Showing posts with label Action Reports. Show all posts
Showing posts with label Action Reports. Show all posts

01 June 2026

Storming the Citadel Game 4

We played the 4th game in our Storming the Citadel campaign 10 days ago at the Abyss. This was the first game where the Germans were not given an automatic advance in the campaign. I continued to use my Platoon 1, Graham does not get a new platoon until Table 6 but he has managed his forces in an excellent fashion.

Forces

Germans (FM 9)

1942 Panzergrenadier Platoon (no. 1)

Supports 10

251 w/2crew and LMG

PzII

Adjutant 

PGB

Soviets (FM 10)

1942 Soviet Rifle Platoon (no.1)

Supports 5

Flamethrower team

MMG Team

Game



Patrol Phase

JOPs

Rapid Deployment of 2 German Squads

Oh Dear a PzII

and a 251 with the 3rd squad almost to the objective
Soviet counter attack

PzII deploys some smoke to protect the advance


This was actually a closer game than it looked above. The Germans were able to get their 251 to the objective but the crew got badly mauled from Soviet MMG fire. I was able to start the Final Countdown and it seemed that the Soviets would not be able to get a unit to back on the objective to recapture it and when there FM hit 5 they decided to withdraw. 

Graham subsequently decided to abandon Table 5 to the Germans and move to table 6 where the last battle will be fought. I was initially surprised but when I thought about it his force overall morale is quite good and he gets his one replacement fresh platoon on that table. It looks like the Soviets will have to hold off the Germans at least 3 times on table 6 to hold off a major German victory. The Soviets are able to build up their fixed defences over these games which will make it increasing difficult to take the objective.

The Summing Up























Summing Up



Another German victory but this game was quite close with the Final Countdown at 2 when the Soviets withdrew. 







 

20 May 2026

Storming the Citadel Game 3.


Delayed report for our third game in the storming the Citadel CoC campaign. 

Forces

Germans (FM 10)

1942 Panzergrenadier Platoon (no. 1)

Supports 10

Pregame Barrage (free)

SL

251/1

251/9


Soviets (FM 9)

1942 Soviet Rifle Platoon (no.1)

Supports 5

2 minefields (free)

3 entrenchments

Flamethrower Team

Game

This was a very short game as you can see from the photos below.

Looking from the German right flank, 2 Soviets JOP's close together!
this an end of the game shot

the germans were able to get their troop carrier on the the table and with assault deployment were able to shut down 2 jops before the soviets could deploy.

providing covering fire

ditto

Summing Up

This was somewhat of a disappointing game but it is what it is. The Soviets withdrew, no attrition on either side.




19 May 2026

Chain of Command-Glider Landing

 

A couple of weeks ago myself and William got together at L'abyss to play a CoC game from the 1940 handbook. We played with William's 15mm figures, he took the Germans and I took the French defenders. I did find the writing in respect to Glider Landings in the source book a little obscure, but after some thought we played the Attack on an Objective (scenario 6) from the V2 rulebook.

The PM as well as the JOPs, William designed and made some gliders which act as the German JOPs on his MDF laser printer. They were quite nice
Here is a photo from the end of the game. the French got a pretty good defensive position set up and was able to drive off the Germans. 

It was an interesting game, I would have to play it one more time to get a better sense of the game play with the gliders. But it was fun and thanks to William for setting it up.

10 May 2026

GdA: Battle at San Millán and Osma

At the conclusion of our 1813 campaign, there was clearly a degree of dissatisfaction with how things had unfolded. The campaign had been decidedly one-sided, with the French winning all six games. It was understandable that, from the perspective of the losing side, this had not been a particularly enjoyable experience. The obvious question therefore became: what had gone wrong?

Several possible explanations were suggested. Was there something fundamentally flawed in the GdA rules themselves? Were the scenarios poorly designed? Or was the issue more a matter of imbalance in player experience and familiarity with the rules?

Graham and I gave this a great deal of thought. As the two players most invested in the system — both of us having large armies based specifically for GdA — we were naturally motivated to find a solution. We also felt that, between us, we probably had the greatest depth of experience in Napoleonic wargaming within the group. Graham has been involved in historical wargaming for more than fifty years, while I have around twenty years of experience and have worked through at least five different tactical Napoleonic rulesets during that time. I myself have been playing General d’Armée since its original publication in 2018.

At most, our club has around ten members interested in divisional-level Napoleonic gaming. Roughly half participate only occasionally, while the other half are far more dedicated to the period and the rules. During the 1813 campaign we had five active players, although only three of us played in all six games. There is no question that GdA2 has a learning curve, and the fact that some players were much less familiar with the rules occasionally slowed play considerably. I also noticed throughout the campaign that certain players possess an innate ability to absorb and master a new ruleset quickly — and I would not place myself in that category.

