Battle – Mike v Dan, 1500 point Dust Up.
Dan: ‘A’ Sqn, 9th Queen’s Royal Lancer’s, 2nd Armoured Brigade, 1st Armoured Division, October 1942 – page 135 of North Africa book. 6 platoons, tanks are CT, recce and artillery are CV.
SHQ: 2 x Crusader MkII CS, 2 x Crusader MKIII
No. 1 Troop: 1x Crusader Mk IICS, 2x Crusader MKIII.
No. 2 Troop: 1x Crusader Mk IICS, 2x Crusader MKIII.
No. 3 Troop: 1x Crusader Mk IICS, 2x Crusader MKIII.
No. 4 Troop: 1x Crusader Mk IICS, 2x Crusader MKIII.
RHA: 8 x 25 pounders
Scout platoon: 3 x Universal Carriers
Mike: PanzerKompanie (15) Armored Company from North Africa book. Rated: CV
1 HQ of 2 x Panzer 3 Ns
Combat platoons 3 x Panzer 3 M’s
Combat platoon 3 x panzer 3 M’s and 1 x P3N
Recon: 2x 222, 1 x 223
Nebelwerfers x 3
AT guns: 2 x PAK40
AA guns: 3 x 2cm unarmored SP
Mission and Setup:
Germans won the roll off and chose one table quarter. Germans deployed PAK40s, Nebs and one platoon of 4 tanks.
Brits responded by putting on their 25 pounder platoon of 8 guns in cover of their hill and two platoons of tanks.
Both sides played cautiously, waiting for reserves. Brits brought on Recon platoon behind the wood facing the German table quarter. Artillery didn’t play a big part in the game.
The Germans rolled up two reserves in Turn 4 but for reasons I can’t recall, did not bring the AA guns on to the table. The second Panzer platoon and the scout cars arrived. The British responded by calling in air support and destroying two of the newly arrived tanks, bailing another one and killing a scout car. This incident seemed to seal the fate of the Germans.
The Brits took advantage and moved forwards to the German positions but still being careful of the PAK40’s. The Germans had little choice but to push a scout car onto the nearby Brit objective and stall the allied attack.
The last panzer platoon pushed forward to support the scout car and a large firefight ensued. Despite destroying a lot of Brit armour, there was not enough Axis firepower left to completely destroy the Brits. The Brit U-Carrier recon force held the objective by dint of them being in cover and Gone to Ground.
Trying hard, the Germans could not shift the Brit recon (killing them bar but the one that counted next to the objective!) before being forced to retreat to defend their own objective as the Brits swung around from the rear having killed off the Pak40 threat.
A last-ditch effort in defence was to no avail as the Brits pincer closed in to take the Axis objective.
4-3 win to the British.
My first midwar battle and I liked it. It was a close run game and I thought the sides seem well matched. Dan had more tanks, but they were weaker, I had less tanks but with Veteran status to help. My artillery did very little and I would question in a reserves mission whether it really is worth having in the list at all.
With hindsight, and had I realised how weak the British tank armour was, I would probably have put all my tanks and the AA guns in the table and pushed straight for the Brit objectives. Always check out the stats before starting the game!
I am quite liking the ‘Dust-up’ mission. Fun game, thanks Dan.
A recent game at Warhammer World saw two mighty forces clash on a 6×8 table across a ruined city which included a large fortress. The Marines got the job of defending the Fortress. The Imperial Guard had to settle for less pleasant surroundings!
2500 points each, with three Cities of Death Stratagems each.
The Marines chose the table quarter with the Fortress as their start point and defensive position. The Guard got a large building in the opposite quarter.
The Marines put a squad of troops in the fortress as a defense plus the heavies with their ranged weapons at the front of the fortress to repel attacks. The Marine Terminator Captain stood on the rooftop also with a commanding view of the rear of his position… The rest of the force hid behind the fortress or to the opposite side ready to move forward.
The Guard had enough platoons to really spread out in the deployment area, pretty much outflanking the Marines position.
Stratagems were placed, with tank traps and barbed wire around to cut down the Marines approach. The Guard Ratling snipers infiltrated on the rear flank of the fortress.
Guards won the first turn…
The Guard moved quickly up, deploying squads to try to outflank the fortress and approach the entrance to it from the rear. Guard mortars ranged in on a rhino on the rear of the fortress causing some damage.
The Guard Hellhound heavy flame tank moved forward to the front of the Fortress. The Devastator squad on the roof of the Fortress failed to do more than destroy a minor weapon on the tank. The Marines had a first turn deep strike of a Dreadnought into the rear of the Guard position next to their HQ. It failed to do much with limited weaponry. Even the mortars nearby seemed to be disinterested in this new arrival.
