The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Showing posts with label German. Show all posts
Showing posts with label German. Show all posts
Thursday, 20 March 2025
Map of Ukraine 1943/44: Strategy and Tactics 118 - The Tigers are Burning
Although this is an old S&T Ziplock game from way back when (in 1988, when I had stopped wargaming, RPG's and the like, foolish child that I was, instead my head was full of busy computer science undergraduate stuff). The territory and the underlying terrain are now all too familiar subject matter for students of the 2022 to 2025+ Russo-Ukrainian "Continuation War" (see below, since 2014 this has been fought over between these two protagonists, before that there was the Second World War, before that the Russian Civil War, before that the First World War, before that the Russo-Turkish War, before that the Crimean War and it goes on and on):
Labels:
1943-44 Ukraine,
Boardgame,
German,
history,
Modern,
Russian,
S&T,
S&T Issue#118,
Strategy and Tactics,
WW2,
WWII,
Ziplock Game
Tuesday, 5 March 2024
Dunkirk 1940 the German View - Audible Book
Although I have not been posting I have been listening to "wargaming stuff" throughout February. I can highly recommend this book to get a much needed German perspective on the fighting around Dunkirk (see below, a valuable item to my understanding of the early 1940 campaigns):
Like a lot of the factual Audible books I listen to, as soon as I was getting into it, I could not resist getting a hard copy - there was too much detail I knew I would want to go back to, even though it was still at a hardback price! That in itself is a complement to the quality and standard of the careful research that went into the book. The RAF got a better press than usual, as the German infantry also did not like being attacked from the air (no "superhuman" soldiers there) and the almost comical German command and control problems were highlighted.
Like a lot of the factual Audible books I listen to, as soon as I was getting into it, I could not resist getting a hard copy - there was too much detail I knew I would want to go back to, even though it was still at a hardback price! That in itself is a complement to the quality and standard of the careful research that went into the book. The RAF got a better press than usual, as the German infantry also did not like being attacked from the air (no "superhuman" soldiers there) and the almost comical German command and control problems were highlighted.
Well worth the read if you can get it!
Tuesday, 7 November 2023
Exploring WWII with an Old Friend: Panzer Leader
Back in 2019, yes pre-Covid, and a memory dredged up from the "Draft" folder. I was looking at Panzer Leader with a friend (see below, I think this is the first Panzer Leader scenario, US Paras dropping behind the lines in Normandy 1944 to grab a vital road junction - but which one?):
The set-up suggests a "gang up" action by teh Allied Player of one of three defended villages (see below, the German player has to hedge his bets and guess "where" the US Paras will drop in on him - teh German seems to have thirded his forces, with his mobile element in the middle [sensible as he can easily go East - West to teh rescue or stand and fight with his "best"]):
In this case it was the central town teh Allied player opted for (see below, teh Germans are being hit North and South, in a concerted concentric attack):
It is one of those games where it is advisable always to roll high (see below, rolling a six is a precious commodity in this game):
A five is not bad either (see below, grinding attrition is a key element of the game, where patience is a learnt skill, as the old axiom says - "fools rush in where angels fear to tread"):
One feature of Panzer Blitz is the continual flipping over of counters to mark that they have been hit, and/or are ineligible for a move on the Phasing Players turn (see below, a counter face up means the unit can spend an action, blank side means either disruption through combat or an action has been performed - it is a neat way of ensuring "units don't go twice" [by sneaky purpose or by accident mistake] - Oh for gentlemanly gamers!):
Many rounds of combat and not a lot seems to be happening (see below, however in reality the Germans are being ground down - just a case of can they hold on to the\key town terrain to see the German reinforcements arrive in time?):
The wider scenario picture (see below, relief columns have been sent East and West from the Towns the Germans now know are safe):
However the German relief columns are a mixture or horse drawn, motorised and light wheeled armour (see below, so even with road movement bonuses it will take time and arrive disjointed - meanwhile the US Paras need to keep rolling sixes):
The "German Dead Pile" is mounting (see below, a mortar, a Security Infantry and quite a valuable unit - an armoured car squadron; each Panzer Leader counter is approximately a platoon strength):
The US Paras are hammering away at the town [rolling sixes] and the Germans are down to the last of defenders (see below, the Germans are also finding out how hard it is in generating the 3:1 odds needed for attacks with a half decent chance of success):
A major moment in the conflict, a town sector devoid of Germans and US Paras who simply won't budge (see below, you know it is significant as there are two Generals pointing fingers at it):
Negotiating your way round the Panzer Leader CRT was a vital but a dark art in itself - especially as Avalon Hill games designers did not necessarily go for historical orders of battle [and overwhelming 3:1 odds for one side] but rather hinged the scenarios around delicately nuanced "Maths-like Operation Research" equations (see below, or was that merely my imagination[?] or excuse for losing[?])
