Showing posts with label World War II. Show all posts
Showing posts with label World War II. Show all posts

Sunday, August 10, 2014

Charge! Polish cavalry tackles tanks in AAM



When I was in elementary school back in the 1960s I had several of the How and Why Wonder books. One in particular that I still remember vividly was the one on World War II. It had, as I recall, a dramatic illustration of Polish cavalry being attacked by German aircraft.
So when a new player of AAM suggested he’s like to try a few DYO scenarios I thought I’d make it interesting by picking one of the minor Allied powers to face his Germans. I happened to have a bunch of Polish cavalry that had never seen the table, so I designed a build that used them – and almost every other 1939 Pole I owned. Actually a few more, as I bought a few more to fill it out from 12-7 games.

Although not intentional, our mutual OBs ended up being reasonably historical, representing a good facsimile of an encounter between the German 3rd Light Division and a Polish Cavalry brigade. About the only departure was the inclusion of a stray Polish 7TP tank.  The German build was 151 points and the Poles were 174, given the 15% bonus for being an all-Polish build.
So, the Polish force comprised the following elements:
10 x Polish Cavalry
9 x Polish Mauser
5 x TKS Tankette
4 x 37mm ATG
4 Minefields
3 x Polish officer
1 ea 7TP tank, Ammo Dump, HQ, and Pillbox
This approximated a Polish cavalry squadron, an infantry company, an anti-tank battery, a tankette platoon and supports

The German opponents were:

Two infantry platoons, each with 1 SS Leader, 3 Mausers, 1 MG34 and a Lt Mtr.
Two tank platoons, each with a Pz IVA and two Pz 38(t)
Air support with a Disciplined Spotter, one Stuka and one Bf 109E

The Poles had to set up first. We used Map Configuration 1 “Villages” Alternate Map layout from Page 7 of the Expanded Rules. The Poles selected the “Left” edge (the side with the numbers) which placed them closer to the objective and gave them some woods, hills and hedgerows for cover.

The cavalry set up in the left woods, ready to advance through the woods and hills in that sector. The HQ and pillbox were to their rear.
On the ridge and central woods were the Polish armor and two infantry platoons.
In the hedgerow field on the right was the ammo dump, the ATG battery and the remaining infantry platoon.
The minefields were set up to block the gaps between the woods on the German side of the map.

The Germans set up with one infantry platoon on the far right in some woods and the other in the central woods behind the small pond. Each platoon had a Pz. IV in support.
The Pz 38(t) all set up on the German left flank, with the Disciplined Spotter.

The Germans won the initiative, which they generally did through the battle. The Poles advanced all along the front, occupying the central village and taking firing positions. The German armor advanced, while the infantry held back for now.

During the first Air Phase the German fighter targeted a cavalry squad while the Stuka took aim at an ATG. Here the Poles caught a vital break, as excellent shooting by two Mausers attached to the ATG actually shot down the Stuka! The Stuka’s destruction of the ATG didn’t make up for this.  In fact, the Poles continued to have good luck with their rifle fire, twice managing to disrupt the fight later in the battle. As a consequence, out of a theoretical total of 14 air strikes the German player only got to implement six! It’s quite likely that this represented the winning difference in the game.

The Polish cavalry in the town was quite chewed up by the nearby German infantry, tanks and fighter aircraft, prompting the Polish commander to pull back the surviving platoon for the time being.

Near the end
On the right the German Pz. 38s tested their luck against the 37s and came out on the short end of the stick, losing three tanks. A big help in the effort was the ammo dump. Eventually the German player took out the dump with the fighter plane, but by then the damage had been done.

The Polish tank didn’t last long, dying in the first exchange of fire, but the tankettes proved surprisingly robust. While the Germans destroyed four and damaged the last, the TKS managed to swarm and destroy one Pz. IV.

Once the Germans numbers were reduced the surviving Polish horse was able to re-enter the fray and do some damage. Among their highlights was sobering one of the German leaders in the woods and shooting up the rear of the last Pz 38(t) after it was damaged.

The game ended with the Poles in secure command of the objective with most of their surviving infantry and leaders. Also surviving were two cavalry squads and two ATG. The Germans had one infantry platoon and the fighter remaining.

Some good luck against the planes was responsible for a surprising Polish victory.

A few thoughts on the Polish units based on this fight:

The Polish Cavalry’s forte was mobility, but they are very fragile. An overly aggressive opening move cost the Poles half their cavalry on Turn 1. More circumspect usage thereafter resulted in them doing good work. A key tactic was to disrupt the target hex and move in during the following turn’s movement phase when there wouldn’t be defensive fire.

The Polish Mausers are your regular AAM standard infantry platoon.  This worked to their advantage because the more colorful units such as the cavalry, tankettes and officers drew fire. At the end of the day, however,  the Mausers were the key to victory, shooting down the Stuka, disrupting the fighter and capturing the objective

The Polish Officers were a disappointment. While only 1 less initiative than the Germans, they only won initiative a couple of times, and once was on a HQ re-roll. Their Coordinated Fire Ability was only used once all game because the officer only has a range of 1.

The 37mm ATG were killers. Every bit as good as similar weapons in other Early War armies, they were devastating against the light German armor. They really had no drawbacks outside the mobility restrictions of the type.  They achieved a 5-1 kill ratio against the German tanks.

The TKS tankettes were also useful. They proved distracting to the Germans and managed to hold their own against the German armor, destroying on Pz IV and contributing to the death of the other.

