Flames of War: Lingevres 1944 Scenario

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By D-Day +8 on June 14, 1944, the British 50th Infantry Division had pressed about 5 miles inland from Gold Beach to the outskirts of Lingevres. Dug in at the town were elements from the Panzer Lehr Division with several Panther tanks ready to force back the looming British attack. With 6-pdr anti-tank guns in tow, the British pushed into town mid-morning following a bombardment by 25-pound artillery and runs from supporting Typhoons above. A ferocious battle commenced between the 4th/7th Royal Dragoon Guards and the German Panthers. When the smoke cleared, several Panthers sat burning as victims of Sherman Firefly and anti-tank gun fire. At day’s end, the British controlled Lingevres.

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British 6-pdr anti-tank gun deployed outside Lingevres, June 14, 1944

The WWPD website has a Lingevres scenario available which two of us adapted for play this past weekend at Metropolitan Wargamers in Brooklyn, NY. Using the scenario as a guideline, we laid out the tabletop battlefield with cornfields stretching outside the town occupying two-thirds of the table. With our 1750-point forces on each side, the Germans began with two platoons of infantry and a heavy machine gun platoon inside two buildings and the church at the center of Lingevres. The British then deployed with their artillery battery, two rifle companies and a recon patrol. All other forces were held off table, with German delayed reserves set to arrive in turn three and British reserves eligible to arrive immediately at the beginning of the game.

Victory conditions as presented were simple — the British needed to take three buildings in the town and the Germans needed to drive the British from the field. How the game played was not simple and once again revealed my need to sink more work into creating accurate, playable scenarios for FOW.

IMG_3163Germans dug in at Lingevres in the town’s buildings while British artillery and infantry deployed from the cornfields in the distance

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Initial movement of British forces into Lingevres with recon carriers moving left and infantry moving into the woods near the church

The first two turns of the game saw the British marching from their edge of the table toward Lingevres. At the town, a German machine gun platoon sat waiting in a building at the crossroads while two other infantry platoons took up position in the church and shops across the road. By turn three, British artillery had opened fire on the machine gunners and pinned them. The first British tank platoon also rumbled onto the table, as did the German Panthers which made way for the center of town.

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Panther reserves roll into the center of Lingevres

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British infantry in the woods take fire and are pinned as armored reserves move from the rear

The first British infantry platoon made way through the woods at the center of the table but were pinned and cut down over two consecutive turns of fire from nearby Germans. The British recon patrol, edging its way through the bocaged fields near the church, was chased away with the appearance of the Panthers.

IMG_3167A British Sherman takes up position to spot for the artillery battery

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British infantry move from the farmhouse across the field

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Panthers destroy a Firefly and the Sherman spotter tank at the edge of town

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British infantry fall back after taking fire from the German half-tracks

On the main road to town, the British ran their Sherman spotter tank and lead Firefly toward the nearby farmhouse. On the other side of the farmhouse, a British infantry platoon moved into position using the building and nearby bocage as cover as they made way for the open field. The heavy British push around the farm was stymied with the arrival of German halftracks which fired machine guns into the field. By turn five, the Sherman spotter tank and spearheading Firefly also lay in flames after some quick shots from the German Panthers.

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British machine gun carriers and tank reserves roll on

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Armored reserves move to support infantry

IMG_3172 British infantry reserves move in near their artillery battery

By turns six and seven the inital British assualt had been repulsed at a safe distance from town. All German infantry platoons remained safely bunkered up in the town’s buildings, and the spotter for the German’s reserve 12cm mortar platoon was now camped out in the church’s bell tower. The three Panthers prowled back and forth at the center of town, and the incoming fire from the British artillery in the distance was the only real agitation to the occupying Germans. The Britsh rolled on their final reserves of machine gun carriers, Sherman/Firefly tanks and a fresh infantry platoon.

Even with all reserves on the table, the British attack was stumped. With one rifle platoon destroyed and a second whittled down, the British had just one intact infantry platoon on the field. One tank platoon struggled through the fields to one side of town, while the second sat idling on the road to town. Clear lines of fire around the church and town center presented open killing zones for the Germans in the town’s buidings and the three Panthers. All the Germans needed to do was sit in place and mow down the coming British.

I love playing wargames for historical scenarios, but our game this past weekend at Lingevres presented some serious limitations to the FOW rules as written. Playing an even match of 1750-point forces per side ultimately did not allow for a satisfying game for either player. What works for a head’s up FOW tournament game or randomly-rolled mission simply does not play well in recreating historic engagements.

In our Lingevres game, the British simply didn’t have enough units to create a critical mass to advance into town under what was sure to be withering fire from the Germans. We decided we liked the scenario, but perhaps the British needed a 50% increase in points, perhaps with additional rifle and tank platoons and a Typhoon providing air support.

