Myself and YD had agreed to play a 1000pt game of Flames of War, using our respective late war lists. As usual I decided to go with my Highland Division list from the Overlord book. YD went for a Fusilier list from one of his books (I think from Atlantik Wall).
His list consisted of (roughly):
| 2 1 | Cmd SMG team Panzerschreck team | 70 | ||
Combat Platoons | |||||
| 1 6 | Cmd Panzerknacker SMG team MG team | 185 | ||
| 1 4 | Cmd MG team MG team | 130 | ||
| 1 4 | Cmd MG team MG team | 130 | ||
Weapons Platoons | |||||
| 1 2 | Cmd SMG team MG42 HMG | 70 | ||
Regimental Support | |||||
| 1 2 2 | Cmd SMG team 7.5cm PaK40 gun 3-ton truck | 110 | ||
Support Platoons | |||||
| 3 | StuG G | 285 | ||
| 1 2 | Cmd SMG team Luftwaffe 8.8cm FlaK36 gun | 95 | ||
Company Points: | 1075 |
We decided to play a defensive mission (No Retreat) as my army included a Breaching Group - meaning I had 'Always Attacks'. On the picture above (I forgot to take a 1st turn picture, so this one is 2nd or 3rd turn) YD is deployed on the right with his 2 Fusilier platoons and the MG platoon dug in and defending the road line and his 88's on the hill.
My army consisted of:
| 1 1 1 | Cmd Rifle team Cmd Rifle Bagpiper team Troop Carrier | 40 | ||
Combat Platoons | |||||
| 1 1 1 6 2 | Cmd Rifle/MG team PIAT team Light Mortar team Rifle/MG team Defrocked Priest APC | 160 | ||
| 1 1 1 6 2 | Cmd Rifle/MG team PIAT team Light Mortar team Rifle/MG team Defrocked Priest APC | 160 | ||
Support Platoons | |||||
| 1 2 2 | Sherman V Sherman Crab AVRE | 155 | ||
| 1 2 | Cmd Rifle team OQF 17 pdr gun | 115 | ||
| 3 2 | Humber IV Humber LRC III | 170 | ||
| 2 1 1 1 4 | Cmd Rifle team Staff team Observer Rifle team OP Carrier OQF 25 pdr gun | 165 | ||
| 1 2 | Cmd Rifle team 40mm Bofors gun | 55 | ||
Company Points: | 1020 |
This was a bit of a strange army for me - it was mainly designed to include things I had just painted, had still to paint or just had not used. Built around the backbone of the 2 infantry platoons in Kangeroos and the breaching group. I figured YD might include some big cats, so took the 17 pounders. The Artillery I took for a change over the mortars, Bofors because they have just been painted and never used. Recce because I had the Humbers to paint (now started) and breaching group because I like my flail models and wanted to encourage myself to start the Churchills (now started). I also added M5 Halftracks on a whim, taking me up to 1025 points - but YD was fine with this as he had re-jigged his infantry platoons to give himself 3 platoons rather than 2 he had on his original list.
My army on the day - I'm afraid I didn't get a picture of all of YD's stuff - mainly because he already had it deployed on the table! |
My main attack was going to be with the infantry in their Kangeroos supported by the Recce to help remove Gone to Ground and provide pinning fire. The 17 pounders were to follow up and deploy where they could cover the infantry from the StuG's I suspected would be wandering about.
You'll note the two Kangeroos at the edge of the forest. I had debated sending them via the forest, but decided to send them left around it. A conversation with YD made me doubt my choice, so I decided 'bugger it, they can cut through those trees!'. The Kangeroos spent the whole game bogging their way slowly through this tiny forest, only contributing by one of them laying down 50 cal fire that supported a later assault. I could have deployed the infantry from them, but kept them buttoned up as a ready reserve.
By my turn 3 I had moved up my assault troops close enough to be ready to disembark, so out they popped.
In YD's turn 3 the sun failed to rise, but in the improving light his 88's managed to get enough of a bead on my Recce platoon (perhaps drawn by the tracer from their MG's shooting up the infantry to their front) and take out the two Humber LRC's. His infantry also managed to take a couple of squads of my Highlanders out as they moved up to the start line for their assault.
