Monday, 7 December 2015

Schrodinger's Panther

We played this scenario at the latest wargames night in the office. It's based on the patrol scenario from the Chain of Command rulebook. The situation is in recent fighting, a Panther tank was knocked out in what is now No-Mans Land. The Germans are sending out a patrol to escort some Panzer crew to repair it and get it back to their lines, while the American have sent out a small force to destroy the tank. In the case that the Panther becomes operational, the Americans have a Sherman on standby, which will remain out of the vicinity to avoid alerting the Germans to the American activity. 
Panther 112 in the graveyard during the morning's fighting. It would be knocked out as it withdrew along the road to the left of the picture.
The final twist, which both sides were unaware of, was that the company commander of the next American company in the line was concerned about the possibility of the Panther being retrieved so had ranged in a mortar battery on its position. In the event he heard engine noise from its rough position he would order the area bombarded, although it being nighttime, the deviation from the target could be large.


GEHEIM

Kampfbericht, Befehlshalter 116sten Panzerdivision
Bericht fur Aktion am: 11ten Juni 1944
Hauptoffizier der Aktion: Leutnant Torsten Weitzman


Bericht:

Following the fighting in the morning of the 11th of June, in which one of our Panther tanks was knocked out, my platoon (3 Platoon, C Company) was ordered to escort a group of Panzer crew to salvage the tank, which was stranded between our and the American lines. In this action we were accompanied by Feldwebel Frischer from the Company command.

We left our lines at 2130, moving up the road in tactical column. When we reached the vicinity of the tank it became apparent an American patrol was present, possibly having the aim of destroying the Panther, or retrieving maps or other intel from the wreck. (Note: Interrogation of prisoners appears to indicate the Americans were not just conducting a routine patrol).

German forces move towards the tank, escorting the repair team.
As we advanced, we heard an artillery piece, probably an anti-tank gun, firing. At least three rounds were fired, aimed at the Panther. The first round was fired before we were in position and we are unaware of what effect it had, two more were fired as we approached. One round missed, and the second was deflected by the Panther's front armour.

Section 1 rapidly advanced to take positions south of the Panther, while Team A of Section 2 moved up to the north of the tank, both groups using the bocage and walls as cover, allowing the Panzer crew to reach the vehicle, at which point they began repairs, aiming to get the weapons systems working to provide support against the American troops.



German and American troops make contact as the repairs on the tank begin.
Team B of Section 1 moved up to the Panther, aiming to cover up the main lane past the graveyard, providing security for the repairs, at which point they came under fire from an American machine gun position, which devastated the squad, killing three of the four men. Mortar fire from the vicinity (probably a 60mm mortar) also hit the team, and the survivor withdrew rapidly. Obergefreiter Freibel reorganised his section as a single unit of 6 men. This combined force then moved into a small gully, spotting and engaging in a firefight with an American squad moving along the graveyard walls, inflicting at least some casualties. 

Team A Section 2 moved to the bocage to the north of the tank, spotting what appeared to be another American squad moving in the vicinity. Their appearance appeared to dissuade the Americans from moving through that field.

In an attempt to outflank the American machine guns, I deployed Section 3 to the north of the lane in the bocage, and they began a cautious advance before events overtook this move.

The two American infantry squads made a sudden, rapid advance up the lane towards the Panther, using the cover provided by the hedgerows to avoid incoming fire in the main. Team A Section 2 reacted, moving to enfilade their advance with fire, but was caught in a vicious hand to hand fight with at least 16 Americans. 5 Americans were killed in the fighting, and an NCO was wounded, but Team A Section 2 were killed to a man, along with Obergefreiter Peter Gruber. Finding themselves suddenly exposed, the Panzer crew retreated towards cover and Team B Section 2 rather than face the Americans.



American troops rush the first line of security around the tank, overcoming them in a brutal fight. But can they summon up the strength to overpower the remaining defenders?





The Americans then attempted to charge the remnants of Section 1, but only one squad appeared to be able to summon the required resolve after the bloody fight with Section 2. This squad hit Section 2, killing three men before being overwhelmed. Before Section 2 could shoot at the other American squad, under considerable urging from their NCO, they charged into contact. Fortunately, they were clearly exhausted and demoralised, in the ensuing fight they were rapidly overcome, with the only loss in that fight being Feldwebel Frischer who was knocked unconscious.