With a three-day D-Day weekend being planned at our club this June, we’ve got multiple historic airborne, beach and inland fights to sketch out in the coming months. There’s going to be a lot of playtesting and tweaking to get our historic games to play well. With wargaming, striking the balance between a game that provides both historic accuracy and the potential for different outcomes is the real challenge that lies beyond just the roll fo the dice.

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: Utah Beach “Uncle Red” 1944 Scenario

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When most people think of the D-Day invasion at Normandy on June 6th, 1944, the deadly images from the US landings at Omaha Beach in popular movies like The Longest Day or Saving Private Ryan generally come to mind. Utah Beach was added as an objective for US forces late in the invasion planning and occupied the far right of the Allied coastal assault. The beach was divided into three sectors (Tare Green, Uncle Red and Victor), and the landing of some 23,000 troops and armor support started the day’s invasion at 6:30am. Awaiting the invasion was the German 709th Infantry Division.

utahmap2Map of US 4th Infantry Division at Utah Beach June 6, 1944 (“Uncle Red” circled)

The US 4th Infantry Division at Utah Beach, including Gen. Theodore Roosevelt Jr. and author J.D. Salinger, came ashore with relatively few US casualties of just 400 compared to the 3000 at nearby Omaha Beach. The success of the assualt is credited largely to the effective landing of more Sherman tank support, relatively light German fortifications covering the exits from the beach and early inland actions by the 101st and 82nd Airborne Divisions earlier in the morning.

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US 17th Airborne Division using a sand table before Operation Varsity in 1945

 Metropolitan Wargamers in Brooklyn, NY is pretty well known for the sand tables which occupy our space, and some of our founding members have won several awards for presenting sand table games at conventions over the years. Sand tables have been used by military planners since ancient times when sticks and stones were simply laid out in the sand on the ground.

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NY Army National Guard troops train with a sand table at Fort Irwin, CA in 2011

Despite all our military technological advancements, modern war colleges and even troops deployed in the field today still use sand tables for training and planning real-world actions. Gaming on a sand table provides a great amount of flexibility and realism in shaping the contours found in real-life battlefields, adding tremendous playability to just about any scenario.

HitthebeachmapFlames of War “Hit the Beach” scenario set-up

This past weekend a few of us ran an Uncle Red beach assault scenario on one of the club’s sand tables using the Flames of War Amphibious Assault rules and ‘Hit the Beach’ scenario.The 4′ x 5′ table I set up featured a sculpted surf landing zone, sea wall and two beach exits leading to an inland area. Each player placed an objective. The German player then deployed their coastal defenses at the beach including barbed wire, two bunkers, tobruk machine gun nests and a Grenadier platoon. At the rear of the table, the Germans deployed an artillery battery and another machine gun platoon in a nearby house defending their objective. Half their 1500-point force remained off the table in reserve.

IMG_2813The US landing begins against the fortified coast and German artillery at the rear

The Americans began with a naval gun barrage pinning every German platoon but only detsroying one stand at the beach. With the first turn, two boat assualt platoons and a pioneer platoon landed at their left and center area of the beach. Choosing to shoot rather than move at the double, the first three American platoons were quickly pinned and subsequently destroyed in the first two turns of the game.

IMG_2814View from the German rear with Americans landing

Choosing to still keep their D-Day tanks off the beach, the Americans attempted another landing in turns three with only two boats able to land. Naval guns and P-47 air support attempting to hit the rear German artillery proved completly ineffective as troops at the beach continued to be pinned and detsroyed.

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US waves struggle to get off the beach

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Remanants of US platoons get over the sea wall in turn four

With still more delayed landing reinforcements and no tanks heading for the beach, two US platoons breached the sea wall in turn four. Moving at the double and under heavy machine gun fire, the short-lived progress was stalled and the platoons lay pinned with heavy casualties.

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Swimming Shermans finally come ashore with more infantry

Switching tactics in turn five, the Americans went for the right side of the beach. Two boat crews hit the beach moving at the double with three Shermans coming ashore in support. Two tanks immediately bogged, creating two targets stuck on the beach for the next round of incoming German artillery.

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Shermans pour fire into the German defenses

With turn six, one more Sherman made it to the beach while another was swamped and lay destroyed in the surf offshore. Just one more boat of infantry landed to support a pinned and heavily-damaged platoon already on the beach. Progress was made over the sea wall with US troops moving out of range of much of the German machine gunners on the far right edge of the table. Finally, the US did some damage with fire from the Shermans destroying several Grenadier units and a tobruk nest. At the bottom of the turn, the Germans brought on their first reserves with a Nebelwerfer battery at the back of the table. One Sherman was hit and destroyed by German artillery and another’s crew bailed out.