So the question became: what should we do next?

After considerable discussion, Graham and I came to the conclusion that the scenarios contained within the three campaign books are actually very well written. However, they also tend to be somewhat “vanilla” in design, having likely been balanced primarily to ensure even gameplay. In doing so, we felt they may have unintentionally drifted away from a truly accurate representation of the historical situations they were attempting to portray.

With that in mind, we began searching for a battle that offered a very different challenge. Eventually we settled on the Battle of San Millán/Osma. This engagement featured markedly asymmetric forces, particularly in terms of troop quality, and was fought across exceptionally complex terrain.


A Description of the Battle

The Battle of San Millán-Osma  8 June 1813 was a sharp Allied advance-guard action fought during the campaign leading directly to the decisive Battle of Battle of Vitoria. It took place in northern Spain around the villages of San Millán and Osma as the army of Arthur Wellesley, 1st Duke of Wellington pushed eastward against the retreating French under Honoré Charles Reille and Bertrand Clausel.

Wellington’s army was advancing in several columns through difficult mountainous terrain in an attempt to outflank the French and cut their communications. On 18 June, Allied forces struck two separated French positions:

  • At San Millán, the Light Division under Charles Alten attacked elements of Clausel’s corps. The British light infantry and riflemen aggressively pushed the French out of the village after hard fighting in narrow streets and broken ground. The French withdrew after suffering significant casualties and confusion.
  • At Osma, to the northeast, part of Thomas Graham’s column engaged French troops covering the road network. Fighting here was less intense but added pressure on the French flank and rear.

The Order of Battle

Allied Forces

San Millán Column

Commanded by Charles Alten

Light Division

  • 1st Brigade – Col. Kempt
    • 43rd Foot
    • 52nd Foot
    • 95th Rifles (elements)
  • 2nd Brigade – Col. Vandeleur
    • 1st Cacadores
    • 3rd Cacadores
    • British light infantry battalions
  • Light Division artillery attachment

Approximate strength: 5,000–6,000 men.

Osma Column

Commanded by Thomas Graham

Part of 1st Division

  • Guards Brigade battalions
  • German Legion battalions (elements)

Cavalry screen

  • Allied light cavalry detachments

Approximate engaged strength: 3,000–4,000 men.


French Forces

Overall local command under Bertrand Clausel and subordinate divisional commanders.

At San Millán

Elements of Clausel’s Left Wing / Army of Portugal

  • Maucune’s Division (elements)
  • French line infantry battalions
  • Light infantry detachments
  • Supporting artillery

Approximate strength engaged: 4,000–5,000 men.

At Osma

Rearguard elements under Reille’s wing

  • French line infantry battalions
  • Light cavalry detachments
  • Horse artillery

Approximate strength engaged: 2,000–3,000 men.

Scenario Design

First up was the terrain, as the play test was on a 6x4' table we came up with this basic map.

The 2 Allied Columns enter from the north while the French forces enter from the south.

Then to the OB
The battalions are all colour coded according to ranking, it is pretty obvious that the Allies had superior quality units. The Brigadiers are colour coded according to their starting position as well as arrival turn

The Playtest 
Unfortunately the photos are not in order and I did not take a overview shot of the starting positions.

The French left flank at San Millàn







The allied right flank mid game


Overview of battle near the end of 8 turns from the French right flank




The advancing French on their right flank early in the game

Comments
I will break this up into 3 parts; Terrain configuration, Order of Battle and Victory Conditions

Terrain

This game was played on a 6' x 4' table, although it felt a little cramped at times so an 7 or 8' x 4' table might prove more suitable. The mountain areas were treated as impassable terrain. The Allied left flank could perhaps be given slightly more room. That said, from the standpoint of historical simulation, the Allied forces were in fact advancing through narrow valleys, so the constricted deployment does reflect the historical situation reasonably well.

One issue that became apparent during the game was that the two Built-Up Areas were too large. These have since been reduced to more manageable 6" square sections. We are also considering spreading the mountain pieces out slightly in future games to allow skirmishers to move through them, while still keeping the terrain impassable to formed troops. This will probably require printing a few additional mountain sections, which means more dry brushing lies ahead.

Order of Battle

Overall, the Order of Battle seems satisfactory in terms of troop quality and numbers. However, we will probably remove Gauthier’s brigade, as our research could not conclusively determine whether it actually participated in the battle. Aside from this, a considerable amount of time was spent researching the Order of Battle from multiple sources, and I believe the resulting force composition is reasonably accurate numerically. This gives 5 ADC's per side.

Naturally, there is always room for debate regarding the troop quality ratings assigned to individual units, but the ratings we selected appear sensible and balanced. The scenario also seems well suited to a four-player game, with each participant commanding a separate column.