I would like to say "hours of fun" - but sometimes it was a glorious "At last it is THE END, we can all go home now". I think this one was an Allied victory! Panzer Leader was a (classic Avalon Hill) game, but very much a game of its time and getting to the end of a scenario in one night (without proceedings breaking down into a mild [understatement] argument over the "interpretation of rules" (and their correct context) could be quite an achievement in itself IIRC. Avalon Hill did produce a game called Diplomacy [which was renown for rupturing long lasting friendships]
The set-up suggests a "gang up" action by teh Allied Player of one of three defended villages (see below, the German player has to hedge his bets and guess "where" the US Paras will drop in on him - teh German seems to have thirded his forces, with his mobile element in the middle [sensible as he can easily go East - West to teh rescue or stand and fight with his "best"]):
In this case it was the central town teh Allied player opted for (see below, teh Germans are being hit North and South, in a concerted concentric attack):
It is one of those games where it is advisable always to roll high (see below, rolling a six is a precious commodity in this game):
A five is not bad either (see below, grinding attrition is a key element of the game, where patience is a learnt skill, as the old axiom says - "fools rush in where angels fear to tread"):
One feature of Panzer Blitz is the continual flipping over of counters to mark that they have been hit, and/or are ineligible for a move on the Phasing Players turn (see below, a counter face up means the unit can spend an action, blank side means either disruption through combat or an action has been performed - it is a neat way of ensuring "units don't go twice" [by sneaky purpose or by accident mistake] - Oh for gentlemanly gamers!):
Many rounds of combat and not a lot seems to be happening (see below, however in reality the Germans are being ground down - just a case of can they hold on to the\key town terrain to see the German reinforcements arrive in time?):
The wider scenario picture (see below, relief columns have been sent East and West from the Towns the Germans now know are safe):
However the German relief columns are a mixture or horse drawn, motorised and light wheeled armour (see below, so even with road movement bonuses it will take time and arrive disjointed - meanwhile the US Paras need to keep rolling sixes):
The "German Dead Pile" is mounting (see below, a mortar, a Security Infantry and quite a valuable unit - an armoured car squadron; each Panzer Leader counter is approximately a platoon strength):
The US Paras are hammering away at the town [rolling sixes] and the Germans are down to the last of defenders (see below, the Germans are also finding out how hard it is in generating the 3:1 odds needed for attacks with a half decent chance of success):
A major moment in the conflict, a town sector devoid of Germans and US Paras who simply won't budge (see below, you know it is significant as there are two Generals pointing fingers at it):
Negotiating your way round the Panzer Leader CRT was a vital but a dark art in itself - especially as Avalon Hill games designers did not necessarily go for historical orders of battle [and overwhelming 3:1 odds for one side] but rather hinged the scenarios around delicately nuanced "Maths-like Operation Research" equations (see below, or was that merely my imagination[?] or excuse for losing[?])
