Flames of War: 70th Anniversary Battle Of The Bulge Mission

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This past week marked the 70th anniversary of the Battle of the Bulge fought between Allied and German forces in the snowy, wooded Ardennes region of Western Europe. The six-week German offensive through a frigid December 1944 and January 1945 surprised Allied forces and proved to be costly for all involved. At its conclusion, commanders on both sides counted nearly 100,000 casualties and much of the German ground and air reserves had been smashed as a result of their ill-fated gambit against the Allies.

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The Battle of the Bulge Mission rules from Flames of War

To mark the occasion, several of us met at Metropolitan Wargamers in Brooklyn, NY to run through the big Battle of the Bulge Mission available free online for Flames of War. The simple scenario plays out on a huge 6′ x 8′ tabletop with 4000-point forces on either side drawn from the Nuts! and Devil’s Charge books as well as the Panzers To The Meuse PDF. We set our table using a large off-white canvas with roads crisscrossing the forested field dotted with a few small structures.

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101st Airborne US Parachute Rifle Company from Nuts!

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US Glider Rifle Company from Nuts!

On the Allied defending side, I ran my US 101st Airborne Division “Easy Company” list made famous by the book and TV series Band of Brothers. Several special character Warrior figures were included in my list and I also added a hefty group of five M4A3 76mm Shermans and an 81mm mortar platoon. My partner fielded a US Glider Rifle Company, also with 81mm mortars and a 57mm anti-tank platoon. In support, his list was rounded out with M7 Priests, M18 Hellcats and a tank platoon with a Jumbo, two Easy Eights and two more M4A3 76mm Shermans.

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Lehr Panzerkompanie from Panzers To The Meuse

For the armored attacking Germans, both players pulled Lehr Panzerkompanie lists from the Panzers To The Meuse PDF from FOW. Across the lists, a swarm of Panzer IV platoons were accompanied by Panther G and Jagdpanther tanks, Puma armored cars, rocket launchers, Wirbelwinds and two Panzergrenadier platoons. To supplement their massive armored ground forces, the German players also opted for limited air support from a ME 262 A2a Sturmvogel jet plane.

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Initial Battle of the Bulge set up as German players plot their offensive

Per the scenario, the largely infantry US forces were deployed with the exception of our 76mm tank platoon and anti-tank guns which we held in reserve. The US anti tank platoon deployed at the center of the board with their M20 Greyhound scout cars, ready to spring support with the soft but deadly Hellcats to either flank.

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Panzer Lehr forces deploy and move toward the American right

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The German armored assault pushes to the American left

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German ME 262 jet attempts to dig the 101st Airborne out of their positions

The German forces moved quickly onto the board with reconnaissance moves from the Pumas stretching across the table. A mass of Panzer IVs and the Jagdpanthers rolled to the US right. On the American left, Panthers moved to cover in a small wood while the two platoons of mounted Panzergrenadiers pushed down the road toward a US rifle team dug into another woods looking to attack with an armored assault. At the rear, the first run of the Sturmvogel took after the US Airborne in position protecting an objective to no effect.

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The German armored assault on the US rifles in the woods

The German armored assault commenced but was bounced back over the first couple turns with the Americans taking only a few losses from the protection of the trees. Panzer IVs moved in to support from behind the German halftracks and took fire from the Jumbo, Easy Eights and 76mm Shermans sitting in a treeline across the road. The Americans sprang their first ambush, placing anti-tank guns nearby the Panthers. While shots from the US AT platoon were unable to crack the heavy panther armor, their position would go on to strongly limit the maneuverability of the Panthers for the whole game.

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US 76mm tank platoon springs an ambush on the right

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US tanks receive heavy fire from the Panzer Lehr

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US Hellcats move to stop the German armor advance

Over on the German right, the Panzer IV and Jagdpanther force divided around a wooded area and was engaged by the platoon of five 76mm Shermans exposing themselves in ambush. Over the next several turns, armor fire was exchanged as the German tanks sought cover in and around the woods. Three 76mm Shermans were quickly destroyed and the position was quickly reinforced with the US Hellcats deploying from behind a nearby barn. One Jagdpanther quickly bogged and sat stalled over repeated attempts to unbog for the majority of the remainder of the game.