The last desperate push by the Americans is beaten back by Section 1, who are bloodied, but hold their ground.

Any remaining American forces, such as the machine guns that hit Section 1, withdrew from the area at this point and recovery of the vehicle was achieved by 2213.

During the action, our unit lost 10 men killed or wounded, including one junior NCO. We killed or wounded at least 20 Americans, taking several of the wounded prisoner. Two of the American dead were identified as NCOs. In addition to driving off the American patrol, we were able to recover Panther 112 and it will be available for use again.

I request that my platoon be rotated off the front at least temporarily to allow my wounded to recover and for the unit to be reorganised to compensate for our losses. Replacements, particularly for my lost section leader, would be extremely valuable to improving the unit's combat readiness.



The scenario was a good success to my mind, both players had a good time, even if the American player did find his dice to be uncooperative. A couple of points did emerge from the game however. Firstly, the Panther was incredibly tough, and was next to impossible for the Americans to destroy. I think in future I'd use the modified armour penetration rules in the Advanced Rules section as long as the tank is unmanned, as I assume it's easier to concentrate on getting a perfect shot on a tank if it's not fighting back, and once it starts moving or shooting staying alive becomes a significant distraction. Secondly, the German Panzergrenadiers are really heavily armed for this scenario, as the fighting was naturally funneled towards the tank, so it would probably be better to use the regular infantry platoon.

Thursday, 29 October 2015

Assassins Creed: Syndicate First Impressions Review

The Good

Where to start, firstly the setting. The London the team have created is amazing. Walking around the place in the game reminds me of living in the city, and the city seems alive and dynamic in a way that Paris in Unity did not. The attention to detail, from the colour of bricks, to the adverts and the mannerisms of the NPCs all seem top notch. Even better, the Industrial age cityscape is far better for exploring and climbing around than I anticipated. Combined with the magic zip line producer, navigating the city is a joy. (One thing I should clarify here, although the setting is fantastically realised, all my points in my rant on the setting are valid).

Even the magic zip line producer, or the rope dart launcher as the game calls it, doesn't impact on the game as negatively as I feared. If anything, it seems to have opened up the free-running, making streets less brutal obstacles and removing the need for all the steel cable clothes lines of previous games, and opening up the vertical dimension in play for exploitation. This combines well with the increased numbers of tall buildings and smoke stacks etc, but the device is sufficiently restrictive as to not kill off completely the normal climbing as a useful tool.

What little of the story I have explored has also impressed me. Although it lacks in world shaking history changing events, the small scale gives it a greater human element. It feels (and I am only part way through) like a small skirmish in the Assassin-Templar conflict, giving the two leads key roles in the fight. It's a nice balance, where the actions of the player is actually driving the game, rather than just being a pawn, and hopefully will develop into something larger later on.

Having two playable characters is also an interesting idea, and one which has worked well. Giving the characters separate skill trees with different high end options allows you to customise them to suit tasks early on, broadening them out when points become available. Having them be twins is also genius, the sibling rivalry interplay is brilliantly done.

The NPCs I've encountered thus far are also engaging and surprisingly rounded, even the historical ones who have (in my opinion) in previous games been a bit one note.

Combat has been refined again, and I like the new style. Quick kills and combo streaks are welcome additions, and for once it feels like wait.. wait.. counter is not the only viable strategy. I will also say that the kill animations are impressive, I'm not normally squeamish but a few of them make even me wince.

The side quests, particularly the territory unlock ones are another high point, they're fun, with a good level of challenge and fit the themes of the game well. I also like that the full sync bonus objectives are no longer considered necessary for completion, but completing them gives extra money and XP, which seems like an adequate compromise.

The Bad

Well, more the missed opportunities, as so far I have no major criticisms. I have seen a handful of bugs, mostly sudden spawning in of models onto impossibly terrain, occasionally lifting a body where the body freezes in it's dead on the floor pose, and once I think I saw a pedestrian vanish into the sky.