The US looked to be making a bit of progress as turn seven began with their M7 Priest arillery platoon landing with half of the platoon bogging right off the boat. The remaining three guns, along with three Shermans, took  shots at the German defenses and destroyed two more Grenadier stands. German infantry reserves began rushing on the table in front of the artillery to cover the American objective. On the beach, another monstrous German barrage left the Priests in flames and just one surviving Sherman. At turn eight, the Americans ceded the table after only one additional landing craft of troops made it to the beach to join their final Sherman.

This was our first FOW beach landing at the club, and a big learning experience for us. The US players chose to play way too conservatively from the outset with troops moving too slowly off the boat in the first two turns. Leaving the Shermans off the beach until the fifth turn was also a huge mistake, as getting them on sooner would’ve provided greater pinning support and potential for smoke cover for the boat infantry. US air support was frustrating, as often seems the case, and use of the naval guns was likewise botched. The US also suffered from poor luck with too many landing craft either not getting back off the beach to grab more reserves or failing to land existing floating reserves. In many turns, just one of three boats were able to arrive, making it impossible to hit a critical mass of troops on the beach.

Several of us at the club are planning a weekend-long D-Day series to celebrate the 70th anniversary of the Normandy campaign this June, so look for more practice scenarios and a lot more on the anniversary event in the coming months. As Gen. Roosevelt said at Utah Beach, “We’ll start the war from right here!”

Flames Of War: Encounter Mission

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The official FOW website makes all the missions from the third edition rules available online, and they’re a quick way to throw together a game and practice tactics without putting all the work needed into a historic scenario. Having been away from a Flames of War table for a week or two, a couple of us at Metropolitan Wargamers in Brooklyn, NY threw together a quick, non-historic Encounter Mission last weekend.

IMG_2698Encounter Mission table (German deployment to right and US to the left)

My opponent, playing as Germans, rolled as attacker and chose the long side of the table with the church on his right and a farm and wooded area to his left. This left my US 101st Airborne with the bridged river at my right and a farm at my left as defender. As per scenario rules, we each began by placing an objective on either long edge of the table, placing half our platoons in reserve and deploying the remainder of our starting units along our edges.

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Germans Stugs move to control the center

The Germans won the roll to go first and immediately pressed toward the center around the church yard with their Stug platoon and on their left toward the river with Panzergrenadiers. It was clear the Germans hoped to make  speedy run to the objective just on the other side of the stone bridge and ford on the river.

IMG_2700US anti-tank platoon rolls to seal the German advance at the bridge

In my first turn, I moved my M-18 Hellcat tank destroyers to the bridge and hoped to get some quick kills in on the advancing German Stugs from the bridge.

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Members of the 101st Airborne take position in the woods

On the other side of the road to the bridge, my US Airborne hustled into the two sets of woods. Hiding among the trees, the paratroopers looked to seal the flank against the advancing German mounted troops on the other side of the river.

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One Hellcat burns at the foot of the bridge while another fires from the bridge

With my Hellcats missing their shots on the advancing Stugs, the German guns rolled to the intersection just beyond the bridge and destroyed one of my anti-tanks. While the loss of the Hellcat halved my anti-tank capabilities, the burning hulk effectively shut down the German path to the bridge.

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US Airborne and German Panzergrenadiers exchange fire over the river

Across the river, the 101st troops safely fired from the treeline toward the mechanized Germans across the river. With combined fire from a a nearby remaining Hellcat, Jeep and armored car from the tank destroyer platoon, a German halftrack was destroyed and forced its troops to dismount. Returning fire, the Germans destroyed the armored car and Jeep.

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Stugs cross the field as an Airborne platoon lies behind the bocage beyond

With the road to the bridge shut down, the Stugs turned to speed their way across the fields at the center of the board. An Airborne platoon took up position on the other edge of the field, lying in wait for the advancing Stugs.

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The US P-47 hits the Stugs in the open field

The Stugs sitting in the open field made for a quick target for the P-47 Thunderbolt which flew on in turn four, leaving one Stug in flames and a second with its crew bailed out.

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The Stugs reach the gap at the field edge and destroy the remaining Hellcat

I their next turn, the Stugs remounted and made their way to the gap at the far edge of the field. A couple quick shots to the side armor of the remaining Hellcat destroyed the remaining US tank destroyer which had been busying itself pouring fore into the still-mounted Panzergrenadiers. It looked bad for the Americans with nothing standing between the German Stugs and the objective just beyond the river ford.

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US Shermans make quick work of the remaining Stugs

Luck switched back for the Americans as they successfully rolled for their Sherman tank reinforcements in turn five. The Shermans moved to the river’s edge and destroyed the remaining three Stugs. Not only had the German armored advance to the objective been thwarted, but yet another easy path had been closed-up with a burning Stug clogging the exit from the field.

