Δευτέρα 2 Νοεμβρίου 2015

FOW Firestorm Caen 31/10/15

The race for Caen has begun! Having established a beachhead, the 4th Canadian Armored Division leads a dash through the enemy lines, encountering a Luftwaffe Feldkompanie.
Mission: No Retreat!
Attacker: Canadian Armoured Squardon (Turning Tide) CT
HQ  2 Shermans + ARV
Armoured platoon (3 Sherman + Firefly)
Armoured platoon (3 Sherman + Firefly)
Armoured platoon (2 Sherman + Firefly) (Firestorm troop)
SPAT platoon (4 M10C)
Lorried Rifle platoon Full
Rifle platoon Full (Firestorm troop)
Artillery Battery (2 Sextons)
Priority Air (Typhoon)

Defender: Luftwaffe Feldkompanie (Earth & Steel) RT
HQ + panzerknacker+panzerschreck+sniper
3x LW Jäger platoons (full)
LW Mortar platoon
LW HMG platoon
LW AT platoon (3 pak40)
LW Pioneer platoon (full+ wagon)
Heer Panzer Platoon (3 PzIV)
Heer  Artillery Platoon (4x 12.2cm)
LW Heavy AA platoon (2x88s)
Heer Rocket Launcher platoon (3 NW)
Heer Stug platoon (Firestorm troop)

The Canadian armor deploys avoiding the bocage terrain, except a rifle platoon which will try to outflank the enemy from the right.
Footsloggers will advance behind tanks, the bulk of which will advance straight to the objective.
All quiet on the right flank. Arty positions here, a rifle platoon is to their right, the opposite village is defended by a LW Jäger platoon
The Germans cover the frontal objective with the LW pioneers (who lay a minefield before them), the other infantry platoon covers the village with the aid of 3 Heer Panzers. Pak40s are in ambush, 88s deploy on the rear hill covering the rear objective, along with the artillery battery.
The objective of the main Allied thrust, it is defended py pioneers who have just laid a minefield.
Turn 1, Canadian armor bursts forward into the wheatfield, followed by double-timing infantry. Fire on the move gets 2 pioneer stands. The Typhoons, in lack of a better target, strafe the 88s. A single 88, being out of range of the approaching armor, fires against the planes but misses. As do the Typhoons, who were absolutely miserable for the whole game.
On the german turn, no reserves, Pak ambush is revealed in the woods behind the pioneers. Combined AT fire destroys 3 shermans, while the Panzers' "shoot-and-scoot" claims another sherman and a M10C.

Turn 2, all available gun barrels (damn that "no HE" issue), air and artillery strike at the Pak40s, killing just one. Infantry masses in the wheatfields to prepare for an assault next turn. The leftwards Rifle platoon clears off the bocage and closes with the opposite enemy platoon.
The Germans bring on the 2-Stug platoon, which misses the Sherman concentration in the field. Tanks being crammed inside the field presents a lucrative target for the german artillery, and combined with the AT assets, they destroy 4 tanks (maybe more).
Turn 3, sherman break the Pak40 platoon, Fireflies pin the pioneers and infantry hits home. They kill 3 stands and the LW breaks off. Having failed their stormtrooper move, panzers pay the price as semi-indirect fire destroys the platoon in 2 turns.
Germans keep shooting at tanks, pioneers fail to unpin despite the CO joining them, Nebelwerfers enter the game and prepare to fire. Jäger platoon opens up at the lone rifle platoon and, despite having a HMG, they only kill a stand, and prepare themselves for the inevitable enemy assault.
The Canadian infantry have just broken through, Allied tanks have already paid a bloody price.
Devastation at the wheatfield. No allied tank will escape the place, except the puny Sherman ARV!

Turn 4, The flanking rifle platoon, combined with an armoured platoon, assaults the LW Jägers and destroys them, then wheels to flank the pioneer platoon. The other rifle platoon succeeds again in assaulting the pioneers guarding the objective but whiffs, only killing 2 stands, and are destroyed in the counterattack. The Luftwaffe pioneer platoon starting at 12 stands (full platoon+HMG+schreck) held firm, and blocked the way to the objective, Typhoons attack the Stug platoon, destroying one (that's the only kill for the airforce)
Allied infantry has just been destroyed in front of the objective, still too many pioneer guarding it.
The German gunline... A Stug has just been destroyed by a Typhoon.

