Wednesday, April 3, 2013

Morning Battle at Fox Gap - Regimental Fire and Fury AAR

One of the interests in military history I've always harbored has been the American Civil War. As I write this, 15mm Confederate troops and Union Iron Brigade infantry sit in the darkness of my closet, waiting for the time when my attention comes back to them. I even tried my hand at reenacting, which may have worked out had I not been the youngest member in the (tiny) group by 10+ years.

Luckily, I was apparently a decent enough guest during Ken's last game - he's the guy who ran the Battlegroup Kursk game I covered a few weeks ago - that he invited me back over to try out a scenario for Regimental Fire and Fury. RFF is the (obviously) regimental sized version of the originally brigade sized set of rules for running battles during the American Civil War. Ken was also kind enough to not only provide the terrain and models, but to turn back time in the solo game he had last week.

Now, for the scenario:
"The spring and summer of 1862 had seen the Army of Northern Virginia defeat two powerful Union armies, one under McClellan in the Peninsular Campaign and one under Pope in the battles near Manassas in northern Virginia. The defeated union forces had fled back to Washington and the security of its fortifications. The victorious General Robert E. Lee was then faced with an important strategic decision … how he and his soldiers would maintain the initiative and set the stage for a Confederate victory in the war.

Lee and the Southern leadership agreed that the best course of action was for Confederate
forces to carry the war north. So Lee took his soldiers across the Potomac and for the first time since the commencement of the war nearly a year and half earlier, led a Confederate army onto Union soil. However, almost from the start, things did not go as planned. The Union garrison at Harper’s Ferry did not flee in the face of the advancing Confederates, but dug in and waited for battle.

Additionally, McClellan used his extraordinary administrative talents to quickly organize the demoralized Union forces near Washington into a new Army of the Potomac. He then also moved to counter Lee’s invasion with uncharacteristic alacrity.

After crossing the Potomac River into Maryland north of Leesburg, Virginia, the Army of Northern Virginia continued north and captured Frederick. At this point, Lee divided his army with some troops marching to invest Harpers Ferry while others moved west across South Mountain toward Hagerstown … only D. H. Hill’s Division andsome of Stuart’s cavalry were left to act as a rear guard. Unfortunately for the Confederates, McClellan and the Army of the Potomac were now in pursuit and the Union forces marched toward Frederick and South Mountain in multi-corps strength.

On September 14, pitched battles were fought for possession of the three main South Mountain passes: Crampton, Turner, and Fox's Gap. By dusk the outnumbered Confederate defenders were driven back and McClellan was in position to destroy Lee’s army before it could concentrate. However, McClellan’s limited activity on September 15 after his victory at South Mountain condemned the garrison at Harpers Ferry to capture and gave Lee time to unite his scattered divisions at Sharpsburg."

Phew! That's a whole lot of words. Don't worry - pictures will be coming soon.

So how did the game go? In short, it was most certainly a lesson in how troop motivation and training is worth more than sheer numbers in an order of magnitudes. Ken's Crack and Veteran rated Confederates slapped around my Trained and Green Union troopers. This was truly a case of history being rewritten.
Battle at Fox Gap
The battle was mostly focused on the center of the hill, with smaller fights taking place on the left with the 23rd Ohio (and wasn't that a riot) and by the Martz house on the right. It was a pretty mobile battle, with both sides have taken the hill at one point or another. The Confederates made an amazing show of it, not only pushing their Union counterparts off the hill in an assault but then throwing back a counter-assault by a Union force that had them outnumbered 4:1. Col. Garland, defying history and living through the battle, led the Confederate troops brilliantly, dashing back and forth to keep his men steady.

On the left, Col. Rutherford B. Hayes led the 23rd Ohio into battle. Well, I use the word 'led', but to be honest the guy was either back at camp napping or hiding in the back of the whole scrum. In a fight against a bunch of hicks armed with smoothbores and hunting shotguns, the 23rd broke not once, but twice, leaving my left flank completely open! Ken's 5th North Carolina (a large Veteran regiment) never entered into combat for the entire battle, opting to instead have the dismounted cavalry show the damnyankees what's what. With such a poor showing, I don't expect Chicken Hayes to be running for President in this timeline.

On the right, the 30th Ohio, led by Col. Scammon, made their way towards the woods behind the Martz house, held by a single small unit of Crack Confederate infantry. In another amazing upset, the Rebs not only survived the 30th's fire (being outnumbered 2:1 none withstanding), but they managed to send back a withering volley of their own. The 30th, completely caught off-balance by the terrible damage done, panicked and ran for their lives. Luckily, Scammon managed to rally his men, only to have them run out of ammo while returning fire. Luckily, the appearance of Col. Cox and several fresh (if Green) regiments bolstered the attacking Union troops, and they tried their hand again at the offensive.