IMG_2710Panzer IV reinforcements move to take the US left

By turn six, the German Panzer IV reinforcements were rolling down the road looking to run around the far edge of the field and attack the US left flank. The left side was only held by a US light machine gun and rifle platoons, so armored support was badly needed if the Germans were to be stopped.

IMG_2716The first turn at the battle of the crossroads on the US left

At the intersection on the US left, ferocious fighting erupted as an assault from the usually stalwart 101st Airborne was repelled. The Shermans moved in and destroyed a Panzer IV.

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The second turn of the battle of the crossroads on the US left

With space and options getting tight, the Panzer IV’s returned fire and Sherman was left burning. With a two-on-two fight. the Shermans destroyed another Panzer IV in the sixth turn and the final German tank fled the field after failing a morale test for the pummeled platoon. With German armor destroyed across the field, the US rifle and light machine gun platoons scurried to the German right toward their objective behind the church.

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German half tracks struggle to cross the river on the weakening American right

The final turns of the game played out back at the river with the reinforced Germans struggling across the river. Fire continued to be exchanged with the US rifle platoon in the forest which eventually fell back into the treeline at the road.

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The Thunderbolt engages German transports at the river crossing

Another run from the Thunderbolt threw more Germans from destroyed transports. Remaining Germans trucked over the river and around the woods with only only a few US rifles between them an victory with capture of the objective.

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The final showdown at the contested objective

On the eight turn, it all came down to the contested objective. With a full US parachute rifle platoon in the woods and another heavily-damaged one nearby, the final battle looked like it was going to be decided with some bloody assaults. It looked like anyone’s game, but the Germans were now at half-strength on the table, and a failed motivation test caused the Germans to cede the battle.

German artillery never played a factor in the game, and the heavy terrain shut down use of US air support except for in two deadly runs of the game. Tanks on both sides wound up serving more as roadblocks at some key points on the road, and the river also played an important role in the US defense against the German advance.

We’ve got a couple historic scenarios at the club I’ll be reporting on soon, including a landing at Utah Beach and a scenario from the first day of the Battle of the Bulge. What makes FOW flexible and so enjoyable as a system is the ability to play historic and non-historic engagements, something I experienced last week and am certain to see more of in my after-action reports soon to come.

Flames of War: Metropolitan Wargamers Tanksgiving 2013

Tanksgiving PicAbout ten of us at Metropolitan Wargamers in beautiful Park Slope, Brooklyn kicked off the holiday season this past weekend with a day of WWII armored action in conjunction with our first Flames of War Tanksgiving event. The official rules for the event called for 1500-point companies facing off in multiple games throughout the day. Given we had so many new players interested in playing their first games of Flames of War, a few of the more experienced players decided to play host with our own forces brought along for the day over two tables.

FFAMissionThe bigger of the two tables featured Allied forces facing off against Germans in a Late War Western Europe scenario. The Flames of War website offers a group of basic missions of increasingly-complex scenarios, each easily playable in about three hours. Given we were dealing with an entry-level game, we went with a beginner-friendly Free-For-All mission with two 1500-point companies on each side.

IMG_2442Allied defenders (left) and German attackers (right) deployed

Since this was a tank-focused game, we went easy on terrain with just a smattering of wooded areas, buildings and fields spread over the table. The Allied forces defended, beginning on the side of the table defined primarily by a small river crossing bridge on the Allied right and a field and nearby farmhouse on the Allied left.  On the attacking German side of the table, a walled farm complex surrounded by a tree-lined road sat to the German left and a group of wooded areas to their right. A small town was situated squarely at a crossroad at the center of the field.

IMG_2446Guards Armoured and 101st Airborne started in the farm field

The British Guards Armoured Company began near the farm at their left, deploying its Sherman and Firefly tanks along with one platoon from the US 101st Airborne. Near the bridge, the US 4th Armored Company set its 75mm and 76mm tanks and finally deployed its 105mm artillery platoon at the center of the table edge hidden behind a copse of trees. The Germans deployed Panzer IVs, two Tiger tanks and a Grenadier platoon near a forest at their right. A large group of Panthers started near the center behind the small town with a supporting dismounted Panzergrenadier platoon on their left and a two-tank Panther command platoon at their extreme left.

IMG_2444US 75mm and 76mm Shermans tanks at the bridge near the German objective

With the German player starting things off, their main thrust of Panthers moved toward the center of the table while their Panzer IVs and Tigers made a move looking to shutdown to the advance of the Guards Armoured and US airborne troops. The Panzergrenadiers made their way for the walled farm and the treeline at the neighboring road, and the commanding Panthers looped around the farm toward the river and the American right flank.

IMG_2448A Tiger sits burning after being hit by a Firefly

On the Allied first turn, the 101st Airborne made a beeline for the neighboring forest across from the field while tanks rolled into the gap between the forest and the field. A lucky opening shot from a British Firefly took out a German Tiger, providing one of the only bright spots for the Allies during the entire afternoon. The spotter for the US howitzers ran for the cover of the town’s buildings while the mass of American tanks on the right split to hold off the center German advance as well as the German command section’s coming end-run at the river.

