Flames of War: Fielding the PSC US Mortar Support Platoons

USmortaritaly

As with so many armies past and present, the infantry man was the backbone of the US Army during World War II. Armed with the M1 rifle, his training and an enormous line of supply to the rear, the American soldier was arguably one of the most formidable combatants in the history of warfare.

That said, even the most effective foot soldier often needs support. Along with machine gun crews, US infantry companies commonly contained the M2 60mm mortar. Crewed by just two men, the M2 added explosive punch in a highly portable weapon which could move swiftly with ground advances through varied terrain.

wwIIchemmortar M2 4.2 inch chemical mortar in use during World War II

At the battalion level, larger mortars with more diverse ammunition, longer ranges and greater effectiveness were also available. The M1 81mm mortar (pictured at the top of this post) was used throughout the war with its 3000 yard range and mix of explosive shells. The larger mortar, weighing in at about 150 pounds, required a larger team and was commonly transported by cart or mounted in the back of a halftrack.

By the time of the Allied invasion of Italy in 1943, the even heftier M2 4.2 inch chemical mortar was added to the American arsenal. Designed but never used for lobbing various weaponized chemical payloads like poison gas, the M2 was set on a large rectangular base plate with a pinion-like stand to stabilize firing large explosive or smoke payloads over 4000 yards. The weight and over-sized shells of the M2 did limit its portability significantly, but even so, it helped to very effectively fill out the small artillery arsenal at the infantry level.

pscusheavyinstr

Sprue detail for the PSC US Heavy Weapons set with 60mm, 81mm and 4.2 inch chemical mortars

I’ve been diversifying my mortar support when building my US force for our Flames of War Infantry Aces Campaign at Metropolitan Wargamers in Brooklyn, NY. The Plastic Soldier Company’s Late War US Heavy Weapons 1944-45 box offers a whole host of extra weapons for my infantry, including three types of mortars. My 92nd Infantry Division started out with a weapons platoon containing a few standard 60mm mortars along with some M1919 machine guns.

To my initial force, I’ve recently added both 81mm and 4.2 chemical mortar platoons (photos below). I continue to be impressed by the PSC sets both for their sculpting as well as their value. I love the mortar crews holding their ears as the mortars fire and the guys crouching with binoculars. The tiny arms can often be a bit wonky when gluing the figures up, but this also allows some flexibility in poses. I set up one pair of figures in a little vignette of one guy reaching over to console his comrade who has been rattled by all the noise.

IMG_4003Completed 81mm mortar platoon

IMG_4002Detail of 81mm mortar and command

IMG_3998Completed 4.2 chemical mortar platoon

IMG_4004Chemical mortar platoon observer and command stands

IMG_3999Detail of a 4.2 chemical mortar squad

MWGInfantry Aces

I’m putting my new mortar support platoons to use already in the Infantry Aces Campaign we’ve been running at the club for more than a month now. Although their first outing this past weekend wasn’t very successful, I’ve been studying up on FOW mortar smoke tactics. With strength only in numbers with my relatively inexperienced Confident/Trained riflemen, I’m going to be giving my force another try soon with mortars raining smoke and pinning fire on my German opponents. My hope is the mortars will provide just the support my American infantry need to fight to another tabletop victory.

Pinball, Pixels and Play In Rochester, New York

StrongMuseumIt’s been a couple years since I visited The Strong National Museum of Play in Rochester, NY, but I took advantage of a recent week visiting my family in Western New York to pay the place a visit. The museum was founded in the early 1980s with the massive hoard of dolls, toys, games, household items and other objects collected over the lifetime of Rochester heiress Margaret Woodbury Strong. Since then the museum has evolved and expanded to encompass the more recent history of play, as evidenced in some of the wonderful exhibits I had a chance to see this past month.

Pinball Playfields

2014-07-08 11.59.24Running through September 7, 2014, Pinball Playfields offers up a tight overview of the American history of coin-operated pinball machines from their earliest appearance in the 1930s through today. A number of early games from the museum’s permanent collection kick off the small exhibit showing the first rudimentary gravity-fed games where balls plunked and clinked their way through a series of “pins” which would give the game its name.

2014-07-08 12.00.10Early 1930s and 1940s pinball machines

By the 1940s, electrified games were on the rise and the introduction of flippers late in the decade added enormous playability and control for anyone willing to feed the growing craze a coin at a time. As explained on the brief wall text, it was this coin-fed frenzy that caused many cultural killjoys throughout the country to advocate for laws banning pinball as a frightening tool of gambling in the 1940s through 1970s (just this past summer, Oakland, California finally repealed an 80-year ban on pinball).

2014-07-08 12.02.40Superman pinball (1979)

Despite its opponents, pinball fandom grew into the 1960s and 1970s, crossing over into rock music with The Who’s iconic “Pinball Wizard” from 1969’s Tommy. In my 70s childhood I can easily recall many pinball machines tucked into pizza parlor corners or inhabiting the basements of some of my lucky friends with their constant glow of light and pinging sounds. The exhibit includes a number of playable machines from the 60s and 70s, including superhero tie-ins with Superman and the Incredible Hulk which demonstrate intersecting pop culture influences on games.

2014-07-08 12.12.03Hercules (1979) — the largest pinball machine ever made

By the late 1970s video games were creeping into territory dominated by pinball machines. Gimmicky games like 1979’s enormous Hercules machine attempted to maintain the hold on fistfuls of coins which would soon be increasingly making their way to video arcades. With video games dominating coin-fed play throughout the 1980s, it was not until the 1990s and the 2000s that pinball rebounded by incorporating increasingly-complex mechanical animations, advanced LED and video screen elements into games. The more recent Wizard of Oz, Monster Bash, Star Trek and Lord of the Rings games on display — and all playable — show how the old-time pinball fun has truly been integrated with a modern thirst for visual effects overload.

Aside from the dozen or so playable machines, Pinball Playfields gives a good deal of historical information with descriptive text, early photos and advertisements, news articles and modern design schematics. All this is certainly fine stuff for the museum context, but anytime I found myself lingering a bit too long over some of the historical material I had to look around to find my wife and kids feeding another token and pulling back the plunger to start another play.

eGameRevolution

2014-07-08 13.01.51The last time I was at the Museum of Play, the museum had just launched its important International Center for the History of Electronic Games. The collection now contains tens-of-thousands of video game artifacts, making it one of the most important repositories and research resources for the dominant mode of play of the past forty years. The debut exhibit a few years back presented an overview of  video game history and dozens of playable arcade and home games from the 1960s through the present. My latest visit allowed me time to see the full permanent exhibit, eGameRevolution.

2014-07-08 13.20.36Early home video game systems from the 1960s and 1970s

2014-07-08 13.20.26The Atari 2600 and Apple II computer — two machines that changed my world in 1977

The exhibit traces the development of the now-ubiquitous video game from its science lab beginnings of the early 60s through early console and home computer games in the 70s and 80s to the modern games which now inhabit so many living rooms worldwide. Changes in the sophisticated technology, graphics and marketing of video games are well-traced along with traditional curated displays behind glass. And, of course, there are plenty of playable games throughout the exhibit.

