Wednesday, November 27, 2013

Ronin Game 160 Pts Westside Comics

Today, I tried out the game Ronin with the owner of Westside Comics and Games in Kapolei.  I took the opportunity to bring out my terrain and dust off some of the figures I have had sitting in foam for a couple years.  The setting was outside the wall of a Korean fortress during the Imjin War around 1598.  The local Choson commander has finally seen his request for Hwacha (Literally "Fire Car" Rocket Arrow cart) fulfilled and the new units have been set up for a demonstration fire this afternoon.  The local Japanese commander hearing the news and fearing the imbalance this new weapon system might bring to the region, orders a small group of samurai and ashigaru to raid the town and capture the Hwacha.  The approach of the Japanese triggers the militia and several Heavy Infantry to run to the defense of the Hwacha in the middle of town.

Japanese entered from the east (right side), Choson entered from the west (left).  Objective two Hwacha located in the middle of town in front of the main gate.

Japanese sneaking up into the town from the east

Korean militia from the west.
The Koreans moved to the north side of the objectives hoping to focus on the Japanese Commander and his 2IC.  If they were killed it might be possible to force the rest of the Japanese raiders to flee.
** We found the archery to be fairly ineffective at range even against poorly armored troops.  Best to be under 24" for any real damage.  Also if choosing to shoot twice in the turn (once during movement and once during action) to be a neat feature of the game system.  Also the modifiers (atk and def) are pretty good.**

Didn't take any more good pictures during the game, but we had to call it short because of time.  The Combat pool system takes a little getting used to, but is actually pretty neat.  It is quite deadly.  Most combat ended in kills.  By the end of turn 4, our last turn, two Koreans were dead and one lightly wounded with two Japanese dead at that point.

The systems is pretty solid.  No major issues with the rules.  The lack of a well defined Mongol faction is disappointing.  Also a distinction between Ming and Qing troops would have increased the variety of game and scenario options. If players are prepare ahead of time you can easily play this game of around 150 pts in 45 mins I think.

Friday, November 15, 2013

End of the FoW 7th Panzer 1940 Campaign

So after too much time and a bunch of real life obstacles, have decided to end the 1940 campaign.  The Germans were doing quite well.  Unfortunately the French reserves did not get into the fight yet.  I think it is plausible that significant damage could be done to the German heavy units as they encountered French heavy units.  However, the huge degradation of French infantry would severely limit the ability of French units to prevent a German breakthrough.  7th Panzer would be bloodied, but ultimately they could have achieved their objective. So congrats to the German players and hope we try this again in the future. It was fun!

Signing of the Franco-German Armistice at Compiègne (June 22, 1940)

Friday, November 8, 2013

Back from the Dead

  Back from my extended hiatus.  Master's Thesis Defense complete!  Back to wargaming.  Looking to get back on track with the 1940 Campaign, New Jutland project or basically just play anything I can.

Wednesday, October 16, 2013

Battle Report (#4 and #5 Engagement)

I played in both of these engagements and so was too busy getting beat to take pictures.  I will update the campaign slides when I get a chance and have them ready for Turn 4 to start on Nov 8th.

The #4 Engagement (9NOV13 @ Westside Comics) was fought by 14th Zouave (Infantry Company List) (Gen Agliany in his first game) vs a Leichte Panzer Company from 2/25th Pzr (Gen Welvert).  The scenario was surrounded.  This was not really the best scenario for a German force against French infantry.  For the Germans to be successful you need scenarios where the French are not able to field as many of its forces. I fought as the Germans and felt the sting of the French AT as I tried to maneuver closer tot eh town where the French were hold up, but no dice.  Poor Objective placement also contributed to my loss.  Oh well, the Germans lost their first Engagement.   Vive la France!

