The Great One-Dayer! (Continued): How to run a themed event in one day…

By Ken Snell

Recently Ben from Panzer Angriff published a great summary on how to run a standard tournament in one day. Intent of this piece is not to re-state any of that; but to look at an alternative: the One-Day themed event.

For our purpose, I’ll focus on a recent event run in Canberra that sought to re-create the (Mid War) Second Battle of El Alamein. Themed events are very popular with the Canberra crew and we seldom have problems in filling up the player spaces.

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Firstly, I’ll tell you what a themed event is not – it’s not a recreation of the battle focusing purely on the history; we’re not trying to run a simulation. Although, the history does play a role in defining the conditions of the event, you certainly don’t want to be so historical that it’s not enjoyable. In fact, the ‘what may have been’ results you will likely get are sure to provide for a fun event!

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Photos from our last club meet

Gallery

This gallery contains 14 photos.

Sunday the 21st of September was the last club meet before MOAB, players gave 1750pts late War lists a run and it was great to see some new faces with mid war armies. Good luck to all players 😉  

Tumult 2014

Tumult has been booked and the dates are the 22nd and 23rd November this year!

Similar (almost identical actually) to Clash of the Titans, Tumult is a Campaign Tournament  rather than the usual single player approach; the only differences are the Venue (Hornsby War Memorial Hall) and the period (Mid War).

There is a battlefront forum thread noting the current registrations, terrain etc.

Details:

Hornsby War Memorial Hall
November 22-23th.

Period: Mid War
Each player will be in one team – there are four – in two Alliances (Axis v Allies):

(Using North Africa)
Western Allies
West Germans

(Using East Front)
Soviets
East Germans

There are 5 positions available in each team on a first in basis. Once entrants reach 20, players will be entered to maintain balance in numbers in each team. Each team will elect one player to be the Commanding General. The CG gives the orders for that round to the TO.

You will only play against players from your opposite team (eg Western Allies only play against West Germans). Exception: German army transfer – see below.

Point size: two lists required 1500 and 1750. You will use 1500 unless your General allocates you a Supply Point – in which case you use your 1750 list.

Loaner Armies: There will be a wide variety of Loan armies available for use. Just because you don’t have a Mid-War list does not mean you can’t play. Soviet, German, British and US will all be available.

Games: Each player will play 4 normal games and one Campaign game. Winning a normal game contributes a Supply Point to your alliances pool for the following round. Winning a Campaign Game gains a Campaign Victory point. The Alliance (Axis and Allies) with the most Campaign points wins the Campaign.

Scoring: Win. There is no History. No Comp/Lists. No Sports. If the prize pool permits there will be a player voted Painting prize. Normal rules for victory are used with one exception: in Fair Fight scenarios you may still win without an Objective eg 2-1, 3-1, 3-2 is a win. A draw (1-1, 2-2, 3-3) yields neither Supply points nor Campaign points to either side. Players are expected to bring painted armies and participate in a friendly manner.

Prizes: The winning Faction gets medals for all players. There will also be a product Prize pool – this will be randomly allocated out to all players.

Cost: $50 – Rego

Electronic Funds Transfer (EFT) is the preferred payment method to BSB 082 309 and Account Number 53 961 9632
Account Name Strategic Simulations and Software.
When you send your payment to the above, your bank will supply you with a receipt number. Place that number in the EFT Receipt No box on the registration page.

Player Pack up at the above as well.

Tables:
The Campaign tables will have a pool of terrain that changes each round to reflect the Campaign Mission. The standard tables will have set terrain with a mix of environments. No weather effects.

Missions:
Campaign Mission sequence:

1 Breakthrough
2 Free for All
3 Dust Up
4 No Retreat
5 Fighting Withdrawal

Non-Campaign Mission Sequence

1 No Retreat
2 Fighting Withdrawal
3 Free for All
4 Dust Up
5 Breakthrough

Matchups:
Due to the nature of the Campaign structure, matchups will be determined at the start for the entire tournament. This allows the CG’s to study the matchups ahead of time and use the supply and Axis switch functions to their advantage. A new display board should facilitate this process and the TO can assist the Axis players in understanding choices to speed up the process.