IMG_2453The Armoured Guards take ferocious fire from the German tanks

In the second and third turns, the German players began running the table to their victory. A concentration of fire into the town destroyed the US artillery spotter, effectively shutting down any good chance of Allied artillery support. The Tigers began laying waste to the line of advancing Shermans in the field and rolling in the open. A failed assault on the German tanks by the 101st Airborne out of the woods stalled under a hail of machine gun before it began, but the Guards Armoured managed to route the Panzer IVs off the board and whittle-down the Grenadiers making their way between the town and farm house nearby.

IMG_2460Panzer IVs and Shermans aflame as the 101st Airborne sprints across the field

By the fourth turn, German infantry making their way through the open both for the bridge and objective near the American artillery were mowed down under heavy machine gun fire from the US Shermans. Finding a gap amid the tank fight around them, the 101st made a dash to the next forested area while German tanks poured more fire into the British armor at the rear. At the bridge, American 76mm guns managed to destroy one command tank and bail the crew from the other. Unfortunately, the remnants of the American armor were outgunned and entangled in the burning shells of their comrade’s tanks. With nothing left to stop the advance, German tanks rolled to the center and seized their objective.

IMG_2458Nothing left to stop the German advance to victory

While things raged away on the European table, an Early War showdown between 1500-point British and Italian forces in Africa dustily clamored away one table over. You couldn’t get a more different game with less advanced equipment and differently skilled troops battling in a desert environment laced with prepared defensive positions. Since most of my gaming has focused on Late War Europe, the earlier war stuff fascinates me and I’m definitely going to make some time to try my hand at this other period soon.

IMG_2440Early War Italian and British desert action at Tanksgiving in Brooklyn

As it turned out, the Italians took the game on the Africa table, making our first Tanksgiving event a 2-0 victory for the Axis powers. I learned a mass of German armor is really hard nut to crack unless you’ve got some effective artillery and enough infantry to assault and push to an objective. Every game under my belt gives me ideas for the next. Win or lose, I think a few hours of playing may have hooked a couple new players on Flames of War. For that, we’ll all be thankful as we deploy our platoons for another game very soon.

Flames of War: Fielding the FOW Cromwell and Firefly Tank

dratsBy the time of the Normandy Invasion in June 1944, the British 7th Armoured Division had already seen plenty of war. The division first distinguished itself early in the war in the dusty North African campaign, going brutally head-to-head with General Erwin Rommel’s tough Afrika Korps and earning the nickname “Desert Rats.” In the mid-war invasion of Italy, the division adapted to the southern terrain of Salerno and Naples and helped in securing the Allied push northward.

cromwellA British Cromwell in WWII Europe

fftankSherman Firefly on a street during WWII

Back in the UK following its successes in Africa and Italy, the 7th Armoured rested and retrofitted with new Cromwell and Sherman Firefly tanks in preparation as a follow-on force in the D-Day landings in mid-1944. Over the next six months, the division’s 75mm-armed Cromwells and 17-pound-gunned Fireflies were present during Operation Perch, Operation Goodwood, the Battle of Villers-Bocage, Operation Spring, Operation Bluecoat, Operation Cobra and the final pushes into the Low Countries and Germany. By the war’s end, the battle-weary Desert Rats had cemented themselves as one of the most celebrated divisions in World War II.

fowcromwellAfter being introduced to British Armoured forces with the excellent plastic Sherman and Firefly models included in Flames of War Open Fire! box set, I’ve recently swung some significant focus on building-out a decent amount of UK late-war forces. Modelling the storied 7th Armoured Division seemed like a logical next step in bringing the UK to my Allied forces on the table.

Through some serendipity, I happened to score a couple of half-price box sets of the FOW Cromwell Armoured Platoon from a fellow club member at Metropolitan Wargamers in Brooklyn, NY. Between the two boxes, I’ve been able to assemble a company command of two Cromwells plus two platoons of three Cromwells and one Firefly each. The models feature individually-cast resin tanks, each with their own detail of stowage and ragged camouflage, along with cast metal treads, gun barrels, crew and other details. Compared to curvaceous US Sherman tanks, I also really enjoy the flatter hull profile and boxy riveted turrets on the Cromwells. Although pricier than alternatives from makes like Plastic Soldier Company and Command Decision from Old Glory Miniatures, official FOW models are generally hard to beat for their heft and historical accuracy.

