Showing posts with label waterloo 1815. Show all posts
Showing posts with label waterloo 1815. Show all posts

Sunday, June 15, 2014

Happy Father's Day

I hope the dad's out there had a happy and stress free day today.

I was up at 4:30 AM with my little man, he wasn't doing terribly well, acting out and getting easily upset, and in my sleep deprived stupor, I wasn't able to pin it down, until 7:00 AM when I realized something was probably hurting. 

Children's Advil and 20 minutes later and he was his normal self. 


Later in the day, he was supposed to take a nap while I took a much earned dad-nap, and if it failed he was supposed to help his mom and her boyfriend do some work around the house. About two hours later, i woke up to my son's tears and screaming.

Apparently, dad hugs were needed before he could calm down; he quieted down and ended up falling asleep in my room for an overdue nap, which was followed by some brief dad-son grocery shopping and picking up Chinese take-out. 

He's a light in my life, so the tough days always are totally worth it in the end. Although it can be a struggle in the moment, that's for sure.

To keep thing's gaming related, I treated myself to some WWI minis as my fathers day gift to myself and they arrived yesterday:


My gift from my son and his mother will arrive within a week or so, HaT WWI Austrian Infantry and HaT WWI Austrian Infantry Heavy Weapons. 

I didn't mean to start a new gaming period - i swear!

Thursday, January 23, 2014

Rising Sun: Operation Watchtower: The Goettge Patrol

Last night, I played the first scenario from Britton Publishers' "Rising Sun: Operation Watchtower", The Goettge Patrol.

***** Historical Background *****

The historical action took place on August 12, 1942. A small patrol consisting of Lt. Col. Frank Goettge, some 24 marines and a surgeon set out to land west of Matanikau where, according to a Japanese prisoner, there were soldiers in dire straights and willing to surrender. Originally intended as a combat patrol, Goettge had changed the mission to a humanitarian one - and this change caused excessive delay; the patrol did not depart until night had fallen.

Things went to Hell, thereafter. 

The Marines landed at the wrong spot. Their amtrac which had gotten stuck on a sandbar, had, according to some sources, alerted the Japanese to their presence. 

http://guadalcanal.homestead.com/
When Goettge and 2 marines made a reconnaissance patrol down a path into the jungle, they encountered Japanese soldiers, Goettge was shot and killed. 

The two Marines managed to escape back to the beach to join the main body of the patrol which would spend the rest of the moonless night being picked off one by one by the Japanese. 

http://guadalcanal.homestead.com/
Three men survived - two who had tried to reach the American lines to bring reinforcements (it was too late to save the patrol), and one who retreated into ocean to swim (4 miles!) back to the American lines, when he was the last man left.


***** The Set Up *****

The Britton Publishers scenario begins with the 2 squads of marines and a platoon HQ on the beach and a company of Japanese in the jungle making their way towards the marine position. The Japanese have 4 turns to eliminate the marines.

One key point, 4 turns is in terms of Britton's MicroMelee game for company level actions, which allows units 1-6 actions per "phase." Having no idea what this means, I decided on a 12 turn limit for David Newport's Tactical Combat WWII rules, which are my preferred company-level rules.

Tactical Combat, like, from what I have gathered, MicroMelee, uses 1 base per squad. However, it seems to me that, if you have the figures for it, you could play this 1:1 with Nuts! or Disposable Heroes or any other 1:1 set of rules. 

Britton provides a handy map of the table, which I duplicated to the best of my ability - although I reduced the table size to 3' x approximately 2' 33"  (the water is craft foam sheets that are 9" x 12").

I deployed my Marines in the center of the beach near the water's edge per the historical situation and then placed the Japanese by platoon, using a d6 1-2 = left, 3-4 = center, 5-6 = right. I placed the mortar squad with the company HQ in the same way.

Rather surprisingly, I ended up with the Japanese in a line from end to end - which almost never happens when I distribute forces by die roll.



MicroMelee has some sort of quality rating for each squad, so I translated that into Tactical Combat WWII terms.

The rifle squads range from TQR2-4 in MicroMelee, so, I interpreted that as Green to Elite in Tactical Combat WWII and then rolled a d6: 1-2 Green, 3-4 Average, 5-6 = Elite.

  • Platoon A (right): 1st Squad: Elite, 2nd Squad: Average, 3rd Squad: Average
  • Platoon B (center): 1st Squad : Green, 2nd Squad: Elite, 3rd Squad: Average
  • Platoon C (left): 1st Squad: Average, 2nd Squad Elite, 3rd Squad: Green
  • The mortar squad is Green.

The USMC squads are both Average.

The marines would start with fox holes dug, which would give them soft cover and force a +1 on the Japanese attack rolls  (in Tactical Combat WWII, the higher the number the worse the result when attacking).

Because the scenario is set at night, I decided that long range fire was at +2, normal to long range was at +1, and within one move was at +/- 0.

The marines couldn't see into the jungle and thus I wouldn't allow them to fire at the Japanese until the Japanese had moved onto the beach (if they did).

To control the Japanese, I set up the following:
  • If they are out of range or no line of site, move up to range/LOS.
  • At t long range, roll 1d6:
    • 1-2 Fire
    • 3-4 Light Mortars fire, all others advance 1 move
    • 5-6 Advance 1 move
  • In normal range but more than 1 move, roll 1d6:
    • 1-2 Fire
    • 3-4 Light Mortars fire, all others advance 1 move
    • 5-6 Advance if Marines in cover, else Fire
  • Within 1 move, roll 1d6:
    • 1-2 Fire
    • 3-4 Advance to close combat if enemy is paralyzed or suppressed, otherwise Fire
    • 5-6 Advance to close combat
Although historically the Japanese didn't swarm the beach until the marines had been, to their knowledge, completely eliminated, that seemed really boring from a wargame perspective, hence why there's so much movement on those tables. 

