualties on the insurgents and knocking out two HMG armed technicals. However the tide began to turn. Through a combination of good protected firing positions, some lucky initiative card draws and good dice the insurgents began inflicting serious casualties on the Russians.

By the 5th turn the Russians BMP-1 was in flames, and their force was reduced to just two suppressed fire teams.. by this point we called it a night as the chances of the Russians reaching the opposite end of the table looked impossible.

Maybe next time the Russians can get their comms back online and call in some much needed air or artillery support to clear out the insurgents!

 

 

 

 

 

Free Middle East Card Buildings

I have produced a number of printable card middle east style buildings for use with my Fireteam:Modern rules.

The buildings are designed  for 20mm (1/72) scale miniatures. For smaller scales players can print them scaled down in size.

The buildings are available as free PDF downloads below.

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Large Building

 

Small Building

Small Building 2

Large Building

Large Building 2

Walls

Walls 2

 

Fireteam:Modern – Clearance Mission AAR

Elements of a British Army platoon were tasked with clearing an area of Insurgents.

The British Force

The British force consisted of a command team and two fire teams armed with SA80s and Minimi LMGs. Supporting the platoon is a Jackal armoured vehicle armed with a 40mm automatic grenade launcher.

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The Insurgent Force

The insurgent force was made up of 4 cells armed with AK47s and RPGs, a sniper and a technical armed with a HMG.

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The Battlefield

The Battle

The British fire teams cautiously advanced towards the occupied buildings.

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The insurgents laid down high volumes of fire from their protected positions on the rooftop so, suppressing the British infantry in the street below.

The  jackal was knocked out in a hail of RPG fire from the rooftops.

By the final turn the British had taken heavy casualties and were forced to withdraw from the area.

The British lack of fire and air support combined with the insurgents effective use of hidden movement allowing them to take up good firing positions led to the insurgent victory.

 

Fireteam: Card Driven Activation

Recently I have played a number of wargames that use playing cards to determine activation order and initiative (black ops from Osprey being an good example). I have found that using a card draw system can add an extra level of uncertainty and tension to a game, which also simulates the “fog of war” of a battle situation. This post includes my own system for determining the order in which units are activate in my own Fireteam (Modern, Nam and WWII) rules.

Players will need one set of ordinary playing cards, shuffled well. I have found that the small sized  cards like those found in Christmas crackers work especially well as they can be placed on the gaming table beside a unit to mark that it has already being activated while not causing too much table clutter.

At the start of the game each player is dealt a hand of 5 cards. The remaining cards form the “activation deck”. Each player is assigned a colour (red or black). Cards are drawn from the activation deck one at a time. Each time a card is drawn the player who’s colour it is  may activate one unit/team.

Once both players have activated all the units in their force, the cards are returned to the activation deck and the deck is shuffled.

Any time that a card is drawn from the activation deck the opposing player may use one of the cards in their hand to “beat” it. In order to beat a card a player must play a card from their hand with a higher value (aces are high and colour does not matter). If the card beats the activation card the player may activate one of their units instead. The other player may also counter the card by using a higher value card from their own hand. The cards in a players hand are not replaced at any time during the game.

cards