Engagement #5 was fought at Armchair Adventurer (10NOV13).  Gen Welvert fought as the already damaged 2/24th Tunisian against Gen Rommel who was borrowing a Leicthe Panzer Co. from Gen Van Luck's 66th Pzr.  The German onslught of Pzr Is was massive.  However, for the first time in the campaign, the French employed 3x Char Bs and although they did not kill their point value in enemy tanks, they were quite effective at holding objectives.  Only threat was German Stukas, which with some 20mm AA were driven off a couple times as well.  French infantry counterattacked as part of the scenario of Pincer several times, but were mowed down by the Panzer Is.  Fighting in a town surrounding the 2nd Obj were two French Infnatry platoons with HMGS and AT guns.  Unfortunately, the fast Pzr Is and Halftracks got into town before the French could get enough men into town to hold it.  Although the Germans paid fairly dearly, they did capture the town center eventually ending the game.

Friday, September 27, 2013

FoW Campaign 7th Panzer France 1940 Turn 3

Turn 3 Movement and Contact Results.
Overview -
The French have fallen back.  The overwhelming odds, linked with poor leadership and failures at the tactical level forced most of the 5th DINA to fall back to secure the two major road junctions in the western portion of AO Afrique.  The good news is that initial link ups with the reserve armor of the first 1st DCR have begun.
The Germans have succeeded in digging the French out of their initial positions by attacks in the north and south of the sector, forcing central French units to re-position to prevent being enveloped.

       KG Rommel after defeating elements of the 6th Morrocan in their initial contact the KG turned due west and headed up the southern road towards Avernes-sur-Helpe
       KG Erdman defeated elements of 1/24th Tunisian west of Sars-Potieries and then pursued the unit as it withdrew towards Avenes-sur-Helpe.  Now  2/25th Pzr and 1/6th Infantry have run into 14th Zouaves Regiment and 1/24th Tunisian Bn holding positions NE of Avesnes-sur-Helpe.  French outnumber Germans 3 to 2.  Should be interesting.
      KG Von Luck  66th Pzr and 1/7th Inf continue to purse 95th Recon.  However, they have linked up with 2/24th Tunisian who withdrew prior to contact earlier giving them a 1-1 ratio versus the oncoming KG.  The 37th recon attempted to exit the woods to the south and attack 6th Morrocan but ran into units of KG Rommel heading NW.  2/7th Inf trails in reserve heading due west after 1/7th Inf

Map and Slides

Engagements to be played out:  Unit to Army List Reference Sheet
List Builder Online:  FOW Army Builder
#4 - 1/24th Tunisian Bn and 14th Zouaves vs.  2/25th Pzr Bn and 1/6th Inf Bn (TBD @ TBD) Pts -  Battle Report

#5 - 95th Recon Sqdn. and 2/24th Tunisian vs. 66th Pzr Bn and 1/7th Inf Bn (TBD @ TBD) Pts -  Battle Report

Thursday, September 26, 2013

Battle Report (#2 Engagement)

95th Recon Sqdn. vs. 66th Pzr Bn and 1/7th Inf Bn (22SEP @ Westside)

   Scenario used was Surrounded for the French as defenders with a 20% point detriment as well because they were being attacked by two German BNs.  The French lost a plethora of armored vehicles in the first two rounds.  Stukas, 88s, and tank fire decimated the French ranks.  Once the Germans closed there was some success for the French, but it was too little too late.

A deadly cat fight in town.  Too bad S35s are one man turrets!

Germans pulled off another victory and forced the French Recon Squadron to displace to the west.  French 95th -20%.

Battle Report (#3 Engagement)

6th Moroccan Rgmt vs 1/25th Pzr Bn and 7th MC Inf Bn (26SEP @ Armchair Adventurer)

    The Brave, but stupid 6th Moroccan decided to defend on he western side of Liessies hoping to defend a gap between the river to the south and the main east heading road heading out of town.  The scenario rolled was encounter.  The French dug in their 75mm and the 1x Infantry Plt available moved into town to secure better positions before the reserves showed up.  The Germans moved into town from the east with a Schutzen Plt and their Recce far off to the south.  As their tank platoons (reserves) entered they moved them to the south of the town towards the objective near the bridge.

 French mortars smokes the crossroads in town twice hoping to fix the German infanty and armor and force them to the south.  They did just this, but the French guns were...out to lunch on hitting much. Another French infantry platoon entered to the south of the bridge and was completely out of the fight.