German turn, while the tension slightly eases for the LW pioneers, the danger of another flanking attack is imminent and there aren't any other forward elements to support them. Nebelwerfers pin the rifle platoon, 12,2cm artillery pound the remaining armour in the field (CO and 2 M10C). They are all destroyed, the Canadian CO barely manages to survive and joins a sherman ARV (!!!)
Turn 5, Canadians are below half strength, CO fails the test and quits the field. Göring's troops carried the day!
Kill tally for the german gunners. Still, the Canadians might have claimed the objective with an infantry flank attack, had their CO not called off the attack.

In that damned wheatfield, 8 Shermans, 2 Fireflies and 4 M10Cs lay destroyed.
The Germans lost 3 platoons, so that is a 4-3 victory to the Axis.




Πέμπτη 9 Απριλίου 2015

BFG: Siege of Corilia, Prelude

The Astropath Primaris had been in a trance for some minutes. Undisturbed as he was, he travelled through the Void, seeking any vision, an echo, anything that would reveal a sign in the future. Dum, dum, dum, bright and vibrant. Then he suddenly opened his eyes. "I sense great danger, something is approaching fast through the Ghoul Stars Nebula."
He need not say anything else. Messengers were quickly dispatched. General Staff arranged meetings. Planetary Militia started mobilizing. Orbital stations were put on high alert. Sector Fleet Command issued a concentration Primary Order.
There could be only one to emerge from the Ghoul Stars. The planet was in the path of a Waagh Fleet.

Planet Corilia is an important cog in the general defence planning of Subsector Cydonia. Numerous ore mines produce high quality resources for the various manufactorums, their chimneys never ceasing to spew combustion gases. Promethium is flowing from derricks near Hive Primaris, its volumes so great that it has created an artificial lake, waiting to be used or transported elsewhere. Four perimetrical hive cities provide the needed labour for the adjacent facilities, while the vast Hive Primaris is the seat of government and administration, as well as general coordination of production, logistics and surface defences. Each defence sector is served and secured by an orbital base, where fleet maintainance is performed.
Any attacker will have to get through the starports' defences before dropping troops on the surface, where six regiments of the local Imperial Guard are waiting in prepared positions.

Campaign Forces:

Battleforce Ignus
Emperor class Battleship Deliverance 365
Vengeance class Grand Cruiser Venerable 230
Mars class Cruiser Colossus 260
Jovian class (carrier) Cruiser Basilisk 260
Tyrant class Cruiser Ardent 180
Tyrant class Cruiser Apollo 180
Tyrant class Cruiser Neptune 180
Lunar class Crusier Fury 180
Lunar class Crusier Cavalier 180
Lunar class Crusier Reaper 180
Lunar class Crusier Tracker 180
Dauntless class Light Cruiser Hound 110
Dauntless class Light Cruiser Hunter 110
Escort squadron x12 420
3015

Waagh Fleet
Space Hulk Green Haven 550
Hammer class Battlecruiser Smasha 245
Hammer class Battlecruiser Crusha 245
4 Roks 320
Smasha Battlegroup
Terror Ship Nazdreg 175
Terror Ship Muzgob 175
Terror Ship Gobbla 175
Terror Ship 175
Terror Ship 175
Kill Kroozer Bomba 150
3x4 Onslaught (1 destr) 360
3x4 Brute (1 destr) 300
10 Transports
Crusha Battlegroup
Kill Kroozer Ork Royal 150
Kill Kroozer Splitta 150
Kill Kroozer Krooza 150
Terror Ship Marauder 175
Terror Ship Da Green Baron 175
Basha Light Kroozer Runt 90
Basha Light Kroozer Sneaky 90
Basha Light Kroozer Hunta 90
Basha Light Kroozer Rusty 90
3x4 Brute 300
3x4 Onslaught 360
3x3 Grunt 270
10 Transports
5135

First contact was made. Three Lunar class Cruisers responding to the Concentration order encountered a small Ork raider warband. After an intense battle, the raiders were annihilated (2 terror ships, 4 Brutes, 4 Onslaughts) while the Navy had a cruiser crippled (Tracker) and minor damage to the others. The victorious squardon made haste towards their spaceport.
Captain Stradden reports:
When they spotted us, they poured towards us, ever-thirsty for battle, as anyone would expect from the accursed Orks. Their morale was high. My squadron engaged them following the Navy's standard procedures, scattering their escorts with a combined salvo of MK-IV torpedoes, then opening at the Terror ships with the broadside batteries. Forwarding tactical conclusions to Fleet Command: Their battle-lust keeps until they are half-beaten. They then turn tail as any other worthless xeno in the universe. Ork coordination seems to be lacking, attack-craft launch times varied wildly and their formations are inflexible. Our lack of anti-aircraft protection proved costly.
 