The ammo dump was very useful and the Germans made  a mistake by not trying to take it out earlier. The Poles seemed to roll an awful lot of “1s”

The 7TP, in contrast, didn’t accomplish much before it died. It was taken out in the first volley and only managed to disrupt a Pz IV.  A single light tank isn’t very useful.

The HQ also didn’t accomplish a lot. One initiative loss was turned into a win, but the other rerolls failed. The pillbox wasn’t tested, largely because the HQ wasn’t deemed worth killing by the Germans. The minefields created a minor headache for the Germans, but nothing notable.

Overall it was fun to finally get to use my Poles, but they aren’t really a competitive build, even with the 15% bonus. Against a more experienced German -- or one with better luck -- they could be expected to lose more often than they win. It’s a very one-dimensional force and one that is especially vulnerable against an armor/air build.


Tuesday, April 16, 2013

Rahman Noodles


Played the El Alamein Rahman Track scenario at the weekly game noght.

As per my usual practice, I adjusted the OB to take advantage of the units available in the newer sets, but this was one of the last official scenarios published, so few cahnges were required.

On the Axis side I substituted two DAK Infantry for the Mauser 98K and Wehrmacht Veteran infantryman of the original scenario. The points were the same and using the actual DAK was an obvious choice now that they are available.

On the Allied side changes were likewise minimal. I replaced one of the Grant I tanks with another M4A1 Sherman because I only have one Grant model and I prefer not to use proxies if they can be avoided. As it happens, the 9th Armored Brigade comprised a mix of Shermans, Grants and Crusaders, so the change was historically justified. The small difference in point value was ignored.

The British deply first, so I placed the Crusaders on the right flank planning to scoot them foward while the Grant and Sherman would go up the middle.

The Axis placed all three infantry units on their left flank where they could advance through the brush while the 88 and two Italian ATG's deployed in the center. THe Axis were planning to advance the ATGs and therefore they were not under cover at first, which proved to be unfortunate. THe 88 was on a small knoll, however, and could benefit from cover rolls.

Things went poorly for the Axis in the initial going. Poor shooting all around meant that the 88 was able to damage the Grant and one Crusader was destroyed by the 47s, but all three anti-tank guns were also lost. The infantry was able to hunker down in the brush successfully.

When the Axis armor arrived on Turn four it found itself badly outnumbered -- the Allies still had three of their original AFV and five more showed up on Turn four.

The Axis decided to mass on the left flank and try to distract Allied fire by moving the infantry out, but the British were able to win a couple of key initiative rolls which allowed them to set up fields of fire that limited the number of Axis shots while nearly all the Allies got a clear shot at something.


Turns 5 and 6 saw a fierce exchange of fire that left the Axis all but wiped out and Allied losses manageable. When the final Panzer II died on Turn 7 the massacre was complete.

The Entire Axis force was destroyed. British losses were three Crusaders destroyed and one Sherman and the Grant damaged.

Tuesday, March 19, 2013

Guadalcanal Diary -- AAM style

Co. B, 5th Marines, upper right, and Co. L, 5th Marines, lower left, prepare to advance 
As has been my practice, when I recently revisited the official Axis & Allies scenarios GC-1 & GC-2, which I played together as  a combined game, I revised the OB to account for units now available that were proxied in the early scenarios.

The twin scenarios are unusual, as each half of the scenario has the same OB. There was no need to adjust the Japanese OB, which is comprised on one Imperial Sergeant, four Arisaka Rifles, one Type 89 mortar and one Type 92 machine gun per group.

The American side, on the other hand, had a couple of appropriate substitutions. First I substituted Marine Riflemen for the M1 Garand, now that Marines showed up in Contested Skies, which seems appropriate as the two American forces involved are Co. B and Co. L of the 5th Marines. THe North Africa set finally gave us the M1919 MG to replace the Vickers MG that did so much duty as  a proxy for Allied machine guns in so many scenarios. Each company is comprised of six Marine Rifleman squads and one M1919 MG section. Rounding out each company is the one piece that didn't need changing from the originally published scenario -- the Mortar M2 at one per company.

As the Marine Rifleman cost the same as the M1 Garand and the M1919 MG just on emore point than the Vickers, I daw no need to adjust the Japanese OB for balance.

The maps are the basic Able-2, Baker-2, Charlie-2 and Dog-1, but heavily modified by scenario special rule to turn almost the entire map into LOS-blocking, cover roll-providing terrain. While some hills and town hexes remain unchanged, many others and all clear terrain are turned into forest hexes. As the Forest (Jungle) terrain type had not yet appeared when the scenario was published I left the terrain effects unchanged as "Forest," judging that the mobility hindrances of the later terrain type would have made the scenario unplayable.

This unusually close terrain meant that the mortars and machine guns on both sides lost most of their utility as there were few places where they could fire more than one hex away. The same factor robbed the Marine Riflemen of most of their advantage over the Arisaka Rifle units. The game was going to be a knife fight.

The SA of the Marine Riflemen -- Gung Ho -- seemed to have some promise as it might deter some Japanese attempts to close into close combat due to defensive fire.

The marines have to set up first, so I took that side. I set up the L Company on Baker-2 next to the pond, figuring it was the only place where I might get some ranged shots. B Company set up at the edge of the Hill on Charlie-2. One Japanese platoon set up in Matanikau Village on Dog-1, while most of the other platoon setup just east of the edge of Matanikau in the hexes of Charlie-2 that looked like village but were scenario defined as more woods. The only exception was one Type 89, which set up in the march next to the pond to get a first turn pop shot at the Marines across the pond.