Unfortunately, with the appearance of new Confederate troops that mauled the regiment Cox had taken command of himself, the attack on the right bogged down. On the hill, most of the Union troops had run out of ammo, and the Confederates had fallen back to defensive positions covered by a few batteries of artillery. And with the 23rd in chaos again, I decided that it was best to pull back and let some other commander have a go at the Rebels. Ken and his Confederates managed to not only hold off the Union assault, but also gave the boys in blue a bloody nose they won't soon forget!


This was a number I would become familiar with over the course of the battle.


An overhead shot of the battlefield.


Another shot from a different angle.


The 23rd engage the North Carolinian cavalry.


Union troops catch their breath as the rebels advance up the hill.


The boys from Carolina hold their own against the Union troops.


The 12th takes a beating as they hold the top of the hill. 


But rebel yells echo loudly as the Union troops are forced to retreat after an assault.


The 23rd breaks and runs for it.


This leaves the Union left wide open!


The 30th engages, but is subsequently beaten back.


The 12th and supporting West Virginian cavalry exchange fire with Rebel infantry. 


Ken's right consolidates and takes a breather.


The Union gets some welcome reinforcements!


Wait, what happened to the 30th?


Hm. No, still can't see them. 


Ah. There they are.


Scammon tries to rally his men as the arriving reinforcement watch on.


The fresh regiments triple time into position. 


Hayes manages to get the 23rd to face the right direction again. 


Ken's line of battle is in pretty good condition compared to mine!


The 23rd gets stuck back in with the North Carolinians. 


On the far right, Col. Cox leads more Ohio troops to try and outflank the Rebel line. 


I try to repair my own line as the 23rd re-engages. 


The 11th Ohio swings into battle to reinforce the battered 12th. 


More Union reinforcements rush forward to get into battle. It's not enough, however. 


Hoping to press the momentary advantage, the Union troops begin to push back. 


The 23rd begins to waver again...


"Let's hope you guys have better luck than we did."


Rebel reinforcements finally arrive, and Cox stops his flanking maneuver to confront the new enemy. 


A late battle overhead shot. 



The 11th and 12th prepare to retake the hill. 


But the Rebel defenders push a force four times their number back. And to add insult to injury, they move back off the top of the hill of their own choice. 


Hellfire and damnation! Chicken Hayes and the 23rd are running again!


Scammon has his hands full trying to keep the Union line in order. 


But the Rebs fall back into defensive positions. Union officers decide that discretion is the better part of valor, and leave the field of battle for another day.

Thursday, March 21, 2013

Armored Clash - Flames of War AAR

Curt and I had another game of FoW over the weekend. It was a relatively silly one - neither one of us took 'balanced' list, instead opting for fitting as much of what armor we own on the table. For myself, that meant plenty of Cromwells and Challengers; for Curt, it meant Tigers and StuGs. And that Magnificent Bastard, Otto Carius. Or, since this is a fight on the Western Front, some alternate personality - his distant cousin, Grotto Barius?

I'm going to have to convince him to use some of my Panzer IV H's and Grenadiers. Eventually.

Anywho, we set the table up, decided that we wanted a simple head-to-head fight, and then slugged it out.

The fight went back and forth, with both sides starting with long-ranged shots. The +1 to armor at shots over 16", my ability to use semi-indirect fire (as long as my tanks didn't move), and the fact that my tanks were all Trained as opposed to Curt's Veterans, meant that my Challengers would be staying back in the woods and acting as my artillery for the game. A single platoon of American paratroopers would hang back and protect an objective on my side (i.e., do nothing). My Cromwells, then, with their light tank mobility, would then try to close and flank the Tigers.

Curt's Tigers, on the other hand, had a longer range, much higher armor, were Veteran rated, and had Tiger Ace skills. So a prolonged firefight with them would turn out the worse for me, even with the AT 15 guns of the Challengers.

Unfortunately, this lead to a mad dash by the Brits to try and at least Bail as many Tigers as possible. Amazingly, it seemed to work out, until the Germans rallied and promptly blew apart the British tanks.With all 3 of my combat platoons wiped out, the Paratroopers and remaining Jalopies (who were useless in this game) decided to make a tactical retreat. And so, victory went to the Germans with a 5-2 win.


The table and terrain.


British deployment.


German deployment.


Can you say, "Miracle Shot"?


The Germans get back an eye for an eye.


Please stay bailed, please stay bailed...


Well, it's working out so far!


Ready, aim... and miss.


That Tiger's got teeth!


"Blimey, sir. We're in trouble now!"


At least another Tiger falls before the end.


Just one shot left.


But it wasn't enough.


And that's the game!

