Tuesday, July 5, 2022

Eurica goes Hot

 Eastern Wilhelmsland 3 Kilometers from the border with Rubishlandia.

 

The Wilhelmsland high command was in complete disarray.  Within the last month they had Border incursions from both of their Soviet puppet state neighbors.  While they were confident, they could win a single front war, the prospect of potentially facing a 2 front war had thrown all of their plans out.  Units in the field were getting conflicting deployment orders up until 2 days ago when high command finally calmed down.

 

6 hours ago the United States ambassador had provided the Willhelmsland Defense Minister with satellite imagery showing the Rubishlandian military massing along the border.  A Platoon of Scorpions from C Troop along with a Platoon of Scimitars from A Troop of the Wilhelmsland Reconnaissance Battalion had been deployed for observation along the most likely route of attack should the Rubishlandian’s decide to advance.

 

The Wilhelmsland 2nd Brigade (M60A3) had been ordered to deploy from their forward cantonment area to positions within 8 Km of the Border.  The 3rd Brigade (M60A1) was placed on standby as a reserve force while the 1st Brigade (M60A3), currently stationed along the norther border with Gardenstan, was being loaded onto rail cars for transport to the Eastern Border.  This left only 4th Brigade along the border with Gardenstan, but the recently called up Reserve units were being deployed to that border as quickly as possible.  Huey gunships were being deployed forward to the Eastern border to serve as a ready reaction force as was the one squadron of F-4 Phantoms.

 

******************

Yes, I know the Rubishlandian’s aren’t employing precise Soviet Doctrine/formations.  This is how they interpret them, and to be honest after 30+ years, I don’t exactly recall all the details of the deployment of a Soviet MRR in the attack either.  I know, sacrilege for a Cavalry Officer to admit that. And I apologize that you’ll have to imagine the trees, I’m still short of terrain for this scale.

 

****************

 

View of the battlefield.  The terrain pieces with the brown centers mark the woods.  Scimitar platoon on the central hill, Scorpion platoon in the left woods.


2nd Lt. Weber had his Scimitar platoon deployed on the reverse slope of a hill in the expected line of advance. He knew that approximately 1,500 meters to his left Lt. Koch had his platoon of Scorpions deployed in the tree line.   Weber was hoping for some payback as he had lost several friends in the Rubishlandia attack the week prior. While his main role was to report movement and strength, he was certain he could take out the Recon element that would be preceding the main advance.  He only hoped that the Tank Battalion he was told was in support would arrive before the Advance Guard and especially before the main body of the attackers did.     

 

About 80 minutes after pulling into position Lt. Weber got his wish, as 2 BRDM-2 and one PT-76 platoons came into view advancing right along the route that intel had predicted as Weber dutifully called in the contact report.  Both Weber and Koch’s platoons were stationary and in cover, it would be sometime yet before the attackers would be able to spot them.

 

View from the Rubishlandia side as their recon element of the MRR finally appears. As they are in the open and moving, and within 70", they are automatically spotted by the defending Wilhlemsland troops.  The Wilhelmland troops are in cover and stationary, if they stay that way the attackers will need to get within 10" (1,000 meters) to spot them.

The 2 Wilhelmsland Lieutenants patiently waited for the invaders to close the distance, coordinating the fires.  The Scimitar Platoon scored 2 hits and rolled 1’6’ on their subsequent penetration roll, destroying 1 platoon of BRDM’s.  The Scorpion, firing at extreme range only managed to get 1 hit, but rolled 2 ‘6’ on their penetration roll, destroying the remaining BRDM platoon.  


The seam where the two tables meet really shows in this photo.  I'll need to do something about that at some point.

The PT-76 unit remaining had no real good choices on where to go, so they floored the accelerator and tried to get behind their opponents.  It almost worked, the Scorpion Platoon failed to hit, but the Scimitar Platoon scored 2 hits, and rolled 2 ‘6’ in the penetration roll, destroying the unit of PT-76.


And then there were none. I could have had the PT-76 unit fire, but doing so would have reduced its movement by 1/2. Had it survived, the  Scorpion wouldn't have been able to target it next turn (the woods would have been intervening.  When the Scorpion unit missed, it looked like I had made the right decision, then the Scimitar opened up and it was all over.

With the Recon element of the MRR destroyed, and all of the reports called in to higher headquarters the two Lieutenants prepared for the expected next wave of the MRR Advance Guard.  If the Rubishlanders were following doctrine, they had about 15 minutes to get their crews ready.  Lt. Weber looked over his shoulder again, wondering where the promised Tank Battalion was that was supposed to be supporting him.
*******

Lt. Weber wasn’t the only one wondering where the Tank support was.  Oberst Richter, Commander of the 2nd Brigade was livid.  The vein in his neck was pulsing and glowing an almost cherry red.  In the last 45 minutes he had threatened to fire one battalion commander and was pretty sure that he had made a battalion executive officer pee in his pants.  “I swear I’ll personally shoot every one of you sons of bitches for treason if you don’t’ pull your heads out of your asses and get your commands deployed NOW!  We are at WAR, what part of that don’t you dummkopfs understand? You have 30 minutes or heads start to roll.”

 

As the Battalion officers filed out Oberstleutant Kirk, the 2nd Brigade Executive Officer raised one eyebrow as he looked at Richter.  “I know Kirk, I was a bit over the top.  But if they don’t stop treating this like a peacetime maneuver good people will die”.  Kirk just nodded his head and smiled at his long time friend.

 

5 minutes later Oberst Richter was on the radio with Lieutenants Weber and Koch, “Men, I want to congratulate on an outstanding job so far.  We’ve encountered some unexpected delays in deploying the Tank Battalions.  Therefore, I’m ordering you to withdraw IF the Tanks aren’t there and the Advance Guard is too strong for you take on alone.  Don’t pull a Kurtz, I need you and your men alive and able to fight.  Richter out.”