The close terrain, limited mobility of both sides and objective-oriented victory conditions meant there wasn't a lot of fancy maneuvering. Both Marine companies advanced to contact, while the Japanese platoons avoided it until Turn 3, except for the Type 89 mortar by the pond, which was quickly eliminated. Turns 4-6 saw the Marines and Japanese in a heavy firefight along the edges of the villages and the Marines slowly attempted to surround it in order to get Enfilade Fire bonuses (We used the Expanded Rules except for the deadly defensive fire option. ). The Marine succeeded in getting the bonuses but didn't succeed in rolling well enough to take advantage of them. One particularly bad turn of fire saw the Marines fail to do any fatal damage at all and I considered this the turning point of the game, as the Japanese slowly won fire superiority.

The last couple of turns saw desperate attempts by the Marines to salvage something but they fell far shot and, as  it turned out, the final outcome as the Marines were left with a  sole surviving Marine Rifleman squad facing three Arisaka Rifle and one Imperial Sergeant at game end.

It was a good scenario and seemed very evenly matched. When I had played it out solitaire a couple of time each side one, so I it appears well balanced.

Friday, January 4, 2013

Impossible to game out

USS Gambier Bay under fire from a Japanese cruiser, visible at right

Came across, again, the incredible Battle off Samar while doing some research on another topic.

Military History is full of forlorn hopes, last stands, surprising victories and heroism. But even amidst such legendary company as The Alamo, Thermopylae, Rorke's Drift and Camaron, I think the Battle Off Samar stands alone.

You really can't find a set of naval wargame rules that are going to allow the saga of Taffy 3 to occur.

On the one hand you have Taffy 3. Six CVEs with a couple dozen aircraft each, armed for the most part with GP bombs and depth charges. Three Fletcher class destroyers and four destroyer escorts are the screen. A number of aircraft from neighboring CVE task forces and land bases eventually also help out.

On the other you have a Japanese surface action group with four battleships (including Yamato), six heavy cruisers, two light cruisers and 11 destroyers. Oh, and the Japanese have Kamikazes.

And it's broad daylight. Morning as a matter of fact, so the Japanese have essentially all day.

I mean, really. How can that turn out any other way but a complete massacre?

And yet, not only did Taffy 3 survive, losing just two CVE, 2 DD and a DE, but the Japanese lost 3 CA as well as retreated!


Wednesday, October 24, 2012

Operation Torch convoys depart for North Africa

On this date 70 years ago the American forces taking part in the invasion of North Africa, called Operation Torch, left their various anchorages, including Maine and Virginia.

Operation Torch was a remarkable endeavor. It was the first major offensive taken by the United States since the beginning of the war, almost a year earlier. It involved an amphibious invasion across the entire Atlantic Ocean, making it among the longest direct invasion voyages ever undertaken. And it did this while most of the amphibious techniques and equipment that would later make over-water operations almost routine for US forces were still being developed. The lessons from Operation Torch would pay dividends for the rest of the war.

By a few days, the USS Massachusetts beat out her sister ship the USS South Dakota and near sister USS Washington for the first shots fired by the 16-inch gun in action and the first battleship duel in US Naval history.

The entire force was organized as Task Force 34, otherwise known as the Western Task Force.

The sub groups were:

Task Group 34.1 Covering Group with the new battleship USS Massachusetts, heavy cruisers Wichita and Tuscaloosa, four destroyers and an oiler,
TG 34.8 Northern Attack Group with the old battleship USS Texas, the light cruiser Savannah, two escort carriers, nine DD, eight transports, five support ships and a submarine.
TG 34.9 Center Attack Group with the heavy cruiser Augusta and light cruiser Brooklyn, 10 DD, 15 transports and six minecraft.
TG 34.2 Air Group with the fleet carrier USS Ranger and the escort carrier Suwannee, the light cruiser Cleveland, five DD, an oiler and two submarines,
TG 34.10 Southern Attack Group with the old battleship USS New York, light cruiser Philadelphia, escort carrier Santee, eight DD, six transports, three minecraft, two oilers, a tug and a submarine.


Monday, October 15, 2012

Part 2 of the Cape Esperance games

The Kirishima goes down from a  vital hit at close range by the USS West Virginia


Here's the second part of the Cape Esperance commemorative games I recently played.

As always, Andy did an excellent job of writing up the session.

Sunday, September 9, 2012

Anniversary remembrances ASL 50 evolves to Memoir' 70

During the 50th anniversary years of World War II I made an attempt to play as many games of Advanced Squad Leader on or about the 50th anniversary date as I could. Most of my games were with my regular gaming partner, Carl N., but I got in quite a few with other folks as well.

In order to keep the number of games within a manageable number, I only played "official" Avalon Hill scenarios and made the rule that there would be no "going back," so if  a scenario was published after the date that it would otherwise have been played we didn't go back to do it.

Overall this was reasonably successful as a plan. We made it into the summer of 1944 by late 1995 when personal circumstances cause me to have to more or less abandon regular playing for  a while. We limped on with a few more games in the series over the next few years but eventually I stopped playing much ASL at all. Eventually I even sold off my collection. The only remnant of my ASL days is a copy of the ASL Starter Kit No. 1.

It was an entertaining project, but pulling it off was a product of a certain stage of my life where I had some stability in my schedule that allowed playing a fairly involved game like ASL on a regular basis. This was in my pre-Eurogame heavy duty wargamer phase when I turned down games of Axis & Allies because I wanted to spend my time playing real wargames.

Times change, and so do we, although sometimes in unexpected ways. I've never lost my love of playing "anniversary" games, although I've broadened the scope a bit. This year  is an especially fecund year for such anniversaries -- with the bicentennials of Napoleon's Russian and Spanish campaigns and the War of 1812, the 150th anniversary of the Civil War as well as the 70th anniversary of the World War II campaigns.