Because of scattered reserves and the lack of real mobility on he part of the French, the reserves came in predominately on the left  hand side of the table towards town.
 French guns set to defend against the oncoming German armor.  Unfortunately, the German recce freely strafed the guns and destroyed two guns.

The lack of mobility and the speed at which we had to played the game made it extremely fast.  I think both sides could have developed better plans and had more fun if time had permitted.  I personally felt really rushed and playing some new French units, I really didn't have a chance to experiment properly.  Oh well, next game.  6th Moroccan recoils and is down 20% in points.

Monday, September 23, 2013

Battle Report (#1 Engagement)

1/24th Tunisian Bn vs.  2/25th Pzr Bnand 1/6th Inf Bn (22SEP @ Westside)

    The group decided today that when attackers have greater than 2-1 advantage in size (based on BNs) they will gain +20% to their points.  This applied to the German force in this engagement.

The scenario rolled was hasty attack.  The Germans used a Leichte Pzr Co. with 1860 pts. and the French used the Colonial Fusiliers-Voltiguers list with 1550 pts.

The French defended with two Inf Platoons and a MG platoon with AT section and a platoon of 105s.  The rest of the force was in delayed reserve and would only have a couple show up in time by Turn 3.  Here we see the Germans making a bold thrust right through the center after successfully using their Stukas to degrade the French right flank.  German recon units also moved through the woods on the top of the board to get close to the other objective.  The French Inf platoon on the left flank was left out of the game after the Germans wisely removed the objective on that side as per the Hasty Attack scenario rules.

   The view from the French guns.  Where are the reserves!!!  The MG Platoon is quickly repositioning  to counter the German platoon in the woods headed toward the obj.

The view from the German side.  The fields in the middle did very little to obstruct field of vision.  Both the French 105s and German 88s ended up being fairly impotent in this engagement.

    German armor assaults the French center platoon.

The German Stukas decimated the MG platoon and the French 105s.  In the end the reserves did arrive with 3x Char Bs and 3x H35s, but they could not contest the central objective soon enough and so the French conceded the game.

Sunday, September 22, 2013

FoW Campaign 7th Panzer France 1940 Turn 2

Turn 2 Movement and Contact Results.
Overview -
The French continued to defend in the road choke points as the 95th Recon prepared to conduct a Rearward Passage of Lines with 2/24th Tunsian.  Armor reserves continued to move eastward to support 5th DINA closer to the attacking Germans in AO Afrique.

The Germans have exploded out of the Sivrey Gap and are attacking in all directions.
       KG Rommel has directed all its forces to the southern road toward Liessiers and the defending 6th Moroccan Rgmt of the 5th DINA. They are beginning their attack of 6th Morrocan with 1/25thPzr and 7th MC Bn
       KG Erdman continued along the Sars-Poteries Road seizing the town and continuing on to attack 1/24th Tunisian with 2/25th Pzr and 1/6th Inf.
      KG Von Luck  After their first encounter with the French Recon, 66th Panzer, along with the fresh 7th Motorized continued to pursue and maintained contact with the French 95th Sqdn.  The 37th Recon looked to sneak through the wooded area to the south towards Sans-du-Nord.  Von Luck's 2/7th Infantry has closed up behind 1/7th Inf.

Map and Slides

Engagements to be played out:  Unit to Army List Reference Sheet
#1 - 1/24th Tunisian Bn vs.  2/25th Pzr Bn and 1/6th Inf Bn (22SEP @ Westside) Pts -1550 Battle Report

#2 - 95th Recon Sqdn. vs. 66th Pzr Bn and 1/7th Inf Bn (22SEP @ Westside) Pts - 1550  Battle Report

#3 - 6th Moroccan Rgmt vs 1/25th Pzr Bn and 7th MC Inf Bn (26SEP @ Armchair Adventurer) Pts - 1000 Battle Report

Wednesday, September 11, 2013

FoW Campaign 7th Panzer France 1940 Turn 1

Turn 1 Movement and Contact Results.
Overview -
The French continued to defend in depth across both AOs with a movement of several BNs of armor reserves to the east.  The North Africans continued to hold their ground in the face of the German onslaught with the 95th Reconnaissance Squadron screening along the 5th DINA's FLOT.  French confidence continues to be high that they will be able to stop the approaching Panzer force dead in its tracks.