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Panzer IVs are devastated by US armor fire from the woods at the left

Back on the US left flank, the German armored assault was pushed back with most of two platoons destroyed in a crossfire from American rifle infantry in one woods and tank fire from another. the combined fire from the US armor likewise laid waste to the approaching Panzer IVs and Pumas. At mid-game, the American left was holding but the US right was in trouble.

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The ME 262 Sturmvogel takes a run at the US Priests

Supporting fire from both sides proved relatively ineffective throughout the game. The German ME 62 failed to score a hit on multiple runs over the table both to infantry and the rear American Priest platoon. The Priests themselves served to only stall the German armor advance with poor results from multiple bombardments. German rocket fire from their rear also showed little for its repeated efforts once spotting teams were in position on both flanks.

IMG_4840German Panthers are thwarted by smoke rounds at the US left

IMG_4841German armor pushes for the crossroads objective

By the sixth and seventh turns, the game continued to progress steadily on two fronts. At the US left, Panther tanks moved into position after their allied Panzer IVs sat burning all around them. Smoke rounds from two US mortar platoons effectively kept the Panthers out of most of the fight as they crept forward and back in the woods. Finally, a couple of side armor shots from the American anti-tank 57mm guns took a couple of the Panthers out and effectively ended the German threat on one side of the field.

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101st Airborne troops rush forward to contest the crossroads objective

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Panzer Lehr forces attempt to push out the 101st Airborne

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German armor continues to roll to a second objective crossroads at the rear

Things were fairing much better for the Germans all along at the other end of the field. Over several late game turns, the German armor pushed forward, leaving all the US Hellcats in flame and the final surviving 76mm Sherman fleeing the field. The veteran 101st Airborne troops continued to snarl the German advance, remaining static and dug in under wooded cover. With the Americans handily holding their left, two US platoons ran to the right to shore up the defense of two objectives. Just as one platoon of US paratroopers broke, a round of fire from the Priests took out one of the Jagdpanthers. With German armor at one objective and pushing hard at a second, a lot of American troops were poised to go down contesting two crossroads with plenty of mortar support ready to shift their attention across the table.

The written scenario doesn’t call for a turn limit, but after having played for nearly eight hours we called the game at the ninth turn. This was one of the longer and larger FOW battles we had played at the club in Brooklyn in this year. In a year of 70th anniversaries, wrapping up with an exhausting and dynamic Battle of the Bulge game seemed the best way to play some tribute in miniature to the largest battle fought in US history.

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Flames of War: “Desperate Measures” Tanks On The Steppe

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Late in 2013, Flames of War re-launched their Late War Eastern European Front books and models with the release of Desperate Measures. The slim guide to the German and Soviet forces of 1945 is packed with lots of fun and flexibility in fielding tons of armor and mechanized troops slugging it out in the final months of World War II.

My usual FOW gaming opponent at Metropolitan Wargamers in Brooklyn, NY has made a sizable investment in Soviet models and Eastern Front terrain. His rural church model in particular looks fantastic on the table with real gold leaf applied to the classic onion dome. Playing from the Desperate Measures book for the first time this past week allowed me to field a bunch of German armor which has mostly sat idle for a year or two as I’ve focused on playing Allied forces in Western Europe.

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My German list was a Confident-Trained Panzer Kampfgruppe with a Panther G HQ, two Jagdpanthers, two Panzer IVs and a Confident/Veteran Schwere Panzer platoon of three Tiger I Es. The Soviets rolled out a Confident-Trained Tankavoy Batalon with a T-34/84 obr 1944 HQ tank, a platoon of seven T-34/84 obr 1944 tanks, a ten-tank T-34 obr 1942 platoon and two four-gun platoons of the heavy SU-100 tank killers. At 1500-points on a side, there was a ton of Soviet hardware sitting on the tabletop against a small, but diverse German force.

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This was my first time playing these lists, so we went with a straight-forward Free-For-All from the basic FOW missions list. The table presented a mix of woods and buildings for cover, and roads and a railway cutting across the table. We placed out objectives, deployed our lines of tanks and the Soviets rolled for the first turn.

IMG_3092Following deployment, Soviet tanks roll forward on turn one

IMG_3094T-34s reach the railway and center with SU-100s in support

IMG_3093Panzer IV’s lie idling in the woods with Panther command tanks nearby

IMG_3096Tigers defend the objective at the middle of the table

With the Soviets beginning the game as having moved, they weren’t able to take any valid shots. The T-34s pressed to the edge of the railroad tracks on their left and the central forested area at the middle of the table. On either flank, the SU-100s sat parked and looked to take advantage of their ability to re-roll misses by firing from stationary positions. I perched my Jagdpanthers in a wood at my left flank and aimed at one platoon of SU-100s in the distance. The Tigers sat at the middle of the table, looking to attack from behind two huts and defend an objective. My Panthers and Panzer IVs took up position on my right, hoping to stall the massed T-34 assault over the railway.