 

The two Lieutenants where back on the radio frequency they shared and Koch said, “Did the old man just say don’t pull a Kurtz?  That sucks, loose half your command, get cashiered out of the service, and become an example of what not to do.”

*******
21 minutes later the lead vehicle of the Advance Guard of the Rubishland MRR came into view.  

Lt. Weber watched the Rubishlandian Advanced Guard approach, sending a continuous string of reports back to command.  At a distance of 2½ Kilometers from the destroyed reconnaissance elements they deployed from column formation into Line with a company of T-72s in the lead followed by a company of BMP1’s.  The Anti-Tank element appeared to be heading towards the nearest hill, no doubt seeking cover for an overwatch position.  “Blast it Richter, where are those tanks,” mumbled Weber.  It was about that time he heard a report of Rubishlandian Recon units spotted 50 kilometers to his North and 35 kilometers to his South.  ‘What the hell’ he thought, and then put those thoughts aside as he frantically tried to call in an artillery fire mission.  

 

Weber’s radio crackled as he recognized the call sign of the commander of the 2nd Battalion, 2nd Brigade, Oberstleutant Becker.  “Son, I have a smoke barrage on the way, I highly suggest you use it to unass the A.O., we’ll take over from here, Becker out.”

 

The Bridgade 155mm artillery hit their mark.  The smoke screen blocks Webber from the view of the T72's and BMP's.  The AT BRDM's will be able to spot him as he moves across the open plain, but as they moved their full move they can't fire. Lt. Koch in the Heavy Woods is out of spotting range and won't be detected as he pulls back through the woods.

2nd Tank Battalion, 2nd Brigade accompanied by the Brigade Mortar Platoon finally makes it onto the table


The Rubishlandian Advance Guard continued straight ahead into the smoke screen.  One of the BRDM's took up an overwatch position on the reverse slope of the hill at the top right of the photo, while the other used their full move heading for the light woods Lt. Weber is now hiding behind.  
Lt. Koch made it to the other side of the heavy woods.  At the lower right you can see the tanks of 2nd Bn advancing behind a hill and more light woods.

Oberstleutant Becker ordered another smoke barrage, his intent to keep walking the smoke fires forward of the Advance Guard until his Battalion was in position.  As the call of “Shot over” came across the radio he anxiously scanned the battle field, and then began swearing profusely as he could see the smoke rounds impacting a full 1,000 meters to the East  (behind) of where they had called for.  

Undeterred Lt. Weber and Koch continued their mad dash to the West, trying to keep whatever cover they could find between them and the Rubishlandian Advance Guard.  In Weber’s case that almost caused a friendly fire incident as he rounded the end of the light woods and came face to face with tanks for Company A.  Becker’s Tank Companies began to deploy and take up their assigned firing positions.

 

The Rubishlandian Advanced Guard continued advancing clearing the misplaced smoke screen and catching their first glimpse of the Wilhelmsland tanks in the distance.  The Advanced Guard Commander was getting extremely annoyed by the failure of the BM-21 battery to acknowledge his request.





Becker realized that the botched smoke fire mission had allowed Company C to be spotted and they would not be able to get into position unobserved. He briefly considered having them turn around but decided they should keep moving.  If nothing else, they would be drawing the attention of the Advance Guard away from the rest of his Battalion, a cold but necessary consideration in war.  “Sir, the Brigade Artillery is redeploying, but the Mortars attached to us are available,” announced his artillery officer.  Becker just glared at the man and said “get me smoke there” as he pointed to his map.


The Mortar Platoon is on target, but they couldn't make a big enough smoke screen to keep Charlie Company (top of photo) from being observed by the advance Guard.  The Wilhlemsland tanks of Delta Company are also now visible (to the left of the light woods).  The Rubishlandia Advance Guard continues forward, while their anti-tank element has one vehicle in the same light woods that Delta Company is supposed to take up positions in.  The remaining Anti-tank BRDM is moving towards the woods.
 

Becker finally decided on what to do with Charlie Company and ordered them to swing to their right and close with the Advance Guard.  Delta Company continued forward towards the woods changing to an Echelon left formation, (still unaware that the enemy was already in the woods).   Apparently the promised Artillery support was still relocating as none of the promised 155mm howitzers were available ( I rolled a 1 on the availability chart).  He then ordered the Mortar platoon to drop HE rounds on the Advance Guard, which had no effect.  Alpha and Bravo company had still not been spotted.

 

Both Rubishland AT units now had a Line of Sight to the tanks of Charlie company.   The BRDM-2 unit in the woods fired and… missed (I rolled a 1).  The other unit used ½ of its move to get to the edge of the woods and take up an overwatch position.

The tanks of the Advanced Guard continued on towards Charlie Company while the BMP’s launched missiles at Delta Company.  They score 1 flank hit on the lead M-60A3 and roll 3 dice (difference between the missile penetration rating and the M60 flank armor, one of which is a ‘6’ which destroys the lead platoon.

Scene at the end of the turn.  White smoke behind vehicles indicates that they fired a missile.  Burning M60A3 can be seen at the far left of the photo.

The Wihelmsland Artillery had finally competed their relocation and Becker called in a fire on the BMPs in an attempt to get those nasty missiles out of action.  Unfortuantley, the rounds impacted 1,000 meters to the North, hammering one of the previously destroyed Recon BRDMs.  

Charlie Company engaged Tanks of the advance Guard, destroying 2 of the platoons, the remaining platoon was hit twice and failed it’s quality check, eliminating it, (if I was tracking victory points this unit would only count half it’s value).  Delta Company moved into the light woods and due to the reduced visibility is still unaware of the anti-tank platoon also in the woods.  The lead tank was in position to see the flanks of the BMP’s and opened fire on the closest BMP platoon, getting two hits, forcing a quality check which the platoon easily passed.  The rest of the Battalion remained in overwatch.

 

The Rubishlandian BMP commander was in a panic, this was NOT the way his Soviet Advisor had said things would go.  He ordered his company to advance and fire at the Capitalist Tanks to his front, hoping the hill to his left would provide some cover from the flanking tank.  Destroying one platoon of M-60A3’s, forcing the other two to take quality checks which they passed.