A couple of things I think could have been done to make things even more fantastic, firstly if a character has just been in the Thames (as in in the water) they should be made more obvious (they'd smell awful) when trying to stealth elsewhere. I'd also like it if I could hop on the trains at stations and know where they were going. (I know there is fast travel, but occasionally I just want to enjoy the environment/grab a drink etc.) The final niggle is a bug where the vendors always respond as if you've not bought anything when you exit the shop, even if you have.

The Verdict

Well, let's put it this way: This post has been much delayed as I've been playing not typing.

In more detail, this is an excellent addition to the series, it feels fresh, the environment is amazing and the story is excellent. It's too soon (for me) to say if it tops AC II or IV, but it is certainly up at their level.

Wednesday, 21 October 2015

Assassins' Creed: Syndicate: A rant about settings

Why Syndicate's setting is bad, and why this is good

 

When I first heard that the next Assassins' Creed game would be set in Victorian England, I was highly disappointed. To my mind, it's a terrible setting for an AC game, there were no great power struggles, no great revolutions. Power in Britain was firmly in the hands of the Parliament, the Industrial Revolution had already passed and society had adapted, the British Empire was the undisputed superpower in the world and would remain so for nearly 50 years. The only attractions of the period are a couple of famous instances, Darwinian theory and the Whitechapel murders (my guess now, Jack the Ripper will be a Templar attack dog and you'll kill him).

So why was this period chosen for an AC game? Well, the fame of Jack the Ripper, the fact Victoria is one of the few British monarchs that many people outside the UK will know of. But overall, I'd say it's a boring, pointless period to put the game in. And this is good.

For those of you I've now lost, let me clarify. AC Unity was set in one of the most fascinating power struggles in European history, where an ancient monarchy was overthrown, the church was challenged and "dangerous" ideals like equality first got a real airing. This was followed by the onset of reality, terror and tyranny overturning the ideals of the revolution and a return to a monarchy (albeit a new one given a certain lack of candidates from the old family). And Arno did next to nothing of note in this great event. Instead we had a (admittedly good) murder mystery and conspiracy story. Arno was not motivated to free the people, by equality or any other Assassin ideal, he was motivated by the desire to redeem himself in the eyes of his former guardian's daughter. To me, this was a colossal waste.

Why this happened I don't know, I think (based on nothing but playing Unity) the team had become more interested in the modern day story/meta game components than the historical part of the story. While I can respect that, and it does have some level of interest for me, I'd much rather take part in the great events in history. This is why I'm pleased that Syndicate is set in a pointless part of history, I can enjoy an interesting story (if of no consequence to the universe) without the nagging feeling that taking part in the events around me would be a better story.

A British Assassins' Creed Game: Where I would set one

 

British history (and to clarify a point that will become important shortly, I'm referring to Britain as a geographical term rather than a political one) is littered with periods of flux, revolution and changing of balances of power. One in particular stands out to me as a perfect setting for an AC game, and I'll lay out my thoughts on why and what form the game could take here.

The period in question is the English Civil Wars on 1639-1660, where fighting took place not just in England, but also in Scotland and Ireland, giving the wars their other name, the Wars of the Three Kingdoms.

During the course of the wars, the English monarchy was deposed and for the only time in history an English monarch was condemned to death and executed by the British people in a (dubiously) legal process. The state religion was challenged, nearly demolished and a new, radical sect seized control. Britain went from a monarchy, to a Commonwealth to a Protectorate, allies became foes and finally a counter-revolution restored, on the surface at least, the status quo from before the wars. 

As I see it, the game would start around the time of the Bishop's War, with Assassin's (including our protagonist as a rookie) supporting the Scottish army as they advanced against the English army arrayed against them. Naturally the Templars will be controlling and backing the established monarchy. Attacking the English camp to assassinate a key Templar and perhaps sabotage powder reserves or similar would provide a clean and easy tutorial mission.

Next, we'd proceed to the increasingly riotous and rebellious Long Parliament, with our character helping to delay the arrest of the 5 Members of Parliament by Charles I soldiers. spreading anti-monarchical pamphlets and otherwise contributing to the rise of the rebellion. When the rebellion breaks out, the Assassins would be tasked with eliminating Royalist officers (the casualty rates among senior officers in the conflict was horrific), sabotaging siege trains and other military related activities, aiming to assist the rebellion in the difficult early stages of the war.