IMG_2334Primer and base coat on treads and stowage

After assembly, my models were hit with a green armor base coat. Tank treads start with a black coat followed a slight wash of metal. Tools, stowage, ropes and the other stuff on the tanks all get a mix of built-up layers of browns, greens and metallic colors. I especially liked the tiny tennis rackets strapped to a couple of the tanks, a nod to the British gentlemen who came to Europe not only equipped for war but for hopeful yet unlikely leisure pursuits. These details really create a lot of depth, interest and personality among the tanks which can otherwise get very visually redundant en masse on the table. Finally, the exposed crews get a a bit of brown-drab uniform color and some flesh tones to finish off those brave Brits.

IMG_2344Decals being applied (grrrrrr….)

I do have to say, the red-and-white Desert Rats vehicle marking has a really big cool factor for me. The FOW kits conveniently come with appropriate decals for the 7th Armoured Division, making finishing off the tanks one step easier than with competitor model-makers that don’t generally supply decals with their models. That said, I find the FOW decals to be incredibly finicky and fragile, and I found myself re-applying several to get them on just right. Once the decals are dry, all the tanks got splashed with mud here and there with some earthy dry-brushing.

IMG_2350Cromwell command section

IMG_2352One platoon of three Cromwells and one Sherman Firefly

IMG_2354Cromwell close-up

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In terms of gameplay, I can’t wait for the 7th Armoured Division to go up against some Germans. The combined one-two punch of the faster-moving Cromwells and the hefty-gunned Fireflies should reinvigorate my games away from the sameness I’ve had in just playing with my large group of US Shermans for a couple years. Already, I want more of these platoons to really get the division bulked-out. I’m thinking a follow-up with Cromwells and Fireflies from the Plastic Soldier Company will supplement the finished FOW models nicely. Until then, the 7thArmoured are ready to roll and there’ll be more to report soon on my post-D-Day British force project.

IMG_2348The Desert Rats ready for action in France and beyond…

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Flames of War: Breakthrough Mission

bocageShortly after fighting ashore and in the iair drop zones on D-Day, the Allies quickly discovered a new enemy awaiting them: bocage.

Lacing the Normandy countryside, bocage was a tight overgrown network of hedgerows of shrubbery, stone walls and copses of trees lining the rural French fields. All but impassable by Allied armor and difficult to fight through for infantry, bocage slowed the push inland and delayed the taking of key objectives. It was only through the quick-thinking and inventiveness of the Allies that new tactics were hastily developed. To free-up the passage of tanks, hedgerow cutters were welded to the front of armored platoons and demolition crews blasted gaps to continue the forward march. Fighting amidst the bocage would prove to be deadly for both sides, as recounted in the 1988 paper by Captain Michael Doubler. It’s required reading for anyone interested in the tactics of bocage warfare.

This past weekend at Metropolitan Wargamers in Brooklyn, four of us got together to slog it out in the bocage tabletop of a Breakthrough Mission as provided in the Flames of Wars rules. The mission scenario calls for use of the Mobile Reserves rule for the defenders and the Delayed Reserves rule for the attackers. The Germans chose to field a 1250-point Fallschirmjager company backed with heavy machine guns, a Nebelwerfer rocket battery, Stugs and Pak 40 anti-tank guns plus a 1250-point tank company armed with mechanized infantry, Panzer IVs, Stugs and one imposing Tiger tank. We Americans also fielded two companies beginning with a 1250-point rifle company with three infantry platoons, Shermans, a weapons platoon of light machine guns and mortars and a P-47 Thunderbolt for air support. The other US company was pulled from the 82nd Airborne with a Priest mobile artillery battery and Stuart light tanks. To aid in navigation of bocage, the US armor were outfitted with hedgerow cutters. The Germans had six turns to take an objective and it would be the Americans’ job to stop them.

BTMapThe table was laid out thick with bocage surrounding a small village and a nearby farm. Americans rolled as the defenders meaning all our mobile units — all the tanks and artillery we had — were going to be held off the board as reserves. I hid all my rifle platoons in the town’s buildings and stuck the machine guns and mortars in the field between the Germans and their nearest objective. In the opposite corner, the Airborne platoons deployed near the farm hoping to camp out on the German objectives for the duration of the game.

As the attackers, the Germans deployed in their assigned corner of the table. Their rocket battery, anti-tank guns, heavy machine guns and the majority of their infantry dug into the field outside of the town. The large tank company deployed in the adjacent field. Held off-table was a Stug and a Fallschirmjager platoon, hoping for the a delayed reserves roll beginning on the third turn to put them right on top of one of their objectives at the opposite corner.

IMG_2177As the attackers, the Germans got the first turn, quickly pressing their armor toward the center of the table while the rocket battery, heavy machine guns and anti-tank cannons poured fire into the town, pinning one US platoon. Reserves failed to arrive on the first US turn and the P-47’s first run came up empty. As per the plan, the US Airborne pushed into the farm buildings to hold the nearest objective.