The Germans stumbled into the AO through a very constricting pass in the heavily forested terrain canalizing them onto the single road from Sivrey-Rance.
       KG Rommel shared some of the road with KG Von Luck, but due to Von Luck being in contact diverted to the south toward Liessiers and the defending 6th Moroccan Rgmt of the 5th DINA.
       KG Erdman moved to the north into Soire-le-Chateau forcing the French Recon Squadron to re-position to prevent envelopment from the north.
      KG Von Luck  Lead elements of the KG approached Soire-le-Chateu and attempted to bypass to the south lead elements of the 37th Recon and 66th Panzer came into contact with the French 95th Sqdn.  Von Luck's 2/7th Infantry was delayed somewhat due to high traffic on (we will call it H-1 for local reference and comparison).

Map and Slides

Engagements to be played out:  Unit to Army List Reference Sheet
#1 - French 95th Recon(Agliany) vs. 37th Recon and 66th Panzer (Von Luck)

#2 - None...

Saturday, September 7, 2013

FoW Campaign 7th Panzer France Turn 0

At the behest of several guys I made a short video to explain my slides.  Video Link  I hope this clarifies my intent somewhat.  Any other issues let me know.  ...Update....Just figured out the video is HUGE! So you will have to download it I guess.  I might redo it later with a lower res video, but not right now.  Sorry!

Germans increased by one player.  SO two(2) French and three(3) German players.  Each of you should know your (Gen's name for identification) Here is the player/unit breakdown right now:

French  German 
Player 1 Player 2 Player 3 Player 4 Player 5
Gen Agliany Gen Welvert Gen Rommel Gen Erdman Gen Von Luck
37e BCC 28e BCC 1/25 Pzr 2/25 Pzr 66 Pzr
25e BCC 26e BCC 7th Motorcycle 6th Motorized 7th Motorized
5th BCP 131/84e Eng 42 Pzrjger 58 Engineers 37 Recon
14th Zouaves 2/24 Tunisian
6th Morrocan 3/24 Tunisian
13th Engineers
95th Recon

I have updated and placed the Turn 0 Slide with deployments up.  Germans will be happy to know that the French are already in their positions.  So, let me know where you want your individual units placed for the start asap, so we can have everything done.  Link to Turn 0 Deployment Slides

Here is the updated and correctly cross referenced Bns and Regiments to their FoW Army Lists.  I only really added BE for the Colonial options for the infantry.  Nothing major, just a little more historically accurate I think fro the North African units.

Player 1
Gen Agliany Blitzkrieg Book Burning Empires
37e BCC Pg 142 N/A
25e BCC Pg 144 N/A
5th BCP Pg 146 N/A
14th Zouaves Pg 148 or 158 N/A
6th Morrocan Pg 158 (Colonial) Pg 100
13th Engineers N/A
95th Recon N/A
Player 2
Gen Welvert Blitzkrieg Book Burning Empires
28e BCC Pg 142 N/A
26e BCC Pg 144 N/A
131/84e Eng Pg 148 N/A
2/24 Tunisian Pg 158 (Colonial) Pg 100
3/24 Tunisian Pg 158 (Colonial) Pg 100
Player 3
Gen Rommel Blitzkrieg Book Burning Empires
1/25 Pzr Pg 66, 68 or 72 N/A
7th Motorcycle Pg 80 N/A
42 Pzrjger Pg 88 N/A
Player 4
Gen Erdman Blitzkrieg Book Burning Empires
2/25 Pzr Pg 66, 68 or 72 N/A
6th Motorized Pg 74 N/A
58 Engineers Pg 100 N/A
Player 5
Gen Von Luck Blitzkrieg Book Burning Empires
66 Pzr Pg 66, 68 or 72 N/A
7th Motorized Pg 74 N/A
37 Recon Pg 80 N/A

Tuesday, September 3, 2013

FoW Campaign 7th Panzer Army Online List Builder

Here is a great link to an online Army List Builder that covers the Blitzkrieg Book:

My First Run at FoW with the EW Japanese

As a complete newbie to Flames of War,  decided to start with something new in the game itself. Coincidentally, The Early War Japanese Army has just come out.  I scooped up a bunch of boxes and set ff to paint up a force and then take them out to fight.  Although they did not fare as well as I hoped, they did pretty well for a force that lacked some key artillery.

