Thursday, May 12, 2022

Scenario 5: Crossing the Douve

With game 4 done and dusted and the Germans pushed out of St Come du Mont we move on to scenario 5 - Crossing the Douve!

Background: 8am 8th June 1944 North of Carentan. US forces have launched an attack at St Come du Mont from 3 sides. The 3rd battalion from the 502nd push the  1058th Grenadier Regiment from the 91st Infantry Division to the West of the village and push through to the Carentan highway. In hot pursuit the 3rd battalion come under fire from the 88's positioned at Carentan. As a result the 3rd Battalion retreat across North only to come into contact with retreating German units regrouping towards Carentan. Positioned on the edge of the Douve river, the Germans have regrouped to form a counter attack and push the American forces away from the bridge. The Americans must hold on through the German counter attack and extend over the river.

The site of our battle - the river between St Come-du-Mont and Carentan.

 

Points: 700pts US vs 700 pts German.

Scenario: Demolition. The Germans must counter attack across the river and destroy the 3rd Batallion HQ. The Americans must capture the bridge and destroy the German HQ driving them away from farms surrounding Carentan.


 

Image
US Airborne in Normandy some days after their landing.

 

Forces:

US: 502nd PIR 3rd Batallion

 

HQ:

Regular 2nd Lieutenant and Man

 

Regular Air Observer

 

Infantry:

Regular Paratrooper Squad

1 NCO with Submachine gun

1 B.A.R

7 Riflemen

 

Regular Paratrooper Squad

1 NCO with Submachine gun

1 B.A.R

7 Riflemen

 

Regular Paratrooper Squad

1 NCO with Submachine gun

1 B.A.R

7 Riflemen

 

Veteran Engineer Squad

1 NCO with submachine gun
2 Flame thrower
3 Riflemen

 

Regular MMG team

 

Regular Bazooka Team

 

Regular 57mm Anti-Tank Gun

 

German MG34 team in action, circa 1943.
German forces defending the farms and fields of Normandy during the allied landings.

 

 

German: Grenadier-Regiment 1058, 91. Infanterie Division

 

HQ:

Regular 2nd Lieutenant and Man

 

Regular Forward Artillery Observer

 

Infantry:

Regular Heer Grenadier Squad

1 NCO with Submachine gun

4 Riflemen (1 Panzerfaust)

1 Machine gun with 1 loader

 

Regular Heer Grenadier Squad

1 NCO with Submachine gun

4 Riflemen(1 Panzerfaust)

1 Machine gun with 1 loader.

 

Regular Heer Grenadier Squad

1 NCO with Submachine gun

2 Assault Rifles

3 Riflemen (1 Panzerfaust

 

Regular Heer Grenadier Squad

1 NCO with Submachine gun

2 Assault Rifles

3 Riflemen (1 Panzerfaust)

 

Regular MMG team

 

Armor:

Regular SdKfz 234/2 'Puma'

 

As a boon to winning the last game, the US player will get 1 re-roll on the results of their Air Strike Chart.

I expect another cracker of a game and look forward to the next battle of our campaign!

Signing off,

Chewie

 

Saturday, May 7, 2022

House Rules!

While we are between games in our campaign I thought it would be interesting to share some of the house rules we have been playing with for this year. I feel like these rules capture the feel of some mechanics and units more so than the official book rules. Of course, all of our games are non-competitive and we are very much playing for the enjoyment of the game and not to win so maybe these rules unbalance some units and make them not suitable for competitive play but who knows! I doubt I'd play competitively at all in the future anyway!

Sergeant Malarky orders his men up the street supported by the templateless fire of a Sherman's main gun.
Rule 1: No templates for high explosive (HE) weapons.

To speed up the game we have removed all templates from our game. Instead, HE weapons do DX hits as defined in the rulebook for shooting at units in houses. I always though the templates were  lame and sometimes its not exactly clear how many models you can get under them, it also gets rid of the weird scenario where a unit out of cover can take less hits than a unit in a fortified position. So far everything seems balanced enough and I don't see us going to templates for any reason!

The fortified German line comes under the HE-1" fire of a US bazooka team.
Rule 2: Bazookas/Panzerfausts/PIATs/etc can fire at infantry as HE-1" weapon.

While reading Arnhem: The battle for the bridges 1944 by Antony Beevor I was inspired by descriptions of both British Airborne and the Germans infantry firing these weapons at each other while fighting in the battles of Operation Market Garden. To represent this we have a house rule that if any of these shaped charge weapons fire at a vehicle its business as usual, however, if they choose to fire at artillery/infantry then treat the weapon as a HE-1". Makes those bazooka teams useful when there's no more armor to hunt and same with those left over panzerfausts in the final turns of the game.

The while the light machine gun team are safe from exception damage, Unteroffizier Fischer is fair game!

Rule 3: Exceptional damage can't kill specific weapons only the squad leader.

I always thought this rule was really lame and didn't really make sense that a single guy dying can wipe out a whole machine gun team but not an artillery team. I don't feel like there is a satisfying explanation for why the other crew members couldn't man the weapon. This change makes weapon crews more resilient and also makes it harder to remove LMGs from squads thereby buffing them a bit (I think they are crazy over-costed anyway). It also makes snipers a bit weaker so we have changed them as explained below.

The German Sniper team prepare to inflict D3 pins on the troops moving up the street.

Rule 4: A hit from a snipers 'scoped' shot does D3 pins.

Since we nerfed the exceptional damage rule we have given snipers D3 pins on a hit instead of the usual 1. This helps keep snipers relevant and I feel like it really captures the whole "keep your heads down there's a sniper out there somewhere", like the scene where Vin Diesel dies in Saving Private Ryan. So far it has played out really nicely and sticking 3 pins on a squad from the sniper team can be brutal and also cinematic. 

 

As we are still very new to the game there have been a lot of rules which we have never played with yet but I'm sure they will come up and we will change them too (e.g: Transports auto-die if they are closer to an enemy than a friendly unit?!). We will be using air strikes in our next battle and I've read online the rules for those are abysmal so maybe we can see how we will change them after they play out.


Signing off,

Chewie

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