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IMG_2181In the second turn, the Germans continued to light up the town with the US companies pinned in the buildings. A Stug opened fire down a lane but the Americans avoided being hit. US bazooka teams moved into the barn at the edge of town and took shots on the a German Stug and approaching half tracks but to no effect. The US machine gunners attempted to fire and then assault the nearing Germans but were thwarted by the thick bocage and failed terror test against a nearby Panzer. The Thunderbolt once again on did nothing its second run while the Airborne units at the farm ran across the road into the treeline, securing the second German objective.

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IMG_2191In turn three, the German players thankfully failed their first attempt at calling in reserves. Pressing on, German half tracks raced through the town toward the American weapons platoon which took heavy casualties and lost the machine gunners to fire from both sides. Stugs and artillery continued to pound the American rifle platoons in the town. At the top of their turn, the Shermans arrived and made a hasty path to cut a hole in the bocage standing between the rest of their reserves and the nearby road.

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IMG_2189Things really heated up in turn four as the Germans rolled on their first reserved Stug platoon near one of the objectives and the awaiting US Airborne. German infantry and Panzers pushed into the next field, knocking out the US mortars and eliminating their first platoon. The Americans pulled in the rest of their reserves but immediately created a bottleneck of Shermans and Stuarts as paths were cleared through the bocage. The P-47 came in hard on the Germans in the field, knocking out several units and destroying a Panzer. Finally, the fearless Airborne did what they’re trained to do and burst from the treeline to assault the newly-arrived Stug platoon. Two Stugs were destroyed and the third fled the field after a failed morale test. The objective was still held by the Americans but things were looking dicey with Germans coming in from all sides.

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IMG_2200The fifth turn started with the final German reserve platoon arriving amid their burning tanks and assaulting the US Airborne. Through a series of attacks and counterattacks, the two groups whittled each other down. The Germans were eventually ground down to two remaining stands, lost their morale check and were destroyed. The victory for the Americans was short-lived, however, and the heavily-damaged Airborne platoon also failed a morale save and likewise fled the battle. With the game nearing it’s end, a Sherman was destroyed and blocked the road. All the US armor and artillery was effectively shut-out of the game. As the Germans covered an objective, the American P-47 made one final run to force a German morale check but to no avail. The Germans had won the day.

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IMG_2210There were a number of things that had gone wrong for the Americans. The rifle platoons never got out of the town, contributing almost nothing to the battle. Had they hauled their way toward the forest in the middle of the board, pressure would been greater on one of the objectives. The restrictions on the reserves also hurt the Americans, with nearly half their force never getting a chance to get in the fight. The US Airborne were typically deadly in their assaulting enemy armor and ground troops and proved to be the one positive for the Allies. On the German side of the table, much of its large armor platoon, including the Tiger, was sidelined for much of the battle as they navigated the hedgerows and roads.

The game was a new experience for one of the German players who typically games in the wide-open spaces of the Northern Africa theater from earlier in the war. As in 1944, bocage played the role of a third unmovable enemy on the table. The bocage was frustrating for all players but this time sided more with the Germans in their breakthrough victory.

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.

SinglingMap44

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.

siblingtable

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.

Flames of War: Fielding the PSC Stuart Tank

While the durable US M4 Sherman gets most of the glory in the annals of WWII Allied tank history, the M3 Stuart also played a significant role in providing valuable infantry and reconnaissance support throughout the war. The Stuart was originally supplied to the British ahead of the US entry into the war, but American tank crews would eventually use them throughout the European, African and Pacific war theaters. Armed with .30-calibre machine guns and a 37mm main gun, the Stuart proved itself to be a finicky yet effective part of many of the war’s major actions and campaigns, including the D-Day Normandy campaign of 1944.

Most of the US armor I use in Flames of War gaming comes directly from Battlefront, the makers of the popular 15mm WWII wargame. Battlefront manufactures beautiful models but the company is often criticized for its prices. I already own a fair number of Battlefront’s M4 Sherman tank models. With so much of my armor tied up in the sameness of my Sherman platoons, I’ve long wanted to add some diversity in my force with a light tank platoon option.

Coincidentally, the Plastic Soldier Company has recently been expanding its small but growing line of 1/72 and 15mm WWII hard plastic infantry, vehicle and armor sets. At nearly half the price of the FOW offerings, the 15mm Plastic Soldier Company boxed sets look to be a legitimate bargain alternative. As luck would have it, among their new releases from the past month was a 15mm Allied Stuart set containing five models which make up a perfect light tank platoon for my FOW force.

Despite the relative low cost, I approached my first go-around with the PSC with a critical eye. The Stuart set comes with enough parts for five tanks from the early, mid or late WWII periods. The flexibility of the modelling is fantastic, but it does result in a bunch of unusable waste parts left on the sprue. Gluing the models up for the late war was fast, with the finely-detailed casting going together smoothly. A relectuant criticism of these otherwise excellent models is the way in which the turrets fit to the hulls with tabs which were a bit tight for my liking. I wound up cutting the tabs off so the turrets move more freely, but this extra step did destroy the other strong points of the PSC models.