Δευτέρα 9 Μαρτίου 2015

FOW Armored Clash

FOW Resurrection..
Summer 1944, the Allies are pushing through the Cotentin Peninsula. A company of the US 2nd Armored is tasked with capturing a small but tactically significant village. What a coincidence, elements of a german Panzer division are closing to secure the crossroads.
Due to lack of space, the table was 4x3, reducing the possibilities of flanking maneuvers (or leading to that soft side 5 of a panther)
US Tank Co. (Turning Tide)
HQ -  2 Sherman
M32 TRV
4 M4 Shermans
4 M4(76mm) Shermans
Tank Destroyer Platoon (4 M10)
Rifle Platoon (3 squads)
Arm. Field Artillery Platoon (3xPriests)

Panzer Kompanie (Earth & Steel, but swapping PzIVs to StugIVs)
HQ - 2 StugIV
3 StugIV
3 PanzerIV
3 Panthers
Heavy AA Platoon (2x88s with extra crew)
Mot. Artillery Platoon (4x10,5 guns)

German Deployment (back row:Artillery-AA. Front: PzIV, Panthers, StugIV, CO-2iC between the units)
US Deployment (Infantry and M4s to the left, Priests to the rear, M4(76) and TDs to the right)
 2 Objectives are placed mid-table, to be captured past 3rd turn, mobile battle, prepared positions Rules.
Turn1
The Germans get the first turn and surge forward. Narrow lanes prevent direct shots, but the Panzers will be in stationary positions when the Americans make their move.
On the US turn, the left forces apply pressure to the opposite Stug platoon, infantry wades through the shallow river, while the tank platoon climbs the bridge and prepares for some stabilized shots. TDs cross the enclosed field ready to bring the M10s forth nexdt turn, while the 76mm Shermans move to target the PzIVs. All US shooting is completely ineffective, missing or bouncing against enemy armor. The Priests manage a ToT bombardment on the Stugs, but the enemies save. They should prepare for some serious pain..
Turn2
Except some minor moves, German armor, arty and 88s unleash hell against the Yanks. But this is when US Veteran rating pays out.. Panthers, PzIVs and Stug 2iC fail to hit the 76mm-Shermans, while on the bridge the combined fire of Stugs and 88s manages 5 bail-outs, and not a single burning Sherman! Asserting the situation, German artillery ranges on the advancing infantry and bridge-Shermans, but only kills the M32 TRV...
Turn2, an unsuccessful shooting phase for the Germans. (Poor recovery vehicle..)
During the US 2nd turn all hell breaks loose. CnC remounts and helps all other Shermans bail-in, what a Commander! The TDs are brought forth and brace the hedgerows, Infantry advances, confident that the opponent's tanks face more immediate threats rather than MG-ing them.
The 2iC throws a smoke-screen against a Panther. 76mm fire only bails a PzIV, but TD shots destroy the remaining 2 PzIVs of the platoon. On the lower part of the map, 75mm fire destroys one Stug and bails the other 2, forcing the German CO to take a risky decision. The northern PzIV platoon fails the test and flees. So does the southern Stug platoon. Their adjacent Commander, not wanting to be left with only 3 Panthers, joins them for a re-roll, but fails. The German force is left with only the Panther platoon as an offensive unit, and pulls the plug.
6-1 to the Americans
(It could be 5-2, if the Panthers did something on their next turn, but judging from their general performance.. next time Fritz! )
End Game.. A moment before the 2 German platoons fail their motivation and leg it


Τετάρτη 25 Σεπτεμβρίου 2013

40K Campaign - The Battle for Rozak - Turn 1

TURN 1 (Battles fought throughout 2012)
Strategic Map- Orbital and Land Operations - Turn 1

After an inconclusive engagement between the two fleets, the Imperial navy landed their troops, deploying the Mechanized Command in LZ 1, the Airlanding Command in the LZ 3, while the Salamander elements secured the LZ 2. A landing force was fragile and disorganised until it achieved cohesion, but the Shas'O knew that the Landing Zones were supported and dominated by Imperial Air power, whose strafing runs were rightly feared. Not having the numbers to withstand such bloodbath, Lanc'el ordered his troops to wait and ambush the enemy in other spots. But the impetuous garrison of Port Rozak, reinforced by a volunteer regiment of the city's lower classes, set out to the nearing LZ 1, and attacked massively against the planetstriking Imperials, ignoring the SHas'O's orders. If the attack succeeded, the LZ would be abandoned, and the Mech Command's stragglers would retreat to the hill "Point Zero" (16) where they would make a last stand. Rozakian infantry and militia set out to capture the zone's objective, but they were met with stiff resistance by a wall of chimeras and hellhounds, and volleys of Imperial squads that were just deepstriking all around them. Imperial fighters were strafing the rebels from the onset of the battle, and the attack ultimately failed, thus securing the LZ for the Imperium and giving them the battle initiative to attack either Port Rozak and the Starport to the south or the strategic Riverland Bridge (13) to the east.

