Tuesday, 25 June 2013

Waterloo 2013

I was asked earlier in the year by author Iain Gale
to take part in a Waterloo refight on the weekend of the 198th anniversary of the battle but myself, Angus Konstam, Bill Gilchrist and Colin Jack had already agreed to attend the latest weekend extravaganza from the League of Gentlemen Wargamers and as three of us were the organisers of the event we could hardly pull out.  Iain re-arranged the game for the following weekend but unfortunately I was working and couldn't get up until late on the Sunday afternoon but got there just as my favourite 100 days troops, the Prussians made their arrival.
Although I took loads of photos there is no point in me posting loads here as Bill Gilchrist has posted 129 on his Flickr folder
and a two part report on his blog
After two days of gaming the French had managed to capture Hougemont but had failed to break through the Allied line and the Prussians had now arrived on their flank.
Bill Miller on the right as D'erlon tries to explain to me why it wasn't his fault
French commanders Jim Conquor and Ian Carter realise the game is up.
Apart from supplying the fantastic terrain, all the Allied troops and a portion of the French Iain also brought along a selection of artifacts from the battle.
The game was fought with 28mm figures in a 1:40 figure scale and the guys used Black Powder rules to fight all the action.
 

Vietnam - The Big Push

The photo above shows the layout for the large 30'x8' Sunday game devised by Peter Nicolson.
The basic scenario was that the Americans were to demolish the firebase at the base of the photo and set up in a new location which had been started on high ground at the top end of the table. 
They also had a military hospital set up in the middle left hand side which they had to defend as well as recover some Special Forces troops that had been captured by the VC and discover and destroy a VC arms dump.  The VC victory conditions were basically to stop the Americans obtaining their objectives and to cause as many casualties as possible.
Needless to say the good guys, VC won the game by stopping the Americans setting up the new firebase plus we captured the old one, held onto four of the six prisoners we had and retained our arms dump which is just as well as we would need resupplied after destroying so many American boats and armour as well as wiping out loads of their troops.
 
There's no point in me posting any of my pics as Bill Gilchrist and Angus Konstam have already published loads plus reports on their blogs and Bill also has loads of pics on his Flickr account, the link to which can be found on his blog.
 

Vietnam - Leave No One Behind

This was the 6th scenario I had devised for our LOGW weekend and was really just produced as an extra because we were unsure if one of our members was actually going to able to make it or not.
As things turned out he couldn't get to the weekend so this game wasn't fought on the Saturday but Peter Nicolson who was arranging the big Sunday game liked the scenario so much that he included it in his huge game.  I have really only added it here for completeness.


US Marines – Veteran Troops
Command section in command chopper

1 Lieutenant armed with pistol
3 men armed with M16 assault rifles

Two platoons of 10 men transported in choppers
8 men armed with M16 assault rifles
1 armed with M79 grenade launcher and pistol
1 armed with M60 Lmg

Armed Support
1 Huey Cobra
2 spare transport choppers are available for rescued prisoners or replacement transport.

Local VC Militia - InexperiencedHQ squad
1 leader armed with pistol
3 men armed with rifles

2 infantry squads each with
8 men armed with rifles
1 Lmg in each tower each with 2 men

Sunday, 23 June 2013

Vietnam - Bridge at Tou Fahr

 
This scenario was one of six that I arranged for our League of Gentlemen Wargamers weekends and what a scenario it turned out to be with 5 games played and 4 different results varying from complete failure to overwhelming success.  All the details such as map, scenario, special rules and a few photos will be appearing in Charles Grants latest Wargames Annual which will be out later in the year.

Vietnam - Take the High Ground

The 4th game in the list of scenarios was the VC storming an American firebase.
This game was a bit of work in progress as I wasn't sure how it would work until it had been tried a few times but all the guys were happy to play along.