IMG_3097T-34/84 obr 1944 tanks take up position around the central woods

IMG_3099The T-34 obr 1942 platoon is lit up by  fire from the Panzer IVs and Panthers

IMG_3098A Panther explodes with returned fire from the surviving T-34s

IMG_3102With one Panzer IV crew bailed out, the T-34s press the attack

IMG_3104Surviving T-34s burn after closing on the Panzer IVs

The game quickly divided into three main fronts. The Panzer IVs and Panthers dueled over the railroad with the T-34 obr 1942s. In three successive turns, the advancing Russian tanks were hit twice and then fled the field with a failed morale test. Along the way, the Germans lost a Panther from the command HQ and a Panzer IV, cutting German tank force in half on that end of the table.

IMG_3103T-34/84 obr 1944 tanks roll to the center and engage the Tigers

IMG_3105Tigers burn on the field

At the table’s center, the T-34/84 obr 1944 tanks moved into position around the central forest and fields. The Tigers moved in and out of cover, taking deadly shots. By the third turn, two of the Tigers had been bailed by combined fire from the T-34/84 obr 1944s and the SU-100s on either side. Struggling to remount their tanks, two Tigers were destroyed and the remaining tank fled the field.

IMG_3101Jagdpanthers blaze away at SU-100s in the distance

Beyond the church at the German left, the two Jagdpanthers destroyed the SU-100 guns in front of them in two turns. With the flank open and the rest of the table locked in mobile tank duels, the Jagdpanthers fired their engines at the double to occupy the objective beyond the burning SU-100s. With the Germans below half-strength following the destruction of the final Panzer IV, the game came down to one company morale check which the Germans passed to win.

We were both pretty pleased with how evenly matched the game had been on the Eastern Front. The sheer number of tanks kept the Soviets in the game even as the Germans rolled devastating hits in almost every turn. The SU-100s at the railroad, on the other hand, managed to miss most of the game until their combined fire with the T-34/84 obr 1944 platoon ran the Tigers off the table.

I’ve spent the past couple years gaming back and forth across Western Europe from D-Day onward, so a new front and some new forces was a great change of pace. Leafing through the rest of Desperate Measures, I can see there’s plenty of opportunity to run around more tanks and maybe even some poor, unlucky troops on the Eastern Front again soon.

Flames of War: Aalst 1944 Scenario

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The ultimately unsuccessful week-long Operation Market Garden commenced on September 17, 1944 with an Allied push toward Germany. The ground “Market” portion of the campaign saw the British Guards Armoured Division taking point on the push into the Low Countries.

On the second day of the operation, a column of the Guards Armoured had rolled to the southern outskirts of Aalst, a Belgian town occupied by German forces since 1940. Led by Col. Joe Vandeleur, the division’s tanks encountered the remnants of German troops and guns which were dug in but heavily-damaged by the previous day’s Allied air bombings and artillery barrages. For the Germans, Aalst was a line in the sand protecting the Allied advance northeast to Antwerp and  the Netherlands beyond. For the Allies, keeping the long column of armour moving was key to reinforcing the Allied airborne troops already engaged with German forces along several bridges.

This past weekend at Metropolitan Wargamers in Brooklyn, NY we ran the Aalst scenario for Flames of War with 2000-point forces on either side of the table. We pulled our British and German lists from the Market Garden and Bridge By Bridge books. As a jumping off point for the game’s outline, we referenced an Aaalst scenario originally designed for Battlefront. We planned a 10-turn game with points scored for destroyed platoons and an immediate end to the game when the British rolled a platoon off the German-defended north end of the table.

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German set-up at Aalst

As per the actual situation at Aalst in 1944, the Germans began setting up with half their force heavily dug in just north of the town’s center. Deadly 8.8 cm Flak guns were positioned on roads to their right and left flanks, and 7.5 cm PaK 40 anti-tank guns stood closer to town. Infantry and heavy machine gun platoons hunkered down in the fields just outside of town, and a single Jagdpanther idled nearby. Expecting both ground and possible air forces, the German guns were well-prepared for the arriving British.