2014-07-08 13.22.23The video arcade in the eGameRevolution exhibit at the International Museum of Play

Pinball machines, an air hockey table, arcade cabinet classics, interactive dance and music games and a half-dozen home console games of different eras are set throughout the exhibit. A dark, low-ceilinged room reminiscent of the video arcades inhabited by many first generation video gamers like myself in the 1980s is set in the middle of the more traditional displays. At five plays for a buck, a visitor to eGameRevolution can easily lose themselves in decades of electronic gaming history.

 Game Time!

2014-07-08 13.09.07Museum goers willing to take a few steps further back in time will also find a dizzying and deep story of traditional games in the Game Time! permanent exhibit nearby. Three centuries of American board, card, puzzle and electronic games with brief, well-researched text offers a tremendous overview for those who wonder how gaming culture has evolved since the 19th-century.

2014-07-08 13.04.51An early 1970s Dungeons & Dragons set and the famed Dark Tower game from 1981

Games are arranged both in a historic timeline and also along themes such as economic games, chase games, strategy games and puzzle games. Along the way, a story unfolds where games provide a view into the American values and politics of each era, as well as the rise of the big business of games and the importance licensing particularly in the late 20th-century through the present.

2014-07-08 13.10.29War games, including classics like Risk (1959), Stratego (1961) and Battleship (1967)

2014-07-08 13.11.05Role-playing games, including 1970s and 1980s Dungeons & Dragons books

Wargames and role-playing games each receive their equal due with an early copy of Little Wars by H.G. Wells and some classic Dungeons & Dragons books from its genesis in the early 1970s. Seeing these games side-by-side with other games, like the extensive exhibit on Monopoly, is incredibly validating for someone like myself who has spent my life engaged in games which once dwelt only at the edges of our culture.

Putting all these games — from pinball and video games to board and role-playing games — which so shaped my youth and those of countless others within a broader context of American history is something one can experience in few places like you can at the Strong Museum of Play. If you can get yourself to Rochester, stealing away a few hours to play through time will be time (and maybe some game tokens) well-spent.

Retro Gaming The 70s & 80s: Crossbows and Catapults

CandCBox

In 1983, I was 15 years old and living in a heyday of gaming. I already had a few years of Dungeons & Dragons under my belt and I was starting to stretch into some other fantasy role-playing, board and miniatures games. Video games had also become a big part of my social life, both in my friends’ living rooms and in the arcades popping up in the malls and main streets near where I grew up.

Sears1983CandC

Crossbows and Catapults as featured in a 1983 Sears catalog (only $12.99!)

Out of this early 80s mix of increasingly sophisticated RPG and video gaming came the decidedly low-tech Crossbows and Catapults from Lakeside Games. The basic play set came with a bunch of wonderful plastic toys representing enemy kingdoms of vikings and barbarians. Each side had a simple castle-like tower and loosely fitting bricks to construct a stronghold on a square mat depicting a moated island.

CandCbaseset

Crossbows and Catapults “Battle Set” components from basic instruction book

But the name of the game wasn’t Crossbows and Catapults for nothing, and that’s where the real fun of the game came in. The opposing sides were each armed with rubber band powered catapults and crossbows (really more like ballistas, but the alliterative name certainly looked better on the box). In alternating turns, players would fling and fire round carom discs at the opposing player’s stronghold and troops. Knocking over figures were scored as casualties and landing caroms in enemy territory allowed advances in raiding forces. The game was won when a player revealed and seized the treasure buried beneath the other player’s castle.

IMG_3949

Components from the Crossbows and Catapults “Battle Set”

I’m fortunate to have a massive archive of well-kept childhood toys stored at my boyhood home, and I was recently able to dig through my surviving Crossbows and Catapults sets. All the rubber bands needed to be replaced, but everything else survives in near-perfect working order. Pieces from my decades old collection are shown in the pictures throughout this post.

CandCsetup

Game set-up instructions from the Crossbows and Catapults “Battle Set”

I also managed to preserve all the original instruction books from the “Battle Set” base game and the various expansions which were subsequently released (some scans included here). The “Castle Outpost” contains larger towers with a rubber banded platform that pops figures and flags into the air if the door is hit by an incoming carom. In the “Trojan Horse” set, the catapult-tailed horse “explodes” from the sides when hit on the base of its front feet, and the accompanying crossbow-armed “battle shield” pops open when struck at the front. My favorite expansion, the “Battling Giants” set, came with 8-inch tall minotaur and cyclops models which fling caroms at the enemy by pushing a button at their backs.

IMG_3950

Crossbows and Catapults “Castle Outpost” expansion  set

IMG_3948

Crossbows and Catapults “Trojan Horse” expansion set

IMG_3947

Crossbows and Catapults “Battling Giants” expansion set

Every Crossbows and Catapults expansion came with new rules and components for each side, allowing for a lot of additional play options on the floor battlefield. The expanded rules for each set allowed for standalone games or for incorporating the new pieces into the base “Battle Set” game. All the instructions also encouraged players to make up their own rules, something my brothers, friends and I did endlessly in our brief period of Crossbows and Catapults obsession.

HGWLW

H.G. Wells, author of “Little Wars,” and his friends wargaming on a parlor floor

In revisiting my teen delight over Crossbows and Catapults my mind went straight to the descriptions of early 20th-century gaming laid out in Little Wars by H.G. Wells. The tiny 1913 book is seen today as the formative basis for what would become miniatures wargaming in the coming decades. Building on the more abstract Kriegsspiel tradition of the early 1800s, the genesis moment for using toys in wargaming is described in the book as an idea of one of Wells’s friends:

“I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game…”

britains4.7navalgun

Early 20th-century die-cast Britains spring-loaded 4.7 naval gun

As you read through the game descriptions and rules set forth by Wells, quite a number of similarities to Crossbows and Catapults arise. Rudimentary buildings or forts are placed on small boards, much like the plastic mats provided in Crossbows and Catapults. Resolving combat in the games played by Wells and his gentlemanly friends was commonly achieved through the firing of wooden pegs with the spring-loaded Britains 4.7 naval gun at opponent’s infantry, calvary, buildings and walls constructed of wooden blocks.

Seventy years after Little Wars, Crossbows and Catapults presented a very similar floor game. The rubber-band catapults and ballistas firing caroms at the soldiers, castles and plastic brick walls. In both games, proximity of infantry to artillery — a naval gun of Wells’s day or a catapult in the modern game — determines whether that piece may fire. The measurement of the play area as set forth by Wells and outlined in the Crossbows and Catapults basic rules are uncannily similar.

BGCandC

“Battleground: Crossbows and Catapults” re-release from 2007

The Crossbows and Catapults license passed through a number of game publishers over the years and was re-released as “Battleground: Crossbows and Catapults” in 2007. The game was modified and updated with orcs versus knights plus some redesigned components and additional expansion sets.

I had a chance to play with my Crossbows and Catapults sets again this past week, some 30 years after I first I bent down on my teenaged knees to do battle between barbarians and vikings. Playing with my nine-year-old son, all the fun of launching plastic discs at opposing armies came back. The game is largely a shoot-out of skill and aim wrapped around some still-nifty game pieces. In the early 1980s I didn’t know about Wells and his Little Wars floor games, but a hundred years on now I can see the connection, tradition and joy in commanding armies on the floor and flinging attacks with Crossbows and Catapults.