(It was around this time that I figured out I had misread the overwatch rules/order in which it occurs – oops!  No harm no foul since no one has been in range for overwatch yet.  I’m sure there are other rules I’m getting wrong too – but hopefully I’m consistently wrong).

At the top you can see the destroyed M-60A3 platoon.  In the center the Destroyed Rubishlandian Advance Guard Tank Company.

Becker again calls in artillery fire on the BMPs which lands on target suppressing two of the three platoons.

Now is when the Rubishlandian Overwatch fire should occur.  The Rubishlandian AT unit in the woods has a dilemma, they went into the woods with the intention of firing out of them, not fighting in them.  The rules don’t say you can’t fire a missile in woods, but… sounds sketchy, plus line-of-sight is only 2” in the woods (if I read that correctly), and the missile has a minimum range of 5”.  But, the tank platoon fired, so they know they’re there, do they withdraw or fire on the tanks of Charlie Company???  Their last orders were to occupy the woods and provide overwatch, so that’s what they’ll do.  They fire and hits, failing to destroy the unit but forcing the tank platoon to take. Quality Check which it fails, removing it from play.  

As the Wilhelmsland turn continues the remaining platoon in Charlie Company charges forward and will fire at the BMPs at the end of its move scoring three hits, failing to do any damage.  Bravo Company in the Woods opens up on the anti-tank unit in the woods opposite them, revealing their position, but destroying the BRDM-AT.  Delta Company makes minor position adjustments and fires at the flank of the BMPs, and both miss.

Battlefield at the end of the Wilhelmsland turn.  The blast markers by the BMP in the center were the aiming points for the artillery, the black markers indicate suppressed BMPs.


In the Rubishlandian turn the rest of the MRR begins to arrive on table, and the Rubishlandian artillery finally responded to the frantic radio calls as missiles began to impact the woods that Bravo company is occupying with no effect.  The BMPs of the Advance Guard move forward, placing the small hill between them and Delta Company and engage the just exposed tanks of Bravo Company, (Alpha Company opted not to fire instead keeping their position hidden), and destroyed on platoon.  The remaining BRDM-AT Platoon began to work its way around the light woods trying to flank the enemy.

End of the Rubishlandian turn as the MRR surges into the battle.  Tank Battalion (minus) in the lead, with a BMP Bn in Company line following.  The BMP Battalion (minus) echeloned on each side and another BMP Battalion yet to come on board, plus a few other units.  Becker better hope for sone reinforcements soon.  Ignore the dice, they don't mean anything other than I forgot to move them - my bad

Becker’s eyes nearly popped out of his head when he saw the MRR come into view.  At least know, they knew where the main Rubishland thrust was, the other incursions must just be diversions.  He called in the report to Brigade Headquarters and said a silent prayer that they could get reinforcements in time.  His battered Battalion wasn’t in any shape to take on a fresh Motorized Rifle Regiment.

Setting his concerns aside he ordered an artillery strike on the lead elements of the MRR and a Mortar strike on the remnants of the Advance Guard.  Becker watched with satisfaction as the Mortars hit their mark suppressing two of the BMP’s.   Just as he was turning his attention to the main body his world erupted in a nightmare of noise and flashes of light as the 155mm howitzer strike landed on his location, before he lost consciousness the last thing Becker felt was his tank being thrown onto its side and at least one rib breaking as he was slammed into the side of the commanders Cupola.    I rolled a ‘1’ for accuracy, which sent me to the Area Fire Problems Table, which I rolled equally bad on, which sent me to the SNAFU table, which gave me the “Observer gave own coordinates.  Place barrage on observing stand…”, which ultimately required a Quality Check, which the spotting unit failed, being taken out of play.  

Fortunately, the Company Commanders had their orders.

The remaining Platoon in Charlie Company advanced firing on the Advance Guard BMP’s, destroying one platoon.  One Platoon of Delta Company had a valid line of sight to the Advance Guard and fired as well destroying one.  And one platoon of Bravo Company fired, destroying the last of the Advanced Guard BMPs.

On the Rubishlandian side, more artillery was called on Bravo Company, resulting in no effect.  The remaining AT unit of the Advanced Guard continued lurking around the light woods as the main body of the MRR continued to advance.

 

View at the end of the turn.  Back in the day I don't recall being that imtimidated by a MRR, but then we were expecting BTRs and mostly T55s.  I doubt the Rubishlandian formation is completely accurate, but I'm ok with that. 


Major Franz, the Battalion Executive Officer had taken command and was ripping the artillery officer a new one as he saw the unconscious form of Becker being removed from his tank.  “I need steel on target there,” he said pointing to his map,  “and if you f up again I’ll shoot your sorry ass.”  Franz had just received word a moment ago that a Company of M60A1’s from 3rd Brigade  had arrived at his location soon and he was expecting a company of Marder’s from 2nd Bde to arrive soon as well.

Franz ordered both the Mortars and Artillery to fire on the lead BMP battalion of the main body.  The Mortars landed on target suppressing 4 BMP’s.  The 155mm guns were on target as well, suppressing the remaining vehicles of the Battalion. Suppressed armored vehicles have the movement and shooting reduced until their next turn.

The remaining platoon of Charlie Company headed for the safety of a nearby hill, in the general vicinity that the tanks for 3rd Bde were arriving.  Delta Company did a minor position adjustment. Now came the nerve wracking wait for the main body to come within gun range.

 

The Rubishlandia commander called down 3 batteries of BM21 fire onto the lone target he could see, the remaining platoon from Charlie company.  They all landed spot on target, blanketing the helpless platoon who was running as fast as their cumbersome M60’s could go.  As they were enveloped by High Explosive detonations the Rubishlandian commander smiled until the smoke cleared and he saw the platoon still there.  Fenders and sponson boxes were missing on some tanks, others had their bustle racks blown off, they were suppressed for the moment, but still in the fight.