After the glue dried, the models got a coat of green armor spray followed by some black and metallic paint brushed on the treads. Tools and stowage attached to the hull were picked out in detail, and then all the tanks got a watered-down brown wash. I applied some appropriate US decals I had left over and then the tanks got some splattered mud details in a lighter mud color.

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The result of my Stuarts and my first experience with the Plastic Soldier Company is entirely satisfying. Not only can’t I wait to roll these fast, deadly tanks onto the table in my next game, I likewise will be anxiously awaiting what new releases the company has in store to further build-out my forces.

Flames of War: Barkmann’s Corner Scenario

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Ernst Barkmann was one of the top German tank aces to fight in World War II. Commanding a Panther tank, Barkmann served throughout the entire war on both the Eastern and Western Fronts. Not only was he deadly while at the command, but his crew became adept at making on-the-fly field repairs and getting back into action. By the time he surrendered to British forces in the spring of 1945, Barkmann had become one of the most decorated German tank commanders of the war. He was not yet 26 years of age.

barkmannmapFlames of War offers a special Ernst Barkmann warrior set which includes Barkmann commanding his Panther plus a separate mobile repair shop. FOW also provides free scenario rules for the famed “Barkmann’s Corner” engagement from July 27, 1944. Fought in the Normandy region of France, the small battle is a classic in which Barkmann’s single tank went up against a column of over a dozen US Sherman tanks. In the end, nine Shermans and other vehicles were destroyed before Barkmann was able to slip away to safety. I’ve had the Barkmann model painted up for a few years, but I had never fielded it in a game of his most famed run-in with the Americans. With a frequent summer guest of the Metropolitan Wargamers club leaving NYC for home in Florida this coming week, the two of us got together this past weekend to have a go at the scenario.

As per the rules, the small 4′ x 4′ playing area is set with fields and roads heavily crisscrossed with the high bocage hedgerows of Normandy in which I love to set my games. Barkmann’s tank and his supporting Panzergrenadier platoon begin dug into positions around a small farm at one end of the board. In the opposite corner, the US tank command group and their first platoon of M4A1s begin the game slowly rolling down the narrow road but blocked by a burning tank. The first platoon is strengthened by the presence of Staff Sgt. Lafayette Pool, another special figure offered from FOW. Historically, Pool wasn’t at this engagement but the inclusion of the hard-charging tank ace from Texas helps balance the scenario a bit. Two larger platoons of Shermans lie in the column off the board but enter on turn two and three. The Americans need to keep things moving and Barkmann’s there to stop them.

With the first turn, the US armor column begins down the road toward the farm objective in the near distance.

bark1Barkmann lies in wait behind a small copse of trees with the Panzergrenadiers gone to ground behind the bocage.

1075723_10201126852027803_1689119621_nIn the next few turns as the Americans slowly moved over the dense bocage lining the roads, the US plan became clear. The command tanks and Pool’s platoon headed toward the house and the German right flank. The remainder of the Shermans broke toward the German center and left, bogging repeatedly along the way. In the meantime, Barkmann moved to the far side of the farm house to protect his side and line up several shots on Pool’s platoon.

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3637_10201126853787847_675127225_nWith the Americans splitting in two directions and the German infantry safely in the house, Barkmann took several side shot’s at Pool’s platoon and then rode bravely to the road to begin taking shots at the approaching center Shermans. As Pool became the final survivor of his platoon, Barkmann swung his attention back to his left flank and the bulk of the closing US force which had freed itself from a series of challenging bogged turns.

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1012007_10201126856347911_1734345823_nAs the two largely-intact surviving Sherman platoons continued to attempt a flanking move on Barkmann, his Panther was forced into movement each turn to align shots and stay covered. Pool also managed to pour fire into the farmhouse with his main gun, eliminating some of the Panzergrenadiers before fleeing the table on a failed motivation test. With the twelfth and final turn, Barkmann had backed himself up to the house to protect the objective and eliminated a couple more tanks along the way. Had there been one more turn and roll of the dice, and the game would’ve gone for the Americans.

1011343_10201126857107930_1603972880_nAfter the large Total War scenarios at the club the previous weekend, it was a welcome break to play a small yet engaging battle with a limited amount of models to command. The bocage is the great equalizer in the scenario, providing alternate turns of benefit and frustration to each side as movement is stalled and lines of sight are blocked. Having read a number of historic accounts of the field-to-field fighting throughout Normandy in the spring and summer of 1944, the Barkmann’s Corner scenario went a long way in showing that choosing where you fight can be one of the most important factors in the outcome.

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