I would like to say "hours of fun" - but sometimes it was a glorious "At last it is THE END, we can all go home now". I think this one was an Allied victory! Panzer Leader was a (classic Avalon Hill) game, but very much a game of its time and getting to the end of a scenario in one night (without proceedings breaking down into a mild [understatement] argument over the "interpretation of rules" (and their correct context) could be quite an achievement in itself IIRC. Avalon Hill did produce a game called Diplomacy [which was renown for rupturing long lasting friendships]
Labels:
1944,
1944 Normandy,
American,
Avalon Hill,
Boardgame,
D-Day,
German,
Panzer Leader,
Western Front,
WW2,
WWII
Saturday, 8 October 2022
WWII AFV Unit History Book: Stug III Brigade 191
A nice surprise! I received an unexpected book gift from the father-in-law courtesy of the wife's quick visit home (see below, a book I must confess to have picked this very book up, thumbed through it, wanted [I touched it so it means I can keep it], but thought that I could not justify it - but a present justifies itself, so result):
Labels:
Book,
Brigade Commander,
German,
German Tank Destroyer,
Stug III,
WW2,
WWII,
WWII Eastern Front
Saturday, 26 February 2022
GMT Historical Game with Modern Connotations: Ukraine 1943
Just looking at the GMT website and I came across this interesting game (see below, a different time, a different war but the same geography and landscape):
See map:
For modern purposes it is maybe only half a map, but the range of name places are haunting. Even Poltava is a name that calls out from history, as does Chernobyl.
Labels:
1943,
1943 Ukraine,
Boardgame,
German,
GMT,
Russian,
WW2,
WWII,
WWII Eastern Front
Tuesday, 22 February 2022
Another Go at "The Portable War Game" - WW2 Russian Front Scenario (Long Picture Post)
I have unearthed some photographs from another old game of Portable Wargames from back in 2019, another go at teh Eastern Front Russian "armoured overrun" scenario. The German defenses are interlocking infantry, ant--tank and armoured strong-points backed up with some indirect artillery support (see below, barbed wire crosses abd circles for the minefields, Kallistra hexes with the terrain [hills and woods] I had made for the Fire/Move game, blue dice showing strength points):
A Red hoard appears at the end of the table, an armoured tank phalanx, well out of range but very threatening (see below, it just goes to show that you never just but one 20mm T-34 model, four seems to be a minimum):
A Red infantry hoard appears at the end of the table too bring their own artillery along as well, supporting their armoured colleagues the footsloggers are "sprinting down the flanks seemingly eager to make contact (see below, Fritz is popping at them with some long distant [ineffectual] artillery):
The Russian infantry screens push forward trying to provoke a German response (see below, I cannot help but think this is a post Stalingrad era battle instead of Barbarossa, teh late Pz Mk IV could push it to a 1944 battle, in which case the Russians are using pretty old kit - maybe a Pz IIIL-M would have been a better choice of panzer):
Anyway the German Panzer decide to move out of its defensive (concealed) laager and take a pop at teh advancing Red infantry while nothing that could hurt it is around (see below, who needs expensive CGI special effects when you have a piece of blackened cotton wool):
Meanwhile teh T-34s tear down the central track of the board into the teeth of the German defenses (see below, looking scary for teh defenders at this point, not enough anti-tank assets to go around, but also notice the respectful distance the Russian infantry gives the Pz IV on the German left flank):
The Russian armour survives the defensive fire from the German defenses [taking some damage but is intact as an offensive weapon] and then retaliates in kind (see below, the German defensive values are weaker and ultimately are much more fragile as seen when the German PAK 40 crew is forced to retreat):
A quick rally, through the exhalations of a senior German commander and the PAK 40 team are back manning the line (see below, "The line must hold, the line must be held, fire the kitchen sink at them or we're all doomed!"):
It seems to be more of the latter as a particularly valiant T-34 commander takes matters into his own hands (see below, one again bouncing back the PAK 40 team, even with senior German commander present - who himself succumbed to the urge to "run away" after coming face-to-face with the fire spitting behemoth that is called the T-34):
"The Commissar is in town" (old song from the late eighties or was it the early nineties?), there is a pistol wielding junior Russian political officer extolling the virtues of a Communist Five Year Plan (see below, there is teh chance that other Red infantry may follow him seeing as he has not been shot yet):