A point on gameplay, I envisage the game returning to a more similar format to the earlier games, with multiple major cities to visit, rather than concentrating in just one place. As the fortunes of war change, the guards in major settlements and strategically located garrisons and camps will change between Royalists and Parliamentarians, with garrisons launching patrols of the hinterlands between the cities (giving players a reason to deal with them rather than just the 100% completion). In settled areas, the Clubmen faction, locals who had banded together to defend their locality from marauders, could form a permanent 'police' to keep the player from stealing and killing at will, while enemy garrison troops would be far more hostile (suspicious on sight etc) while friendly troops would be tolerant of most minor offenses and could assist the player against enemy troops.

I also imagine their being dynamic attacks by Templar forces aiming to recapture garrisons and settlements, even when the player isn't present, just so that the oppressive concerns of civil war are brought home, never knowing if a safe area is still so.

In the next act, the player would have risen in the Assassin Brotherhood after successful actions against the Royalist armies. Their new task would be to concentrate of breaking the Templar hold on the country, as it looks like the rebellion might fail. Going after Templars, their allies and assets would be the first task, after which the hunt for any Precursor artifacts they're using. The relentless pressure on the Templars and the loss of Pieces of Eden would critically weaken the Royalists, allowing the Rebellions fortunes to improve. The Assassin could also be sent to protect the negotiations for the alliance between the Parliament and the Scots, a critical turning point in the war.

At this point, we throw in the curve ball to the plot. The rebellion's leadership at this point fell heavily under Puritan influence, a formerly small, reclusive sect with extreme beliefs and an intolerance for outsiders. When they become a dominant faction in the rebellion, they turn on the Assassins, revealing that they're a Templar dominated faction. The game changes, as all guards are intensely hostile to the Assassins, hideouts come under assault from Parliamentarian troops led by Templar kill squads. Dozens, if not hundreds of Assassins, including key leaders, are killed and the Brotherhood is nearly annihilated. The player escapes with a handful of companions.

The next act would consist of trying to rebuild the Brotherhood in a brutally hostile environment. Establishing safe houses, supply networks and spy rings will be key, followed by recruitment and training of Assassins. At this point the player will become a senior Assassin, by the simple method of having lived. Eventually, the Templars will abandon the Royalist faction as the rebellion becomes unstoppable. For want of better allies, the Assassin's will assist the Royalists, taking part in the escape of Charles I's children and his prison escape attempts prior to his execution. Ultimately though, the new, Templar dominated government will be installed and the Commonwealth will ensue. The Assassins consider abandoning Britain, and many do, leaving the player as the leader of all remaining Assassins in the Three Kingdoms.

Under the player's guidance, the Assassins will attempt to undermine the Commonwealth, eventually triggering the Templars to abolish the Parliament, making Cromwell the Lord Protector, a functional monarch with military backing. This plays into Assassin hands, as the people begin to resent the loss of freedom and imposition of religious values and the abuses of the regime. Eventually, the resentment of the Protectorate, combined with the death of Cromwell (perhaps by Precursor poison or similar that makes it look like a natural death), leads to the return of the monarchy. Unfortunately for the Templars, Charles II holds them responsible for the death of his father, and with a little help for the Assassins, he launches a purge of the Templars, allowing the Assassins to gain ground in the British Isles.

At the coronation of Charles II, the ending of the game, our character, now a Mentor of the Brotherhood, and a young Assassin will be watching from the roof of the Palace of Westminster as, once again, power was invested in one man. When challenged by the young Assassin about his failure to change anything, our character points out to him that, although on the surface, nothing had changed, below there were new rules. The people had learned they could challenge the authority of the old orders, power now rested firmly with the Parliament, as they allowed a King to exist, and that this knowledge and fact would be impossible to undo, even by the most devious Templar machinations, planting a seed that the Brotherhood can nurture into a permanent victory over the Templar desire to control. In my mind, this monologue takes place over a montage of momentous events through history where powers were challenged (American and French Revolutions, Fall of the Berlin Wall etc) as suits the speech.