Temperature:
Sacrifices will be made to entreat a temperate environment.

Turn Sequence (from Round 2 on):
Player matchups and tables are announced. Campaign games play selected scenario. All others play the announced scenario for the round.
Western Allies announce how many Supply points are shipped to Soviets.
Soviets announce which German aliance will be required to show its supply allocation. That German Alliance openly shows its suppl;y allocation.
The other 3 Alliances now secretly allocate Supply points.
Supply Allocation revealed.
The German Alliances may announce ONE player switch each round. One East German player, with army, switches with one West German player. Supply points remain on their own front affecting the incoming player. No player may be switched more than once, nor may a Soviet/Allied player be required to play against a switched opponent on consecutive turns.

Supply Points.
Each non-campaign game won by an Alliance generates a Supply point for that Alliance the following turn. Campaign Battles do not generate a Supply point. A Supply point allows a player to use their 1750 list. Players who receive a supply point in a Defensive Battle where the opponent does NOT receive a supply point are the Attacker if both armies are the same type.
Automatic Supply points each round: Western Allies-2. West Germans-1. East Germans-1. Soviets-0

Tumult 2014 – MW campaign tournament

Hey Guys

This November, Nigel Slater will be running Tumult, which is a MW campaign tournament.  Now I haven’t been to The Tumult FoW event before, however, I have been to a very similar event Nigel runs for LW and the tournament format is an absolute cracker.

Rather then your standard tournament format where you a competing as an individual, this is team based.  Your team is split by Axis or Allied and further split by Western and Eastern front, making for very thematic games.

You also get to bring 2 lists to the tournament, a 1500 pt list and a 1750 pt list.  You need to keep the compulsory component of your list the same, but the rest can completely change, which opens you up for different tactical options.  For example, your 1500 pt list my been designed to tackle infantry, whereas your 1750 pt list is designed to take on tanks.  How many points you use depends on if your team has supply points and how your team general allocates them.

How does your team get supply points? Easy, just win games, a win = a supply point. A supply point allows you to use your 1750 pt list.

the Team general performs this allocation in secret before each round commences, creating  very interesting mind games with the opposing general.  I know this as I was the team general at the late war event. A lot of tactical thought and guessing goes into allocating those supply points.

So as you can see, this is a very different tournament from your standard event, but is easily one of the most enjoyable tournament formats I have participated in, not to mention, Nigel is a fantastic TO with a lot of experience running tournaments.

I can’t wait for this tournament and already have it locked into my calendar.  I hope to see a lot of people there so we can have the campaign operating on both fronts.  Given we had 30 odd people at the MW GT, I think we can easily get the minimum required for the 2 fronts and make this a cracker of an event.

Below a the official tournament details from Nigel:

Tumult is a Tournament where the events emphasise a Campaign and team environment rather than the usual single player approach.

Flames of War Tumult Campaign 2014.

Hornsby War Memorial Hall
November 22-23rd.

Period: Mid War
Each player will be in one team – there are four – in two Alliances (Axis v Allies):

(Using North Africa)
Western Allies
West Germans

(Using East Front)
Soviets
East Germans

There are 5 positions available in each team on a first in basis. Once entrants reach 20, players will be entered to maintain balance in numbers in each team. Each team will elect one player to be the Commanding General. The CG gives the orders for that round to the TO.

You will only play against players from your opposite team (eg Western Allies only play against West Germans). Exception: German army transfer – see below.

Point size: two lists required 1500 and 1750. You will use 1500 unless your General allocates you a Supply Point – in which case you use your 1750 list. You must use the same type of Troop platoons in both lists. You may expand/upgrade the platoons in the 1750 list, but you cannot downgrade or shrink.

Loaner Armies: There will be a wide variety of Loan armies available for use. Just because you don’t have a Mid-War list does not mean you can’t play. Soviet, German, British and US will all be available.