Collector’s Note: You can find the 1983 “Crossbows and Catapults Battle Set” in the original box for $50-200 on eBay, and many of the expansions can be picked up for around $20. The re-released “Battleground: Crossbows and Catapults” set from 2007 can also be had for about $50.

Downloading: Valiant Hearts: The Great War

Valiant-Hearts-Logo

World War I has quickly moved from news to memory to history in the past 100 years, especially in the United States. While there are certainly plenty of grand remembrances being made of the lingering historical and political ripples of the Great War, the best parts of historical memory often continue to ring truest to us through personal stories. This is the reason why a classic book like All Quiet On The Western Front or the more recent graphic novel The Harlem Hellfighters resonate still in telling the story of WWI.

So, in this centenary year it’s a pleasure to have the distant memory of WWI retold in a vivid modern way with Valiant Hearts: The Great War from Ubisoft. Like any good war story, Valiant Hearts isn’t really about guns and glory, but more about love, friendship, connection and dedication humans strive to maintain when faced with the most hugely catastrophic events.

ValiantHeartsCharactersMain cast of characters from Valiant Hearts: Ana, Walt (dog), Karl, Emile, Freddie and George

The cast of characters presented in Valiant Hearts represents a cross-section of nationalities swept up in the European conflict. The main character is Emile, a French farmer who is pressed into service at the outbreak of the war. His daughter is in a relationship with Karl, a German who is exiled from France at the beginning of the war and subsequently compelled into service with the German army. Just after completing basic training, Emile meets Freddie, an American ex-patriot living in Paris and volunteer in the fight against Germany. Once in the trenches, Emile befriends a military service dog named Walt. A fast-driving Belgian nurse named Ana completes the main cast of characters, although a British pilot named George does make a cameo later on in the game.

vhtraining

Emile completing basic training in Valiant Hearts

With a minimal amount of introductory back story of the outbreak of WWI, the game begins with Emile marching off to some quick basic training which introduces a player to the basic climbing, attacking, picking-up and throwing actions. Once at the front, the game quickly moves into the more familiar trench warfare settings which were the hallmark of the war.

For gamers looking for WWI first-person combat wielding a bayonetted rifle or driving a clattering tank through No Man’s Land, there will be disappointment. Although death and destruction surrounds the game, there is surprisingly little direct combat experienced by the player. The entire WWI setting and all its trappings of planes, tanks, artillery and machine guns become tools to propel the characters to action, more like a violent ghostly hand lurking in the background than the main focus of the action.

vhgp6

A typical puzzle challenge in Valiant Hearts

As a game, the main focus of Valiant Hearts is at its core a platform, puzzle and adventure game. It is a game set within the war, but the playable characters are not working on racking-up body counts. More typically, a character will work their way through completing a series of tasks to progress to the next level– break down a wall, crouch in a trench, dig a tunnel, climb a ladder, crank a wheel, set a charge and blow up a bridge.

Different characters in the game also work in combination to get puzzles solved and sometimes work with non-player characters. For instance, the burly Freddie is good at smashing down walls, doors and barriers with his bare fists while Emile is handy at digging and Ana provides care to wounded soldiers on and off the field. Characters can also order commands to Walt to move and fetch objects from areas unreachable by the other human characters, such as crawling under clouds of poisonous gas.

vhgp1

Richly accurate artwork of the Western Front and equipment such as tanks and biplanes set the scene in Valiant Hearts

Beyond the entertainment of the puzzle adventure gameplay, Valiant Hearts is rich in historic detail. A number of short behind-the-scenes developer videos on the game’s website show the depths to which the team at Ubisoft went to paint a vivid picture of WWI using primary documents. Even within the cartoonish game animation, there’s a ton of detail in the flags, uniforms, weapons, vehicles and settings throughout the game. The diversity of nations participating in the war is well-represented, so we not only see the typical British, German, United States and French soldiers but also those from countries like India. To keep the nationalities with their mix of languages consistent, dialogue among characters is limited to emotive symbols and vaguely accented but recognizable foreign mumbles.

Valiant Hearts: The Great War_20140625183402

Historical photos and background fill out the detail in Valiant Hearts

As Valiant Hearts progresses, gamers and would-be historians will find a wealth history laced within the action. Brief cut-scenes do well to set chapters within regional maps and shifting events throughout the war. Pop-up screens provide historical facts and beautifully color-tinted period photographs of life, equipment and stories from WWI. Players who complete puzzles within the game also collect historic artifacts such as identification tags, a whistle, a helmet or actual letters from soldiers of multiple nations. Again, additional pop-up windows takes a player back to the primary sources from which each object is drawn.

Both my 14-year-old son and I have spent time playing through Valiant Hearts this week. As a hardcore gamer, my son found the play pretty rudimentary by modern standards but my greener fingers did find at least some initial challenge to the puzzles. What we both equally delighted in was the art and historical documentation which was wrapped up around the simple human story unfolding throughout the game.

Far away from the politics, grand plans and horrors of combat, every war throughout history has come down to humans and relationships torn asunder or brought together in wartime. This is the journey of the characters in Valiant Hearts: The Great War and one well worth the trip back a century in time.

Valiant Hearts: The Great War is available for PS3, PS4, Xbox 360, Xbox One and Windows PC.

Flames of War: Metropolitan Wargamers Infantry Aces Campaign

MWGInfantry Aces

Two weekends ago we kicked off a Flames of War Infantry Aces campaign at Metropolitan Wargamers in Brooklyn, NY.

A friend of the club and organizer of the campaign has created a special Infantry Aces blog to track the campaign’s progress throughout the summer. The site will be updated weekly as the battle unfolds with after action reports, lots of photos and tracking of each player’s progress in the campaign.

While the battle rumbles on, here’s a brief look at the forces we’ve had fun researching, modelling and painting specifically for our campaign for Italy.

Allied Forces

FOWIAAllies

(clockwise from top left) 504th Parachute Infantry, 92nd Infantry “Buffalo Soldiers,” Gurkha Rifles and members of the 2nd New Zealand Division

Our Allied forces are a mixed group from the Road To Rome book and reflect the mutlinational forces which came together in the late war Italy campaign to break the Axis lines. From the United States, the 504th Parachute Infantry Regiment is bringing their experience to the field after having fought for years from North Africa and Sicily in 1943 to Operation Market Garden to The Battle of The Bulge in 1944. Joining them, are the untested 92nd Infantry Division “Buffalo Soldiers,” the first African-American infantry to fight as wholly-segregated unit in the war.

Allied with the US troops are some unique UK Commonwealth forces. The Indian Gurkha Rifles had a long history in service of the British dating back to the mid-19th-century, and their skill in close combat and rocky terrain would serve them well in Italy. The  2nd New Zealand Division served most of the war in North Africa and hopping around the islands of the Mediterranean until joining the Allied effort to break the Axis lines severing Italy from the rest of Europe.