A 70th anniversary isn't quite as iconic as 25th, 50th, 75, 100th, 150th or 200th, but that extra five years between a 70th and a 75th anniversary is poignant because so many veterans who are around for the first are gone by the second, so there's an extra level of attention being paid to our vanishing Greatest Generation.

Memoir '44, as it turns out, first appeared almost 10 years ago as part of the commemoration of the 60th anniversary of Normandy. The 60th was notable because it was the last major anniversary when a large number of the veterans would still be with us and in good enough health to travel. An 18-year-old rifleman hitting the beach in June of 1944 was a 78-year-old man by 2004. By 2014 those young men will be 88 years old and by the 75th anniversary  in 2019 they will be in their 90s. If the experience of the World War I vets is any guide, there's some chance a single individual or two might make it all the way to the centennial, but odds are the Normandy invasion will have receded from living memory by that point.

But i have been trying to do commemorative games of Memoir '44, just as I did with ASL before it. I can't play as regularly as I did 20 years ago, and my focus is not so relentlessly devoted to wargames that I'll forego playing anything else. So I haven't tired to religiously play every single Memoir '44 scenario in order or on its anniversary. All that said, I have managed to be pretty close and are just a season behind, although I will probably not make an effort to go back and fill in any gaps.

My tastes have evolved over the years. As I noted, I actually sold off my ASL collection to raise some money and clear out storage space devoted to  a game that I simply wasn't going to play much any more. Memoir '44 was much more in tune with my current realities and interests.  They are, of course, very different games in many ways. Advanced Squad Leader is the byword for a highly complex and realistic simulation wargame -- while there are vociferous debates in places like Boardgame Geek over whether Memoir '44 deserves to be dignified with the title "wargame" at all!

My personal opinion has long been that any "simulation" claims for ASL were overstated. While highly detailed and exhaustively researched, the game system virtually ignores the two most pervasive aspects of tactical combat -- the fog of war and limited command control. Players in ASL have vastly more knowledge of the facts on the ground than any actual tactical commander did (not even excepting today's electronically enhanced 'Net-centric' warrior) and exact micro-managed control over their units. It was, however, and is an extremely engrossing game to play and does provide a tremendous amount of insight into small unit tactics and weapons of World War II.

Similarly, I think the simulation-based critics of Memoir '44 overstate the case against this wargame. The card-based game system does a lot to counteract both the player's God's eye view and a God-like control over combatants so that one can make a legitimate argument it's more like an actual command experience than ASL is.

Both games are very ambitious in scope, however, and both cover nearly every major facet of World War II combat, every theater and most major and quite a few very obscure parts of the war. As such, both are very effective educational tools and appropriate commemoratives for that conflict. The vast scope of World war II seems very unlikely to ever re-occur. Global world-wide war involving mass conventional armies and navies seems no more likely than seeing a a re-occurrence of Roman legions or fleets of sailing ships with brass cannon. There may be another global war, but its form will be utterly unlike World War II., for good or ill.

I'm two decades older than the young man who played ASL so assiduously  I'm just as interetsed in playing a good and enjoyable wargame as I was then, although admittedly more amendable to one that I can set up play and finish in an hour or two and doesn't require referencing a thick rule book every five minutes. Memoir '44 is more my style these days. But it is still a wargame.

Wednesday, June 27, 2012

Mongoose goes 1:1800 scale

HMS Achilles from Mongoose Publishing

Mongoose Publishing, which publishes Victory at Sea, says it will be releasing the first set of its new line of 1:1800 naval miniatures in September with a boxed set depicting the classic Battle of the River Plate.

According to the Mongoose announcement the boxed set will be available at retailers while the company will offer by mail order the sister ships of the various ships that appear in the boxed set.

As regular readers know, 1:1800 is the same scale as the Axis & Allies War at Sea miniatures, so this is good news. But, as the picture shows, the Mongoose miniatures are going to come with a base, and will therefore not be directly compatible with the War at Sea line. This is unfortunate, but not a complete surprise. I suspect Mongoose decided to do this in order to head off the problems the War at Sea line had with the smaller ships when they were not based.

Still, more ships in 1:1800 are a good thing and it's possible that determined players will be able to get around the problem if Mongoose should happen to fill in any notable gaps in the War at Sea line. All the ships at the River Plate have already appeared in War at Sea and the next announced set is The Battle of Denmark Straits, which is also pretty well covered by existing War at Sea ships.

There is no indication that the Mongoose models will be pre-painted, so purchasers will probably have to do that themselves. There is also no indication of the pricing.

The Mongoose blog also mentions that the new edition of Victory at Sea won;t appear until the middle of next year, although no reason is given for the delay. They also recently published a supplement for their World War I version of the game, so Mongoose seems to be making a concerted effort with historical naval gaming. This is a bit of a departure from their usual fare, which is general fantasy and science fiction. (Although they do also have Battlefield Evolution modern tactical rules and miniatures as well).

Tuesday, June 12, 2012

In Harm's Way, again

The HMAS Perth (left) and the USS Houston land an early hit on the light cruiser Natori

Another excellent session report from Andy Rucker on his Blog.

I don't have much to add, except to congratulate him on a very convincing victory. Yeah, the Japanese Long Lances were very disappointing, but he took good advantage of the  opportunity and had this been the historical outcome the event would have been remembered as a very glorious chapter in the naval histories of Australia, Netherlands and the USA.