The Airlanding Command landed in LZ 3 unopposed. Opting for a quicker assault against the Capital, they did not seize the Mining Facilities (6), instead dashed forward to engage the Strongpoint (8) guarding the pass to the Capital. But when they crossed the Rockmount Canyon (7), the Tau sprung their trap. Well hidden and determined, the Tau forces had the Imperials surrounded before opening fire. Railguns and missiles downed one Valkyrie after another, while Crisis suits descended upon the ground forces, ripping open the Chimeras, burning guardsmen screaming out and dying. The intervention of Imperial Spec-ops did not remedy the situation, and the forward element of the Airlanding Command was shattered, giving the Tau and their Allies their first victory.

The aggressive nature and the recklessness of the Salamanders paid out greatly, since not only did they secure their LZ, but they immediately mounted a drop-pod assault operation against the Governor's Mansion. A successful 4+ roll resulted in the Governor actually being in the estate at the time of the attack, and the Tau bodyguard force had to hold for 6 turns to successfully evecuate him. The Drop Pods landed in point blank to the estates fortifications, Salamanders pouring firey death and hot melta upon the Fire Warriors posted there. Responding to the emergency signal, Crisis suit teams deep striked into the fray, gunning down power-armored foes, and dying in the process. In the end, the Tau force not being able to effectively engage in long range firefight, cornered from the first moment by the Emperor's Finest, was completely wiped out, the Planetary Governor captured and summarily executed for high treason and Heresy. (The failure to protect the Governor was corrosive to the Rebels' morale. From now on, every Rozak Guard unit not accompanied by a Commissar or a Senior Officer suffers a -1 to its Ld checks)

40K Campaign - The Battle for Rozak - Prelude



Rozak System, Eastern Fringe, M41.972

General Geographic Notes: Rozak System includes 4 planets, but due to extreme climate conditions only Rozak Prime is inhabited. The Planet is almost entirely covered by water, hiding significant quantities of oil in its depths. Although it would seem absurd to use ships in the 40th millenia, it was the most cost-effective way of transporting oil from the mid-ocean wells to Rozak Port's refineries. Also, Rozak mines to the south, produce the much wanted metals, vital to the planetary economy. The Hive City itself, flanked by impenetrable jungle and highland plateaus, is fortified against land and air threats. The population was fed by the fertile plains near the single river, although during the last months those lands were giving way to an arid wasteland, growing at a strange rate.


During the 4th Sphere of the Tau expansion, the Rozak Planetary system was included to the Tau's ambitious expansionism. The close proximity to the Tau Dominion, the vast distance from Holy Terra and the negotiation skills of the Water Caste's diplomats, all resulted in a swift and bloodless secession to the Greater Good.
The population, disgruntled by high Imperial taxation, greeted their new allies fervently. But fearing the immediate Imperial retribution, the planetary High Governor pleaded the Tau for military assistance. Indeed, part of the Tau fleet remained in orbit and landed mobile formations on key points of the surface.

Commander of the Fire Caste Cadre was the Shas'O Lanc'el'Ot, a skilled leader that quickly assessed the situation and concluded that:
Rozak Prime (Capital Hive City), Port and "Defiance" Starport were the key objectives.
Riverland bridge, Strongpoint Alpha and Red Point were local strongpoints that should be manned and held.
Also, due to the flak batteries' dispersion and coverage, three possible landing zones were available (LZ I,II,III).
Strategic Map- Orbital and Land Operations - Prelude

The Imperium's wrath fell upon them earlier than expected. A Cadian expedition, having just quelled a rebelion in a nearby world was ordered to intervene, with one armored and one airlanding formation at 100% readiness. Along them, a Company of the Salamanders Chapter, eager to bring retribution to the hated xenos and their unforgivable human collaborators.

The pieces were set and the conflict was about to begin, but the 40k universe was dark and full of terrors. None had noticed some weird dots in the outer space, a dark omen that would render the humanoids' disputes rather insignificant, in the great scheme of things..