Axis Forces

germanyia (clockwise from top left) Fallschirmjagers, Hermann Göring troops and Grenadiers

Using the updated Fortress Italy book, our Axis players have fielded some of the classic, war-hardened forces whose mission it was to hold the line against the Allied push up the Italian Peninsula. The 1. Fallschirmjägerdivision in Italy had already proven themselves throughout Europe with wide-ranging early war operations in Denmark and Norway, the Netherlands, Crete and the invasion of the Soviet Union with Operation Barbarossa.

Two other veteran companies fill out the Axis forces. The Hermann Göring Fallschirmpanzerdivision saw action throughout Europe and Africa before fighting in Italy. Finally, the 362.Infanterie-division had seen a long war (including the Battle of Stalingrad) by the time they joined the final Axis defense of Italy.

The Campaign Begins…

IMG_3685

Recent FOW Infantry Aces campaign action at Metropolitan Wargamers

We’ve got two weeks of campaign games in so far, and playing with small infantry forces of 500 points has been a refreshing break from the larger FOW games in which we all usually play. Special rules, varying troop ratings and small tables clogged with Italian terrain have also added to the challenges and enjoyment we’ve all had so far. There’s a lot of gaming to do as the campaign escalates over the coming weeks to 700 and 900 point companies with added support. Check back frequently for more of the action over at the Infantry Aces Metropolitan Wargamers Italian Flames of War site.

Flames of War: Fielding the 92nd Infantry Division Buffalo Soldiers

buffalsoldierscmnd

Although African-Americans have fought in every war in US history, their fight has often come on multiple fronts of prejudice and acceptance at home and abroad. Segregated units such as the famed 54th Massachusetts during the American Civil War and the 369th Infantry Regiment Harlem Hellfighters in World War I have received their due in popular culture in recent years, as have the WWII pilots of the Tuskegee Airmen.

On the ground, African-Americans in WWII were most often relegated to support roles early in the war as truck drivers, stevedores and cooks. By late in the war with reserves of Allied soldiers dwindling throughout the European campaigns, black soldiers were pressed into service at the front lines of the Battle of the Bulge and the Italian Campaign. It was in the actions in Italy where the famed 92nd Infantry Buffalo Soldiers added another chapter to their service history.

92ndpatch

Shoulder insignia of the 92nd Infantry Division ‘Buffalo Soldiers’

The Buffalo Soldiers in the Italian Campaign

The name “Buffalo Soldiers” dates back to the frontier Indian Wars of the 19th-century when post-Civil War free blacks volunteered for service in various US army capacities in the West. Later, these units continued serving in various capacities through the Spanish-American War and into WWI. Reactivated in 1942, the Buffalo Soldiers of the 92nd Infantry Division finally made their way to the war via Italy in the fall of 1944.

Video of the 92nd Infantry arriving in Italy in October 1944

As part of the US 5th Army, the 12,000 men of the 92nd Infantry made up part of the multinational Allied coalition of US, Brazilian, British and UK Commonwealth forces which sought to break the Gothic Line. Cutting across Italy, the Axis hoped to hold off any further Allied progress north to meet with other Allied forces pressing through Europe from Normandy inland toward Berlin.

92mortar

A 92nd Infantry Division mortar crew firing near Massa, Italy

Led by senior white officers in otherwise segregated units, the 92nd Infantry made up a key element of the left flank of the Allied push up through the Italian peninsula. Crossing the Arno River and proceeding north, the 92nd made its way up the Mediterranean coast  through Lucca, Massa and on to La Spezia and Genoa by the time of Axis surrender in May 1945.

The legacy of the contributions of the 92nd Infantry Division’s effectiveness in Italy has been much-debated. A paper from the 1950s does what I read to be a good job in explaining the challenges the Buffalo Soldiers faced — delays in reinforcements,  shortages in re-supply and a lack of training for the kind of terrain encountered in Italy. I believe much of this can be chalked-up to the ingrained organizational racism against the segregated units. Post-war, the members of the Buffalo Soldiers also returned to a United States still entrenched in racial discrimination. It was not until the late 1990s that two members of the 92nd were recognized with Medal of Honor commendations, some fifty years after the war’s end.

Spike Lee’s Miracle At St. Anna

StAnna

As a wargamer and film fan, I often turn to the movies to cross-pollinate my interest in a period. Spike Lee’s Miracle At St. Anna from 2008 tells the story of four soldiers from the 92nd Infantry who hide out in a small Tuscan village and bond with its residents amid the oppression and danger of German occupiers. Lee’s movies often run hot and cold, and Miracle at St. Anna met with mixed reviews, poor box office results and a fair amount of criticism over the lack of historical accuracy. All that said, the Italian locations and strong individual performances makes the movie worth a view for a rare glimpse of African-American soldiers in WWII cinema.

Modelling the 92nd Infantry Division for Flames of War

fowroadtorome

In late February 2014, the revised Flames of War Road To Rome and Fortress Italy compilation was released as an updated and expanded guide to the Italy campaign of 1944 and 1945. The Fortress Italy book covers the German and Italian defenders, and Road To Rome outlines the Allied US, British, Polish, French and lesser-known UK Commonwealth forces from Canada, New Zealand, India and South Africa. A third book, Italy Battles, provides special mission rules, battle scenarios and campaign notes for Anzio (aka “Operation Shingle”) and Monte Cassino.

infantry aces

Having dedicated years of my FOW modelling and gaming to Western Europe, these books provided a great opportunity for myself and other members of Metropolitan Wargamers in Brooklyn, NY to dive into a club-wide Italian project. I’ve also been wanting to put together a unique company for my FOW collection, and I was pleased to find the 92nd Infantry Regiment outlined in the Road To Rome book. With all our focus on the Italy theater, we’ve decided to dive headlong into a multi-month FOW Infantry Aces campaign, and there will be more to come with updates on our new Infantry Aces blog.

PSCUSinf

For my 92nd Infantry I decided to snap up the two sets from the Plastic Soldier Company – Late War US Infantry 1944-45 and US Infantry Heavy Weapons. At about $26 a box from my favorite online dealer The Warstore, the PSC kits are a huge value in fielding an entire infantry company along with bazooka, machine gun and mortar supporting weapons. Assembly involves lots of small parts and bases must be purchased separately, but getting a whole company on the table for a fraction of the costs of FOW models can’t be beaten.

IMG_3669

Pvt. Fred “Radio” Rogers and Lt. Daniel McFeeley

To fill out my force, I picked of the FOW Infantry Aces set for about $12. The pack gives you nine stands of character models to create special Infantry Ace command stands for use in the Infantry Aces campaign. The blister pack includes general US, British and German models with special Fallschirmjäger, Japanese-American Nisei, Kiwi and turbaned Indian characters. I shared the models with my fellow players at our club, and modelling these guys really adds some nice personality to the game. For my Command Ace stand, I’ve modeled the fictional Pvt. Fred “Radio” Rogers and Lt. Daniel McFeeley leading the way for my company.