The main body continued its advance having a general idea where the Wilhelsmland tanks hand gone to ground, but not being able to spot any yet.  As a precaution the company screening the right flank was ordered to go around the far side of the hill/woods near it.


Scene from the Rubishlandian side.  The Black beads indicate suppressed.

Franz ordered the artillery to hammer the lead BMP battalion again, resulting in 7 suppressed BMP platoons with 3 of them forced to take quality checks, all of which failed, removing those units from play.  The remaining platoon of Cahrlie company continued it’s made dash towards the cover of the hill.  Delta Company opened fire on the flanks of the T-72’s, destroying 2 platoons of T-72s.  The reinforcing Company of M-60-A1’s from 3rdBrigade advanced towards the cover of the hills.  No other units were within range and were in overwatch waiting for the Rubishlandian’s to advance.

Scene at the end of the Wilhelmsland turn, the first battalion of BMP's has been thinned a little


The Rubishlandian commander called in a BM-21 strike on the tanks of Delta Company you had just fired, suppressing both.  The BMP company screening the Rubvishlandian left flank fired at Delta Company.  As Delta company was in the far side of the woods I ruled they could only see the forward most tank, so it gets all the attention.  The BMP’s score 1 hit with their Sagger Missiles.  But, since Delta Company is in the woods and was hit by a missile, they get a terrain saving throw, which the pass, no effect.  The BMP company screening the right flank continues on around the hill, having just enough movement to clear and have a line of sight on the remains of Charlie company, but since they used their full movement they can not fire this turn.  The T-72’s swing left and assault towards Charlie Company, firing and scoring a total of 3 hits (both Wilhelmsland platoons failed their terrain save), and when the firing was done Delta Company disappeared in a ball of toxic gas.  While the two remaining BMP companies continued to advance as the remaining anti tank unit continued to slowly work its way around the woods.

End of the Rubishlandian turn.  The BMP's on the left flank have fired and missed.  The remaining tanks have assaulted Delta Company in the woods and wiped them out.  The center  of the battle field is starting to get clogged up with destroyed units.


Franz again called down Mortar and Artillery fire on the led BMP battalion, but only managed to suppress 2 platoons this time.  Franz also has air assets available this turn, a flight of F-4 Phantoms loaded with cluster bombs, which target the T-72’s with heavy cluster bombs, hitting 3 of the 4 remaining platoons, resulting in two platoons failing their quality checks.  As Franz was radioing the pilots his appreciation they replied, “thought you might want to know, you have a Rubishlandian tank battalion about 4 kilometers from your position.”

The tanks of 3rd Bde tucked themselves behind the hill.  While the remains of Charlie Company took up a hull down position and opened fire on the BMPs. flanking the hill to their front.  What little else remained of 2ndBattalion opted to remain in overwatch, and prayed for more reinforcements.

 

Air power finally makes an appearance.  In the background are the destroyed remains of the Advance Guard.


The Rubishlandian commander was livid, his request for artillery support had not been acknowledged (I rolled ‘poorly’ on the Availability table).  The BMP company screening the right flank opened up on the lone surviving tank of Charlie Company, getting one hit, but Charlie Company made its terrain save.  The remaining tanks tried to shake themselves back into some semblance of a line formation and unwittingly put themselves in range of the remaining Wilhelmsland tanks, who happily opened fire, destroying both of the remaining Rubishlandian tanks.  The BMP company of the left flank came on line and fired at Bravo Company in the light woods, and they all miss.  The lead BMP company moved into live formation and launched their Saggers at Alpha and Bravo Company, scoring 2 hits, but the tanks made their terrain save for being in woods.  The trailing BMP Battalion continued to move forward.  The surviving anti-tank unit moves to the edge of the woods and fires at Bravo Company and misses.

 

Scene at the end of the turn.


Franz ordered the Mortars to fire at the left flanking BMP Company and the Howitzer to fire on the 2nd BMP battalion which was still nicely packed together, resulting in 1 failed quality check and several platoons being suppressed.  

The reinforcing company from 3rd Brigade assume hull down positions and open fire on the Rubishlandian Right flank BMPs as does the remaining platoon of Charlie company, Charlie Company get's a hit, but every one of the M-60A1's from 3rd Brigade misses (they must not have properly zeroed the "Crazy L's" in their coincidence rangefinders).  The rest of the Battalion is on overwatch.


The Rubishlandian Commander again failed to obtain any artillery assets.  The BMP Company on the right flight come on line and fire at the tank company from 3rd Brigade, and cause no effect.  The Anti-tank section fires at Bravo Company, and misses.  The BMP company on the left flank fires at Bravo Company, getting one hit but failing to cause any damage.   The lead BMP company advances through the Valley of Death and fires on Alpha and Bravo company, getting one hit, but the M-60 platoon makes its saving throw. The remaining BMP platoon moves forward as Alpha and Bravo Company take overwatch fire at the BMPs, destroying 2 and causing 1 to fail a quality check.

View at the end of the turn.  Ignore the blast markers, I forgot to remove them before I took the photo.  They indicate the target coordinates for the artillery strike.  At this point in game terms it's been a little over 2 hours since the 2nd Brigade, 2nd tank Battalion took over the action from the Recon units.  

Franz failed to obtain and air support but had priority fire for every Wilhelmsland tube that could reach his location.  When the dust setteled they had managed to suppress some of the remining BMP’s, but all remained functional.  "That was disappointing" he muttered.

 

The Marder Company arrives and heads to the woods intending to dismount their infantry.  The reinforcing company of M-60A1’s from 3rd Brigade fires at the lead BMP’s, as does the remaining Platoon from Charlie Company, causing 2 quality checks one of which is passed and one failed. The remaining tranks fire at the 3 lead BMPs, destroying one, and causing the remining 2 to take quality checks, one of which passed and one failed.  

