Showing posts with label blitzkrieg commander. Show all posts
Showing posts with label blitzkrieg commander. Show all posts

Friday, 25 July 2014

Special Project Night

Vows of secrecy that are the strongest a man can take bind me and prevent me from telling you what Caesar and I played last night. All you get is a photo of the terrain, because it came out particularly well.

This town is made up of 1/300th buildings from Hovels and Steve Barber.

I can say that we played an interesting, asymmetrical scenario which turned out to be a closer game than it first appeared.

We played until well gone 11pm, so it was midnight by the time we'd packed up and left the University. I got a right telling-off for getting in so late without telling Mrs Kobold why I was late.

Meanwhile others were playing Blitzkrieg Commander - a rerun of the Narew scenario we played a few months ago.

I think the Russians won it. As ever there were lots of burning tanks.

Friday, 14 March 2014

Blitzkrieg Commander - Crossing the Narew, 23 June 1941

We played a multi-player 'Blitzkrieg Commander' last night, with Germans driving across the steppes, confident that they'd be in Moscow by tea-time. The Russians disputed this assertion, with some vigour.

Here was the briefing:

"Day 2 of Operation BARBAROSSA. Field Marshal von Bock’s Army Group Centre has the mission of enveloping Belostok from the N and S to envelop and isolate the Red Army in the Belostok salient. Field Marshal von Kluge’s 4th Army’s IX Army Corps leads the Southern pincer. Army Group Centre is opposed by General Pavlov’s Western Special Military District, with Lt-Gen Golubev’s 10th Army mobilising and taking over vehicles and equipment around Belostok.

Soviet command and control has failed. The Germans have achieved complete strategic and tactical surprise, all Soviet command and communications points have received constant and uninterrupted attention from the Luftwaffe. All radio links are jammed. Brandenburg commandos in Soviet uniform are active in rear areas and along the lines of communication, cutting telephones, redirecting traffic, assassinating senior officers and spreading alarm and thoughts of treason. General Pavlov’s HQ is paralysed and cut off. Pavlov despatches his deputy to fly through a swarm of Luftwaffe fighters to land at the last known position for 10th Army HQ to organise a counter attack with whatever is available, in accordance with pre-war doctrine that defence should consist of all out attack.

German Mission - Seize and hold the bridge over the Narew within 8 moves.
Russian Mission – Destroy two German Battlegroups within 8 moves.

I was one of the German commanders. Here's our objective:

On to the game. I had tanks. I had some infantry too, but they were in half-tracks and I never saw them. 

Here's my formation advancing towards Caesar. He was commanding heaps of infantry deployed along the river-band, and was under orders not to 'get killed on the first day' ...

My armoured formation prepares to advance.

Oh dear. A command blunder. This saw partisans, mines or a catastrophic equipment malfunction take out my lead tanks. Not a good start at all.

My recce unit had advanced though. It found something ... the hard way.


It got too exciting from that point, and I stopped taking pictures for a bit. We actually ignored the flanking Russian tanks, leaving them to artillery and 88s in the rear to handle, and pushed on to our objective. Peter's armoured force encountered the Russians first, and got badly shot up. My advance was more cautious.

Here's a view of the German advance from the Russian infantry lines.

And an aerial view.

Some lovely KV2s - burning.

My tanks swing into position to mop up the last of the Russian armour facing us, before turning their attention to the infantry on the ridge.

The bridge.

The German attack, from Peter's side of the table.

And that was it for photos. 

We ran out of time before we ran out of turns. The Germans still had a couple of moves left to reach the bridge and were fairly well-positioned to do so. As often happens in BKC, we seemed to spend a lot of time dumping large quantities of artillery and mortar fire on each other, before moving any survivors to engage in what was almost a secondary action.

High point of the game - John rolling three consecutive double-ones for activation on his 88mm battery, allowing it to limber up on the rear baseline and reach the main area of action in a single turn. 

Saturday, 14 December 2013

The Italian Attack On Sollum

John has sent me this report of the Blitzkrieg Commander game he ran last night, as well as some pictures:

Last night, I organised a game of BKC, it was a modified scenario from Scott Fisher and Nathan Forney’s Skirmish Campaigns, North Africa. 40 – 41 Italian Misadventure and the Arrival of the DAK.

As it says the book is for skirmish campaigns so I upgraded all the forces by 3 so in the end, there was an Italian company against a platoon of British Infantry. A feature of the “Skirmish Campaigns” books is that each force has some options that are rolled for. This works as each game can have different forces. I was lucky in my rolls as I had the company commander with me in all the games I played so I had a leadership advantage.

The British started with a minefield and some trenches. I modified these by making the trenches up to platoon size positions and the minefield to the standard size BKC ones.

The game was on a three by three foot board. Geoff and I played 3 games in the evening.

In the first game the Italians had the assistance of an engineer section whilst the British had a leadership of 8 with the company commander. The Italians fought long and hard, losing one of their platoons, they were however defeated as the Brits prevented them from seizing their objective way beyond their given time, then withdrew intact. The Italian objective was to seize the white two-story building.

Of concern in all games was that the Italians could occupy the vacant entrenchments as the Brits could not occupy them all.

In the second game, the Italians had mortar support whilst the British had the company commander and another smaller minefield. The Italians were forced to withdraw after the loss of two of their platoons, this being their break point.