Aside from the story aspects, the English Civil Wars also suit AC gameplay. Firearms were limited and slow to reload, making reliance on bladed weapons critical in scraps on the scale AC games play at, but allowing for some dramatic battlefield action when needed for the story. High attrition rates among officers allow for assassination missions without the need to make up deaths, the key role of printing presses, powder mills and local fortified strongholds give natural side quests, with obvious gameplay benefits (Clubmen will be hostile if the enemy control local printing presses, and neutral if it falls to the Assassins, powder mills supply local Assassin forces making them more able to defend themselves and allowing the player to re-arm for free, removing enemy garrisons reduces or eliminates enemy patrols).

So that's my little idea for an Assassin's Creed game where the player becomes part of history, just needing one of the "modern world" stories around it. Sadly, with the English Civil Wars being relatively unknown, I suspect it'll never go from my head to reality. But then again, stranger things have happened.

Wednesday, 23 September 2015

Lion Rampant - Adapting for the Ancient Period

Recently I hit something of a snag, I've been painting up some Romans, Gauls and Germans in 25mm, planning to use them in skirmish level scraps (village raids, patrols and ambushes and the like) when it occurred to me I haven't got a set of suitable rules.

No problem, thought I, to the internet, a quick search for Ancient Skirmish Rules will soon see me straight. Saga, nope too late, Dux Bellorum, ditto, and so on. For the Roman period, there seems to be no skirmish rules, only massed battles (well with the possible exception of some Warhammer thingy, but no).

Since I've always been tempted by the idea of collecting middle ages skirmish figures (choosing between the First Crusade/Outremer, collapse of the Byzantine Empire, Mongol Invasions or Wars of the Roses period being the main stumbling block at this time), and with a "Must only buy terrain this year" Salute coming up, I indulged in a copy of the Lion Rampant rules by Osprey and having read through it occurred to me the rules covered exactly the scale of fighting I was looking for in my Ancients.

The task I've set myself is to convert the rules to be suitable for the mid-late Roman Republic, which involves the following steps:

  • Adapting/creating suitable troop types to cover the options available and getting as close as possible to fair "Retinue" points
  • Coming up with suitable leader tables for the Gauls, Germans and Romans (and possibly the Gladiators if I intend to play some gladiator revolt battles)
  • Suitable renaming of everything to be less medieval
  • Tweaking various things like challenge rules etc to better reflect the ancient setting.
With luck, I'll soon have two rule sets for the price of one, expect to see updates here at some nebulous point in time.

Sunday, 14 June 2015

Assault on Villa Giulia

To: Lt P. Leinster, CO 2nd Platoon Dog Company 53rd Armored Infantry Batt.

From: Cpt. J. Northman, Dog Company, 53rd Armored Infantry Batt.

Your platoon is to immediately take position around Villa Giulia (GR: 7612-4431). Battalion S3 reports enemy activity consistent with the expected counterattack. Your platoon is to hold the villa at all costs.



Having pumped out a pair of platoons and supports for Chain of Command in short order, the time had come to put them on the table and get stuck in. The scenario was Attack and Defend right out of the rule book, with the American Armored Infantry platoon defending the locality of the Villa Giulia from an attack by German Panzer grenadiers. 
Villa Giulia dominates the valley floor and the road through it, making it critical to controlling the local area.

American officers take advantage of the villa's comforts.
The Americans took an adjutant, a minefield and a FOO with an 81mm mortar battery, while the Germans took an adjutant, a sniper team and a Panzer III. The Americans also declined to bring any of their integral bazooka teams.

To: Battalion Command, 53rd Armored Infantry Batt
From: Lt P. Leinster, CO 2nd Platoon Dog Company

Combat After Action Report for 23/11/1944 around Villa Giulia

At 0550 we became aware of German scouts probing around out outposts. Shortly after, a German squad was sighted advancing up the road towards the villa, and another squad was seen to the west of the road. Our machine gun squad engaged the Germans in the road, inflicting at least one casualty and causing the Germans to move east off the road.

A brazen German advance up the road is met by a hail of lead from the defenders of the villa.
With German troops taking cover behind the stone walls of a field east of the road, I deployed 1st Squad to cut off their advance. A brisk firefight broke out, in which what we believe to be the German officer in charge was wounded. 