 

In the Rubishlandian turn the T-72 Tank Regiment arrived on the table.  The Artillery strike suppressed the 3rdBrigade and Charlie company tanks.  The remaining lead BMP did a tactical withdrawal to the cover of the woods having witnessed the rest of it's battalion being eliminated.  The remaining Battalion of BMPs deployed and prepared to assault Alpha and Bravo Company.  The BMP company on the left flank moved forward slightly and fired missiles at Bravo Company, destroying one platoon.  The BMPs on the right flank fire at the 3rd Brigade tanks, forcing one quality check which was passed.  The remaining anti-tank unit took a shot at the lone surviving Bravo Company platoon, forcing a quality check which was passed.  The Tank Regiment continued to roll forward.

Scene from the attackers side.

close up of the valley of death.


Oberst Richter was closely following the situation, trying to move the rest of his command forward by force of will.  But it wasn’t going to work… the initial deployment had occurred to slowly.  Out of the 12 tank platoon that 2nd Battalion, 2nd Brigade had started with they had 4 left in the fight.  And the Rubishlandian’s now had a fresh Tank Regiment nearing engagement range.  While he hated it with every fiber of his body, he ordered his forward forces to withdraw and rally  20 kilometers to the rear.  The Rally point was a flat plain, with a few small woods.  He already had one battalion of Infantry digging in positions in those woods.  The Brigade engineers were digging fighting positions for his tanks.  He expected the Rubishlandian’s to take at least 30 minutes and hoped they’d take an hour to reorganize themselves.  

But they had to stop this advance.  There would be no withdrawal from the next battle.  


******

Well, that was interesting.  But it was a good run through of the rules, I realized a few things I’d been doing wrong.  I need to check the rules in more detail, I’m not sure I did the airstrikes at the correct sequence.  In order to facilitate the above narrative, some events were not necessarily recounted in the way they played out on the table.  I actually misread the table that caused the artillery friendly fire result, but I think it added t the narrative.

The BMP’s (which I never took that serious back in the day) were surprisingly effective.  Although I would not want to be the poor Private that had to crawl out of the turret and reload the Missile launcher in the middle of combat (If I recall correctly that’s how the missile over the gun tube was reloaded).  

 

Rubishlandia needs to beg for some anti-air assets from their Soviet masters. Wilhelmsland needs to get their command and control worked out.  I need to buy some trees and more ‘small scale’ rivers.

 

All in all, it felt like it played well.  I don’t have any idea how long it took, as I played this out 1 – 3 turns an evening over the course of a week.    

 

Look for a proper open terrain tank battle coming soon.   Will Wilhelmsland be able to thwart their Communist neighbors?  Or will Rubishlandia soon have access to those decadent Capitalist luxuries like reliable electricity, proper dental care, and sliced bread?  Only the dice know.

 

I hope everyone had a great 4th of July.

 

So much lead, so little time.  



Thursday, June 30, 2022

Friday, June 24, 2022

Rubbish Fire

 

Eurica seems to be a rather violent region.  Our pro-west friends in Wilhelmsland can't seem to catch a break.  Now the Rubishlandian's are getting sporty.



Approaching the North Border Road between Wilhelmsland and Rubishlandia. 

 

Hauptman Pieper, commander of B Troop, 1st Wilhelmsland Reconnaissance Battalion was feeling every bump of his Scimitar as it sped down the ‘Old North Road’ that would bring his Troop into contact with the East Border Road. Local farmers had reported sighting Rubishlandian armored vehicles on the Border.  His Troop was supposed to be on stand down having just finished a 3-week border deployment and he had tied on the mother of drunks last night at the Officers Club and was now suffering the mother of all hangovers.

 

With the recent Border incursion by Gardenstan still having everyone on edge, the Battalion’s other Scimitar Troop had been deployed to that Border while the two Scorpion Troops still on the Eastern Border were deemed too far away for an immediate response.  As he fought to keep down what little remained in his stomach his uneasiness was added to by the terrain along the Border.  The official Border was on the western edge of the ridgeline that ran the length of the border, affording the Rubishland forces excellent elevated positions for an ambush.  Wilhelmsland had a road that paralleled the border at a distance of about 800 meters.

 

He glanced at his map, and saw they were about 5 minutes from the intersection, he’d find out soon enough what was up.  With the increased rhetoric from Rubishlandia and the recent border incident with Gardenstan there had been some discussions of mining the area between the Border and the road but no decision had been made yet.  “I really hope this mission doesn’t go to shit” he muttered to himself.

 

At least he thought to himself his rules of engagement had been made clear, unlike the cluster that Hauptman Rosen had to deal with during the Gardenstan incursion.  


Unfortunately for the young Hauptman, his command had been under observation for the last minute as it moved closer to the border road.

 

*******************

 

Following is the classified after-action report. 

 

'X' marks the spot, a redacted map showing the general location of the initial contact.


Hauptmann Pieper's Scimitar Kompanie approaches the Intersection with the East Border Road.


The actual Border runs along the hill line, with the entirety of the hills being in Rubishlandia.  The Rubishandian vehicles on the hills are assumed to be in hull down position.


A closer view of the Scimitar Kompanie, while all 5 platoons are still operational.

I may need to consider a new camera if I'm going to do a lot in this scale.  They are tiny.
 

Pieper’s thoughts were interrupted when he heard Lt. Kurtz, his first platoon leader, screaming “Sager! Sager! Sager!” over the company net.  This was followed almost immediately by explosions off to Pieper’s left where 2nd Platoon was rounding the other side of a nearby hill.  As smoke began to rise over the hill Pieper thought he would be sick again as he shouted “Weapons Free!  Weapons Free! “Over the radio.  


View from the Rubishlandia side.  The BRDM-2AT on the right targeted the 2nd Platoon which can be seen in the distance with a smoke plume.  The BRDM2-AT on the left and the PT-76 targeted 1st platoon in the intersection of the road, and both missed.