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German 88’s dug in at the northeast and northwest ends of town

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British set-up at Aalst

The British laid out their 8-gun 25 pdr battery at the rear of the table and rolled on two platoons from the Guards with Joe Vandeleur attached. Spotters for the artillery were deployed in Shermans to the right and left hoping to provide eyes across the entire table for. Towed 6 pdr anti-tank guns, infantry, machine gunners and additional tanks lay in reserve off-table to follow the initial wave of armour. The plan was to use Vandeleur’s special rules to rush tanks to the center of the table, saturate the Germans with artillery fire and pave the way from additional supporting platoons.

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 Vandeleur leads the Guards into position behind the town

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German infantry and Pagdpanther make for the church at the center of Aalst

In the first two turns, the Guards quickly rolled up to take position behind the town to the south with their Vickers machine gun platoon riding on the tanks. The British artillery spotter hopped from his Sherman tank and ran for back door of a building. The Germans made way to the north of town with infantry looking to occupy the church at Aalst with a lone Jagdpanther in support.

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A Firefly lays waste to the approaching Jagdpanther with its first shot

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The Guards take heavy fire and two Shermans and a Firefly sit in flames

Fire opened up in the next two turns with a well-positioned Firefly scoring a kill on the nearing Jagdpanther. Returning fire, German 88s destroyed the Firefly and PaK 40s bailed and subsequently wrecked two other Shermans. Machine gunners made their saves, jumped off their tanks and made way for cover in a nearby building at the town’s intersection. Meanwhile, British artillery lobbed a volley over the town hoping to slow down the German infantry and machine guns looking to take hold of the town’s buildings. The barrage resulted in a destroyed PaK 40 just to the north of the church, but the German infantry pressed on to take up positions in the church.

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British infantry move to assault the church as reserve armor rolls to the town center

With British infantry reserves moved at the double to the town and then moved in a subsequent turn to assault the church. At the same time, a reinforcing Guards tank platoon raced to the town center. Shots from the Shermans failed to destroy nearby PaK 40s but fire from the Vickers guns in a nearby building pinned the Germans in the church ahead of the assault. Despite all the British fire lighting up the center of town, the assault failed and the British infantry fell back to the other side of the street.

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German armored reserves arrive

With the British stalled at the crossroads in Aalst, German reserves moved onto the table. A Stug platoon, Wirbelwinds and a fresh Jagdpanther began closing in from the northwest of town, drawing fire from the British battery looking to slow their advance. Volleys from the 25-pound guns blew up an 88 and a PaK 40, but the mass of German hardware kept rolling forward.

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British command tanks move to engage the Germans

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A swarm of German armor and troops push forward under British artillery fire

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A Panzerfaust lights up a British command tank

Hoping for a hard push of combined arms on the German right, British command tanks followed by two platoons of infantry pressed forward from a nearby woods. The British tankies proved to be tough, surviving a turn of fire from nearby Stugs and an attempted infantry assault with  Panzerfaust-wielding infantry as British guns continued to range in and rain shells on the Germans to no effect.

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The lone surviving command British tank awaits its fate from the German onslought

Back at the center of town, the last tank platoon took fire from the 88s, PaK 40s and a Panzerfaust in the church steeple and was destroyed. The one lone command tank on the western outskirts of town was surrounded and destroyed by combined tank and artillery fire. With only the remnants two rifle platoons and the Vickers left spread through the town, the game was lost for the British. As the sun set in the west, Aalst remained in Axis hands.

In our discussion after, the British artillery had only been effective only about 50% of the time and only eliminated a few units throughout the game. Too many British tanks burned too quickly against overwhelming crossfire from German guns, and reinforcing British infantry could never make headway beyond Aalst’s crossroads. More British tank platoons with Fireflies might have gone a long way toward at least pushing through the town.

Fortunately for the people of Aalst, the engagement during Market Garden resulted in the liberation of the town by the British. Pictures from the victory show a very different outcome from our game with smiling faces all around. The very nature of wargaming sometimes just makes things go a different way, and this past weekend the dice rolled against the tide of history with a victory for the Germans at Aaalst.