Of course,I got caught up in the game in the beginning and didn't take to many pictures until near the end.  Here is what happened.  We payed the scenario Counter Attack, with me as the one to Counter Attack.  My mobile reserves came on the table catty corner to my onboard deployment witht he goal of taking one of the enemy's objectives.  I deployed my infantry, machne guns, 2x AT guns and 2x man pack guns (70mm) in a defensive posture around my objective.  I also kept the Cmd Platoon of the Tank company (2 Type 97s)  on the board.  My mobile reserve consisted of two 5 tank platoons of Type 89s.  My opponent used an Early War Fallshirmjager list with a ton of guns and mortars.

The reserves rolled to come in on Turn 2 and proceeded to do well against the Geraman Infantry and MGs.  Unfortunately the limited rage of the tanks guns caused problems dealing witht he German AT guns which could range the Obj.  My tanks slowly tried to maneuver but ended up burning in the open as they maneuvered to get a shot at the guns.
You can see the strewn wreckage of the Type 89s burning to the upper right of the photo.
 Meanwhile, I maneuvered one infantry platoon to storm the woods in the center of the board as a means of closing wit the guns.  This took longer than anticipated and didn't really succeed in penetrating his front lines..
The remnants of the left platoon hides in the corn fields after failing in a bloody Banzai charge.

Bring the support weapons up to actually support the advance was really difficult and they were practically useless, especially the guns.

My Main Effort fights to drive the Germans more than 16" away from the objective, but a couple troops are still inside the radius when the final bell rings ending the game.
I learned from this game, that having the options for a list is really important.  I was constrained by the models available to the Japanese, because only 60% of their models are even out for sale yet.  My Type 97s and guns were all Battle Honors, because there isnt even a verified date for there release yet on the Battlefront site yet.  Artillery was the key issue.  The inability to pin his units or suppress his artillery hurt my maneuver.  I recently picked up a bunch of Irregular Miniatures guns, so I should have the full list available next time around.  Anyways, although there was a bunch of chuckling around the table, I think the Japanese if tuned up and used properly could be an extremely deadly army list.  Maximizing the special rules (except Banzai Charge) and adding gun and cavalry to the list will definitely make the Japanese more potent.

Friday, August 30, 2013

FoW Campaign 7th Panzer Turn 0 Slides Prior to BN Setup and Unit Assignments

Char B1 bis
Char B1 bis number 467 “Nivernais II”, 2nd Section, 3rd Company, 37th Combat Tank Battalion, 1st Armored Division, June 1940. 

This is what happens when your family is jet-lagged and sleeping all morning.  I can spend considerable time working on things.  The important stuff right?

Anyways, I have completed the slides for Turn 0.  They are located here:  Turn 0 Setup

Unit Commanders:

      German (Battalions)-                          Historical (or close enough) Name    
1/25th Pzr                                                  LTC Hanke
2/25th Pzr                                                  LTC von Rohr
66th Pzr                                                     LTC Walther
7th Motorcycle                                          MAJ Ziegler
6th Motorized/ PzrGren Inf                        LTC Mauss
7th Motorized/ PzrGren Inf                        LTC von Manteuffel
37 Recon                                                  MAJ Erdman
58th Engineers                                          MAJ Schultz
42nd Panzerjaeger Bn                               MAJ Gunther

German Historical References for 7th Pzr:

     French (Regiment or Battalions)-   Historical (or close enough) Name    
5th DINA                                                   Gen Agliany                                  
14th Zouaves Rgmt.                                    ColGirard
2/24th Tunisian Bn                                       Ltc DePaul
3/24th Tunisian Bn                                       Ltc Martin
6th Morroccan Rgmt.                                  Col Lateve
95th  Recon Bn                                           Maj. Lefevre
13th Engineers Co., 6th Morroccan Rgmt.   Capt. Brun