The Guard targeted the Devastator unit and killed three of their number.
A Guard Storm Trooper elite unit moved used deep strike to arrive in front of the Marine landraider. They failed to hit/penetrate though despite some decent technology.
Rough riders turned their attention to the Marine Dreadnought near their HQ, immobilising it.
Guard Ogryns had their Chimera blown out from under them but took no damage. Along with a Guard squad they attacked the walls of the fortress. Marines responded by countering with a squad of Assault Marines. Three Marines were lost but the Ogryns were still at the base of the fortress.
Terminators Deep Striked and ended up mid table in front of the Guard lines. They lost one man to enemy fire. A lucky strike.
Marines tried to move a rhino, bikes and a predator up the right flank. Terminators took on a Leman Russ in assault.
A second dreadnought Deep Striked into the rear of the Guard lines and luckily bounced up against the edge of the HQ building.
The Guard Storm Trooper elites switched to a nearby rhino trying to break out of the fortress area. They thought they had easier pickings!
Rough Riders switched their attention to the advancing Marine Predator. By the end of the turn the predator was on fire.
Terminators lost two more men but exploded the Russ tank and killed some nearby guard in the secondary explosion.
Guard Storm Troopers elite crippled the rhino they were attacking.
Marine bikes and troops fail to break through the pinch point on the right, being held by the Rough riders. The Marines in the fortress held back the attackers. More Guard approached the Fortress from the Marine left flank, led by a Psyker. The Psyker caused a couple of MArine casualties with some kind of ranged lightning attack much to the consternation of the Marine Captain on the Frotress roof.
The Dreadnought at the back of the Guard HQ fired on the defending Guard, but failed to do enough damage to make a difference. The defending troops advanced on the Dreadnought with threatening special weapons! The shots against the Dreddie finished it off.
Marine landspeeders deep striked into the Guard positions to try to take the pressure off the Marines being assaulted by the Rough Riders. They landed way off course and in the middle of the Guard firing lines and failed to do any significant damage.
The Ogryns, failing to assault the walls of the Fortress, turned and charged the tactical squad near the door to the Fortress. Marine defenders in the fortress shot the remaining Guard squad near the base, whitling the numbers down severely.
The Guard Storm Trooper elite finally cracked their rhino.
The last of the Guard troops attacking the Fortress were despatched. The Ogryns near the door were whittled down but failed to make it into the Fortress.
Several Guard units finished off the Marine bikes and Landspeeders. Neither side was going anywhere fast.
We ran out of time at the end of turn 5 and called the game at this point. No clear victory to either side, though the Marines had lost more points than the Guard. A moral victory to the Guard….?
Here’s a little ‘learning’ game I played with one of the kids. Just shows that age is no barrier to play…
Basically, my shermans were wiped out in a single air strike despite being in cover of a wood by THREE planes. How lucky was all that. Each turn one platoon of mine was wiped out by directed fire from Nebelwerfers and air support. Panzers advanced killing off the armored rifles and then the light panzerspah patrol cars used the Recon ability of Eyes and Ears to remove Gone to Ground from each of the US AT guns in turn. Finally, the 1iC died and that ended the game next turn.
Axis suffered only one Panzer casualty.
Last week I got an opportunity to face ‘AndyGI’ and his new Panzerspah Kompanie in a Flames of War game. Both of us had at least 9 platoons, so getting victory points was going to be fun.
Andy did such a good job of writing this up I will just link to his post… it was fun if a little frustrating with some of the dice rolling just not working out. The mission, Surrounded, is not my favourite as it seems to give advantage to the Attacker in deciding how and where to strike without a limiting timescale. It’s pretty hard for the Attacker not to be within 16 inches of an objective in the defenders part of Turn 6.
The Defender starts dug-in (good for infantry) but even so, my force needed some turning to try to bear on the Attackers. I would not like to be defending as a tank player or even mech!
Thanks for the game Andy. Look forward to a return match….
I built most of the first three cavalry for my new Saga army , Strathclyde. I am using Wargames Factory Ancient German Cavalry. Their horses are slightly small which makes them great for more of the “pony” look. Bare feet and beards? Lovely. Once these are done only 45 more to do.
Then I need to get a Warlord for them….
Just wanted to put up the progress so far on the Lizardmen front.
I have base painted 55 Skinks, 31 Saurus Warriors and as you can see below (some of the) 15 Saurus Cold One riders. The two Stegadons are still only undercoated.
I really like the contrast in colours in a typical Lizardmen army. It makes a change to paint blues and greens instead of flesh and horsey brown.