'A Fist Full of TOWs 3' could also be called a fist full of dice.  When you roll for kills or suppression you roll a number of dice equal to the difference between the weapons penetration rating and the targets armor value.  In this case, the 4's and the 5 would have required a quality check, however, a 6 always destroys the target, so scratch one Platoon of Scimitar's.


A detached part of his mind was pleased with how his platoons sought out the sparse cover.  But he blanched when he saw first platoon under Lt. Kurtz charge headlong into the PT-76 position to his front.   Pieper was just making a report to his Command when the call of “Sager! Sager! Sager! Came over the radio net again.  This was quickly followed by explosions to his right as 3rd Platoon was engulfed in a fireball.  


The BRDM2-AT's behind the hill in the upper left score another hit, rolling several 6's and destroy another platoon of Scimitars.  Too bad only one officer in the Company seems to have paid attention in the tactics class in officers' basic.  

Pieper frantically called for artillery or air support, having allowed his command to be pinned down, and slowly being picked off as 4th and 5th platoon maneuvered to ‘safe’ positions behind the hill, (thereby ensuring they were unable to engage their tormentors due to the range).  Meanwhile 1st Platoon, maneuvered around the hill sheltering the PT-76 and opened fire on the thin side armor. Destroying the PT-76 unit.  


Since the Scimitar moved less than 1/2 its movement rate, they still were able to use their full Rate of Fire, in this case, 4 shots, 2 of which hit. (I forgot to add the penetration modifier for close range)



The Side armor on the PT76 is 1, the penetration on the 30mm of the Scimitar is 6, a difference of 5.  The Scimitar rolled 10 dice (5 for each hit).  A 4 or 5 causing a Quality Check, and any 6 resulting in the target being destroyed. In this case, the 6 does the deed.  (I seemed to roll a LOT of 6's, at least for me) 

With the loss of the PT-76 unit and a Platoon of Scorpions on their flank, the Rubishlandian forces began to withdraw.  As the BRDM2 on the far left Rubishlandian flank that had been spotting for the other vehicles began to withdraw they exposed themselves. The commander of the ambush hoped, I mean really, really, hoped that President for Life Sanford wouldn't be too upset about the loss of the PT-76 unit.  His order had been to, "Blow some vehicles up and make them scared."  Hopefully the loss of the Pt-76 unit would be over looked, or he may not still be alive when the war finally started.


Lt. Kurtz still running an adrenalin rush from his first combat attempted to engage the fleeing BRDM2, but it's speed allowed to reach the safety of the hillside before he could engage.  With a heavy heart Lt. Kurtz returned to the Wilhelmsland side of the border.


Scene at the end.  Lt. Kurtz is starting to head back to Wilhlemsland territory and the Rubishlandia attackers are retiring.



About 15 minutes later a Wilhelmsland Air Force Tornado overflew the area.  The Rubishlandian forces were long gone save for the burning wreckage of the PT-76 unit.  The remaining Scimitars of B Troop were rendering aid to their battered comrades.

Typical of the Air Force, too late to help.  


***********

A week later in Wilhelmsland a Military Tribunal would 'medically retiree' Hauptman Pieper, (court-martials look bad in the newspaper and upset the civilians at breakfast).  The same tribunal would recommend Lt. Kurtz for promotion for valor under fire.


A week later in Rubishlandia the Commander of the ambush and his immediate family were executed for disappointing President for Life Sanford.  Idi Sanford is not a forgiving man.

 

*********

 Well, that played fast.  I think I mostly got the rules right.  I just wanted a quick run through of the vehicle combat. Although it would have been nice to get to see the Quality Check in actual play.  As you would expect from a rule set titled A Fist Full of Tows, the anti-tank missiles are brutal in this game.  And as Hauptman Pieper learned, you've got to follow sound tactics.  


This incident goes beyond the minor border incursion last month by Gardenstan.  This time Wilhlemsland lives and equipment were lost.  What will they do?  What will the U.S. Regan administration let them do?  

What will Comrade General Secretary Gorbachev and the Supreme Soviet have to say about this - did they sanction it?


How much longer until I get distracted by the next 'Oooh Shinny' thing and forget all about this?


I hope everyone has a great, enjoyable, safe, summer.


So much lead, so little time

Thursday, June 23, 2022

WPBC Breaking News

 


AFTER ACTION REPORT TO FOLLOW

Tuesday, June 21, 2022

Eurica Rhetoric Escalates

 


This one got a little wordy.  As always, click to enlarge.

Monday, June 6, 2022

The Earl Strikes Back

 Return with us now to those golden days of yesteryear for another installment of foolishness in the Outlandishian Chronicles


Count William had just sat down to enjoy a nice snack of cheese and wine when suddenly the flap to his tent was flung open.  “Billy!  Billy!, Errr… I mean Count William, Sire.  Our Scouts report that the Earl’s forces are on the march, and will be here within 2 hours” blustered his trusted lacky Curt the Lesser.  

 

“Calm yourself,” stated the Earl, “I’m sure Grand Captain Cuss-a-lot and his Cavalry will see them off again.  Send orders to muster the troop’s.  I’m surprised the old fraud was willing to try to attack again so soon.”

 

As the Earl’s forces approached the Count’s position, the Count couldn’t help feeling something seemed off with the Earl’s formation.  All of the Earl’s Cavalry was on his left flank which was odd as the Earl almost always deployed at least a token force of cavalry on each flank. “Maybe the old fraud is trying something new after 3 decades of failure,” muttered the Count as he noted that Grand Captain Cuss-a-lot seeing the deployment had gathered all of the Count’s Cavalry to oppose them.

 

The Count was still trying to determine just what the Earl was up to when suddenly all of the Earl’s Cavalry charged forward, careful to stay out of the firing arc of the Count’s artillery and then came to a sudden stop.  The Earl’s Cavalry then all dismounted walked forward several paces and turned their back to the Count’s Cavalry.  On command each trooper dropped his pantaloons, and bent over mooning the Count’s Cavalry.  They then calmly remounted and extended each arm up into the air, creating a fist, and slowly raising their middle finger began shouting taunts.