Flames of War: Singling 1944 Scenario

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By the winter of 1944 the US 4th Armored Division had distinguished itself through a number of actions in France ranging from Operation Cobra in July and the Battle of Arracourt in September all the way through various engagements heading east toward the French-German border. Battleworn and bogged down in the wet winter slush of eastern France, the 4th Armored lumbered to the outskirts of Singling, Lorraine on December 6th, 1944. As part of the defensive Maginot Line, a hasty attack was thrown together to take the farm town with a small force of tanks and infantry. Finding themselves caught up fighting superior elements from the German 11th Panzer Division between the cottages and tight roads of the village, the day’s battle eventually fell to a stalemate and the 4th Armored pulled back. In the coming days, a hail of American artillery and subsequent ground force attacks eventually took Sibling.

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The WWPD site has a handy Flames of War scenario available for the action at Singling called Abrams’ Folly. In addition, there’s some other gaming-freindly write-ups available online as well as some great historical documentation (including maps and photos) on the battle at Singling. Before heading off to an annual family vacation to Cape Cod, I had a chance to try my hand as the Americans in the Sibling scenario this past Wednesday evening at Metropolitan Wargamers in Brooklyn.

bggbookEach of us fielded 2500 points, sticking as close to possible with the forces outlined in the scenario. I used the Blood, Guts and Glory book which focuses on the armor-heavy battles in this region of France in late 1944 through early 1945. My force featured a mix of 75mm and 76mm Shermans, some tank destroyers, two armored rifle platoons and an off-table 105mm Priest battery. My German opponent started with a Panzer IV platoon, a Jagdpanther platoon, an 10.5cm leFH18 battery, a platoon of Pak 40s and a couple infantry platoons. As it was historically, the Americans were clearly in for a tough fight.

In December ’44, the US entered Sibling from the south but the scenario places the American point of entry at the western edge of the table. The Germans deployed first with infantry and Jagdpanthers in the town, the Panzer IVs to the northwest and the Pak 40s in prepared positions to the southwest. The artillery battery was positioned to the northeast of town with spotters stationed in the church belfry and the attic of a house near the town center.

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With the first turn, the Americans rolled in around the main road to the west. Seeing the Pak 40s, all the armor rolled north toward the Panzer IVs parked around and behind a small copse of trees. Infantry platoons made way for the center and the orchard just south of the road. My US plan was to avoid the killing alley of the main road while the infantry would swoop toward an assault on the infantry and Pak 40s to the south and the armor would rumble to the north toward the German tanks.

The US 76s made quick work of the Panzer IVs in the first two turns and then turned toward the center of town. The Jagdpanthers crept out from behind buildings and took a few a shots down the road, eliminating a Sherman. A German platoon camped out in a house at the western edge of town made a misbegotten attempt at an assault on the Shermans, bailing two with Panzerfaust fire but ultimately running off when faced with return attacks from the US armor. Another Panzerfaust-wielding squad popped out from an adjacent cottage and destroyed another Sherman with a quick rear shot before being machine-gunned down. By the end of the third turn, the northwest area of the table was a snarl of burning German tanks and shaken but advancing US Shermans.

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To the south of the road, a stalemate which would run the whole game commenced. The Priest battery struggled to range in and hit the Pak 40s on every turn, proving to be a complete waste of points. The American armored infantry platoons to the south of the road spent most of the game being pinned by German sniper fire and artillery barages, all the while struggling to progress through the orchard. Not until the fourth turn of the game did the American infantry truly get in the fight, exchanging fire with two nearby platoons of Germans but losing nearly half their number to fire from the Pak 40s and German heavy machine guns.

In turn four, things got bad for the Germans. After littering the field north of town with charred wrecks of US armor, several American tanks broke to the middle of town toward the three remaining Jagdpanthers. A near-certain side blast to one Jagdpanther glanced off with no effect, but then an extremely lucky shot from a US 76 destroyed the Jagdpanther command tank. While the Germans scrambled to appoint a new command tank, the Americans ganged up to destroy one of the two remaining Jagdpanthers. With the platoon reduced to just one remaining tank, the German player rolled and failed a morale check and the last tank fled the center of town.

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With the center of town secured, all German armor destroyed, a stalled infantry firefight to the southwest and the American tanks advancing to the German artillery battery, the game was called at the fifth turn. I was honestly surprised by the American victory, upsetting the historic outcome of the battle. We stood around for some after-action what-ifs for both sides while packing up the table, and clearly there could be improvements in choices of forces and tactics the next time we head back to Singling.