After the initial rebuff, the Germans head east, joined by the platoon CO.
The firefight decimates the German section, and the Platoon CO is wounded.

During the firefight several of our men were hit, but the Germans lost at least four men. The men also reported a possible sniper beyond the German infantry, although this remains unconfirmed.

The Germans deployed an additional squad to try and break through, and the heavy fire from their MG42s inflicted heavy losses on 1st Squad.


MG42 fire devastates 1st Squad as the Germans try to push through the American defense.
1st Squad having been rendered combat ineffective, I deployed 2nd Squad to take over holding the German flanking movement. The firefight continued with light losses on both sides. The Germans then brought forward a Panzer.


2nd Squad suddenly finds itself on the end of the steel fist of the German war machine.

To break the Germans before the Panzer became a serious issue, I deployed my HQ squad at the opposite end of the stonewalled field to the Germans to bring them under fire from two directions.


The HQ squad surprises the Germans from the flank, adding to their misery.

Under pressure from two sides, one of the German squads broke and fled back towards the road where they came under fire from the machine guns in the villa. The survivors fled from the combat area.

Pressure from American rifle fire pins down the second German section.
Fleeing back from the Americans brings the German second section into the sights of the machine gun squad, who carve into them and drive them off the field.

With the Germans clearly in some confusion, we applied further pressure to the surviving Germans east of the road, driving them off. The remaining German forces then withdrew, leaving us in control of the field.

Our losses in the action amounted to 10 enlisted dead and wounded, and one Sergeant lightly wounded and another killed. We estimate we inflicted at least 20 casualties on the Germans, including at least two senior NCOs and and an officer killed or wounded.

A rather resounding victory for the Americans, who had a Force Morale of 8 remaining when the Germans sank to 0. The German players had made a few errors, but two things more than anything crippled them throughout the game: Their wounded senior leader, meaning that he couldn't be activated with all the 4's they rolled for their activations, and their terrible to hit rolls, rarely making more than a 25% hit rate even with a 50% to hit chance.

The latter could have been overcome, given the firepower the German sections could bring to bear, but the former became a serious issue. The German Lieutenant could have been directing the German forces around the field, which would have freed up their Junior Leader and squad activations that the German players had to use to keep that firefight going to activate their third section (west of the road) to flank the American position or bring their tank into play sooner, either of which could have changed the result massively.

That being said, the American player did well, constraining German options and committing sufficient force to the firefight to overpower the Germans in the attrition battle.

Most importantly, everyone had a good dead of fun, even the Germans. Chain of Command is definitely going to become a staple of our office wargames evenings.

Monday, 6 April 2015

New Project: Chain of Command Platoons

Why not add to the lead pile


Having recently acquired a copy of the Too Fat Lardies rules Chain of Command, and having had a couple of test games with stand in models (the sight of Roman legionaries advancing into the MG42s of the Gauls is not one I will soon forget), I have decided to bite the bullet and add to my not inconsiderable painting pile with two platoons. After a bit of consideration, I picked late war western front (Italy or France/Germany) and the Americans and Germans for the forces I'd use.

First up, the Americans. I chose to go with an Armored Rifle Platoon, which consists of the Lieutenant and Platoon Sergeant, two large infantry squads, a smaller HQ squad, a machine gun squad with two medium machine guns and a mortar team as standard. In addition I got some support options, a 57mm Anti-tank gun, a flamethrower team, a mine clearance team, an observer team for a mortar battery, an M8 armored car, an M10 tank destroyer, an M24 Chaffee and an M4A3E8 Sherman.

To face down the green machine, I picked the German Panzergrenadiers, with a leutnant, panzerschreck team and three squads of two teams, each with an MG42 and a small clutch of riflemen. To back up the core platoon there is a sniper team, an extra senior leader (probably some form of senior NCO), an MG42 team, a mortar battery observer, a mine clearance team, a motorbike with sidecar, a Pak 40 Anti-tank gun, a Sdkfz 234/3 armoured car, a Stug III, a Panzer IV and a Tiger 1.