More T-34s advance supported by Soviet infantry as the Red try and expand the breach in the German defenses. On the German left flank a medium range tank duel is being enacted without too much ardour it has to be said. Both sides are in cover and are content to "pop away" at each other looking for a lucky hit (see below, some form of local counterattack has to be attempted by the Germans, as it is getting to "shit or bust" time):
A German infantry force moves up for "tank busting duties", but to their right the German line looks paper thin (see below, teh Russians attack stalls slightly as the Russians decide to "pound away" at static targets such as the German infantry unit on the far right [although that description could apply to any German infantry unit in the Second World War]):
The brave German infantry counterattack positioning themselves of the flank of the T-34, attacking from cover but "fail" in their assault (see below, the T-34 is stuck fast between the horns of a dilemma - disgrace to go back, death if you linger, best to go forward then?):
Although bounced back the attacking German infantry unit is the strongest unit in the German front line (see below, there are three front line German combat units down to their last strength point (see blue dice showing 1's) - the front is about to break):
But the German Grenadiers are hardy fighters, try again and are much more successful (see below, blck clouds of cotton wool indicate a dead T-34):
The Russians however have no shortage of tanks and infantry (see below, the German infantry unit defending the woods is destroyed):
From seemingly out of nowhere another T-34 appears (as the portable wargame does not have the sticky-stop concept of "zones of control" and a T-34 weaves its way through the defenses to threaten the German artillery with an overrun (see below, it is a very bad sign when your rear echelon units come under overrun attack):
A wider panorama of the battlefield shows an intense battle as the German defenses disintegrate (see below, the lack of strategically placed German reserves is really hurting them to react to the Soviet threat):
With the defenses broken it is now a case of "what" (if anything) can be salvaged from this mess (see below, the Soviet armour is attacked and weakened but not destroyed, so it will attack again next turn):
The German artillery which (if it rolls lucky) can destroy armour with desperate direct fire is attacked and worn down to its last strength point (see below, hurt but not broken):
But just when you think things cannot get any worse, they do, a second T-34 rolls into shot (see below, the artillery won't be able to take out two armoured threats next turn):
Russian infantry have penetrated the German right flank and consequently push the German MG Team back, isolating the strongest remaining German infantry in a salient (see below, by being pushed out of these defenses the MG Team have allowed the threat of a dangerous flank attack without defensive bonuses next turn):
The Soviet armoured overrun is in full progress (see below, close range direct fire destroys the stubborn defending artillery gunners):
Overrun achieved and the remaining crew are killed (see below, a fresh T-34 takes possession of the hex - "Where is the Panzer IV?" you may ask, it has quietly retired from the field leaving the infantry to its fate):
There is nothing left to stop the T-34's from carousing around the battlefield behind the German defensive positions while effective Soviet infantry fire removes the German MG Team from play (see below, the middle and right of the German line have ceased to exist):
There is one last remaining German defensive strongpoint on the German left held by a full strength German infantry unit (see below, it is holding the line as the Panzer departs [which caused some strangled criticism from infantry players - but it was agreed all was lost] along with some battered German infantry, probably hoping for a quicker ride home on the back of a tank):
"All is not well!" mutters a senior German as he leader departs the battlefield (see below, not much you can do with a pair of binoculars and nothing left to spot for):
Not a good sign when you are surrounded, down to your last strength point and facing a combined armour/infantry assault (see below, which signaled the end of German resistance in this sector):
A convincing Russian victory (again) but I do so like getting the toys out on the table. Again this battle was played with teh basic Portal Wargame rules, there are additional rules I would like to bring in from Bob Cordery's later sets (Developing The Portable Wargame).