 

At this point the Count finally figure out what had been bothering him, none of the Earl’s Cavalry were wearing armor, or carrying lances, most didn’t even have swords. The Count was just calling over an orderly to take a dispatch to Grand Captain Cuss-a-lot when we saw his entire Cavalry command plod forward, while the Earl’s cavalry took off to the East at a 90 degree angle to the battle lines, with the Count’s entire Cavalry command in pursuit.

 

“Well, looks like we’ll have to do this the hard way.  I hope my Infantry remember how to use a spear”, sighed the Count as he picked up his helm and headed out to the lines.

 

Across the battle field, the Mercenary commander Bigus Dickus turned to his aid and said, “so far, so good.  My plan seems to be working.  Now if I can keep that dimwit the Earl from doing anything stupid, this should be a quick victory.”

 

And, the stage is set – let’s see if the Earl can actually win one for a change.

 

Initial deployment, The Earl's forces to the right, the Count's forces to the left
 

I'm not saying the Earl is desperate for a win, but... he was seen doing this


The Count won the initiative roll by 2, allowing the Earl to go first.  The Earl turned no usable cards.  The count turned one usable card, an Engine of War Reload, and promptly fired at the Earl’s new Pike Block at long range, winning by 9 and inflicting a 2 stand loss.

 

The second initiative was a tie, shuffle the decks and start over.  (as an aside I checked and the Earl’s next card would have been a move one command group.  Such is the fickle nature of the dice.

 

After shuffling the decks, the Count won the 3rd initiative by 2 again, allowing the Earl to move first.  Both sides failed to turn any cards that could be used.

 

The 4th initiative roll was… a tie.  Shuffle the Decks.  (again, I checked both decks and the Earl’s next card would have been a Move card – he apparently didn’t make proper sacrifice to the dice gods).

 

After shuffling the decks, again, the Count won by 5, letting the Earl go first.  The Earl finally turned a Move One Command Card, rolling up one move segment.  The Earl wisely opted to move the Command of Bigus Dickus which included the Pike Block.


The 6th initiative roll the Earl win by 6.  Finally, some action.  Predictably, the Earl failed to turn any useful cards.  The Count turned one useful card, an Engines of War reload, and fired at the Pike Block, inflicting a one stand loss.

 

The Count won the 7th initiative by 2, the Earl went first turning another Move 1 Command card, and rolled a one segment move.  He again opted to move the Command of Bigus Dickus.  The Count turned the Engines of War Reload card and fired at the advancing Pike Block for no effect.

 

The battlefield after 2 Move 1 Command cards (each for one move segment) by the Earl.  At this rate the winter snows will be falling before they two sides get into contact.

 

The Earl won the 8th initiative by 5, but neither side managed to turn any useful cards.

 

The 9th initiative saw the Earl finally turn a Move card with each of his commands rolling for 1 move segment.  Not to be out down, the Count also turned a Move card, opting to move part of his (left flank) command under his trusted lacky Curt The Lesser in an attempt to threaten the flank of the advancing Pike Block.

 

Finally, the Earl's right flank gets to move


 

The 10th initiative was won by the Count, who turned a Move card.  Opting to only move the command of Curt The Lesser, who rolled up two move segments, which put one of his spearmen units in contact with one of the Earl’s Swordsmen units.  The Earl’s Heavy Crossbowmen fired at the Spearmen as the advanced to no effect.  The Earl turned no useful cards.


The progress so far, looking West.  The Count's forces on the right, the Earl's on the left.
 

Close up view of the action, looking East this time, with better lighting.  The arrows to the front of the Crossbowmen indicated that the Earl's unit has fired and is unloaded.  The Earl appears to still be praying out there in no-mans-land.  Someone must have forgotten to move him.


 

The 11th initiative roll was… another tie (that’s 3 if you’re counting).  Shuffle the decks.

 

The Count won the 12th initiative roll by 5. He turned  a Move One Command card, rolling up two move segments which he used to initiate mele against the Earl’s Sword unit causing a one stand loss and forcing the swordsmen back 3” in a disordered status.  The Counts other unit of Spearmen moved forward one segment and then used their last move segment to manueuver turning 90 degrees to threaten the flank of the Earl’s other Sword unit.  And finally the Arquebusier of the command advanced one segment and used the last segment to maneuver 45 degree to get an angle on the Pike Block.   The Earl turned a missile reload card and his Heavy Crossbowmen dutifully reloaded and fired at the Count’s Spearmen inflicting a one stand loss on the Spearmen.

 

Action on the Count's left flank heats up.  The Count's unit of spearmen with their back to the camera have one stand loss, the camera angle is blocking the view of the rock to signify the stand loss.  The Earl's swordsmen at the back of the action have a one stand loss as signified by the rock and are disordered as signified by the pig.

 

The 13th initiative was won by the Count who turned an Engines of War Reload card and fired at the Pike Block, winning by 8 and inflicting a 2 stand loss.  The Pike Block is looking a little shaky and has lived up to my expectations of it being a cannon ball catcher.  The Earl failed to turn any useful cards.

 

The 14th initiative also failed to provide either side with any useful cards.

 

The 15th initiative was… a Tie!  (That’s number 4).  Shuffle the decks.

 

The Earl won the 16th initiative by 7 and went first.  The first Card he turned was a Move card with the command of Bigus Dickus rolling up one move segment.  The Heavy Crossbow and Longbowmen on the Earl’s left flank advanced, stopped and the crossbowmen fired at the Count’s Spearmen, missing completely.  The Longbowmen behind them loosed a volley of overhead fire but failed to cause any loss of stands. On the Earl’s right flank the command of Wrong-Way-Ray failed to move (he rolled a “1”).

 

The Earl's main assault is still not in contact.  This is taking entirely too long and probably won't end well.


The next card was a Missile Reload, surely this time the crossbow and longbowmen will score a hit… but sadly – not.  The Heavy Crossbow unit attached to Wrong-Way-Ray’s command reloaded and fired, inflicting a one stand loss on the Count’s Spearmen (They must have spent less time in the Tavern and more on the practice range).