Games: Each player will play 4 normal games and one Campaign game. Winning a normal game contributes a Supply Point to your alliances pool for the following round. Winning a Campaign Game gains a Campaign Victory point. The Alliance (Axis and Allies) with the most Campaign points wins the Campaign.

Scoring: Win. There is no History. No Comp/Lists. No Sports. If the prize pool permits there will be a player voted Painting prize. Normal rules for victory are used with one exception: in Fair Fight scenarios you may still win without an Objective eg 2-1, 3-1, 3-2 is a win. A draw (1-1, 2-2, 3-3) yields neither Supply points nor Campaign points to either side. Players are expected to bring painted armies and participate in a friendly manner.

New Painting Project – Mid War Germans

The recent Australian Mid War GT really struck a cord with me – previously I’d been bored with the concept and games played during the period, however, six games later, I’m hooked. There is a certain balance to Mid War – no unit is redundant; light tanks can play havoc with your army (especially with side armour 5 Panthers), infantry weapons are an actual threat to any light armoured vehicle, small artillery can be useful, no codex creep…

I did a bit of reading on Stalingrad (which included watching the recent Russian film, and this excellent documentary, and decided to work with the 14th Panzer Division and other various units thrown into battle with the division.

I’d recently acquired a box of plastic Panzer IV Hs and since I already have 11 painted up for late war fun, I thought I’d use these for a Mid War project.

While I have no particular list in mind, there are a couple of units I want to paint – the Panzers naturally, some Flammpanzer IIIs, Panzer IIIs, French Armoured Cars (can’t wait to paint up some ‘German’ Panhards!), AAA and an assault gun or two!

To kick it off, I started with assembly of the Panzer IVs:

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The contents spill from their box…

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Battlefront Plastic! My first chance to work with their new toys

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The hull is easily assembled in minutes

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One complete tank!

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Panzer IVs ready to hit the paint factory

The command sprue in the Plastic Panzer IV box set is excellent – the figures are well defined and distinctive. I used two on the Panzer platoon and utilised the others for the rest of my units.

I have one (waiting for another) StulG33B (assault tank platoon) for bunker busting duties:

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The poor man’s Brummbär

This StulG scored one of the plastic commanders!

And some Light Panzerspäh – Panhard P-178(f); German Panhards!

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Leutnant Panhard – sporting a new plastic commander

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Panzerspäh ready to scout out the enemy (after a quick paint job…

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One big happy – Mid War – family!

I was lucky enough to get a packet of these:

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Mid War Stalingrad themed decals! This pack includes the 14 PzDv decals (and lots of ’em), so my new units can sport the division’s logo.

Next up – AAA, another assault tank and maybe some Panzer IIIs. But first, onto painting!

Mid War GT – Panzergrenadier Kompanie vs Medium Tankovy Company (Guards) – No Retreat

So, my forces have been forced out of the city and are now desperately fighting for survival. Will the Panzergrenadiers escape, or will their fate be sealed like the 6th Army? On the outskirts of Stalingrad, my Panzergrenadiers were accosted by a Soviet Tankovy Company – the Guards baying for blood after the annihilation of Papa Stalin’s namesake.

Round two and I was paired against Craig and his Medium Tankovy, appropriately playing No Retreat. I would be trying to fend off a rather large platoon of T34s, some Stuarts, three KVs and some armoured cars.

I chose the village side, to hide my tanks/Pak 40s and give me good cover to spring an assault on any Soviet tanker too close to the houses. Shane dropped an objective on the crest of a hill, giving me the opportunity to hide beneath it and dig in under the objective. Both infantry platoons dropped on the objectives, with the Pak40s covering the centre – right of the battlefield (but totally blind on the left). I kept the Panthers behind the rear buildings, able to move and support either objective and keep their side armour out of harm’s way. With no real need for smoke, the Nebs, infantry guns, AAA and recce were consigned to reserve.