The rationale for choosing these forces was, as usual with me, they offer a variety of play styles. The Germans are fairly simple to play conceptually, each fire team has a lot of firepower, plus panzerfausts to keep tanks on their toes. This also means that a section or team can perform fire support or maneuver roles, giving tactical flexibility. Their weakness comes from a lack of senior leaders (one to the American two) which hampers activity on the field or deployment, and a general fragility due to limited numbers.

The Americans play very differently. With their large squads of riflemen and separated out firepower in the medium machine guns and mortar units, the Americans have great resilience, but need to coordinate their firepower and movement more carefully than the Germans. The presence of two senior leaders also allows the Americans much more flexibility in battle in terms of patching up unit morale, directing the action and deploying troops. The Americans can also bring serious anti-tank firepower by adding bazookas to the infantry squads.

So with the forces assembled (although I won't deny it is entirely possible more supports will be acquired at Salute later in the month), the painting shall soon begin. Assuming my other unpainted projects don't get in the way. Like the 100 or so 28mm Gauls currently occupying the painting table. Bah.

Sunday, 8 March 2015

Action of the 22nd of December, 1942

Action of the 22nd of December, 1942

Flora II MTB Base, Invergordon, UK


Lieutenant R. Hansen RN headed toward the Flotilla Office for the morning briefing. For some reason, he had a nagging feeling this was not going to be a normal day. Two Royal Marines were guarding the office, an unusual precaution. The other boat commanders were already there, waiting impatiently for the Squadron Officer to brief them.

When the SO strode in, he placed in front of the assembled officers a piece of paper.


Well, that confirmed that this would be a dangerous mission. This was the first time the Admiralty had sent orders directly to the squadron, and such a deliberate targeting of a single convoy was unusual. Still, there was no option but to head to the boat and the sea.

Sailing to Norway took the night and most of the next day, although with the winter darkness it was difficult to distinguish between the two. The boats hid up in a fjord for the few hours to wait for the enemy convoy.


The force consisted of two Fairmile MTBs (656 and 660), each armed with a 2 pounder, 6 pounder, a twin 20mm cannon and two twin LMG mounts in addition to 2 18" torpedoes, and 4 MTBs, 22 and 29 armed with two twin HMG turrets and 2 21" torpedoes and 527 and 531 armed with a 6 pounder, twin 20mm cannon and two twin LMG turrets, plus two 21" torpedoes.

Working as two small forces, 656, 22 and 527 as one group, 660, 29 and 531 as the other, the boats took up a position on the convoy's expected route. At 2212, Lt Hansen heard the growl of approaching diesel engines. The boats began to crawl towards the noises, preparing to hit their prey. A fog bank provided cover for 660, 22 and 527 as they moved forward.
The boats close in on the sounds of a convoy
 Taking advantage of surprise, the British boats swept in, picking out two E-boats and two merchants. One E-boat found itself the centre of attention of three of the MTBs. 

Contact! Contact!
Tracer rounds began to fly back and forth, with 660 and the German boat both taking hits. A small fire broke out on 660, while the German boat was hit by 531's 6 pounder, taking serious structural damage, before catching fire, losing the use of its twin 20mm cannon mount and her engines cut out, leaving the boat adrift.

Under a hail of fire, the German boat is left in a serious state.
Additional fire from other boats hit a second German E-boat, damaging the steering gear and caused a small fire on the lead merchant ship, the SS Lina Fisser, allowing the MBTs to launch a barrage of torpedoes cutting across the convoy's route. 
The merchant crews fail to react to the suspicious trails in the water as the firefight rages around them.

With their torpedoes in the water, the British boats swept further into the convoy, using their guns to rake the German E-boats and merchants. The two lead E-boats were left without any useful weapons, while the Lina Fisser manage to extinguish the fire, another broke out almost immediately, as did one on the right hand merchant, the SS Laknes. Two more S-boats came roaring forward from the rear of the convoy, opening fire on the MTBs. 531 took fire and a small fire broke out, while the left flank S-boat took heavy fire, which kept the German crew's heads down as a small fire broke out.

The two forces close in on each other under a hail of fire, with the Germans generally getting to worst of the engagement.

Then the torpedoes struck. The one torpedo launched by 656 missed the Lina Fisser, passing beyond her to hit the Laknes, tearing her stern off, bringing her to a complete stop. Two further torpedoes from 22 struck the wreck moments later near the bow.

