Thursday 27 August 2020

Bolt Action; Normandy '44. Combat at Ferme Renouee

Introduction:  I know what you're thinking "Didn't he just post a blinking batrep two days ago!?" Well you're absolutely right, I did. However Richie and I managed to fit in a quick game of Bolt Action last night and it was a belter. 

Scenario: Unlike our recent games this one wasn't part of a campaign (I know, wild aren't we) however as we are due to start another mini campaign set in Normandy 44 and we both had forces we wanted to try out (or re-try in my case) we decided on a 1000 point attacker/defender scenario from the rule book, Scenario 7; Envelopment. The narrative background (because there's always got to be a narrative, right?) was this; The US forces have just compelled the German Fallschirmjager to fall back. True to their tactical doctrine, the Fallschirmjager launch a counter attack almost immediately, intent on catching the US infantry force off guard as they attempt to consolidate their gains.

Set Up: This mission is played on a 6'x4' table. The defender deploys up to half their units anywhere within 12" of their table edge, the remainder of his force being reserve. Snipers, spotters and observers of both sides are set up after the defender has deployed and before the game begins. The attacker starts off the table and must nominate at least half his force as a first wave. This can be his whole force if he wishes (Richie wished just that). The attacker can't outflank in this scenario.

Objective: The attacker, in this case the Fallschirmjager, must move as many units as possible off the defenders table edge. The defender, my lovely, baccy chewing, coffee swilling Yanks, must stop them. 

Duration: The game lasts 6 turns. At the end of turn 6, roll a die. On a 4 or more play one further turn.

Victory: At the end of the last turn total up the victory points, these are as follows. The attacker gains 1 victory point for each enemy unit destroyed. He gains 2 victory point for each of his units inside, even partially, the defenders deployment zone and 3 victory points for each unit that exits the table on the defenders side. The defender gains 2 victory point for each enemy unit destroyed.

Special Rules: The only special rule, if you can call it that, was a Preliminary Bombardment for the attacker.

Forces: So, forces; we each had new or recently revamped forces we wanted to employ. Richie had put together a force of Fallschirmjager (what? You knew that already? But how could you possibly kn...oh, I mention it above, didn't I) where was I; oh yeah, Richie had put together a rather spiffing looking Fallschirmjager force but the chance to use them in a historical context hadn't occurred of late but now was to be their baptism of fire. His Fallschirmjager platoon was made up of;

Veteran 2nd Leutnant Walther Blummentwitt plus runner 

Veteran Fallschirmjager Squads x3. 8 men per squad with a mix of rifles, assault rifles and LMGs (One squad had two LMGs)

Veteran Sniper team

Veteran Medium Mortar with spotter

Veteran Sdkfz 222 armoured car

Veteran Stug III                                                                                    

Hardened veteran para Leutnant Walther Blummentwitt plus his runner

I had recently repurposed my US infantry, having "converted" then into a winter themed force by the rather cheap and shabby means of painting their hands as if they were gloved and some of their heads had scarves wrapped around them under their helmets then splodging snow paste on their bases. Feeling like a cheap bum I ended up replacing them with a proper winter themed US forces (see elsewhere on the blog) and removing all the glaringly obvious cheap effects so that they could once again return to the fields of Normandy for their games. We have a BIG game coming up soon and that require more chaps being built and painted but more of that in another post. Suffice to say I have new and not so new stuff in this force. Let's look at their composition. My US infantry force:

Veteran First Lieutenant Huxley A. Beauregard III and platoon runner

Veteran Infantry Squads x3 8 men strong, rifles and 1 BAR per squad. Tough Fighters (note that)

Veteran Medium Machine Gun

Regular Sniper team

Regular Medic

Regular Bazooka Teams x2

Regular Jeep with an MMG mounted

Regular Light Mortar

Regular M10 Tank Destroyer               

On the right, First Lieutenant Huxley A. Beauregard and his runner


Overhead view of our battlefield with the Ferme Renouee at the top. The US have
a toe hold on the ground to the right. The Germans are counter attacking from the
left
Oblique view because why not?