YD also managed to bring on his StuG's at this point, choosing to place them on the table edge where they were facing my infantry and recce.
The StuG's opening volley (again, a good roll on the vision distance chart made my troops visible) took out one of my Humber A/C's - however, the platoon passed it's motivation check to remain on the table.
The darkness proved to be a hindrance for both of us, as it seemed to take until daylight (at the start of my turn 4) for my FOO to realise he was looking at a brick wall rather than out a window, and call down fire on those nasty 88's - killing one and pinning the platoon.
The other notable thing that happened on my turn 4 was the 17 pounders disembarked and swung into action. Only one gun had LoS to the StuG's, and managed to knock one of the predatory little Jerry blighters out.
Lots of shooting at the German Infantry at the base of the 88's hill (including from the Churchills, which I brought over from the center) preceded an assault, which failed to connect due to the only close enough highlander team falling to defensive fire. YD decided to counter attack, but his troops were put off by the skirl of pipes and failed to cause any damage. The Highlanders counter attack was not so gentle, wiping out the majority of the Fusilier platoon and causing it to fail motivation and vanish from the table. The HMG platoon also broke off, leaving the highlanders on the base of the hill.
In YD's turn he got his Pak 40's on, and had them deploy facing my Sherman Flails. His 88's unpinned and destroyed one Churchill and bailed the other - Petard Mortars unfired!
His StuG's moved up and killed one infantry team but missed the 17 pounders. His remaining Fusilier platoon and the company HQ arrived from reserve alongside the PaK 40's, but were concealed by a wood and moved forward to protect the hill objective (and counter my marauding Highlanders).
However, in my turn revenge was swift. While the FOO called down arty on the remaining 88, finishing it off, the 17 pounders put three shots into the two remaining StuG's, knocking out the platoon. My bailed Sherman crew sorted themselves out and the two tanks left in the troop knocked out both the PaK 40's. My highlanders at the base of the hill moved forward and took out the remaining HMG platoon, causing the HQ unit to fail motivation and run.
My Humbers moved forward to a position behind the dug in Fusiliers - to try and remove GtG on them in a later turn and dash for the cornfield objective.
In YD's turn his newly arrived infantry assaulted my Highlanders on the hill top, pushing them back. (Damn reluctant rating). However, time was getting on, so we decided to end with a draw. As a little experiment YD's SMG Panzerknacker team tried an assault on my Shermans - mainly as we had never really used tank assault teams before. The final layout of the battle (lacking some smoke puffs):
And some of YD's lovely infantry:
my 17 pounders following the assault troops |
my 25 pounders waiting patiently for a fire mission! |
My most useless unit was....
The Bofors AA guns, which didn't fire a shot the whole game!
As games go it was quite quick, although we did bog down a few times (mainly on the assaults). It was also as good natured and fun as ever. It also seems to have given me the kick up the bum I needed to start working on the unpainted units I had taken along for the day, so hopefully I can post some progress updates on them soon.
Nice report and great looking armies, love the ruined buildings too!
ReplyDeleteThanks Phil! The buildings are actually pre painted 20mm scale ones the club owns - I forget what manafacturer they are.
DeleteGreat collections you and YD Have put together in quite a short space of time Jamster. Pish about the hooha on the other table.
ReplyDeleteThanks Paul - yeah, bit rubbish to pay the dues and not be able to hear each other due to rules arguments. YD has some amount of stuff now!
DeleteGreat to see you getting a game in, you've got a nice force there. It's mighty difficult to shoot dug-in veterans out of their foxholes. Sharp sticks are the way to go! Night Attack can be a two-edged sword too, it's worked against my para's many times!
ReplyDeleteThanks! I did really need to try and play just to get me painting again! Night attack was useful and let me get up the board - YD was really unlucky with his reserve and vision rolls. Assaults do seen to be a bigger part of FoW than they first appear.
DeleteVery fun AAR. You've convinced me on the 17pdrs. I just need to get mine painted up.
ReplyDeleteMy 25prs have been mostly pants in all the games I've played. That 5+ firepower makes them very hard to play as "Artillery" and not just smoke machines.
Thanks Dai - I figured the 25 pounders would be good for pinning, even if they didn't manage to kill anything.
ReplyDelete