While the Allied squadron was wiped out, just as it was historically, they devastated the invasion fleet and sunk several Japanese warships including a heavy cruiser! This would have been a notable victory at a time when Allied fortunes were riding low.

Tuesday, June 5, 2012

USS Yorktown under attack during the Battle of Midway

Today is the 70th anniversary of the first and most critical day of the Battle of Midway.

On the one hand, the battle is among the best remembered of the war because of its obvious importance and the high drama of the situation and how it played out.  You had an enormous Japanese fleet, heretofore highly successful, being defeated in the most dramatic fashion possible by the outnumbered, plucky Ameircans.

that's certainly the popular image anyway, as shown by Hollywood  in the movie Midway and in popular books such as Incredible Victory and Midway: The Battle that Doomed Japan.

Of course more recent scholarship, most vividly in Shattered Sword, shows that it wasn't quite as one-sided a situation as all that and that the odds were not as much against the United States as the raw numbers might suggest.

This is no news to wargamers, of course. Midway is one of the original, classic wargame situations in the hobby, ever since the seminal Avalon Hill game Midway appeared in 1964. The appeal of Midway, from a wargaming standpoint, is that it's not only an important battle, but a remarkable even one. Yes, the Japanese had a large fleet, but at the critical point the two sides were very comparable in strength. The Japanese carrier task force was comprised of four fleet carriers carrying 225 aircraft escorted by five battleships and cruisers while the American task force was comprised of three fleet carriers with 233 aircraft and an escort including eight cruisers. The island of Midway formed a fourth "aircraft carrier" with another 81 combat aircraft.

Each side had advantages. For the Japanese this included highly trained and experienced aircrew with  first-rate planes using  advanced carrier doctrine and techniques. For the Americans there was the advantage of code-breaking and superior damage control. While the Japanese held an advantage in plane quality generally, the American Wildcats were learning to hold their own against the Zero and the Dauntless Divebombers were excellent.

Perhaps nothing helped the Americans more than their good luck and some good leadership. The key decision by Wade McClusky leading the Enterprise divebombers to follow an errant Japanese destroyer to the carriers and the fortuitous timing of the various uncoordinated American attacks created the conditions for victory.

But no one can read the details of how this all happened without seeing that it could very easily have turned out the other way. The Hornet divebombers strike, for example, completely missed the Japanese fleet and ended up landing on midway. If the Enterprise strike had done likewise then only the Yorktown's strike would have ended up finding the Japanese fleet. That attack sunk the Kaga. Historically the counterstrike by the Hiryu was enough to sink the Yorktown, but what would have happened if there had been three surviving Japanese carriers available to launch? We can't know for sure, of course, but Capt. Wayne Hughes analysis in the book Fleet Tactics suggests that under the conditions of 1942 carrier battles each carrier deck load could be expected to sink or disable one opposing carrier on average. So it's quite likely that the US might have lost all three of the Yorktown class ships on the afternoon of June 4th. 

Midway itself probably would not have fallen, as the projected Japanese invasion force seems wholly inadequate to defeat the marines present on the base, but the Japanese would have been well-placed to follow up their success. Certainly there would have been no Guadalcanal campaign as the United States would have had to husband its remaining carrier assets (primarily the Saratoga and the Wasp) until the Essex class ships started to arrive.

The Japanese naval aviation would also have been in much better shape as there would have been no heavy attrition in the Solomons and the carrier pilots would have been kept aboard their carriers.

As to whether the Japanese would have ultimately prevailed, it's hard to say. They still had to cope with the fact that their industrial strength was inadequate to compete with America over the long haul, but they would have had many opportunities to make the long and challenging drive across there Pacific and even longer and more challenging affair -- at least until the atom bomb weighed in.

For me, personally, Midway has always been one of my favorite topics in wargaming. My very first wargame was Avalon Hill's Midway, which I still think is one of the best classic wargames. I also have a half-dozen other Midway wargames as well.

Monday, May 7, 2012

Battle of Coral Sea - 1942

The Shoho under attack during the Battle of Coral Sea, May 7, 1942


The Battle of Coral Sea started on this date, 70 years ago. Notable as the first naval battle in history where the opposing ships never sighted each other, the first day was marked by a number of blunders by both sides that included attacks on friendly ships, massive strikes launched against minor targets and even confused aircraft trying to join landing patterns on opposing carriers.

The score ended up being in the US favor as the sun set. While the fleet tanker Neosho and destroyer Sims were sunk, the Japanese lost the aircraft carrier Shoho and called off their planned amphibious landing at Port Moresby.

The Shoho was attacked by more than 90 aircraft that gave the Americans some dramatic photographs and the catch phrase "Scratch one flattop!'

Coral Sea is well covered by wargames, among them are SOPAC from the Second World War at Sea, The Fires of Midway and the classic Avalon Hill game Midway through its Coral Sea expansion kit.

Tuesday, April 10, 2012

Axis & Allies miniatures session -- Armored Carjacking

Dutch armored car gets disrupted by defensive fire as it tries to slip by Japanese forces. In the ensuing Assault phase it will be destroyed.

Knocked off a quick game of Axis &Allies Miniatures official scenario DI-2, "Armored Carjacking" at the game shop recently, facing the redoubtable Game Store Tony.

Tony has a soft spot for the Dutch after kicking some Nazi ass in a Memoir '44 scenario last year so he took the Dutch force in this quick, 5-turn scenario based on a Feb. 14, 1942 fight at Palambang, Sumatra.

Her a Dutch force, all represented by British troops, tries to bull its way through a Japanese roadblock.