French Historical References for this 5th DINA:

1st DCR                                                     Gen Welvert
28e BCC Bn                                               Com. Pinot
37e BCC Bn                                               Com. De Cissey
25e BCC Bn                                               Com. Proust
26e BCC Bn                                               Com. Bonnot
5e BCP Bn                                                 Com. Perrodo
131/84e Eng Bn(-)                                      Capt. Simon

French Historical References for this 5th DINA:

French Overall Historical References 1940:

French  German 
Player 1   Player 2   Player 3   Player 4   Player 5
Gen Agliany   Gen Welvert   Gen Rommel   Gen Erdman   Gen Von Luck
37e BCC 28e BCC 1/25 Pzr 2/25 Pzr 66 Pzr
25e BCC 26e BCC 7th Motorcycle 6th Motorized 7th Motorized
5th BCP 131/84e Eng 42 Pzrjger 58 Engineers 37 Recon
14th Zouaves 2/24 Tunisian
6th Morrocan 3/24 Tunisian
13th Engineers
95th Recon

FoW Campaign: 7th Panzer France 1940 (Example of Operational /Turn update)

Here is what I have so far for turn updates/ briefing slides.  The only thing I am missing is a way to note current strength of each Battalion entity.  Please let me know what you think of the battle tracking slides Link to Power point slides.  The flashes between units indicates an engagement needs to be fought.  I don't want to clutter it too much so I left off directional arrows for past movement or results of last engagement.   So actually two briefings will need to come out per turn.  One to show new engagements (Recon Report) as a result of unit movements and then one to show results and trigger the next movement (Turn Report).

Thursday, August 29, 2013

FoW Campaign: 7th Panzer France 1940 Rules

Bundesarchiv Bild 146-1973-012-43, Erwin Rommel.jpg                    VS       Portrait of Brigadier-General Augustin-Marcelin Agliany
          Rommel                                                                Agliany                              Welvert
                                                  17 MAY 1940
     First off, thanks for participating in this experiment.  I am new to FoW myself, but a long-time fan of historical gaming and board war-gaming.  I am not using any FoW reference for the operational level campaign design.  FoW is the rule-set used for tactical engagements played out by the unit commanders (players).  The operational level will be represented on Google topo maps of the actual terrain.  Units will be from the listed TO&E and nothing smaller.  So 25th Pzr Regiment will have one chit itself moving on the map, or it will be its separate subordinate Battalions, but no smaller.  Im not breaking anything down below what is on the TO&E.  That would make this a mess to run. Except for some Eng companies it all battalions.  Outside of the general location of the unit on the map, I will track each unit's strength based on its success/failure in engagements.

     I am a fan of empowering leaders to make decisions and use their own judgment. That being said here are my few guidelines or play:

1) Scope of Engagements: The two players of any engagement have the latitude to conduct their game in anyway they see fit as long as they both agree on it.  If both sides decide to exclude air or even artillery and they just want to use tanks, fine, that's up to them. I just need the result of the engagement.  The point value for the engagement can be decided  by the players based on their time available that day.  The entire point of this is to have fun, learn more about FoW and learn some history on the side.  Its not a tournament and there is no prize.

2) Requirements for Engagments: The only thing I ask is that when the engagement is initiated, the possible lists for each side according to the TO&Es  needs to be adhered to exactly.  No extra panzer platoon or free infantry.  This just makes for more realistic campaign and connects the need for good operational maneuver on the map to good tactical success on the game table.
       For example:  The German 25th Pzr Regt or the 7th Divsion encounters elements of the French 12th Zouaves on the operational map.  At that time it is clear that a tactical engagement between the two will occur.  The German players look at the possible army lists and decides he is going to build and bring a Czech Pzr Company on Pg 72 of the Blitzkrieg book.  This does not need to be shared with his opponent until game day and in fact he can even switch to one of the other two options according to the TO&E allocated units anytime prior to the game.  The French player on the other hand is not so fortunate.  He has but one choice, the French Infantry Company listed on Pg 148 of Blitzkrieg.

