Showing posts with label normandy. Show all posts
Showing posts with label normandy. Show all posts

Tuesday, September 29, 2015

SCS Day of Days


A month ago I had the opportunity to participate in my first hex&counter wargame that could be described as a "monster" game. It's MMP's Day of Days, a fresh Standard Combat Series game focusing on the first ten days of the Normandy campaign. The map scale is about 700 meters per hex and the counters represent mostly company-sized forces. Four mapsheets and a ton of cardboard on top!

It's a struggle to present the game in a way that you, my dear readers might enjoy even slightly, so I will only outline the main developments or lack of them per turn. There's a lot to cover even in the main points so I hope the photos make some sense into it. We managed to play the first 9 turns during the weekend in some 22 hours of gameplay including two hours to set up.




Turn 1 + Turn 2 (D-Day begins)

During the first two turns of the game, there isn't much for the players to do other than to roll the dice. Very little choice involved. Big piles of troops are moved ashore and then put back into their plastic bags.
The landing parties at Omaha Beach have to deal with a lot of German strongpoints

US paradrop area and Utah Beach
During the allied paradrops, there was a lot of dispersion for the US forces. The preliminary bombardment went well for the  US, not so much for the British, who did not receive any air support. After the first two landing waves and a ton of dice rolling, Utah beach was clear and Omaha contested. Gold, Juno and Sword were clear also, although there were plenty of strongpoints still close to Sword.

Sword Beach
Juno and Gold

Turn 3

The third landing wave come ashore. The British and especially the Canadians make excellent progress inland, but Sword beach remains bogged down with massive stacks of counters cluttering the area. The British Paratroopers spread out northeast of Caen and take Pegasus Bridge.

Pegasus Bridge was an easy grab, but important. Without this bridge, the British airborne can only trace their supply to their dropzones.

The yanks make good progress inland from Utah. At Omaha the fighting continues, but German strongpoints are surrounded and put out of supply. Pointe Du Hoc mounts a good defence without German losses.

The first German reinforcements arrive swiftly using road movement. Their advance catches some British paras by surprise as they are surrounded.

The German commander plots his moves

Turn 4

The allies get plentiful air support which is put to good use. The more allied forces are landing ashore. Now all the landing areas are clear of Germans save a couple of isolated strongpoints. The allies hit the scattered German defenders hard and the German reinforcements are busy plugging the gaps in their defences. The Germans are also effective in counterattacking some British advance units trying to push as deep inland as possible. A single British tank unit rolls into Caen, but we later found out we had broken an activation rule there. D-Day ends.



I cannot overstate how hard some of these stacks were to handle. Good thing the British spread out from Sword Beach quickly and it was no longer an issue.

Turn 5 (D+1)

Lots of marching about on the British front. You might guess I'm playing the Brits as I have very little time to check on how the Americans are doing. Long lines of battle are forming throughout the map and the Allied advance is slowing down. The Germans defend stubbornly and the British are unable to mount effective assaults. The German players get their long awaited SS troops and finally have some real muscle to put against the Allies.
The US paras get busy
Battlelines are beginning to form near Caen. The SS halt the British advance towards Caen.

Turn 6

The Allies find gaps in the German lines and around flanks and start to pour through. Dangerous bulges in the line are starting to form. Road marches into the rear become a concern for the Germans. The British start to turn the left flank of the German line mid-map in hedgerow country.
A breakthrough of US troops near Omaha, a stalemate elsewhere. Americans are attacking toward Cherbourg. The Allied lack of activations is a hindrance.
Two groups of German units are surrounded and become out of supply.

You can see where the Allied forces are turning the German flank on the middle-to-right side of the picture.

Turn 7: (D+2)

The British continue to turn the German flank, but the Germans deploy a more effective, defensive depth. Fighting north of Caen is a stalemate and the opposing lines become static. Utah front is stable, Carentan is now in reach.
Breakthroughs near Omaha

Turn 8:
              

US forces attack Carentan. The British move in to the countryside in the mid map, blocking several roads. Baeux becomes out of supply Fighting in the mid-map hedgerows is slow, but slight progress made. The allies make dangerous use of road movement to move deep into occupied territory.

The British airborne have been fighting a losing battle against the SS. Now they receive armored support. The Airborne retreat out of contact and the SS receive an artillery pounding. The Tanks move in and break the line. Then they achieve an exploitation breakthrough and wreak havoc on the SS artillery. The Germans scramble to plug the gaping hole so made in the line northeast of Caen.
The Airborne retreat to let the tanks attack the artillery-battered Germans..
The Germans are pushed back and the tanks overrun and exploit..
..to great effect!

Turn 9: (D+3)

The Allied tanks continue their breakthrough northeast of Caen and reach the outskirts of the city.  Mid map, the allies make grand gains by using road movement to capture huge amounts of territory. Some three kampfgruppen are stuck out of supply near Bayeux. Carentan is almost captured, St Lo captured, Villers Bocage captured.