Wednesday, March 13, 2013

Painting Update - Warmachine, FIW, WWII

It's been another one of those weeks were I haven't gotten much painting or gaming in. Or any at all, really.

So, it's going to be another picture update, with some quick iPhone masterpieces I snapped of my work area. Enjoy!


I was asked by a local comic/game store to paint up some of their miniatures while their main guy is on deployment. I've been trying my best (28mm isn't exactly my scale of choice), and I've gotten enough compliments that I'm beginning to think I'm actually good at painting miniatures. Strange. I'll have the rest of what I've painted up later. 



These are the 15mm French Militia from Blue Moon/Old Glory I've been working on for my French & Indian War project.


 And, of course, it can't be much of a French & Indian War without any actual, you know, Indians.


Here we've got the last bit of 15mm British armor I'm working on. Here's what I've painted recently...


...and here's what still needs to be painted.


Some individually based 15mm British infantry. I may or may not use these for Battlegroup: Overlord, since apparently I can use my already painted, multi-based infantry.


And to round it all off, 6mm Modern tanks, IFVs, and infantry for a demo game of the light version of 'A Fistful of TOWs 3'.

Wednesday, March 6, 2013

Water Under the Bridge - Battle Group Kursk AAR


Yup, another set of rules to play.

It does seem like I get around a lot, doesn't it?

I had my first taste of Battlegroup: Kursk over the past weekend. Having only played Flames of War before (and only on the Western Front in Normandy), displacing myself not only in time and place, but in rulesets as well, made for quite the shock. And not an unpleasant one, at that. It was also the first time playing for two other people there, so the newb-to-knowledgeable ration was a bit off!

I'm not going to review the rules, by the way - not in any sort of detail. Maybe some small observations here and there, but I certainly haven't been in this hobby long enough to really judge anyone's rules. You can find a great review here, however, and my thoughts on the rules are very much the same.

Ken, our host, dauntlessly led us through the game, throwing useful tactical advice to us new players (and especially to the Soviet commanders - it wasn't as though the Germans needed any advice!)

The scenario was thus: A group of German armor and mechanized infantry were to defend a bridgehead over a small, yet apparently frustratingly difficult to cross with anything but German tanks, river. The Soviet force, consisting of armor, tank riders, and regular infantry, were to assault the village the Germans had dug into, smash the Germans apart, and take the bridgehead. Piece of tea cake, right?


Wrong. So very, very wrong. 


You can never have too many Russians. 


The game began with the Soviets deploying some T-34's with tank riders, a SU-76, and a T-70, who's main job would be to secure the objective as quickly as possible (and force the Germans to take a chit). Starting with only 5 units on the table was slightly worrying.


The Germans started in the town, with a quartet of StuGs, a Panzer IV, and two recon cars. 


The game began with the Soviets rushing forward, tank riders holding on for dear life as the T-34s make a made dash for the village. The SU-76 crawls forward, and the T-70 makes it to the objective.


Long-range potshots are taken, and the Soviets manage to knock out a StuG.


This is were things started to go wrong. Thanks to a ... rules misunderstanding, the Germans were rolling THREE times as many dice for their off-board artillery. This decimated the poor tanks and tank riders who were relatively unprotected in the open fields, and the attack on their side quickly bogged down. At one point, the Germans managed to pin that entire side, leading to an overabundance of unusable orders. This was eventually corrected, but it definitely hurt. Those German's had some real savvy artillerymen that day.

Now, take that last bit and repeat it, and you'll have our game. The dice totally failed me on this occasion, meaning that our reinforcements trickled in, we never had enough orders, and my tanks couldn't hit anything to save their lives (literally!). We were forced to take chit after chit to keep our units unpinned - thank goodness we had such a high battle rating.

The game ended after a failed assault on the town - the Soviets never made it further than the hill and the initial row of houses, although we did manage to give the Germans a semi-bloody nose. Besides, there are plenty more brave Russian soldiers to throw into the fight!

I'd definitely play again, and now I'm eyeing up the PSC bundles for a small German force in 20mm.

And here's the rest of the pictures taken. I didn't exactly get the whole game, as it eventually got to the point where my entire attention was on the game itself!


With the danger of the open fields, I had the infantry come on and move for the woods.


Unfortunately, Stal! Stal! Stal!...


Quickly became "Stall, Stall, Stall!"


The Germans have how many unit?!


A lone T-34 made a dash for the cover of the village.


And it's quickly joined by other elements of the Soviet battlegroup.


Can you guess how much we hated that recon car?


Enough to send a platoon of tanks after it!


But it just wouldn't die!


The Soviets ready themselves to assault the village.


Stal! Stal! Stal! actually works for once.


And a risky gambit...


Turns into a small, personal victory.