The Dutch force is comprised of three SMLE rifle squads and a Vickers MG team, all riding in jeeps, which I presume represent light trucks or cars, supported by a Humber Scout Car -- which I presume is also a stand-in for some local Dutch colonial armored car of some sort.

The Japanese are represented by an Imperial Sergent leading three squads of SNLF paratroopers and a Type 92 MG team.

Scenario special rules specify that all the clear terrain on the map is woods, so essentially the significant terrain feature is a single road -- surrounded by woods except where it is surrounded by swamp. The Japanese lie in wait using hidden placement and the Dutch really have little recourse bu to try to fight heir way up the road.

And so the Dutch made their way up the road, leading with a jeep-mounted squad, followed by the MG-team, the AC and the the other two squads.

The first squad was gunned down as it drove by the hidden Japanese but the MG team was able successfully dismount. The Japanese pulled back a little to hide deeper in the trees.

Tony tried a wide outflanking move with one squad mounted on its jeep but they found the going very slow in the trees and by game's end they were deep in the jungle with no chance of getting off the map. The armored car tried a shorter flanking move but was slowed by disrupting fire from the Japanese MG team and then dispatched in close combat. The Dutch MG team was able to infiltrate off the map, but the last foot-slogging rifle squad found itself disrupted far shot of being able to get off the map and the game was called on Turn 4 as it was impossible for the Dutch to win at that point.

Casualties were on the low side for an AAM fight, with just a squad dead on each side, although the Dutch also lost one jeep and the armored car destroyed.

All-in-all a tough-looking scenario for the Dutch. The terrain restrictions really rule out any outflanking moves and the Dutch have to find a way to fight their way up the road.

Saturday, March 31, 2012

Midway cruiser action at Havoc XXVIII

The defenses of Midway


I've been wanting to do this particular scenario for a long time -- years as a matter of fact.

It was inspired by scenario article from the Naval SITREP in 2002, which postulated that admiral Kurita's cruiser task force (the four Mogami-class cruisers familiar to any player of Avalon Hill's Midway) was NOT recalled at the last minute but pressed on to bombard Midway at dawn on June 5th.

I gathered the necessary miniatures over the years, has a custom map prepared and got some LITKO plane markers. The rules, naturally, were the Fourth Edition of Command at Sea, Larry Bond's World War II entry in his Admiralty Trilogy of 20th-century naval wargaming rules -- which in turn is descended from his Harpoon rules set. The Admiralty trilogy is very detailed and backed by voluminous research. Indeed, the data annexes alone are worth getting for the information alone.


In this case I made mostly minor changes from the published scenario and had three players take part. Two players commanded the Japanese force, which was comprised of the four Mogami-class heavy cruisers of Cruiser Division 7.

A single player commanded the American forces, which were comprised of a mixed squadron of Vindicator and Dauntless dive bombers with 12 planes; an 8-strong PT-boat squadron; the shore batteries of Midway, comprised of two 7-inch batteries, three 5-inch batteries and a pair of 3-inch batteries, each of two guns; and an anti-aircraft group of 8 batteries.

The Japanese force entered the playing area from the southwest in darkness, while the PT boats cruised back towards Midway from the northwest.

The Americans decided to launch a dawn search pattern with four 3-plane flights of bombers searching from southwest to southeast. Meanwhile, the Japanese launched a pair of float planes to search to the north. Two more float planes were launched to form a close-in anti-submarine patrol.

Within a few minutes one of the float planes discovered the PT squadron and shadowed it from above AA range. Knowing they had been discovered the PT boats adjusted their course more towards the south in the direction the Japanese plane had approached.

A few minutes later the cruisers were spotted by one of the three-plane bomber elements, which proceeded to shadow them and call for reinforcements.

As so often happens, things started to happen quickly at this point. While the first element of dive bombers waited over head, the PT boats spotted the cruisers and were soon spotted themselves. As they closed the range a hit from one of the cruiser secondaries took out one boat, causing the rest to shy away and begin evasive maneuvers. The Japanese pressed on towards Midway.

A second element of bombers showed up and the Americans decided not to wait any longer. The two elements of Vindicators targeted the lead two ships in the Japanese column. Faced with the airborne threat, the Japanese secondary batteries moved to AA mode while their main batteries blasted way at the elusive PT boats.

The first two elements of attacking planes were Vindicators, whose pilots were not trained in dive-bombing techniques and therefore made a glide-bombing attack. The Japanese AA fire was reasonably effective, bringing down three planes, but the Marine pilots were also accurate and landed a couple of hits, causing damage to both Japanese cruisers, including the flagship Kumano.

Another element, this time of Dauntlesses, now arrived overhead and also picked on the Kumano. Trained in dive-bombing tactics they planted several more nits on the leading cruiser, while losing one of their own. These hits caused severe damage, including a critical engineering casualty, that slowed the cruiser and forced it to haul out of line. The Japanese ship, interestingly, chose to turn port, towards the PT boats, instead of the safer starboard.

As the fourth, and final, element of Dauntless dive bombers appeared and made their attack runs the PT boats made a sudden dash at the Japanese line. With the Japanese secondaries fully engaged with the dive bombers the main batteries were not enough to hit any of the nimble torpedo boats, which launched a full 28-torpedo salvo at the Japanese cruiser line.

The dive bombers were able to get another hit on one of the cruisers still in line, but at the cost of two planes. The retiring PT boats also lost a boat to an 8-inch shell as they departed. During this portion of the action the Japanese launched two more float planes, with the intention of using them to spot for cruiser fire against Midway.

One torpedo hit the already heavily damaged Kumano, leaving it dead in the water, while the Japanese cruiser line turned away from the torpedo spreads and began firing on the airfield.