IMG_3670One of my three rifle platoons for the 92nd Infantry Division

In the FOW Italy campaign, the 92nd Infantry Division is rated as Confident-Trained making my force cheap and numerous. To start, I’ve constructed three rifle platoons with two rifle squads each plus a platoon command and bazooka in support. Along with my rifles and McFeeley and Rogers leading the way, I’m also bringing a weapons platoon in support. The platoon packs a punch with three 60mm mortars and four M1919 machine gun crews.

IMG_3671My Buffalo Soldiers mortar and machine gun weapons platoon

For all my models, I glued the PSC soldiers and equipment onto FOW bases and then hit them with an army green spray coat base. Boots, equipment, rifle stocks and flesh got a dark brown. Pants were done in a tan paint and leggings got a brownish off-white color. Guns were finished off in a metal coat. Basing involved a layer of fine gravel and larger rocks coated in a brown wash and then dry-brushed in a grey-white. Finally, tufts of brown-green grass completed the Mediterranean look of the models.

The beginnings of my platoon will be hitting the tabletop shores of Italy this coming weekend in their first round of our club’s Infantry Aces campaign. In the coming weeks I’ll be adding additional infantry weapons support with additional mortars, machine guns and more infantry. Even before these guys see their first action, I’m pretty thrilled to have put in the time to create some pretty unique models that I haven’t found modeled anywhere else at this scale. As in WWII years ago, I think the 92nd Infantry Buffalo Soldiers have been too often forgotten by mainstream history and many gamers alike. With my soldiers hitting the field again, I hope to bring a bit more glory back to these men who not only contributed to the fight against Axis fascism but also stood bravely against the tide of so much history against them.

New Game Weekend: A Few Acres of Snow

AFewAcrescover

 “You know that these two nations are at war about a few acres of snow somewhere around Canada, and that they are spending on this beautiful war more than all Canada is worth.” — Voltaire, Candide (1758)

In the 17th and 18th centuries, the area of what would become the Northeastern United States and the neighboring Canadian Provinces of Ontario and Quebec were a battlefield for French, British and Native American control. With the two European empires locked in a protracted series of large and small wars around the globe, the American colonies were often a sideshow to the global conflict. In the colonies, King William’s War (1689–97), Queen Anne’s War (1702-13), King George’s War (1744–48) and the French and Indian War (1754–63) each played a role in shaping not only the birth of the United States of America but also the face of the entire globe for centuries to come.

Colonies

A mid-18th century map of British and French colonies in North America

(from New York Public Library Map Division)

I grew up in Western New York State, spent most of my twenties in Eastern Michigan and Western Pennsylvania, and finally settled in New York City nearly twenty years ago. In my life I’ve logged many a road trip to the landmarks of British and French military control at Fort Stanwix, Fort Ticonderoga, Fort William Henry and Fort Niagara, along with various battlefields and stops at roadside markers. In July, I’ll be swinging by Fort Necessity in Pennsylvania where a British officer named George Washington first commanded troops in an opening battle of the French and Indian War. I’ll also be swinging through Letchworth State Park which was occupied by the western edges of the Iroquois Confederacy which sided with the British during the era of European conflict. In short, I’ve spent my entire life living amid the ghosts of the contested colonial regions of the North American colonial wars.

AcresCardsSample cards from A Few Acres of Snow

At the recent D-Day Plus 70 weekend at Metropolitan Wargamers in Brooklyn, NY I was fortunate to score a copy of A Few Acres of Snow in a dice-off raffle. Created by famed designer Martin Wallace and released by Treefrog Games in 2011, the game takes its name from a quote from Voltaire’s Candide commenting on the absurdity of European focus on colonial wars for territory. AFAOS takes players through the French-British colonial period in North America as each nation competed for control of the continent. Within the theme, the game is a rich mix of deck-building and area control mechanics as players seek to settle and defend key areas of the map.

snowsymbolsCard symbols from A Few Acres of Snow

(Wagon, Bateaux, Settler, Military Strength, Money, Fur, Ambush and Ship)

The two-player game begins with players choosing a side as the British or French with a set number of settled outposts in the wilderness of 17th and 18th century North America. British begin with their main settlements in New York and Boston while the French player starts with Quebec. Players begin with a draw deck from which they start with five cards. Playing cards in turns of two actions each, players perform a variety of actions including settlement, fortification, raids, sieges, trade, piracy and a number of card management options. Symbols depicted on each card allow for enormous flexibility in how each player executes their strategy of expansion. For example, a player might begin with a Location card setting off from an existing settlement. From there, a card is played with the appropriate movement symbol like a Bateaux along a river. Once at a new location, a card with a Settler might be played to create a new settlement. As a player’s holdings expand, their decks grow in size and options, leading to even more potential paths of empire growth. Once all settlement tokens are used or major settlements like Boston or Quebec are captured, the games ends and victory points are scored.

IMG_3640My first play of A Few Acres of Snow

In my first play through AFAOS, I faced off with my son playing the French and me playing as the British. The game plays in about an hour, but on our first run we went to a bit over 90 minutes as we wrapped our heads around the rules. After I quickly sailed to and settled Halifax well within the bounds of French country, several  sieges commenced. In his first siege attempt, my son was repelled by my superior military might powered by my store of money. He then took a few turns to quickly trade a lot of fur (one of the strengths of the French player) to buy additional forces for a second siege which chased my British from his territory.

IMG_3647My heavily-settled British Atlantic Coast in A Few Acres of Snow

In the meantime, I pushed inland with a string a settlements toward the Great Lakes in the hopes it would expose Quebec to a siege. However, my son quickly landed a stronghold in my coastal territory in a siege victory at Pemaquid. I retaliated with two failed attacks on Pemaquid using Native American raiding parties. Having held on, my son launched an attack on Boston and my British rule of the colonies fell.

Our first game showed us how quickly AFAOS can move once you get the mechanics. Getting the right cards in and out of your hand is key to winning the game, and the cards shift in importance as the game quickly unfolds. The balance of trade, expansion and military actions does a fantastic job in re-enacting the dynamics which played out between the British, French and shifting Native American allies over some 150 years. Even though we upset the course of history, we both walked away pretty thrilled over our new game and chatting up strategies for the next time we meet up in the woods and along the coasts of Colonial America.

afaosart

Metropolitan Wargamers D-Day Plus 70 Event Report

NYTimesDDay

This past weekend at Metropolitan Wargamers in Brooklyn, NY, dozens of gamers came together for three days commemorating the 70th anniversary of the Allied invasion of Normandy on June 6, 1944. Throughout the weekend, we ran multiple WWII-themed games, including Normandy ’44, I Ain’t Been Shot Mum, Flames of War, World In Flames and Memoir ’44. Dice were rolled, strategies were debated, prizes were won and Allied and Axis forces vied for control of France. In all, it was another great weekend full of gaming at our club’s space in the heart of Brooklyn.

Friday Games

IMG_3586The invasion of France begins with Normandy ’44 at Metropolitan Wargamers

Friday kicked off after work with a few players unpacking a fresh copy of the classic Normandy ’44 from GMT Games. This one-map game covers the pre-dawn D-Day Airborne landing areas, five Allied invasion beaches and the charge to the initial inland objectives. The game scale plays with regiments and battalions with each turn representing one day of action. The small, self-contained game provides a great introduction to game mechanics at this scale with a tight, clear rules set. With a quick look at the game, I decided I’m going to have to personally give this one a shot sometime soon.