The two torpedoes launched by 660 struck the Lina Fisser amidships, leaving her wrecked with the crew hastily abandoning the ship.
Torpedoes devastate the convoy.

29 was able to launch a further pair of fish towards the third German merchant, the SS Maudie. To further confuse the situation, from the south a star shell was launched, illuminating most of the boats in the fighting.

In the next moments, one German E-boat tried to ram 22, but skilled maneuvering by the crew managed to keep them out of harms way, while they battered the German craft with machine gun fire leaving the crew stunned and the boat burning.
A crazed German mariner scrapes the paint clean off MTB22
Being the only remaining merchant, the Maudie suffered horrifically at the hands of the British, raked by machine gun and cannon fire from at least three boats. Seven separate fires broke out along the length of the ship, with bridge hits reducing the crew's ability to respond, but not before she managed to turn head on into the oncoming torpedoes.

Battered from all sides, the SS Maudie rapidly turns into an inferno
To add the the misery of the crew, one of the torpedoes from 29 struck home, causing massive flooding and ripping open the hull, leaving the Maudie barely afloat.

With the Maudie having just 6 Hull Points remaining, Lt "Why is it always me?" Arvinda got 2d6 bonus flooding damage. Oh well.
While the Maudie was in her death throes, MTB 531 was torn apart by close range fire from an S-boat, while on of the first S-boats attacked was finally sunk by 660. From the gloom to the south, more German vessels, a destroyer and two R-boats emerged, rushing to intervene and save what little could be saved of the convoy. 660 suffered a near miss from the destroyer's 105mm heavy guns, causing minimal damage but convincing the British it was time to clear out.

A German patrol rushes into the chaos, with the Elbing class torpedo boat blasting away.
With the final German merchant rapidly succumbing to fire and flooding and enemy heavy forces closing in, the British boats began to make a break for the open sea. 29 bravely chose to halt to pick up the survivors from 531 just as she slipped beneath the waves. 

660 made a break to the west, while 656 broke east with 527. 22 headed north while exchanging fire with a German S-boat. With the R-boats in a half-hearted pursuit of the MTBs, the German destroyer charged into 29 while she was stationary. A last second burst from 29's engines allowed them to escape without serious harm, but left her at point blank range for the German close range armament. Raked by the Flakvierling and a single 20mm cannon mount, 29 was cut apart and foundered.
The action winds down as smoke and darkness make picking out targets impossible. The last German boats concentrate on rescuing survivors
To further compound British woes, 660 was still illuminated and visible to the German destroyer, and with no better target, the German vessel opened fire with her 105mm guns. A solitary hit smashed 660's flank in and she sank, leaving her crew adrift. With all other targets receding into the night and survivors to be rescued, the Germans left the remaining British boats to make their way home. 

In the post game clean-up, it was determined that 660's crew were rescued by another British boat, but the captured crews of 29 and 531 broke under interrogation and admitted they were tasked to attack the convoy specifically. Fortunately, German counter-intelligence failed to link this to the Enigma messages sent concerning the convoy and blamed local resistance movements. While several innocent Norwegians would doubtless be arrested or killed, the ULTRA secret would remain safe.

Lt Hansen shivered uncontrollably for nearly an hour after being hauled out of the freezing ocean. The remaining boats made good time back across the North Sea. 'Whatever was on that convoy had better be worth a whole damn lot.' he mused. With two crews missing, not to mention the wounded and dead among the other boats, this had been a painful day for the MTBs.
With all three merchants, and their cargo of heavy water for the German atomic bomb project, sunk the game was an Allied victory, even with the loss of 50% of the attacking force. Even better, all the players and myself had a blast, even if there were persistent complaints about the heaviest armaments on most of the boats not being able to fire forwards.
We used A & A Game Engineering's Action Stations rules for the game, which performed very well, giving a good feel and a briskly paced game, even with none of the players having played them before. The only major rules mistake I have since spotted was me missing a bonus to hit large vessels, but that was due to my idiocy rather than any fault of the rules or the handy QRS A & A provide. The models come from the Skytrex (now Heroic and Ros) 1/600th Coastal forces range.