 

Another Move Card for the Earl, with each of his commands getting one move segment.  Wrong-Way-Ray on the Earl’s right flank moves his fresh unit of Spearmen into contact with the Count’s battered and unformed spearmen but is unable to initiate melee having only one move segment available.  Meanwhile his other unit of Swordsmen side step to be on the flank of Count’s untouched Spearmen.  The Crossbowmen stand steady praying for another reload card. 



On the Earl’s left flank the Command of Bigus Dickus moves forwards with the battered Pikes closing on the Counts Guns, which fire as they close.  The die roll was a 12 to 1, the Pike units loss 2 more stands bringing them to 7 stands lost, and are destroyed (Pike stands are destroyed after 6 stand loss).  But they did their job as the rest of the units in the command are unharmed and closing into contact.  The Legions advance on the arqubusiers who fire, inflicting a 2 stand loss. The remaining legionnaires throw their pilum and fail to cause a loss.  The other unit of legionaries advance on the Counts Spearmen and launch their Pilum also failing to cause a hit.  A unit of the Earl’s Spearmen advance and make contact with the Counts Halberdiers, the Archers and Crossbowmen side step, and the remaining unit of the Earl’s Spearmen advance.

Carnage galore



And when the smoke from the Guns clears... all that is left of the Pike Block is a red smear and some dented shards of armor.

 

There were no other useful cards in the Earl’s initiative… a melee card sure would have been nice.

 

The Count’s 16th initiative started with a Move 1 Command card, and elected to move his right flank command, who rolled up 3 move segments!  The Count’s Spearmen move into the flank of the Earl’s Swordsmen for 1 stand loss.  The Arquebus maneuver 45 degrees, advance and fire on the flank of the legionnaire’s, causing no damage.  The Halberds advance into contact with the Heavy Crossbowmen  but have no movement segments left to initiate melee.

The Count’s next card is a Leadership card and he manages to rally one Spearmen unit.  

Next was a maneuver card which saw a unit of spearmen change facing.

This was followed by a Melee card – ouch!.  On the Count’s left flank The Halberd’s  melee the Crossbow unit inflicting a 2 stand loss, the crossbowmen roll was tripled, so they routed.  On the Count’s right flank the melee card is used by the Count’s Pike unit to melee the Spearmen to their front resulting in no lost stands, but the Spearmen were Disordered and remained in contact.

The next card turned was a Move Card.  Wrong-way-Ray on the Count’s left flank rolled up 2 move segments.  The Spearmen use one move segment to close with the Swordsmen and the second to initiate melee, winning by 7 they inflict a 2 stand loss, and rout (the Count’s roll doubled the Earl’s roll).  

On the Count’s right flank, Captain TBD also rolled up 2 move segments.  The Halberd’s already in contact initiate melee with the Earl’s Spearmen causing a one stand loss to the Spearmen who rout having already been disordered and losing a melee.  The Count’s Pike unit shifted to the right, and the Count’s Spearmen advance into the legion with one segment, and initiate melee with the second segment, the legion losses on a roll of 8 -3, taking a one stand loss, but since doubled they also rout.


Due to technical difficulties the photos from the above action were lost.  


At this point I called the battle as a win (again) for the Count.  The Earl was out of moral chips and had already paid the Count 3 extra chips.

 

The battlefield at the end.


The Earl's view of his right flank as his routing units come streaming back towards him.


A Vulture's eye view of the Earl's left flank.


Well, I think that pretty much does it for the Earl.  I'm not sure he'll recover from this loss. I'll have to consult the dice of woe and see what happens next.  The Count may be adding considerably to his holdings.  Honestly, the Earl couldn't fight his way out of a paper bag.  


It took forever for the Earl to close the distance.  Maybe next time I’ll start them 24” or 18” apart and give any artillery D4-1 long range shots to simulate the artillery softening up the opposition as the two sides close.  Thoughts?

I expected the Pike Block to be a cannonball magnet.  But I thought they’d close the distance faster and have enough stands left to make a credible threat, I don’t think the Earl rolled more than 1 move segment for any of his commands.  And the number of tie initiative rolls resulting in reshuffling the deck didn’t benefit the Earl either.


And I have a general question for the 2 or 3 people who may actually read this.  For the Battle Reports with the Piquet style rules, do you prefer to have it broken down into initiative sections, or would you just prefer a total narrative with no mention of initiative or cards?


So much lead, so little time.

 

 

Meanwhile, back in Eurica



 

Friday, May 27, 2022

 Spring is finally here, the temperatures are slowly rising.  The pool is open and the water is a balmy 64 degrees.  The grass seems to need to be mowed every 4 days, and there’s a long list of honey-do’s.  

But, I’ve still managed to get in a little painting.  

I’ve also been puttering around with some more terrain pieces.  Photos to follow if I ever finish them.  I don’t know if it’s a just a local thing but balsa wood seems to have become unobtainable.  

 

First up, the last of the reinforcements for the next round of foolishness in the Outlandishan Chronicles. Spoiler alert, the next battle will be a strictly infantry affair, if the clever plan of the Earl’s Mercenary Commander Bigus Dickus is successful in drawing away the Count’s cavalry.  Only the dice know…

These are Old Glory figures, Hungarian Spearmen if I recall correctly.  The paint job is just a “meh”.  I wasn’t really into it when I was working these guys, but from a gaming distance they’ll look ok.

 





Now I just need to clean all the junk off the gaming table so I can set up the next battle in the Outlandishian Chronicles.

 

And lastly, I found this in the lead pile.  The figure is from Ground Zero Games, Full Thrust line.  It’s a UNSC Battle Dreadnaught that I ordered something like 11 years ago?  I have at least one more of these I’ll get around to eventually when I start to focus on Project Z.

 


 


I hope everyone is enjoying the warmer weather.

 

So much lead, so little time.