IMG_3587 US infantry blinds move toward unsuspecting German defenders at a farm outside Vierville

At the back of the club, we ran a game of our new favorite WWII tactical miniatures game, IABSM  from Too Fat Lardies. In our ongoing campaign of the Normandy scenarios in the IABSM Where The Hell Have You Been Boys? book, our game focused on the battle at Vierville-sur-Mer. With the 116th Infantry Division supported by the 5th Ranger Batallion, the Allied mission was to drive inland to capture and defend the church at Vierville.

IMG_3589

German and US units exchange fire in and around the farm at Vierville

As per the scenario, initial Allied blinds approach a farm outside Vierville where a German blind sits unknowingly in the complex of buildings. With Allied infantry closing in over dense bocage hedgerows and orchards, a firefight erupted and drove the German defenders through the buildings and into the orchard beyond.

IMG_3590

German reserves arrive at the flanks of the advancing US infantry outside Vierville

IMG_3633

Germans reinforcements push the Americans from the farm

As the first force of Germans fled the farm, their reinforcing comrades came on to the rear and flank of the US infantry. The Americans made consecutive moves of firing and moving back to defend at a series of stone walls across the road from the farm. The retreating defensive US actions held off the German onslaught until enough Americans could take up position amid Vierville’s houses. At the same time, the US Rangers moved in at the far end of town to hold the objective at the church.

IMG_3632

Americans pull back from the farm to take position in Vierville

The game eventually settled into a bloody house-to-house and hedge-to-hedge fight along the road leading toward the church. Occasional lucky shots from US Ranger light machine guns at the church also harassed the Germans lying low behind their stone wall position at the farm’s orchard. By midnight, much of the initial American force had been destroyed or was retreating to a final stand at the church held by the Rangers. While the Germans had also lost a sizable amount of their force, their heavy machine guns were still in play as they closed in through the town. This time around, we called the action at Vierville a draw.

Saturday Games

IMG_3603The Americans hit the Easy Green sector of Omaha Beach

The next day kicked-off with a running of a FOW beach landing at Easy Green on Omaha Beach. We have been play testing the FOW scenario over the past two months, tweaking our forces and strategies to cope with the clumsy beach landing rules. In our past games, the US invaders only manage to win about a third of the time. Even so, we decided no D-Day weekend was complete without a return to “Bloody Omaha” on one of the club’s award-winning sand tables.

IMG_3604German defenders hold their positions behind a burning bunker

The opening turns found a lot of US boats on the beach and a quick push to the seawall. So early combined arms fire managed to destroy the main bunker at the beach, but the battle was far from over. The initial US push followed on to the left of the beach, but multiple turns at clearing the barbed wire stalled the advance as the Americans took heavy fire.

IMG_3606

American armor and artillery follow-up the infantry landings

As US armor arrived, several tanks managed to drive off the beach to the minefield position to lay down fire on the German trenches. One tank wound up spending three turns bobbing in the surf offshore only to arrive and bog for two more turns on the beach. As this most inexperienced tank crew in Normandy struggled, the other Shermans took fire from German rockets and reserve tank platoon which rolled to bulk up the beach defense. American artillery also arrived but proved pretty ineffective to the Germans at the trenches. Wave after wave of US infantry pushed to the trenches, eliminating most of the defenders but never managing to clear the barbed wire lines to seize the German position. At the final turn, the Americans just hadn’t made enough headway to control the beach.

IMG_3627World In Flames continued over D-Day weekend

With action raging on the sand table, a group of club members showed up to continue playing their massive World In Flames game. Australian Design Group’s WIF from 1985 is the standard in grand-scale strategic fighting of the entire WWII period. The game’s rich playable detail, dizzying number of 1400 playing counters and sprawling maps makes it a commitment for only the most experienced gamers over many months of play.

IMG_3630Allied forces push from the beaches inland to Caen in Normandy ’44

The Normandy ’44 game from the evening before concluded with a decisive Allied victory Saturday afternoon. Pushing the Germans back from all but Utah Beach, the Allies captured Bayeux and several smaller towns. With German defenders routed from roads leading inland from the landing beaches, the victors rolled in to control half of Caen by the game’s end.

IMG_3625No one was going hungry at Metropolitan Wargamers over the weekend

Saturday also included a lot of other club members down for the usual variety of board, Euro and card games, making for a packed house. As the crowd rolled in, a longtime club member showed up with an enormous fresh-caught fish which he proceeded to gut with a huge military-style knife. With fish on the grill and food ordered in, there was plenty of food to sustain the crowd of gamers throughout the day.

We all took a mid-afternoon break to dice-off in a game, books, DVD and miniatures raffle to raise funds for the club. I was fortunate to score a copy of A Few Acres of Snow from Treefrog Games, and another lucky person picked up an unused copy of out-of-print the Games Workshop classic Dreadfleet.

IMG_3631

Initial deployment of Allied and Axis blinds in our Saturday evening IABSM scenario

As the main crowd thinned out, we ran an evening IABSM game continuing the assault beyond Easy Green. The scenario found initial US forces deployed around a small French farm with the objective of moving men off the table on the roads beyond. The Germans were tasked with preventing the American advance and seizing the farmhouse stronghold.

IMG_3607

Settling in for a contested fight at the farmhouse above Omaha Beach

Using initial blind deployment, Germans quickly moved to the farm along thick hedgerows as the Americans drove into the building for cover. Turns followed with the Americans jumping from cover to fire on the dwindling German force which returned fire over the hedges to unfortunate US infantry hanging out in the open. A US flamethrower attack from the window of the farmhouse decimated another German squad sitting close behind a nearby hedge. Pressing their luck, a group from the farmhouse made a run for the road exit only to be stalled by a reinforcing German heavy machine gun squad. Returning fire, the German MG42s were eliminated from their position in the open field. However, the damage had been done. Although the Germans had not captured the farm objective, the Americans no longer had a sufficient force to push off the table. The night ended with a German victory beyond Easy Green.

Sunday Games

IMG_3620The war continues on the Memoir ’44 Hedgerow Hell battle map

With the first days of Operation Overlord behind us, Sunday’s game focused on the breakout actions. A couple visiting players showed up for the club’s Memoir ’44 game around noon on Sunday. Using the wide Hedgerow Hell expansion map, the Allies beat the scenario odds to win the game in the Overlord scenario. There was much talk of getting larger games of Memoir ’44 back in rotation at the club soon, so hopefully getting the game back on the table will bring some renewed interest in the coming months.

 IMG_3621

The initial armored encounter outside Lingevres leaves British tanks in flames

I finished off my weekend as the British at Lingevres using the same scenario I first ran at the club a few months ago. The mission ahead for the Brits was to move into the heavily defended town and take two of the buildings. Historically, the battle played out as a tank duel between UK Sherman Firefly and German Panther tanks, and our game this past weekend played out in a similar way.