US Army – Regular Troops
Platoon command

1 Lieutenant with M16 assault rifle
3 runners armed with M16 assault rifles
1 medic

2 Platoons of 10 men
9 men armed with M16 assault rifles
1 armed with M60 Lmg

Company support
1 Mmg team
1 Medium mortar team

Artillery Support
2 Light Howitzers

Local VC Militia – Inexperienced
HQ squad
1 leader armed with pistol
3 men armed with rifles
As many infantry squads as we can put out
each with
10 men armed with rifles
 
In the first game the Americans had 3 platoons and the VC started with just 3 squads on table with reinforcements coming on as usual but they struggled to even get up to the wire so in the next game I reduced the Americans to only 2 platoons and the VC started with 5 squads.  This improved the game dramatically and the VC even got over the wire.
 
 
For the next three games I boosted them up to 7 squads and they even managed to assault a few positions and in the final game they finally captured the firebase.
 
 

Saturday, 22 June 2013

Vietnam - Foot Patrol

This was the third scenario from the six I organised for the Saturday games.
My original plan had been for Angus Konstam with his Aussies to start off this battle but as he couldn't make it until after lunch I took his place using Americans instead.
The Americans advanced onto the table from the right hand side and had to clear the village of VC forces.  This was one action where depending what happened both sides could claim a victory if the US forces cleared out the village and the VC caused 25% casualties on the enemy.
 

US Army – Regular Troops
Platoon command

1 Lieutenant with M16 assault rifle
3 runners armed with M16 assault rifles
1 medic

3 Platoons of 10 men
8 men armed with M16 assault rifles
1 armed with M79 grenade launcher and pistol
1 armed with M60 Lmg

Company Support
1 Mmg team
1 Medium mortar team

 Local VC Militia – Inexperienced
HQ squad

1 leader armed with pistol
3 men armed with rifles

2 infantry squads each with
9 men armed with rifles
1 armed with Lmg
Support squad
1 Mmg team

 
Before we started this game Bill Gilchrist our Bolt Action expert said that with the VC being classed as inexperienced it was going to be a turkey shoot, and that's how it ended up
but unfortunately it was my Americans getting shot to bits with Charles Grant inflicting 50% casualties on my troops. To be fair I was facing an ex-army Brigadier General so he should know what he was doing and it also didn't help that I forgot that my troops were armed with assault rifles and shouldn't have had a minus for moving and shooting and my support company failed to live up to their name and cause a single casualty. Apart from that it was a great game and although I managed to wipe out a VC squad and their support Mmg I never got close to the village in the timescale.
Following American players managed much better and scored four victories against the VC, in one game the American player only suffered 4 casualties.

Thursday, 20 June 2013

Vietnam - Charlie don't Surf

This was the second scenario that I came up with for the NAM weekend with the League of Gentlemen Wargamers.  The basic idea was that all these scenarios were to be very quick lasting no more than an hour to force the attackers to push for victory otherwise the defenders got the victory, there would be no draws except in one scenario where it was possible for both sides to gain their objectives.
 
 
 

US Air Cavalry – Regular TroopsCommand section in command chopper
1 Lieutenant armed with pistol
3 men armed with M16 assault rifles
1 unarmed surfer

Two platoons of 10 men transported in choppers
each chopper is armed with Hmg
8 men armed with M16 assault rifles
1 armed with M79 grenade launcher
1 armed with M60 Lmg

Armed Support
1 Huey Cobra
 

Local VC Militia - InexperiencedHQ squad
1 leader armed with pistol
3 men armed with rifles

3 infantry squads each with
10 men armed with rifles
Heavy Support
1 Hmg on AA mount set up in hard cover

Like the other scenarios this game changed enormously from the first game where the Americans lost but the VC player learnt lessons and when it was his turn to be American he had an easy victory and this continued for the next four games. It would appear that all the American players moved their choppers into 6" range which under the rules meant that they could spot the enemy, they then pulled back and blasted the enemy, especially the VC Hmg which was the only weapon that could threaten them in the air. If I was going to run this scenario again I wouldn't allow the Americans to spot the enemy unless they opened fire.