The main road running past the farm. Though littered with debris from previous
battles the farm itself had miraculously escaped harm

     Walther looked at his watch for the umpteenth time "Where is that bloody barrage?" he muttered to himself. The young para by his side glanced at his platoon commander "Pardon, sir?". "Nothing, Welkhammer, nothing" replied Blummentwitt as his ears picked up the whistling descent of mortar bombs in flight. He glanced quickly around him. Two of his squads were nearby, either side of him and just behind him he could discern the comforting barrel of  the Sturmgeschutz II that had been attached to his shrinking command. Since the Allies had landed four weeks previously his platoon had lost a lot of men dead and wounded. Some of the wounded had returned and he had been given some replacements but it wasn't enough. It would never be enough as long as the Amis, who seemed to have limitless men, guns and tanks, could keep the pressure up and carry on delivering barrages and attacks like the one they had delivered a short while ago. The Amis weren't great soldiers but they were getting better. Their last attack in this sector had forced his men back, though at a cost to themselves. And now, reinforced with a Stug III and, of all things, an armoured car; things must be getting desperate, Blummentwitt and his men were going to push the Amis back once more. As soon as the barrage lifted they would strike.


MMG team waiting for the Kraut to show his dumb head..

"You men keep well spaced apart; you here me now!?" shouted Huxley A. Beauregard to his platoon as they hurried forward, either side of the sunken lane. Just ahead of him Captain Fitzwilliam, the company commander was beckoning him on. Reaching the captain, Beauregard knelt down beside him. "Glad you got here in time, Hux. First platoon or what's left of them are spread out up ahead. They've pushed the Krauts out of their positions but no doubt those dumb asses will be back. Lt Argyle  has been wounded and taken back to the first aid post" Beauregard nodded, recalling the sight of the ambulance jeeps laden with wounded passing him and his men on their way back to the first aid post. "Get your men up there and take over what's left of First platoon; remember if the Krauts are working true to form, they'll be back soon. You'll have an M10 to keep you company and we have more reinforcements promised.....crap..GET DOWN!!" Beauregard was already diving for cover as the captain shouted the warning. On the far side of the bocage German mortar rounds pummeled the field in a short, sharp barrage. As the sound of the explosions drifted away, Beauregard and Fitszwilliams got up. The captain grabbed Beauregard by the arm "Better get moving, Hux" he shouted, propelling the young lieutenant forward. Beauregard turned to his men "Okay, let's go; follow me!" and he set off at the trot, heading up the track just as firing started up ahead...

The nature of the terrain meant limited fields of fire and difficulty in spotting
targets

The light mortar waiting for a target

First Platoon's only surviving squad still fairly intact and ready to fight on


Keeping the farm on their left flank, the Fallschirmjager concentrate their
efforts on the centre and right side of the battlefield.


The Fallschirmjager squad with the two LMGs search out a good fire position. 

The German counter attack gains some weight as well as momentum as the
Stug III and the Sdkfz 222 deploy

Leutnant Walther Blummentwitt in action



Advancing somewhat recklessly, the 222 attempts to engage the bazooka team
in the field but their view is obscured. In reply, the bazooka team push up to the
hedge but the recce vehicle commander spots them and orders his driver to reverse.
In the same turn the second bazooka team advance and get very lucky as they
take out the 222 which can no longer recce away. 2 victory points to me.

Sergeant Nowayski's squad who will distinguish themselves by being beaten
in combat by a sniper team despite being, reputedly, Tough Figthers (for those
of you who aren't aquainted with Bolt Action, the Tough Fighter rule allows
you to reroll successful attacks to see if you get another) 7 attacks and not one 5.
Richie has two attacks and rolls one 5, winning the combat...bummer, another
victory point to Richie's boys.

The M10 makes a welcome appearance. It would do sterling service...sort of

Beauregard's second squad led by Sgt Ritzo Rattigan, arrive in the centre

In an attempt to gain a view of a target, the light mortar moves to a more exposed
firing position and draw some thankfully inaccurate sniper fire. He's obviously
better at hitting folk with the butt of his rifle than he is at firing it.

Blummentwitt watches the sniper, positioned by the wagon, in action

My .30cal totting jeep arrives on the table and is promptly destroyed by machine
gun fire from the Stug III. That's one victory point to the Germans so far

Bottom right, the LMG squad gets into a firing position. They would earn
their pay by wiping out the US MMG team, adding another victory point
and, in the final turn, getting into the US deployment zone.



Dakka dakka dakka. A German squad totting two LMGs is a very nasty thing to
face; 10 shots with 36" of range. Great bang for your buck.