The Soviet’s deployed aggressively – KVs holding the middle of the battlefield, with everything else loading on my left – sensing this was the easier of the two objectives to approach.  Shane started by moving hard forward, T34s a turn away from the objective, KVs covering their flanks. A couple of shots were fired, but most units needed 6s or 7s, and noting found its mark.

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Left objective (burning wreck) about to be swarmed on turn 2!

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KVs move ‘up the guts’ of the battlefield

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Central defense. Three Panzerknackers and two Pak40s

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The Pak40s covering the forward and right approaches to the village

After the Soviet rush on my line in turn one, I sent my Panthers up to the wheat field to provide support for the grenadiers, who were keen to keep their heads down. As the Russian advance was, well… rushin’ my lines, I would only have one or two opportunities to call in my air support before the enemy would be too close. With confidence I called down a flight of three (!!) flying tanks, and targeted the lightly armoured Stuart. I’ve had experiences fighting Soviet tank forces before, and without a CO, the force can be immobilized (by sniping the platoon commanders) or broken quite easily (thanks to a small platoon count).

I managed to bail the Co (only) thanks to a poor firepower roll. The Panthers, having moved, could only get two shots off, but still bagged a couple of T34s. I stormtroopered back to cover, mindful of the KV threat to my right. The Paks fired their first and only shots of the game, bouncing harmlessly off the KV hull.

The Russians responded by surging their T34s forward (and remounting the CO) to assault the my objective – would this be a three turn massacre? The armoured cars showed up and went down the road, while the Stuarts maneuvered to be a second wave of destruction..

Admittedly I was feeling pretty confident, the grenadiers were veterans and had a panzerknacker in place. With no defensive fire it was onto the assault – one stand died in the initial tread-crush, while I countered and (unsurprisingly) bagged a T34 with the knacker. The Soviets countered, killing another team – where as I failed my motivation test to continue the fight, and was forced to break off, far from the objective.

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Soviets consolidate… in time for victory?

In middle of the park the KVs snuck around so the Paks couldn’t target them. A long range shot was fired at the Panthers but it posed no threat to the crew inside.

6For the last time in the game, I call for air and target the armoured cars – alas, I am let down again by firepower rolls, only managing to bail two of the cars.

The left flank is a crisis flank – my infantry fail to unpin from the assault and fail to dig in – tough corn/wheat that they’re standing in!

In order to keep the game alive, I edge one of the Panthers to within a track of the objective. Not wanting the T34’s impressive armament to blast through my side armour, the big cats target the nearby Russians, bagging three and forcing a Platoon check. The fearless guards…. fail!

Craig threw the CO in – afterall the Stuarts had a minute chance of cracking a Panther and the KVs were too far away… The commander threw the dice down for the re-roll and failed as well! The T34s and their light tank CO legged it – 1 platoon down!

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Corn field horror show

With the KVs hiding through forests, my central grenadiers left half their number in fox holes while the rest moved forward to ambush in the woods. I made sure to take the platoon commander (knacker), 2IC (knacker) and CO (knacker) with the expedition – confident of an assault…

Turn three and the armoured cars zipped down the road to pour fire into the grenadiers – five hits would (obviously) halt my progress, regardless of the platoon’s location. The KVs, with crystal ball in the command tank moved out from the woods and poured more fire into the Panthers, bailing one.

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Armoured cars or sheep dogs?

The stuarts whip around to the side of the wheat field, keen to pour fire into weak side-armoured Panthers (but failing to do so… ah Hen & Chicks).

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I get lucky and have reserves in turn 3 – I call in the infantry guns – hoping for a left flank scattered deployment to pop some of the light tanks with my AT 9 guns. Instead, I get them out of harms way, all the way to the right.

Despite (or perhaps because of) the Stuarts to the rear, I turn both Panthers towards the KVs and fire back, managing to bail one tank. Oh dear. The right grenadiers sit tight and try to dig in (failing) – didn’t anyone bring a shovel?