We had to end the game at this point before the German half of the turn, but the result was not in question anymore. The allies had achieved major breakthroughs in the German lines and it was doubtful if the Germans would be able to turn the tide even in a longer game.


The map at game end from left..

..to the center..
..and finally to the right.

Post-battle thoughts:

An exhausting but also rewarding game! We had a good group of players and the whole weekend was enjoyable. I liked the game so much that I went online to buy It Never Snows right away :)

As for the strategy involved, the pressure is on the Germans. The Allies have plenty of troops to just keep hammering away at any weak points they discover even though they can't brute force their way through well defended areas very easily. The Germans, however, are badly outnumbered and have to play their defence smart in order to stay alive. They need to deploy deep and sparse and try not to get swamped. If they try to "hold the line" in one place, they will be hammered by the built-up Allied superiority and lose. There is plenty of bocage to to retreat to however, and the German players have to take advantage of that. Our Germans learnt their lessons and caught on, but it was too late and the campaign was lost. It would be interesting to play this again with the same group and see if the Germans could fare better.

Also, be wary of Road Movement! The German player has to take extra care not to leave any roads open for enemies to march through. The road movement rules allow for simply ridiculous marches into enemy territory and can really ruin your day. I think these rules need an overhaul as the Road Movement rules lead to some pretty unrealistic situations where the Allies can march entire divisions via small country roads into the rear of the German army. This is a minor gripe in a very good game though.

Tuesday, January 15, 2013

WW2 Normandy demo table and first impressions of Rate of Fire

I've had it on the back of my mind for some years to do a small WW2 table and try out some small actions on it. One of my regular opponents plays Kampfgruppe Normandy (Published by the now dead and buried Warhammer Historical), and the obvious reboot by Kampfgruppe's author, Battlegroup Kursk. Not exactly designed for small actions, those rules. Still, I adopted the model scale from my opponent in hopes of gaining some synergy. 1/72 it is.


My WW2 bug was inflamed by the new Bolt Action rules, which I naturally had to procure. I got the book, read it through and wasn't terribly impressed. They seem fine, but there was something missing. Somehow pinning and machine guns seemed odd. I haven't tried out the rules, so I might be wrong. Anyway, I continued shopping for rules and bumped into Rate of Fire. The rules were available as a cheap PDF so I picked them up. Actually, they're on sale for three british pounds as I write this! I liked the rules. They seem to inherit a lot from Squad leader, without much of the complexity. The act of firing upon moving enemies as opportunity fire feels somewhat like Defensive Fire, there's rules for concealing troops under "?" -markers and so on. The size of the action seemed ok too. The ideal size seems to be a platoon per side, so I thought up a scenario set during the Allied invasion into Normandy between some Germans and US Paratroopers. 

Somewhere in Normandy...
A small stream separates the farm from the 88. Anyone crossing will be easier to hit.
Rate of Fire is recommended for a 6´ x 4´ table, but I made mine a small 3´x 3`, just to get enough space for a small skirmish between an understrengh paratrooper platoon and a larger but less prepared German platoon guarding a Flak 88. I didn't have quite as much time for the table is I hoped, but it came together quickly. Some paint layers are flatter than I wanted, proper hedgerows became trimmed hedges and the roofs of the buildings are textures printed on card. It still came out nicely to draw some attention from the boardgamers at Kinkkucon.

A view from the other side. You can barely tell I cheated on the roofs.
The objective. I was in bit of a hurry to paint this one too. Nothing really but a grey undercoat.
In the scenario, an entrenched German Flak 88 is shooting at allied aircrafts, and a nearby platoon of paratroopers still searching for their company after the jump decide to take it out. The trench has no other troops beside the gun crew, but the nearby farm is occupied by a platoon of German infantry. The first couple of turns are still dark, so LOS and movement speed are restricted. The Paratroopers enter from the table edge opposite from the Germans and the scenario ends when the 88 is taken out or either side breaks.

The paratroopers advance.

The games I played ended in US victory, even though the Germans have the benefit of good defensive terrain. The veteran status of the paratroopers seems to make all the difference when it comes to firing. A bit of tweaking on the scenario is required, but it makes for a good tutorial to those interested in miniature wargames.

A light machine gun provides covering fire from a knoll.
The paratroopers make a daring rush over to the trench, suffering casualties in the process.
A desperate last stand.

The Rate of Fire rules are quick to learn and seem to give plausible outcomes in infantry engagements. You don't want to go rushing into open ground when a stationary enemy is ready to fire, I tell you! I'm sure the concealment rules help bring some uncertainty and paranoia into the game when played on a larger table, but they weren't too useful on a small table like this. I recommend you get a PDF copy of the game, it has excellent value for your money! I picked up the AFV rules for the system as well. It will be interesting to see how tanks alter the equation.