Also, before the game started, I had decided that the Marines would sit tight and try to use their limited cover to increase their chance of survival, so I did not include an option where the Japanese would hold their action in order to use Opportunity Fire (only squads that do not activate/attempt activation can fire during their opponent's Movement phase).

The Japanese were the attackers, and so they would go first each turn. 



***** The Game *****

Turns 1 and 2 were simply advances made by the Japanese. The first move got them to the edge of cover, the 2nd allowed them to break out onto the beach. Marine rifle fire from the squad on the right managed to suppress a Japanese squad (B1, right most squad, center platoon).


Turn 3 saw more rifle fire exchanges.




In Turn 4 the first Japanese squads charged in for close combat. The marines made a strong showing and beat back the attacker with minor injury. Turn 5, they continued the close assaults, supported by fire from some of the squads.



Unable to hold out against the continued onslaught, by the end of Turn 5, the USMC squad on the left is driven back into the shallows of the water.

Still, they fought on despite having 2 hits (3 eliminates the stand), and in Turn 6, they took out the 1st Japanese squad.



The Marine squad on the right, which started the turn in perfect health was completely destroyed by the close assaults.

On into Turn 7, the Marine squad defended against attack after attack - eliminating THREE Japanese squads before finally succumbing to the superior numbers.




***** Thoughts on the Battle *****

I made it past the half-way point, and took out 4 Japanese rifle squads and 1 Japanese platoon HQ, so I don't feel too badly about my performance here.

If I were to play this again, with the same distribution of Japanese platoons evenly across the table, I would hold my Marines until the Japanese had committed, and then sweep out to one or the other side, to flank them. 

The idea would be to buy time by distancing my squads from the bulk of the Japanese force and limit the number of enemy squads that could engage them. Continued motion, rather than staying in any one spot, might increase the chance of survival.

Close combat, with the fox hole defensive advantage, slight as it was, may have extended the life of the Marines. That advantage would be lost if I used the fight-move-fight method above. But, the right Marine squad had two hits and won 3 rounds of close combat in turn 7 before being eliminated, so I'm not convinced that cover advantage meant all that much.

I lucked out that the Japanese mortar stand was useless - I rolled 9s and 10s every time it attacked.

Had it struck home it would have been disastrous for the Marines. 

Before I remembered it was night, I had planned to use it to lay down smoke, to give the advancing infantry some cover, but that was of no advantage at night and even if it had been day, it would only provided limited cover as it was just one single mortar stand. A handful of stands might make a big difference however in a daylight battle.

Monday, January 7, 2013

Some New Recruits

My last post generated a good amount of discussion, thought and inspiration - the results of which I hope to put into play this week sometime.

I still need to write up my thoughts about JF's 9Qs for solo rpgs as well, but in the meantime, I got in some painting last night. I moved the next unit of Great Northern War Russian infantry one step closer to completion and when they are complete, I'll be over half-way done with the infantry, not counting officers.

And more troops arrived today:

1/72 Plastic goodies!
The dragoons bring my me up to two boxes for the Russians (at one mounted and one dismounted unit per box, I'm not likely to build up a large number of them). The US Marines were purchased primarily for the MGs and the mortars to supplement my existing force and replace some of the paper flats (I love my paper flats, but the Marines have given a good account of themselves and I thought they could use a reward). The remainder will be painted, eventually.

This recent burst of crass consumerism is the result of my efforts to turn some of my Christmas gift money into gaming fun.

With a little effort, I was able to stretch those dollars pretty far - I've got two boxes of Swedish dragoons on the way, that I picked up for a great deal ($9.98 a box and free shipping!), as well as a copy of Dungeon Crawl Classics (eBay for just $30 delivered) and SkirmishCampaigns' Red Guards at Kursk (found used via AbeBooks, at 40% off of retail).

In addition, I put in some on the Tunnels & Trolls kickstarter. I swore off Kickstarter just a few weeks ago - two of the three projects I supported seem to have disappeared -  but it's hard not to believe that Flying Buffalo and Ken St. Andre and crew will deliver.

I still have a little  gift money left, and with my birthday not too far away, I'm contemplating what to put it towards. I'm considering one or more of the following:

  • Charles Grant's The War Game - in fair to good condition it turns up for around $40 pretty frequently
  • Two Hour Wargames Nuts!2.0 Supplements - Peiper at the Gate, The Big Hurt or Stalingrad: Heroes All
  • The Purple Worm Graveyard, possibly with the How to Host a Dungeon game as well
  • Pat Condray's Wargaming the Age of Marlborough.
  • GA PA:Age of Marlborough and Great Northern Wars
  • 1/32 heavy weapons infantry for Germany and either US or Russia
  • 1/32 WWII armor - CTS vehicles, though a limited range, are reasonably priced, or I could buy a 1/35 model kit, or perhaps 1 piece of 21st Century / FoV armor if I do some shopping around.
  • 1/285 GHQ WWII Germans and Russians infantry and support - I can't explain this, it's just one of those wild ideas that gripped my brain after I saw some painted German infantry in this scale.
  • 1/1200 ACW Ironclads (completely out of left field I know)

There's clearly no rush and I have ample projects to occupy my brain for some time, but I thought I'd throw the ideas up there in case anyone has strong recommendations or warnings about anything I'm considering.