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The Stuarts fire back, but achieve nothing. The armoured cars move to the other side of the wheat field to machine gun my infantry to death and the KVs fail to do anything meaningful. I’m still contesting the objective (both, in fact) and the Panthers are living up to their rock hard reputation…

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Too slow to outflank – too weak to fight toe-to-toe

I get more reserves this turn – blimey – and call for the 8rads, figuring their 2cm guns can bail a Stuart or two and relieve pressure on the Panthers – they also show up on the right flank, and move flat out to the other side of the table.

Speaking of Panthers, they monster the KVs, killing two and bailing one – the Guards heavies pass their check to stick around however.

My wheat-field grenadiers unpin and dig in – what a turn this is! With the KVs stranded – I send out the central grenadier platoon, assault the bailed tank – capture it and consolidate back to cover; 2 – nil on platoons! The Panthers storm troop so they are contesting the objective and showing their front armour to the pesky light tanks. The armoured cars are just inside range of the infantry guns, but I fail to range in. A good turn for the Germans.

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Unsurprisingly, the Stuarts take off to crack side shots at the Panthers in Craig’s turn. It seems every man and his dog with Stuarts gives this tactic a go – Manni was the first (and to his credit, bailed two of them!)

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“Whiff”

Lucky for me the Stuarts whiff their shots – not even managing a bail!

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The armoured cars do better though – bagging the grenadiers (forcing a motivation check – now its my turn to fail!), and bringing it 2-1 on platoons. If the Stuarts can hold out and bail both Panthers, the game will fall to the Russians…

Fifth turn and after being shell-shocked by the initial Russian onslaught, I’m right in this game. I get auto reserves, bringing on the Nebs – yep, on the right side. The 8rads have doubled twice and are within touching distance of the Soviet backfield (and unguarded) objective.

The Panthers take matters into their own hands – turning turrets to face off with the light Soviets and blowing them to pieces. Third platoon down & autofail morale! The Germans have escaped the envelopment, to fight another day…

Post Game Thoughts
Paying so many points for two Panthers is a big call – but they worth gold in this game – not only did they keep me from losing after the Soviets successfully pushed my off my objective – they bagged all three armoured platoons, winning the game single highhandedly.

Craig really didn’t do much wrong – the Panthers were a rock that would have been difficult to deal with regardless of Soviet opposition. If anything, perhaps the Stuarts should have assaulted while the T34s ran the flanks to shoot the Panthers in the side.

Aside from Panther glory, this game showed me just how effective bold/upfront aggression can be – this would be the first of two games where my opponent would get the jump on me (the other being Rhys who put me on the back foot and kept me there all game), and really dictate the terms of the engagement to me. While I expected this to a degree, the turn two rush really had me unprepared – it really did come down to the Panther’s deployment, able to support either objective quickly.

Photos from: The Australian Mid War GT 2014

Gallery

This gallery contains 13 photos.

The Australian Flames of War Mid-War GT 2014 was hosted by Hall of Heroes on the 31st of May and 1st of June and saw a fantastic turn out with over 30 players. Check out some of these great armies … Continue reading

Mid War GT – Stalingrad! Panzergrenadier Kompanie vs Strelkovy Batalion – No Retreat

So it’s finally here, the Mid War GT! Despite not actually having a Mid War army of my own, or playing much in the way of MW period games – this will be my first Flames Grand Tournament! Mitch drove and we got there nice and early – we both had our armies unpacked and on transport trays in no time; we just had to wait for the draw and the other players to arrive..

Round One was drawn up and I had the pleasure of being pitched against John McGarry – one of the Canberra boys who drove up for the event. To say playing against John was enjoyable would be an understatement – this would be one of the best tournament games of my FoW career to date! Not only was John an exceptional good sport; he was a fun, entertaining player, with a fun, entertaining and beautiful army to kick arse with.

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Wehrmacht holding onto the last slice of German Stalingrad

We were allocated the Stalingrad table, a ruined city with not much in the way of plant life left… The board looked awesome (though dice rolling would be a hassle). Appropriately, John was running a Strelkovy Battalion and we were playing no retreat – this really felt like the desperate last battles of Army Group Centre!