As you can see some units have flexibility by the number of possible lists, making them more unpredictable and in some ways more powerful, and so they were in real life as well.  despite the various options on the lists you can still roughly determine the type of force you will be facing and prepare accordingly.  So like real commanders in the field for example, you know you are facing a mechanized infantry unit, but don't know if he has or will use tanks, lots of artillery or air until he arrives on the field.  The Fog of War.

3) Movement on the Operational Map:  Once unit commanders are assigned to units, each turn they will make the calls for their respectively assigned Regiments or Battalions for their movement.  We will use a simple 8 point compass (N_NE_E_SE_S_SW_W_NW) for picking the direction of travel of a unit.  I will move it according to terrain movement, enemy contact and unit spacing its full distance. So, example, Player 2 wants to move 2/25 Pzr Bn.  He says NW.  It is a mechanized unit and so it moves up a road and over some open terrain on its heading for a little more than 3km because of the increased allowance of the road.  The Bn ends it move out of enemy contact and is not stacked over more than one other unit.  Good to go, then next unit.  This continues until all the units have moved and then we resolve all contact and engagements.

4) Determining Engagements:  If chits from both sides are touching (or really close), they are in direct contact, which means an engagement is triggered.  I will place a flash over the location.  I will list the engagements and the units in a format like this:  1) 4 Km south of Sars-Porteries German 37th Recon vs French 12th Zouaves and 26e BCC.  You then reference the chart that has the allowed lists for each unit.  The German player can use: Leichte Panzer Pg66, Kradshutzen Inf Pg80,
 The French player can use: Infantry Company Pg 148 or Tank Combat (Squadron) Pg 144
Based on their respective allowed lists by unit.

5) Recording results:  Simple, I need three things. 1) Point values of both sides at the start, 2) Losses in platoons (anything that goes below 50% its starting strength), 3) Who won according to FoW rules and scenario specifics (Victory Points).

6) Operational effects because of tactical success or failure:
  Casualites --Units that suffered more than 50% casualties in points the engagement before will have their initial point value for the next engagement reduced by 10%.  This will simulate the effects of loss, lack of supply, etc.
     For example:  The German 1st Bn, 7th Motorized Infantry Regiment makes contact with the French 95th Recon Bn.  The Germans roll poorly and make some stupid moves in  a 1000pt game, loosing 600 pts worth of forces.  The next time this unit fights an engagement it will reduce its points available 10% from whatever the agreed upon point value for the engagement.  1/7th having pushed back the Recon Bn at quite a cost continues its attack the next day running into the French  3e Demi-Bde legere (Tank Bde). The players agree on a 750 point game.  The Germans must take 75pts (10%) off of their total points allowed because of the previous whooping they recived in their last engagement.  You can see how this effect can snowball and make units ineffective very quickly.  I think that accuratly represents the effects of battle very well especially in a campaign like this where the events took place over a very short span of time. Some units may need to be withdrawn very quickly to the rear because they will become un-winable lists after 1-2 beatings. There is no re-supply or rebuilding units,  Not feasible in the actual time period. 

Ok, so that it for now.  I will post a list of definitions and unit operational symbols later to demonstrate how the operational maneuver and weekly sitreps will work.  I am open to suggestions and if we need to all get together to discuss this and make sure we are all on the same page, Im cool with that too.

Sunday, August 25, 2013

FoW Mini Campaign: Rommel's 7th Panzer 16-18 May 1940

I really want to play a FoW campaign.  I am really sick of free for all games, where even if there are objectives they have no real meaning.  There are no consequences for casualties and the outcome of the fight is irrelevant.  Instead, I think that a campaign brings about a whole different play style and one that I think would be more enjoyable. So I decided to pick Rommel's notorious penetration towards Cambrai in May 1940 with two notable exceptions.  1) The 5th DINA (North African Division was awake and prepared to fight on the night of the 16th of May.  2) The 1st DCR (Tank Division) did not run out of fuel and was available for counter attack on the 16th of May.  These two factors may have ended Rommel's legend and career prematurely.  We'll see in this campaign....  Part 2 (Campaign Rules)  Part 3 (Turn Slide Format)  Part 4 (Unit TO&E and Unit Assignments), Part 4 (Online Army Builder), Part 5 (Video Explanation and latest Player Breakdown)
Turn 1 Turn 2 Turn 3

