The problem with having a lot of figure collections is not being able to use them very often, I try and get round most of the stuff I have at least once a year but my 6mm WW2 has been away too long (April 2016) so it was about time we continued our journey from D-Day to the Assault on the Rhine.
Scale 6mm, Rules Homebrew based on Korp Commander by Bruce Tea Taylor, figure scale approx 1:4.
Based on a scenario from the book White Star Rising, scenarios for Spearhead published in 1997.
|A King Tiger waits for its prey on the edge of the village|
12th Sept 1944 near Aachen Germany - it's been just three months since the landings and after a slow start it's been a wild ride to get to here but things have been slowing down. Montgomery in Holland and Patton against the Vosges Mountains.
Here in 1st Army sector the going is easier, the plan to punch through the lightly held Siegfried Line and maybe even reach the Rhine, after all the Germans haven't got anything left..... have they ?
The table is 8ft x 6ft and is shown above, you should be able to see all the main features.
Germans set up hidden anywhere to the left (as viewed) of the line of hill, field, hill, field hill on the far right (apologies for adding humour) of the table. Germans set up on numbered counters with 1 blank counter for each real one.
Americans enter the table anywhere along the right table edge.
The Westwall runs along the left hand side of the table.
The game is decided by a points count up after 15 turns.
The game will be decided on points you will receive 5pts per town sector held at the end of the game. 2pts for each AFV destroyed and 5pts for any enemy Battalion routed.
Initial Wave consists of 2 Tank Battalions (Morale 5) each with,
BHQ 2 x M4A3E8 Str 5, Recce Company Inf in Jeep Str 3
Gun Co M8HMC Str 3 and a Mortar Company M21 Sgt 3
2 x Tank Companies with 3 x M4A3 Str 5
1 x Tank Companies with 3 x M4A3E8 Str 5
1 x Tank Companies with 3 x M24 Str 5 (Second Battalion has M5s)
Attached 1 Tank Destroyer Company with 3 x M36 Str 4
2 x Armoured Infantry Battalions Morale 5
BHQ in M3 Str5, Recce Company Inf in Jeep Str 3, MMG Coy 3 x MMG in M3
Gun Coy M7 Priest Str 3, Mortar Coy M21 Sgt 3, AT Coy 2 x 57mm AT & Tow Str 5
3 x Inf Companies each with 3 x Inf mounted in M3 Str 6
On table Art 3 Batteries of M7 Priest Str 6
Off table Art, 1 Battery of 8" How Str 6 and 3 Batteries of 105mm How Str 6
Any remaining assets from a standard US Armoured Division at the time so 1 Tank Battalion, 1 Armoured Infantry Battalion, Recce Battalion, Engineer Battalion, Artillery Battalion (2 Companies left) at a rate of 2 Companies per turn anywhere on the US baseline. Once a Battalion is committed all of its companies must be activated before another Battalion can be selected.
Each player rolls 1d20 and any score over 15 will bring a supporting flight of aircraft. Roll a second dice on any success with a 50% chance of receiving a flight of rocket armed Typhoons if not a flight of CAP arrives over the table, they will remain over the table for 6 turns and may perform 1 gun attack on a ground target as they leave.
The German player scores 2 points for each enemy Rifle Platoon Killed, 1 point for each Tank Platoon Killed, 10 points for each enemy Battalion routed.
81st Korps Tank Reserve Morale 8
1 Company of 3 x Tiger II tanks Str 4
1 Company of 3 x Jagdpanther Str 4
2 Companies of 3 x Jagdpanzer IV/70 Str 4
48th Volksgrenadier Regt Morale 5
RHQ Str 5 in Horsch Car, Recce Company Inf on Bicycle Sgt 3
Gun Coy 120mm Mortar Sgt 8, Engineer Platoon 3 x Engineer in Sdkfz 10
2 Battalions each with
BHQ Str 4, 81mm Mortar Str 4 and 75mm Infantry Gun Str 6
3 Companies each with 2 x V Gren Str 7
Set up as described above, there is no off table artillery, all German players will receive 1 roll of a d20 per turn with the Luftwaffe turning up on a 20. Roll for type as American.
How did we get on
This is quite an interesting game with the Germans having all the Gucci toys but the Americans having all the resources. The Germans set their main line of defence down the centre of the table from the large wood in the foreground of the set up shot across the villages using the Armoured resources to form killing grounds in front of the terrain whilst the Infantry waited in Ambush in the cover.
|Left Column Advance|
Both columns came under heavy fire as soon as they broke cover, the Left by a Company of Tiger II, the Left by some Jagdpanthers on a hill and the JpzIV in the village.
Casualties were as expected quite heavy, especially on the right where the Americans were caught in the open as shown in the above. However the main German Armour had been located, it just needed the Air Force to turn up.
|German AA waiting .........and waiting|
The American Infantry on the left got into the woods in strength driving out the Volks Grenadiers who had been holding out in there, this allowed them to start turning the flank of the Tigers. On the other side of the table the Americans had brought on their ACAV battalion and scores of Jeeps Greyhounds and M5s started to pour down the right flank.
The game ended after a couple of our evening sessions and all that was left to do was add up the points.
6 Tiger II, 6 Jagdpanzer IV, 3 x Recce, 3 x 75mm Infantry Guns and 9 Infantry
24 points to the Americans for 12 AFV kills.
15th Tank Battalion 2 x Recce, 27 M4A3, 15 M4A3E8, 9 M24
613 Tank Destroyer Btn 9 x M36 Jackson
9th Armoured Infantry 3 x 57mm AT Guns and 3 Infantry
86th Armoured Cavalry 1 x M5 and 33 M8 and 2 Infantry
69th Tank Battalion 14 x M4A3, 16 M4A3E8
40th Armoured Infantry 2 x Recce and 12 Infantry
17 points to the Germans for 15 Tank Platoon losses and 1 Infantry loss.
A good scenario, the Germans get to shoot loads of stuff but the Americans have the upper edge in numbers. Next up in our WW2 6mm games will be a Market Garden game whilst on the table we have the next instalment of our Op Compass Campaign.