So onto lists. Mine was the twice practiced Panzergrenadier Kompanie, which I was somewhat comfortable with, especially when I saw John’s force:

Company HQ with a battalion komissar, anti-aircraft platoon, sapper platoon & pioneer supply wagon, two insanely huge rifle platoons with a bunch of extras (Maksims, komissars, etc), a large heavy mortar section (6), 4 76mm guns, 2 57mm guns and limited Shturmoviks. Ouch. I wasn’t too worried/concerned looking at his AT assets, the Panthers could shrug most rounds off comfortably. It wasn’t until John started to deploy that I got a little worried – not only would this be my first experience against the ‘infantry horde’, but I’d also never come close to killing half that much infantry before!

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The two objectives – bottom left and top right

John won the roll off to determine who would be attacking, and I chose the somewhat heavier in terrain short edge to defend. With no mobile threats, equal air power and a truck (ed: several trucks) load of infantry to deal with, I opted with both grenadier platoons on the table, plus the nebs and infantry guns.

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Grenadier Platoon 1 – the closest to the enemy (and the furthest from support…)

I set up fairly defensively, as you could expect. Both grenadier platoons digging in and keeping their heads down on the objectives. Mindful of delayed reserves and my usual crap support rolls, I kept the infantry guns close to the forward grenadier platoon – able to direct fire if need be. The Nebs found themselves towards my rear, out of harms way (or so I thought). The plan was to continuously bombard the approaching Soviet hordes until reserves arrived, hopefully in time to pour AA, Panther & 8rad machine gun death into the giant Russian blobs.

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Stalin’s Heroes (up close)…

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… and the rest!

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The artillery section, well guarded by the AA teams

Unsurprisingly, John deployed fairly aggressively, platoons bunched up to get as much on the ‘starting line’ as possible. The heavy mortars and artillery were well spaced, ensuring no more than one team would be under an air or artillery bombardment template – AA teams were positioned perfectly. It was probably during John’s deployment that the penny dropped – I was facing a very experienced player.

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The horde moves out

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Long march to victory

With no recce – it was onto the first turn. John elected to keep his air out of the sky for now, and moved forward fairly briskly. In hindsight I’m not sure why he didn’t move at the double, with almost all of my weapons out of range (and no penalty for moving at the double through an artillery bombardment), John could have brought the game to me much faster. His turn done, I called in the air support, but was shot down in the process by the AA guns (no where to hide!). The artillery however…

Both the Nebs and the infantry guns ranged in successfully, scoring several hits. John’s dice deserted him when four or five teams died from the bombardments – first blood to the invaders!

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Pinned Soviets!

Fearless troops with the CO attached for a re-roll – I was fairly confident John would unpin and continue his merry march towards my grenadiers. As it turned out, his dice again deserted him, with the platoon stuck fast.

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Having seen my HS 129 be ineffective (and accordingly see me have one less air support dice), John called in the Shturms,  who did their best to take out my artillery…

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The unpinned platoon marched forward into cover, while the stranded platoon failed to dig in – the dice just weren’t going John’s way.

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Sneaky Soviets

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My unpinning was successful and both the infantry guns and rockets find the pinned platoon again – taking off a few more stands and keeping them pinned. John succeeds in unpinning these and again starts the long walk to my objectives.

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Didn’t you used to work here, Ivan?

In between moving his forces out, John ranged in on my Nebs, pinning them but failing to get a kill in the first couple of turns.

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Counter-battery fire

However with a staff team and a ranged in marker – it wasn’t long before the artillery found its mark, and I was down to one gun firing (with re-rolling successful hits!).

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These chaps didn’t see a whole lot of action…

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John’s guns go walk-about

By my fourth turn, the Soviets have reached gotten ‘danger close’ – an assault is now imminent. As usual I fluffed my first reserve roll, however I was successful getting my 8rads on – I needed to support grenadier platoon one as soon as possible, so went for the fast moving jeeps over the Panthers or AA half tracks. Unfortunately my plan was foiled with the rail line reducing movement to slow going.