IMG_3624

A Panther meets its end at the hand of the British Royal Artillery as a close assault is attempted on another in the woods nearby

At the outset, my first platoon of tanks got a bit overly aggressive and charged into contact with the full Panther platoon at the farm outside Lingevres. With the first Firefly destroyed in the opening turns, my remaining Shermans pulled back as the Panthers rattled to the middle of the field to hold off UK infantry advancing through the woods and bocage-lined fields beyond. One Panther bogged on a hedgerow and another was destroyed in an initial volley from the Royal Artillery in the fields outside town. Several turns became ensnared in attempted infantry assaults on the third Panther in the woods, but eventually the German tank rolled away to deal with the building reinforcing infantry and tank platoon in the fields on the other side of the table.

IMG_3622British Shermans and infantry break across a field toward Lingevres

With the Panthers moving away, fresh British infantry and the surviving Shermans moved to the farm and fields beyond. British artillery fire winnowed and pinned the German platoon in the church over several turns. Artillery fire also sought to keep the reinforcing German spotter pinned to limit the effectiveness of the reserve Nebelwerfer battery which as delayed reserves to the rear of Lingevres.

IMG_3623

The duel between the Panther and Firefly ends with the British tank in flames as the remaining Shermans destroy a Panzer IV platoon in the distance

In the meantime, a multi-turn tank duel had settled in between a lone Firefly and Panther while a reinforcing Panzer IV platoon arrived at the edge of town. Both tank groups traded fire, and in the end, the Panzers were routed with two or their three destroyed and the Firefly fell to the Panther’s gun. Back at the farm field, Shermans traded fire with Pak 40s and destroyed an anti-aircraft platoon defending the town’s flank. With two Panthers left on either side of the church, Shermans on each side of town and advancing British infantry, we called the game a draw.

 Weekend Debrief

After more than 20 hours of gaming over two nights and days, I was pretty worn out, but the interest in the D-Day event had made the weekend well worth it. WWII still holds enormous interest to this day, as demonstrated not only by our weekend of gaming but by the mainstream media’s coverage of D-Day over the week leading up. In the next week, we’re kicking off an FOW Infantry Aces campaign with fresh forces hitting the tables in rounds of Italy-themed WWII games. This fall we’ll be playing out some Market Garden battles and by the winter we hope to host some Battle of the Bulge engagements. It was a pretty special weekend in Brooklyn, but for regular visitors to Metropolitan Wargamers, there’s always the next game in this very unique New York City community.

New Game Weekend: I Ain’t Been Shot Mum

IABSMbook

As a World War II gamer, I have a newly-discovered love for a game which doubles my gaming possibilities with all the time and money I’ve  got invested in the 15mm Flames of War game which is the modern standard for the period. The past two weekends at Metropolitan Wargamers in Brooklyn, NY, I’ve been turned on to I Ain’t Been Shot Mum which is billed as “the other World War II miniatures game. For gamers with a lot of miniatures on hand and a hankering to play WWII at a different and more historical level, IABSM is well worth it.

TFLlogoNow in its third edition, IABSM has been published since 2002 by Too Fat Lardies, UK-based makers of a number of wargaming rules systems for a variety of historical periods. Overall, the game provides WWII wargamers with a simple, sleek set of skirmish rules that focuses far less on fielding shiny models and more on tactical decisions on the tabletop. IABSM is a true “what you see is what you get” system with a 1:1 scale at 15mm but easily adaptable to other model scales. One guy on the table equals one soldier in the field during battle, taking the game down to a level that really “feels” like commanding a group of troops. The smaller, less abstract scale of IABSM games provides a lot less “gaminess” to the systems, and relies a lot more on the decision-making skill of players commanding forces on each side. In many ways, the game is a throwback to original Kriegsspiel invented for use in Prussian army training two hundred years ago.

IABSMcardsSample cards from I Ain’t Been Shot Mum from Too Fat Lardies

The core rules of IABSM retail at under $20, and provide a number of basic underlying mechanics easily usable in any battle or theater of WWII. As an avid FOW player who is often faced with hundreds of pages of more grand-scale rules, army lists and ongoing modifications, the elegance of the skirmish-level IABSM comes down to five main areas:

1. Random Activation: Rather than playing by a simple “I go, you go” turn-based mechanic, IABSM games are powered by a set of cards which randomly activate deployed troops in the field. At the beginning of the game, a deck of cards is shuffled with each card representing a unit in the game. Cards are drawn and units are activated in turn, with units choosing a number of actions based on their quality. Highly-trained US Airborne troops may have four actions when activated, while less elite regulars may only have three. Actions include movement, firing, spotting the enemy and many other activities which makes commanding a unit’s turn one of many possible choices. Cards are added to the deck as new units arrive and removed if a unit is destroyed. Drawing a “tea break” card ends the turn with one final round of shooting for available inactivated units before the cards are shuffled a new turn begins.

2. Morale: Troop morale is nearly as important as firepower on actual battlefields. A well-armed but rattled group of soldiers may prove to be nearly ineffective in the field without some stalwart command leading the way. IABSM offers several levels of morale with pinning, shock and suppression which progressively eats into how effective a particular force can perform on the table. When being shot at, a simple table resolves possible kills as well as whether a unit is progressively shocked into poorer performance in subsequent turns or entirely immobilized due to overwhelming fire.

3. Command: Commanding and junior officers in IABSM are represented as “big men,” with individual cards allowing for their separate officer actions to drive gameplay. Through proximity or attachment to their forces, commanders can greatly affect morale by clearing shock from troops and boosting their strength in subsequent exchanges with the enemy. The presence of command also doubles the chance of troop activation, as a drawn “big man” card can press an attached unit into action without its own card being drawn.

4. Blinds: In real-world combat, knowing the enemy position through intelligence, observation or contact is almost as important as the engagements that result. While many miniatures games present an open table where nearly everything is known from the get-go, IABSM preserves a “fog of war” element with the deployment of “blinds” on the table. Represented by oval-shaped markers, blinds are able to move around the table without revealing their actual make-up. Thus, a player might move a small unit, a large platoon or even a false blind containing no troops around the table without the enemy knowing its true make-up until revealed. This allows players to add an element of diversion to the game, as an enemy way burn up several turns chasing a ghost across the table as real forces jockey into position.

5. The Game Referee: One of the hallmarks of wargames until recent decades was an all-seeing, all-controlling game referee. As a non-player, the referee not only provides clarifications on rules and contested play on the table, but they also are able to maintain a level of secrecy between each player as a scenario unfolds. The game can be played without a referee, but the presence of one adds yet another depth of to the “fog of war” randomness employed already with blinds and random card activation.

WTHbook

Beyond the base rules, Too Fat Lardies offers a number of IABSM scenario and guide books for Europe, Italy, North Africa and the Pacific. General lists allow for the creation of custom scenarios, but I really like the historically-specific books. The past two weekends, I played the first two games in the D-Day-themed Where The Hell Have You Been Boys? book which contains over twenty scenarios from Omaha and Utah beaches to the inland. Following the United States advance and subsequent German counterattacks, each scenario lays out a simple briefing for the German and US players along with a referee sheet, terrain map and a guide to forces and cards needed for play.