A Red hoard appears at the end of the table, an armoured tank phalanx, well out of range but very threatening (see below, it just goes to show that you never just but one 20mm T-34 model, four seems to be a minimum):
A Red infantry hoard appears at the end of the table too bring their own artillery along as well, supporting their armoured colleagues the footsloggers are "sprinting down the flanks seemingly eager to make contact (see below, Fritz is popping at them with some long distant [ineffectual] artillery):
The Russian infantry screens push forward trying to provoke a German response (see below, I cannot help but think this is a post Stalingrad era battle instead of Barbarossa, teh late Pz Mk IV could push it to a 1944 battle, in which case the Russians are using pretty old kit - maybe a Pz IIIL-M would have been a better choice of panzer):
Anyway the German Panzer decide to move out of its defensive (concealed) laager and take a pop at teh advancing Red infantry while nothing that could hurt it is around (see below, who needs expensive CGI special effects when you have a piece of blackened cotton wool):
Meanwhile teh T-34s tear down the central track of the board into the teeth of the German defenses (see below, looking scary for teh defenders at this point, not enough anti-tank assets to go around, but also notice the respectful distance the Russian infantry gives the Pz IV on the German left flank):
The Russian armour survives the defensive fire from the German defenses [taking some damage but is intact as an offensive weapon] and then retaliates in kind (see below, the German defensive values are weaker and ultimately are much more fragile as seen when the German PAK 40 crew is forced to retreat):
A quick rally, through the exhalations of a senior German commander and the PAK 40 team are back manning the line (see below, "The line must hold, the line must be held, fire the kitchen sink at them or we're all doomed!"):
It seems to be more of the latter as a particularly valiant T-34 commander takes matters into his own hands (see below, one again bouncing back the PAK 40 team, even with senior German commander present - who himself succumbed to the urge to "run away" after coming face-to-face with the fire spitting behemoth that is called the T-34):
"The Commissar is in town" (old song from the late eighties or was it the early nineties?), there is a pistol wielding junior Russian political officer extolling the virtues of a Communist Five Year Plan (see below, there is teh chance that other Red infantry may follow him seeing as he has not been shot yet):
More T-34s advance supported by Soviet infantry as the Red try and expand the breach in the German defenses. On the German left flank a medium range tank duel is being enacted without too much ardour it has to be said. Both sides are in cover and are content to "pop away" at each other looking for a lucky hit (see below, some form of local counterattack has to be attempted by the Germans, as it is getting to "shit or bust" time):
A German infantry force moves up for "tank busting duties", but to their right the German line looks paper thin (see below, teh Russians attack stalls slightly as the Russians decide to "pound away" at static targets such as the German infantry unit on the far right [although that description could apply to any German infantry unit in the Second World War]):
The brave German infantry counterattack positioning themselves of the flank of the T-34, attacking from cover but "fail" in their assault (see below, the T-34 is stuck fast between the horns of a dilemma - disgrace to go back, death if you linger, best to go forward then?):
Although bounced back the attacking German infantry unit is the strongest unit in the German front line (see below, there are three front line German combat units down to their last strength point (see blue dice showing 1's) - the front is about to break):
But the German Grenadiers are hardy fighters, try again and are much more successful (see below, blck clouds of cotton wool indicate a dead T-34):
The Russians however have no shortage of tanks and infantry (see below, the German infantry unit defending the woods is destroyed):
From seemingly out of nowhere another T-34 appears (as the portable wargame does not have the sticky-stop concept of "zones of control" and a T-34 weaves its way through the defenses to threaten the German artillery with an overrun (see below, it is a very bad sign when your rear echelon units come under overrun attack):
A wider panorama of the battlefield shows an intense battle as the German defenses disintegrate (see below, the lack of strategically placed German reserves is really hurting them to react to the Soviet threat):
With the defenses broken it is now a case of "what" (if anything) can be salvaged from this mess (see below, the Soviet armour is attacked and weakened but not destroyed, so it will attack again next turn):
The German artillery which (if it rolls lucky) can destroy armour with desperate direct fire is attacked and worn down to its last strength point (see below, hurt but not broken):