By this point, turn 4, the Yanks were holding on and doing mmm..okay. They
weren't causing as many casualties as I would have liked but the Germans had
made good use of the cover. However, as the Germans crossed the track, they
became more exposed to US fire and after a narrow miss from a bazooka in the
side, the Stug runs out of luck as the M10 gets in a snap shot that literally cooks
the crews goose. That's 2 more victory points to the Yanks

One big threat removed, even in it's death throes, the Stug still assists the
Fallschirmjager by providing hard cover to them as the push forward

The First Platoon squad attempts to pin down the Fallschirmjager squad by the
Stug but to little avail

The Fallschirmjager squad in the centre reach their high tide mark as they start
gaining pins and losing the odd casualty here and there. But by the last turn they
were still there and I was unable to gain an extra 2 victory points to add to my bag

It's all looking a bit grim for the Fallschirmjager but they press on, little knowing
that they were about to get a break. The Fallschirmjager sniper team, appreciating
they weren't playing as dominating a role as they normally would, made a run for
the cottage nearby. They made it there only to be charged by 7 veteran US infantry
men who were Tough Fighters. As mentioned, it turned out badly for the Americans
who, defeated, fled the field of battle; the strain of the previous weeks of combat
obviously getting to them. The US left flank was wide open and the Germans had
another crucial victory point,. The sniper team capitalised on this by getting off the
battlefield, gaining the Germans another 3 victory points. 


The triumphant M10 pushes past its victim and tries to gain some more victory
points but even at point blank range firing it's main gun and HMG it is unable
to destroy the squad in the field! Not one casualty!!

The situation by the end of turn 6. Four Fallschirmjager remain pinned down by
point blank fire from all sides. The squad that had been taking cover behind the
Stug have been bested in close combat by Sgt Rattigan's squad. so that was at
least 2 more victory points. 

Turn 7 was very brief. The sniper team had exited the battlefield and Blummentwitt
and his 3rd Squad were in cover behind the cottage, gaining 4 victory points for
Richie. Over the course of the battle, the Germans had accounted for the MMG
team, a bazooka team, an infantry squad and a jeep so 4 points, the sniper team
leaving the battle field added 3 more and Blummnetwitt and the squad in the US
deployment zone added 4 more so that was 11 victory points in total to my 6!  




     As the noise of battle faded and evening began to descend over Normandy, the Fallschirmjager sniper crawled away from the abandoned jeep toward the hedge where his companion lay in hiding. Fifteen minutes and one hundred yards later he reached the hedge row and burrowed his way in. "Here, Hans, some Amis chocolate" he said in a low tone, handing a bar to Hans "I also got cigarettes, lots of cigarettes, and some coffee" Hans ripped off the wrapper and began biting chunks out of the chocolate bar. "Thanks, Werner, I'll make us some coffee then" he said and reached for a small, improvised stove he carried in his gas mask container but Werner stopped him. "No coffee and no smoking till we pull back, Hans; the smell and fire will give us away" Hans rolled his eyes "Damn I must be getting tired; I had clean forgotten that" he said "Did you leave the Luger on the bonnet, Werner?" he asked. Werner nodded in the gathering gloom "It won't draw any souvenir hunters in the dark but we'll see what the morning brings" So saying he settled down and nibbled at the corner of a chocolate bar....

Fin

    Well that was as excellent a game as we have had in a while. The mission for both sides was a tough one, especially for the Germans with so few resources. From turn 3 onwards it was looking very much in the Americans favour as the Germans had focussed al their efforts on the centre and right flank, from their point of view. This allowed the Americans to swing the M10 across the battlefield and cover the flank of the advancing Germans. However a rush of  blood to the head, the knowledge that my infantry squads all benefitted the Tough Fighters rule and the fact that the odds; 7 v 2, were very much in my favour I charged Richie's sniper squad and got a bloody nose, a very bloody nose indeed, for my pains. This justified Richie's gamble in ignoring his left flank and left me cursing my dice, the dice gods, the people up the street, knitting magazines, everything!! Seven attacks, needing 5s and I get to reroll those successes to see if I can get more but no, not a flipping one!! Aaargh!! Great stuff though, in retrospect,, it just added to what was already a great game. It happens to us all; that crucial roll that just doesn't go your way.
     As well as a great game, that terrain looked excellent; good enough to grace the pages of the rule book in my opinion. It was good to get Richie's excellent looking Fallschirmjager blooded. We had a discussion about those Fallschirmjager who are armed with the FG42, we're going to employ a house rule that puts them on a par with the American BAR, points and range wise, as it seems a bit rubbish not to give them something and just to count them as rifles.
It was also nice to get my US infantry back onto the table, looking somewhat better than they had in the recent past. I have further plans for them and some more units to add but I'll cover them in my next blog post.
     My thanks as ever to Richie for hosting the game and providing the coffee, the venue and sharing the cross table highly un-PC banter.

Pip pip for the mo,
GJ
    






























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