Victory Conditions

One of the criticisms raised at the conclusion of our 1813 campaign was that the games tended to run too long. There is no question that General d’Armee is not an “evening game,” although some members of the group seem unwilling to accept this reality. In my opinion, if players are looking for a quick Napoleonic experience, they would be better served with a skirmish-level ruleset such as Sharp PracticeMuskets and Bayonets, or something similar.

What truly slows games down, however, is unfamiliarity with the rules. Graham and I managed to complete eight turns of this scenario in approximately three hours, without playing the scouting pre-game, which did not seem necessary for what was intended to be a fairly accurate historical simulation. Very little time was spent consulting the rulebook. If I recall correctly, the opposing forces began roughly 24" apart, with skirmishers exchanging fire by Turn 2 and formed troops reaching musket range by Turn 3.

With this in mind, I believe a 12-turn game is appropriate for the scenario. Five to six hours should be enough to complete it comfortably, including a break for refreshments.

The question then becomes how to determine victory. Personally, I have never considered winning to be the most important aspect of gaming, as I generally prefer scenarios where the experience and historical narrative matter more than the final result. Nevertheless, it is entirely reasonable to establish some form of conclusion and measure of success.

Victory can be assessed in two ways: through attrition and through the achievement of objectives. Attritional victory points are already defined within the ruleset — 1 VP for each Falter caused and 1 VP for every two units forced to withdraw. This seems perfectly reasonable. The objectives, however, should ideally reflect the historical circumstances of the battle. After considerable discussion, we settled on the following as a good starting point:

French Objectives

  • 1 VP if Montfort exits towards Espejo.
  • 1 VP if Pinoteau is not demoralised after 12 turns.
  • 2 VPs for occupying Osma.

Allied Objectives

  • 1 VP for occupying San Millán.
  • 1 VP for exiting Stopford to Espejo.
  • 2 VPs for exiting Kempt to Espejo.

In the end, we will simply have to see how it plays out on the table!

30 April 2026

Battle Group

 

Last week I had my second game using the Battlegroup rules. I have been wanting to play purely tank actions and I have found that the 2 rulesets I have previously tried out just not that interesting. I find What a Tanker a bit foolish and the Achtung Panzer way too granular. I discussed this with Jean-Philippe who has been playing Battlegroup for quite some time and he kindly agreed to demonstrate the game to me.

I have a pretty good selection of 20mm Soviet and German tanks and of course the great tank battles in WWII took place in the Ukraine. We decided to set our game there. I put together a table.
German Start in upper left, Soviet start in lower right

I took the Soviets and Jean-Philippe took the Germans. We decided to play the Recce Screen scenario from the book. The OB was as follows:

Germans
PzIV Command 
PzIV x 3
StuGIII G
Sd.Kfz 250/9

Soviets
T34 Command
T34 x 6
T70

It was a very close game, with me eking out a very marginal victory. The game was a lot of fun and I would definitely play again and I see BattleGroup as my primary WWII Tank game. Many thanks to Jean-Philippe.

04 March 2026

On to the Eastern Front

 


I have been wanting for sometime to play some Eastern Front games. There is no question that most of the TFL campaigns for CoC are for the Western Front with a significant focus on Normandy. All good....but playing the Soviets is always a challenge especially because of the significant changes in platoon organisation throughout the 2nd World War. Most of my gaming on the Eastern Front has been during the Winter War with large 14-15 man platoons with no team structure. Version 2 of Chain of Command which covers 1944-45 has significant changes with smaller sections and now broken in 2 teams. My previous post details some work on Russian buildings so I was excited to put them on the table. I offered to put on game with my William so we met at the l'abyss this past Saturday.

Scenario 3: Attack and Defend. Patrol Markers and JOPs. Soviet Attackers from the left and German Defenders from the right. The Objectives were the Oil Tanks and the Ruined Building.

Soviets (FM 9, Support 12)

V2 Rifle Platoon
Captured Panzerfausts
Pregame Bombardment
Entrenchment
Mortar Bombardment with Extra Phase
Maxim MMG

Germans (FM 10, Support 7)

V2 Grenadier Platoon
MG42 MMG
Ig18 IG
Adjutant


It was a good game, I did not take any photos until the end. The game was quite close with the Soviets capturing the Oil Tanks within a few phases. William was also able to land the Bombardment quite accurately which covered my MMG, IG as well as one Grenadier squad and the Rifle team in a 2nd squad. It looked like I was doomed but I was going into the end game with a good advantage in FM as the Soviets were a bit unlucky in their FM throws. I was able to Handgranaten the Soviets who had captured the Oil Tanks while throwing 3 grenades (I had 5 commands), this was enough to break the section but also rout several leaders. I was a bit lucky with my dice, it was an excellent tactical game with William aggressively attacking. 






My next CoC game will feature the start of a Eastern Front campaign with Graham, stay tuned.