But just when you think things cannot get any worse, they do, a second T-34 rolls into shot (see below, the artillery won't be able to take out two armoured threats next turn):
Russian infantry have penetrated the German right flank and consequently push the German MG Team back, isolating the strongest remaining German infantry in a salient (see below, by being pushed out of these defenses the MG Team have allowed the threat of a dangerous flank attack without defensive bonuses next turn):
The Soviet armoured overrun is in full progress (see below, close range direct fire destroys the stubborn defending artillery gunners):
Overrun achieved and the remaining crew are killed (see below, a fresh T-34 takes possession of the hex - "Where is the Panzer IV?" you may ask, it has quietly retired from the field leaving the infantry to its fate):
There is nothing left to stop the T-34's from carousing around the battlefield behind the German defensive positions while effective Soviet infantry fire removes the German MG Team from play (see below, the middle and right of the German line have ceased to exist):
There is one last remaining German defensive strongpoint on the German left held by a full strength German infantry unit (see below, it is holding the line as the Panzer departs [which caused some strangled criticism from infantry players - but it was agreed all was lost] along with some battered German infantry, probably hoping for a quicker ride home on the back of a tank):
"All is not well!" mutters a senior German as he leader departs the battlefield (see below, not much you can do with a pair of binoculars and nothing left to spot for):
Not a good sign when you are surrounded, down to your last strength point and facing a combined armour/infantry assault (see below, which signaled the end of German resistance in this sector):
A convincing Russian victory (again) but I do so like getting the toys out on the table. Again this battle was played with teh basic Portal Wargame rules, there are additional rules I would like to bring in from Bob Cordery's later sets (Developing The Portable Wargame).
Labels:
1/72,
1944,
20mm,
German,
portable wargame,
Russian,
WW2,
WWII,
WWII Eastern Front
Sunday, 3 January 2021
Vintage Airfix and Christmas
I found that I could not really say no (see below, some of the ones I missed when I was a kid):
The doubling up on the Fiesler Storch was a case of one for Rommel and one for the European theater of operations (including rescuing Mussolini).
Labels:
1/72,
1/76,
20mm,
Airfix,
Airfix Vintage,
American,
Fiesler Storch,
German,
HO/OO,
Space,
WW2,
WWII,
Xmas Present
Wednesday, 14 October 2020
Returning to see an old friend "Squad Leader"
And it came to pass that I brought it down from the dark place in the loft and opened it in the presence of friends and a battle for Stalingrad suddenly emerged (see below, The Guards Counterattack - say no more):
Familiar SL friends of a different sort (see below, berserking Russians that no morale test will diminish but a bullet can still KIA):
Ah, home again (see below, a "possible" set-up but is it optimal? Please readers stop squabbling, consult The General to find out and see what the wise sages and prophets say):
How we laughed when my splendid well oiled German Spandau machine guns all broke (see below, I ask you of all the times to throw double six - when hoards of ravenous Russians are approaching!):
And you know what - I did it again (see below, what is worse than two broken German Spandau, would you believe it if I told you four Spandau?):
My friend, there is always one watching (and he had no idea what was going on because he had not played SL before) kindly calculated the odds of that happening for me (see below, but seasoned SL players expect the unusual as a matter of course):
I knew it, sooner or later I was going to make one of the Russians go berserk (see below, at least he has an open road to cross in line of sight (LOS) of a German machine gun nest):
Meanwhile - when rallying a broken leader don't roll a 12, especially when you have other squads in teh same hex also in a perilous state - it is all happening tonight):
The Guards make a spectacular attack across an open space to try and get to some broken Germans (see below, what can that German squad in the building do? Save its comrades?):
No (see below, a prime killing chance goes begging and it looks grim in Close Combat [automatic kills on broken squads]) for the broken Germans (see below, but wait what is this, read the sequence of play, rout moves before close assault - run away Fritz, which makes sense to me):
Meanwhile the berserkers annoying run across the road (another dismal German MG roll) and successfully close combat some Germans - I knew it, it's those red counters that do it!):
But alas the Guards are hammered by some "good German MG" dice (see below, SL can be oh such a cruel, cruel game):
We left it there, happy to play a few turns - the Germans probably in the winners enclosure but you never, never know for sure in SL!
Labels:
Avalon Hill,
Boardgame,
German,
Russian,
Squad Leader,
Stalingrad 1942,
WW2,
WWII
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