In the last game, the Italians had the company commander with a leadership of 8 whilst the British leadership was only 7. The British rolled Mortar support. However their MFC (Mortar Fire Controller) or FO was never able to call it in.

The Italians were very successful with their initiative rolls and quickly advanced to an assault position, one platoon with two in support. They were able to fire on the Brits and suppress them before assaulting the stone building and forcing the British out into their own minefield.

A problem identified with this as well as any BKC games with turn limits is that on average you can only move 50% of the time, thus making turn restrictions rather hard to achieve. Alan suggested we only count turns as recorded when the attacking side is able to execute at least one order. This worked well in the last game but needs a lot more play testing for larger games. And indeed all games with turn restrictions.

Here's some pictures.

Town of Sollum, looking west.

Town of Sollum, looking east.

Game 1 - First Italian attack.

Game 1 - Italians assaulting.

Game 1 - Italians retreating.

Game 1 - Italians on the northern flank.

Game 2 - Italians to the south.

Game 2 - Italians preparing to assault

Game 2 - Italians. In a trench.

Game 3 - Suppressed British troops.

Game 3 - The British in their own minefield.

Friday, 29 November 2013

Blitzkrieg Commander

We had a good turnout at the club last night, and ran two games of Blitzkrieg Commander using 1/300th models this time - a few members have been on a buying and painting spree.

One game was based around the French counterattack at Stonne in 1940; a French force had eight turns to capture a hastily defended village.

Geoff had some lovely Char-B1 tanks - I love how he's depicted the track marks behind them.

The other game was set in the early days of the German invasion of Russia.

Two German battlegroups were attempting to link up in the face of Russian opposition.

Results - The French burned, defeated by a couple of AT guns, some Pz IVs in the village, and their own poor command rolls.

The Russian game was still ongoing when I left; others will have to provide you with an update as to what happened.

I was late getting there, so didn't take part. I also had Catherine in tow. We played HOTT. But that's to come in another post.

Friday, 25 October 2013

In The Style Of El Alamein

We played a game of Blitzkrieg Commander last night, using 15mm figures and a scenario based on, I think, part of El Alamein. Dug-in Italians, supported by German armour faced an attack from Australians. There was flat desert and tanks aplenty.

My tanks attempt to move into position, but failed command rolls meant that this took some time.

The Commonwealth forces get themselves organisied. Their command rolls were worse than mine, including a number of early blunders.

Australian infantry advances.

My tanks form up behind the cover of a railway line.

One of our more unusual vehicles - an amphibious ... thing.

The British armour pushes towards our lines.

The Germans still attempting to get into position. This tank company had lost a couple of elements to artillery fire.

Some Shermans strayed too close the the active Italian anti-tank guns.

The Italian positions. They suffered a couple of heavy artillery barrages, but just ended up suppressed. They also fought off several air attacks.

At last - the Germans get a proper defence line together. Just as the Commonwealth forces pull back from that particular axis of advance.

Geoff's face says it all; the Australian infantry is wiped out by an artillery barrage. From their own artillery.

At that point, with most of their infantry gone, and the Germans and Italians still in strong positions, the Commonwealth players conceded. Our defence lines were strong, and some good artillery barrages would have been required early on to weaken us. As it was poor command rolls on the part of the Australians kept us safe. The battle was won by the side that made the fewer poor command rolls, in fact.

Thanks to Ralph for putting together the scenario, and to various people for providing figures and terrain.

By the way, we discovered that if you order the print copy of BKCII from Lulu, what you get is a copy of BKCI. At least that's what had happened to two players.

Friday, 23 August 2013

Blitzkrieg And Cold War Commander

After a few games of Future War Commander, our club has got a bit of a thing for the other games in the stable, Blitzkrieg Commander and Cold War Commander. Tanks are being ordered, and basing ideas discussed, and there could be some grand tank battles on the way in the next few months.

Last night Ralph set up a couple of small games, one of BKC and one of FWC so that people could try out the systems. Everyone would have a chance to play each game at least once, and possibly swap sides and do it again.

The WWII game was a small action set in NW Europe in 1944, with a British company supported by some tanks advancing on an objective just beyond a village. The Germans had a platoon of infantry supported by some mortars and an MG.

Here's the table.

Note that each base is a small diorama; Ralph likes his figures presented in a grand manner.

The German mortars were mounted in half-tracks.

Oh, and the British had air-support, although it was rarely on target.

Here's the British on their start line and showing off the basing. Those are 15mm figures. With the large base sizes we double all distances in the game.

I don't know if any British player captured the objective in the six turns they had. I came close, with my tanks stopping about 5cm short then failing to activate again. And at one stage Caesar had his reconnaissance unit on the objective, but it was driven off. The Germans has a fairly tough time defending, though, with most player's greatest opponent being their own command and control.

On the other table we had an Arab/Israeli setup in 6mm. Geoff umpired it. A force of Arab T62s stormed a hill-line defended by a bunch of Israeli Centurion tanks. With no cover this was a very one-sided scenario.

The Arabs.

And the great expanse they had to cross, out-ranged and out-gunned.

The inevitable burning tanks ...

In three games the Arabs managed to knock out one base of Israeli tanks. Like I say ... one-sided. But a useful exercise in how the firing mechanisms work if nothing else.

So we have all had a taster of these two games (I'd played some BKC a while back, but not for ages, and I've not read the rules before). I think we're fired up to try a bigger, 'proper' game now.

Thanks to Ralph and Geoff for setup and umpiring.
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