IMG_3554“Protect The Guns” scenario set-up for IABSM

IABSMGameScenes from the German defense above Pointe du Hoc in “Protect The Guns”

My first game — “Protect The Guns” — saw me playing as the defending Germans looking to hold off the Allied advance from Pointe du Hoc with a couple heavy machine guns, snipers and some off-board artillery. One of the remarkable things about IABSM is the vast amount of space represented on the table, making decisions of movement and firing  very important. My artillery was also very unreliable, representing some of the German communication challenges come alive. That said, with only a few men at my disposal, I was able to stave off and force the Americans to redirect through constant harassing fire until their reinforcements entered under a blind at my rear. With one of my machine guns and both snipers finally destroyed, the last of my Germans found themselves pinched on two sides of more-skilled US troops who took the game.

IMG_3553

“Holding The Pointe” scenario set-up from IABSM

In “Holding The Pointe,” my Germans were on the counter-offensive and looking to push the Americans back into the sea. With all my forces deployed at the game’s start and all American units under blinds, my Germans began in overwhelmed confusion. This disadvantage made the game play so much more like the actual action in Normandy as German forces scrambled to head-off the Allied attack inland. Rather than focus my attack, I made the poor gamble of splitting myself to chase two sets of US targets. By the time a large force of German reinforcements arrived in the seventh turn, my initial force had gotten chewed-up in a series of stand-off firefights amidst the thick bocage near my original deployment. My divided force tactics were ultimately my undoing, and I’m certain a more textbook massed attack may very well have giving me a greater shot at victory.

With a couple of games under our belts, we’re going to continue right through the IABSM D-Day scenarios and beyond. We’ve managed our games without a referee so far through some really good fair play, but we’re anxious to try some scenarios with the referee element. Overall, the up-close feel for command and the heightened tactical realism in IABSM has given me a second WWII game to love at the 15mm scale.

Flames of War: Omaha Beach “Easy Green” 1944 Scenario

OmahaBeachSandwiched between tall bluffs on either end, a five-mile stretch of Normandy coastline was designated Omaha Beach near the center of the Allied D-Day landings on June 6th, 1944. Landing at Omaha was the relatively fresh US 29th Infantry Division. With British and Canadian troops landing on beaches to the left and other US men landing at Omaha Beach to the right, the 40,000 Americans at Omaha met with the highest rate of casualties of the day with some 3,000 falling in the French surf and sand.

OmahaEasyGreen“Easy Green” sector on Omaha Beach, Normandy 1944

Lying in wait at Omaha was a mix of green recruits and older veterans in the German 352nd Infantry Division. Dug in at the coast in a wall of pillboxes, bunkers, gun pits and trenches, the German men (and unknown number of boys) met the US invaders with a storm of machine gun, artillery, mortar and rocket fire. For the US, little went right as landing craft drifted off course and special floating DD M4 Sherman tanks were swamped and sank offshore. Only through improvised efforts and a slow, methodical pace under withering fire did the American infantry finally make it through the German lines to control the beach by the close of the day.

EasyGreenFOWMap set-up for the Flames of War “Easy Green” scenario

In preparation for our upcoming D-Day Plus 70 weekend at Metropolitan Wargamers in Brooklyn, NY on June 6th-8th, a couple of us have been playing out beach landing practice games. Flames of War offers a specific outline for coastal assaults with their “Hit The Beach” rules, but we’ve found them to be very difficult to play with US invaders losing more often than not. Last summer we ran through our first beach landing on one of the club’s sand tables with a Utah Beach “Easy Red” scenario in which the US failed horribly. Since then we’ve been studying up, tweaking our forces and diving deep into the particular rules for a tabletop beach landing game.

German352

29thinf

This past week we ran through the Omaha Beach “Easy Green” scenario to what was probably our most evenly matched and played game to date. The scenario sticks pretty closely to the situation at Easy Green with one beach exit road guarded by lines of barbed wire, trenches, mines and anti-tank obstacles. Finally, a combined defense of heavy machine guns, a 5 cm KwK 39 gun bunkered at the coast and Nebelwerfer rockets at the rear provide a daunting nut for the US infantry to crack. For our game, my German opponent was able to field forces as outlined in the published FOW scenario but I had to modify my American list slightly to fit my model collection. Even with slight changes, our final lists had the US at a few more points stronger than the Germans as per the mission outline and the game rules.

IMG_3452The first US boats land and platoons rush ashore

After an initial US naval bombardment which destroyed one stand of German infantry, my boats and DD tanks headed for the beach. In the initial wave, one DD tank sank in the water offshore and one boat was delayed in the bouncing surf. With two platoons of US infantry on French ground, they made way for the barb-wired seawall. Further down the beach to the right, my three surviving Shermans rolled to the one exit causeway from the beach.

IMG_3453DD Sherman tanks make it across the beach toward the exit ramp

In the opening salvo from the Germans, rocket fire came in from the rear of the table as entrenched guns fired from the beach defensive lines. US troops did well with dice roll saves and lost just a few teams before ending the turn pinned high on the beach.

IMG_3454German Nebelwerfers sit atop a hill overlooking the Allied objective

In the next couple turns, landing craft continued to meet mixed success in landing and stalling on the sea. Luckily, most boats didn’t drift too far down the beach, allowing me to execute my general plan of running infantry to the left while my tanks dealt with the heavier nests and pillbox to the center and right. One tank bogged in the sand but the other two rolled over the barbed wire to take up position at the line of minefields, sending fire into the Tobruk nests and gun bunker. A couple turns in, the bunker was in flames and the German machine guns had been dealt with. The way was clearing for the US infantry to push inward.

IMG_3455The 5 cm KwK burns in its bunker as US troops push over the seawall

IMG_3456DD tanks struggle through the coastal defenses and take heavy combined fire

With several US platoons whittled-down in their struggle through several tiers of barbwire, one platoon of German infantry arrived and made way for the row houses near the objective and remaining rockets on the hill. In the open, the Germans took fire from naval guns but most survived to find shelter in the buildings. Back on the beach, my final US reserves of M7 Priests landed at the center of the beach and one heavy machine gun section tramped forward at the extreme left. With these late arrivals so far back from the main action, it was up to the forces already inland to get the job done.

IMG_3475German defenders rain mortar and machine gun fire into oncoming US troops

IMG_3476With German defenders destroyed at the beach, the 29th Infantry Division hustles inland

With the major defenses eliminated at the beach, the Shermans turned their machine guns on the remaining German infantry manning the trench line high on the central hill. At the same time, US infantry began pushing into the German position after spending turns alternately being pinned by rocket and mortar fire, removing barbwire and shooting back with light machine gun, rifle and direct mortar fire. Despite their losses, the combined arms of my US troops really shined, as was often the fateful experience of their German opponents 70 years ago.

As the game moved into the second-to-last turn, the Americans were ultimately just too far away and too weakened to make the final push to the objective still held by the remaining German infantry comfortably defending from the nearby houses. It had been a pretty even match, but timing was everything. Luckily for the Allies on June 6th, 1944, the only limits on the day’s outcome at “Bloody Omaha” was the grit and dedication of the storm of humanity hitting the beach.