The first hapless Japanese float plane was blasted from the sky by an intense barrage from the island's AA batteries -- and the second plane decided against trying its luck. Unspotted and at long-range, the Japanese shells did minimal damage to the airfield or facilities, while suffering occasional hits form the 7-inch shore guns in return. Around this time one of the PT boat torpedoes hit one of the undamaged cruisers. While having little immediate effect on the Japanese ship's fighting ability, it seemed to be one of the last straws for Japanese morale.

After a few more minutes of exchanging fire with the 7-inch battery the surviving Japanese ships turned away. An attack by the three hastily re-armed Vindicators came to a bad end as all three planes were shot down, but this success did not hearten the Japanese enough as they continued to head away at full speed.

The re-armed Dauntless element tried to finish off the crippled Japanese cruiser, but lost two planes to its desperate defensive fire. Still, dead in the water and within range of a 7-inch shore battery, the ultimate fate of the cruiser was not in doubt.

So a resounding American victory. For the loss of 11 planes and 2 PT boats the Americans sunk one heavy cruiser and damaged two of the remaining three cruisers. Damage to the airfield was minimal -- a couple of cuts and some buildings damaged.

Overall an interesting an instructive scenario. Despite the powerful cruise force, the Japanese appear to have a tough job, as it takes considerable nerve to bring the cruisers in close enough to be able to engage the camouflaged shore batteries. The American commander was quick to take advantage of the fortuitous accidental arrival of the dive bombers to make a coordinated attack by PT boats and bombers.

Friday, March 9, 2012

Palambang or Palam "dud"? AAM session

Things were already pretty grim for the Japanese by this point on Turn 3.

Every so often you just have an off day and turn in an especially awful performance. You're not really an idiot -- or so you tell yourself.

Played the offciial Axis & Allies Miniatures scenario DI-1, Hell Furnaces of Sumatra, set in Palambang, Sumatra on Feb. 14, 1942. My redoubtable opponent was Game Store Tony.

Can't say I had a good plan, the dice were not in the mood to save me from having a bad plan and Tony's not the sort of player who's going to blunder and have a really bad plan himself to salvage your bad plan.

Unlike many of the AAM sceanrios, there's no need to revise the OB in any way to account for the later sets. AAM never got around to the Dutch, so the British proxies will have to remain and the Japanese troops are all basic units.

The scenario opens with a Dutch force of two machine gun teams and three rifle squads defending a 5-hex refinery with an engineer squad busy trying to set demo charges.

The Japanese start with one machine gun team, a mortar team, two Imperial Sergeant leaders and seven squads of SNLF paratroopers. One leader and two squads can start on the same map as the refinery defenders while the rest of the force starts on an adjacent map.

On the fourth turn a couple of squads of jeep-mounted reinforcements arrive for the Dutch from the North.

Well, my thoughts were to rush the defenders with about half the SNLF force, supported by the mortar and machine gun teams while a few squads tried to bushwack the reinforcements. Did I mention I had a bad plan?

Well, the plan started to unravel right from the first as I proceeded to lose the initiative and and Dutch began mowing down nearby paratroopers, including the ill-deployed mortar squad. before long the Japanese were on the ropes and were unable to even successfully ambush the reinforcements. Japanese fire was largely ineffective and the only Dutch casualties were one squad that unwisely didn't dismount from its Jeep and were killed when their trasnpoort was destroyed by the Japanese machine gun. That MG team was also the sole survivor of the Japanese force when the game ended on Turn 7 (of 8 possible). The industrious engineers were able to set demo charges for the entire refinery, although they porbably could have saved themeslves the trouble because the refinery was in little danger.

All-in-all a miserable little bit of generalship by your truly. Hopefully I'll recover and make the next fight a bit more competitive!

Monday, March 5, 2012

Session of revised In Harm's Way scenario

Last turn position


The other day I played a session of my revised In Harm's Way WAS-2 scenario.

I took the Allied fleet, as it seems they have the harder task. The Japanese player was a denizen of the game shop who has played War at Sea before, although he is, like most of the game shop crowd, primarily a Magic: The Gathering player.

As we shall see, he handled the Japanese fleet competently.

A couple of solitaire play throughs while I developed the revised scenario revealed that it was a very poor strategy for the Allies to come in with guns a-blazing as it just freed up the Japanese sooner, so my plan with the USS Houston and the HMAS Perth was to ignore the Japanese pickets and make a beeline for the transports. My analysis of the victory conditions indicated that it was vital to take out all three Transports because they represented a 20-point swing each (8VP for being sunk and 12VP the Japanese DIDN'T get for having the undamaged at the end.)

The Allies got a little luck as the Japanese lost two of the Fubuki-class DD's (proxied by Kagero's) due to the set-up die rolls.

The first turn saw the Allied cruisers slip through a gap in the Japanese line without being within range due to the Night Surprise rule. This couldn't continue, of course, and on the second turn the Japanese got close enough to shoot -- but did no damage. A return shot from the Perth crippled one DD while a maximum range shot by the USS Houston sunk a transport outright.

The loss of 2 ships was more than enough to let the Japanese shock wear off and also brought in the reinforcement group as well -- so the time pressure was on the Allies!

The next turn the Allied cruiser split up, with the Houston taking the more shoreward path while the Perth was towards the center of the channel to draw fire. I wanted to have at least 2 shots on the next turn -- which the Houston's secondary would provide.

The Perth was, of course, buried under a deluge of Japanese fire, but it was mostly ineffective as only one point of damage was caused by gunfire. A long Lance from one of the IJN heavies was all it took, though, to dispatch Perth. The Allied fire was able to damage the Natori, sink another transport and damage the third one, though.