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Support at last!

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Not only was this overly optimistic, John smashed the dream by nailing one with his heavy mortars… that couldn’t happen to a Panther…

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Imminent assault Leutnant!

My fifth turn and I brought the Panthers on, with both Soviet infantry blobs in good positions to assault the forward line. John started his turn by blowing up a Panther and popping the other 8rad.

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The (relative) calm before the storm, with second platoon ready to support the first

My artillery had whittled down his main platoon to just fifteen (!!!) teams, however this would still provide quantity over quality and I’d need jus the 10 hits to pin them to prevent an assault. With 6 unpinned MG teams, plus countless SMG teams, I was confident…

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9 defensive fire hits later…

Naturally I fell just short and the Soviets surged forward to assault the forward objective. Combat was brutal, but with the CO (and 2IC for that matter) in the mix, I was able to counter attack each round, and send the commies running. All bar one Russian team was destroyed – the non assaulting HMG that had been left behind. The platoon (what remained of it) passed its morale check – the gun team exempt from sole survivor tests. If only I could figure out a plan to deal with one infantry stand…

If that wasn’t bad enough, the second platoon slammed into the depleted grenadiers (now just four stands, including the CO & 2IC!). With substantially reduced defensive fire, and John’s dice finally passing armour saves, the brave Germans didn’t stand much of a chance. They did go down fighting however, but not enough to force the Russians back.

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Aftermath

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Heavily defended Soviet objective!

I tried desperately to move the AA half tracks into a position to shoot and then assault the Soviets, but John kindly pointed out unarmoured tank teams can’t launch an assault. With the infantry guns effectively ‘pinned’ (they couldn’t get close enough to the objective without getting within 2 inches of an enemy team) and the Panther half an inch from an assaulting position, the game was called.

I was pretty happy to go down 6-1 to the Soviets – had that darn HMG team failed his motivation, I wouldn’t have lost so badly. As I said at the start, this was just such a fun game; I only lost the grenadiers and the 8rads, so nothing terrible by any stretch. It was thematic, frantic and thoroughly enjoyable. Bring on Cancon, John!


Aus Mid War GT Photo Dump

Photos from day one and two, including a few from my own games..

Day 1

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Ryan’s tigers

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At a pizza restaurant across the road, a friend ordered “1 scoop of icecream…”

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Sean’s recce army taking a beating

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… but well support by 6 priests!

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Sean’s support units in action

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Alex’s army defending for a win

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Bryan’s incredible HMG teams

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Bryan ranging in on my infantry guns

 

Day 2

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Mitch’s Fins sit tight on an objective

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Tiger Carnage

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KV Down!

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John’s Soviets vs Sean’s Americans – the defensive line

Sean was drawn against John at the start of day two – needing to crack a well supported defensive line. The Soviet’s held out – John pushing Sean to the last minutes of the round.

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John’s formidable defensive line

Sean was able to break through the lines at various places and bag a platoon or two, but it wasn’t enough to snatch victory – tough opponent for a tough battle (fighting withdrawal).

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Scott’s sole tiger turned this game on its head

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Not a good day to go to the zoo – lots of big cat casualties!

The hall also had a demonstration/competition (I think?) of the Star Wars X-wing game…

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Who needs terrain when your board looks like this!

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Han Solo getting freaking with the rebels

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A few shots of Ryan’s winterised German army in the desert – I think the colour scheme looks pretty good on the sands of North Africa.

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With no Tiger horde, Ryan’s troops had time to pick flowers (pretty ones at least)

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Some more shots of John & Sean’s epic game with their beautiful models:

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Sean’s American’s zipping around for victory

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Sean’s lightning

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John’s amazing heavy mortars – inspiring and useful!

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The final push! Just a 9th turn away from victory (pity it was Fighting Withdrawal)

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John’s army in all of its glory

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