Τρίτη 29 Ιανουαρίου 2013

FOW scenery

Scenery time! Let's see what we're fighting on, at 15mm scale. Except the ruined buildings, all others are custom-built, cheap and easy to make.
A bridge crosses the steep river 
Ruined houses (which means I possess two Jagdpanthers! )
A close-up on the last bridge
(that river badly needs some water-effect)

Rural roads

British advancing cautiously

A small hill, wooded patch and swamp (or flooded field)

A standard bunker and an enfilade one

A wannabe Maginot line (minefields, barbed-wire, bunkers)

Breaching. Get'em lads!

Aerial view

Τετάρτη 19 Δεκεμβρίου 2012

ICT IV - part 2


Third Battle was against the Ruinous Powers again, on my first round's battlefield again. Juggerlord and spawn retinue, 2x2 nurgle Obliterators, Sorcerer with cultist blob, another cultist blob, marine warband on Rhino and.. 2 Helldrakes.
The Relic! mission, centered on the middle, Hammer & Anvil deployment. I deployed to punish the enemy contenders, as well as to throw my troops in for a quick grab. The Juggernaught mounted lord was stripped off his retinue easily, but they had transported him safely near my lines (cavalry is really fast! ). Due to sheer bad luck, the Chaos Lord didn't reach my Crisis team Honour Guard and was killed, giving me the upper hand (had he reached me, he would tie and kill my Commander and 3 XV8s). The Chaos scum that grabbed the Relic soon regretted it, killed to a man by hot plasma and powerful pulsefire. Now was my turn to grab the Relic and run towards my lines. Having achieved the secondary objectives of Slain Warlord, Line-Breaker and First Blood, I was confident about the future. Then came the Helldrakes. Diving, grabbing Tau with their talons and roasting others in baleflame, they decimated my infantry, leaving no way to control the Relic. The chance was seized by the Sorcerer, who ordered his cultist rabble forward, entered the building and got hold of this piece of knowledge. They only had to hold for 2-3 rounds, gone to ground inside the building until the game ended or passing it to the fresh cultist squad heading their way. While the Broadsides were at last bringing down both Helldrakes, concentrated fire from 3 vehicles and 7 Crisis Suits eradicated the Sorceror and his retinue, dropping the relic, just as the second cultist squad made contact with them. It was now their turn to taste the Tau firepower.. Electing to GtG, they couldn't move, thus being unable to grab the Relic, standing about an inch near them..
Tau Victory 3-0, though if the Chaos Lord had struck home, it would be really unpleasant for the Greater Good!

Last game of the Tournament was a standard pitched battle with Kill-Points. In the lush jungles of a deathworld, the Tau force made contact with a unholy alliance, Dark Eldar and a Guard detachment!
Due to my little knowledge of DE, I regarded all of them as.. T3 low armored elves with poisonous weapons, long sticks hurt armor and suits badly, leaders are unkillable frenzy machines. The DE list was ill-suited for KP missions, having 2-3 3-man squads and fragile vehicles. His assault units advanced, duke Sliscus and his wyches aboard a Raider dashed forward, hoping to withstand enemy fire and engage in "child's play" melee wiht the Tau. Their transport went down first, then the frustrated passengers were marked by the pathfinders, stripped of their cover and cut to pieces. On the other flank, the numbers of the Guard infantry were winning the gunfight, and outflanking kroot were ordered to intervene. Achieving light damage, they were the only kill point to yield. All along the battlefield, Crisis suits were assuming aggressive stance, closing into rapid-fire distance, pounding the GtG aliens, then Jump-packing back to safety. The Dark Eldar were trying to grab easy kill-points, Dark Lances seeking Tau vehicle armor plates. Due to the Disruption Pods, their accurate and powerful shots only immobilised one Devilfish. Owing to my Warlord's trait, the flying squadron of 2 Vendettas arrived on the last game turn, shooting once, doing nothing (disruption pods again! ). It was an easy win, nearly 10-1..
Mid-game..

And the final results: 7th out of 32, with 7 points and 5384 game points out of the possible 7000 pts max. That means that only ~1600 enemy pts have escaped the Tau menace (the best player got 6215 pts, genocide!! )
Mission successful.
Afterthoughts. I had a really nice time, my enemies being sportmanslike and fair.Looking forward to attending the next one, in Feb-March.
Tau are nice and strong, they just need some more variety in their choices, plus some more durable troops. It is a headache to grab and hold relics or objectives, but they pack a real punch against most other forces.