The fourth and final turn saw the Houston continue its "death ride" into the transport area. As it turned out, friendly fire from one of the IJN ships took out the last transport! The Houston, of course, stood little chance of surviving under the IJN fire and was sunk. It's return fire took out one DD.

The final score was 28 VP for the Japanese for the two Allied cruisers (14 VP each) while the Allies earned 30 VP (24 VP for three sunk transports, 2VP for the crippled Natori and 4 VPs for the sunk DD).

The Eversten did not make an appearance as I figured it was very unlikely it would do as much damage as the Japanese would earn for sinking her.

So it ended up being a very close-fought contest. The point total for the Allied force on the revised OB is significantly less than the original scenario (30 VP is all three ships are used instead of 41 VP). The Japanese force is also somewhat reduced in point value but only the cruisers are worth their full VP value for the Allies if sunk. In the original scenario the Allies really have to sink the Natori as well as the three transports while in the revised scenario the transports are enough so long as some damage is also done to the CL/DD covering force.

Wednesday, February 8, 2012

Revised 6-set OB for WAS-1 Action Deferred scenario


Revised 6-set OB for WAS-1 Action Deferred scenario

Changes Bold

Italian

Admiral Campioni’s Task Force

Vittorio Veneto BB

Guillio Cesare BB

Luca Tarigo DD x3 (Freccia, Saetta, Dardo)

Ascari x 4 (Alpini, Granatiere, Fucilieri, Bersagliere)

Italian must split DD lost by scenario special rule evenly with odd number his choice)

Admiral Iachino’s Task Force

Bolzano CA x1

Gorizia CA x 1

Zara CA x 2 (Fiume & Pola)

Trento CA x 2 (also Trieste)

Ascari DD x1

Camicia Nere DD x6 (Carabiniere, Lanciere, Gioberti, Alfiere, Carducci, Oriani)

First 3 DD lost by scenario rule must be Camicia Nere, after that, Italian choice)

British


Admiral Somerville’s Task Force

HMS Repulse BC x 1 (Renown)

HMS Royal Oak BB x 1 (Ramillies)

St. Laurent DD x 5 (Encounter, Faulkner, Firedrake, Forester, Fury)

Vasilissa Olga DD x 4 ( Gallant, Greyhound, Griffin, Hereward)

All Allied DD have Lay Smoke SA; British must split DD lost by scenario special rule evenly with odd number his choice)

Admiral Hollands’ Task Force

HMS Kent CA x1 (Berwick)

HMS Sheffield CL x 3 (also Southampton & Newcastle)

HMS Belfast CL x 1 (Manchester)


British Carrier Support Group

Swordfish Mk. II x 2 (Special rule applies to both squadrons together, i.e. one shootdown or 12 DR affects both units)

Discussion

The official scenarios were published when War at Sea was brand new, as part of the marketing effort, Being so early, they required a crazy amount of proxie and some pretty extreme ones as well. A good example is this scenario, where, as originally published, the American battleship USS Tennessee stood in for the Guillio Casare! I’m not sure how many of these scenarios got played as written anyway because few people would have had the models required, such as FOUR Bolzanos (a rare) or up to 14 Luca Tarigo’s.

I thought it would be interesting to revisit and revise those scenarios now that we have six sets worth of units to choose from In the case of scenario WAS-1, The Battle of Cape Teulada we go from having just one actual ship and a couple of sister ships with all the rest proxies to having no fewer than seven named ships and all the others either sisters or near-sisters with no proxies required at all.

Notes and rationales

Vitttorio Veneto – no change

Guillio Cesare – we now have the actual ship, so it is used.

Luca Tarigo x 3 –can cut down on the number of Luca Tarigo’s now that we have Soldati-class DDs available.

Ascari x 4 – we substitute Ascarisfor the four Soldati-class DDs in Campioni’s task force

Blozano – We only need one now for the actual ship.

Gorizia – actual ship now available

Zara x2 – Two Zaras are used to represent sister ships Fiume and Pola

Trento x 2 – We have the actualship for the Trento and use another one for sister Trieste

Ascari -- we have the actual ship

Camicia Nere x 6 – I think it’s a bad idea to require inordinate numbers of particular model when sister ships are available. Here we substitute a half-dozen Camicia Nere for the other Soldati-class DD’s present. Due to the scenario special rule you’ll always lose at least one DD from each group, so you actually only need four Ascari and five Camicia Nere models in practice.

HMS Repulse – Substitute for sister ship Renown, and as everybody knows, the model is actually the Renown anyway, so we could consider this as having the Actual Ship.

HMS Royal Oak – Substitute for sister ship Ramillies.

St. Laurent x 5 – C class DD substitutes for near sister of the E and F classes)

Vasilissa Olga x 4 (Greek DD substitutes for near sisters of the G and H classes)

I added the Lay Smoke Screen SA as a special rule to keep an important tactic available to the British side that the Javelin DD’s had made possible.

HMS Kent – Substitute for sister ship Berwick

HMS Sheffield x 3 – One is the actual ship, with the other pair representing sisters Southampton and Newcastle.

HMS Belfast – Substitute for sister ship Manchester

Swordfish Mk. II x 2 – I doubled the number of Swordfish to make up for the increased point differential between the two sides cause by the various substitutions and also because the British carrier Ark Royal was the carrier present, not the Illustrious. Optionally you can add the Ark Royal and one more Swordfish to Admiral Somerville’s Task Force and skip the special rule, although I am not sure this helps the British overall.