Using the historical TO+Es I linked up the units (Regimental and Battalion level) to FoW Army Lists from the Blitzkrieg book.  Each unit will have a marker on this map in the future and be able to move set distance based on type and modified by terrain.  I will manage the tracking and movement requests.  When units engage, I will notify the sides of the type of contact, total points value and lists available to use.  They meet, play a game and report the results in simple terms of Platoons destroyed and platoons damaged.  I will run a simple Victory point tally and determine result and withdraw or dissolve the loosing unit based on the result.
Specifics of the actual terrain on the map will also influence the terrain used in the engagement.  So woods on the map equals woods on the table, etc.  Pretty simple I think.  Here are the files so far:  Campaign Files Here is what I worked out for the TO+Es:

5th North African Infantry Div (5th DINA), Vth Corps, 1st Armee - Gen Agliany Possible Army Lists ( Blitzkreig )

6 Moroccan Tirailleurs Regiment                                   14 Zouaves Regiment Infantry Company Pg 158
13th Company Pioneers (6th Moroccan Regiment) Infantry Company Pg 158
2/24 Tunsian Tirailleurs Battalion Infantry Company Pg 158
95 Reconnaissance Battalion Recon Squadron Pg 152
22 Colonial Artillery Regiments Rolled into other lists
222 Colonial Artillery Regiment. Rolled into other lists
10th Batterie A.T. du 22nd regiment d'artilerie coloniale  Rolled into other lists
1st Armor Div (1st DCR), IX Corps, 9th Armee - Gen Welvert
1e Demi-brigade lourde (colonel Rabanit – 1 command B1bis tank) (1st heavy half-brigade)  28e BCC (commandant Pinot – 31 B1bis tanks and 3 replacement B1bis tanks)  Tank Combat (Company) Pg 142
37e BCC (commandant de Cissey – 31 B1bis tanks and 3 replacement B1bis tanks)  Tank Combat (Company) Pg 142
3e Demi-brigade légère (colonel Marc – 1 command Hotchkiss H39 tanks) (3rd light half-brigade)  25e BCC (commandant Pruvost – 40 Hotchkiss H39 tanks + 5 replacement H39 tanks)  Tank Combat (Squadron) Pg 144
26e BCC (commandant Bonnot – 40 Hotchkiss H39 tanks + 5 replacement H39 tanks)  Tank Combat (Squadron) Pg 144
5e BCP (Bataillon de Chasseurs Portés) (commandant Perrodo) (including 9 25mm SA34/37 AT guns)  Mechanized Inf Pg 146
305e RATTT (Régiment d'Artillerie à Tracteurs Tout Terrain) (colonel Castaignet)  (24 105mm C howitzers, 8 47mm SA37 AT guns, 6 25mm AA guns)  Rolled into other lists
131/1e Compagnie de sapeurs-mineurs (engineer company)  Infantry Company Pg 148
131/84e Compagnie mixte de transmission (mixed radio/telephone signal company)  Rolled into other lists
7th Panzer Division, 15th Panzer Corps   -GenMajor Rommel Possible Army Lists ( Blitzkreig )
25 Panzer Regiment Leicte Panzer Pg 66, Mittlere Panzer Pg 68, Czech Panzer Pg 72
66 Panzer Battalion
7 Motorcycle Battalion Kradshutzen Inf Pg 80
6 Motorized Infantry Regiment Schutzen Inf Pg 74
7 Motorized Infantry Regiment Schutzen Inf Pg 74
37 Reconnaissance Battalion Leichte Panzer Pg66, Kradshutzen Inf Pg80
78 Motorized Artillery Regiment Rolled into other lists
58 Motorized Combat Engineer Battalion Pioneer Co Pg 100
42nd Panzerjäger Battalion  Leichte Pioneer Pg 88
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