Wednesday, 21 August 2013

Don't fear a Tiger (1750pts Late-war tournament)

 Worlds at War, 18/08/2013


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 Worlds at War in Livingston, run by Frank Keast, has been a hub for Flames of War for many a year now and proudly boasts of monthly tournaments. Not only are these tournaments regular, but are usually two or three events over a weekend and are always well attended.



 I had the pleasure of attending the third of this weekend's tournaments, missing out on a 1600pt Mid-war, and a further 1750pt late war tournament the previous days. I packed up my confident (but untried) Guards Armoured Recce Squadron and headed over.

 Apologies to my fellow players if they feel they aren't mentioned enough, but my games usually don't take long one way or the other, and for some reason this time around they were more closely contested than normal, so I couldn't sit in on other games being played.

Slightly Out-numbered

 German lists seemed to be the popular choice, with five out of eight players taking them, leading to a small amount of blue-on-blue. The players and their forces were as follows (Allies in blue, Axis in red):

  • Bill Patterson- 12th Volksgrenadier
  • David Burns- Kampfgruppe Hummel
  • Dougie Kirby- Guards Armoured Recce (Overlord- Confident Trained)
  • Lawrence Kettle- Feldherrnhalle Panzergrenadier Kompanie
  • Dave Patterson- Panzerkompanie (Reluctant Trained)
  • Norman McLean- Soviet Self-propelled Heavy Artillery
  • Andy Thompson- Kampfgruppe Piper
  • Myself- Guards Armoured Recce (Market Garden- Confident Veteran)
 With the first set of games arranged the mission was rolled and came up: Hold The Line

Remember your objectives

 With my opponent being relatively new player David Burns, I didn't know what to expect or even how to go about my task, given that he had seven Tigers and a King Tiger. This one was going to be interesting.

The starting positions for the Infantry, Cromwells, Sextons and M10Cs

 With the small advantage of being the attacker, his delayed reserves might allow me an easier run at the objectives, I set up and readied my assault. This is when interesting question and check of the 'Bridge by Bridge' book was brought up. Kampfgruppe Hummel may take Luftwaffe Flak platoons. But these are no normal platoons, with two Vierlings and an 8.8cm in a platoon for 90pts, it's not to be sniffed at. The downside to this is that they are only Reluctant Trained, so can be pinned and taken care of easily.

The cheap and cheerful 8.8cm, with the Vierling in the background

 So as a brief summary of the game:

 I loaded one flank with both Cromwell Platoons, the M10Cs and the other had the infantry picking their way towards the objective being guarded by the dug in '88'. Watching over all of this were the Sextons hiding a bit back behind walls and fields. Air support was decent enough, but with the amount of FlaK on the other side the poor planes had little to no chance of success.
 The first few turns were fairly sparse, with no targets for the M10's and the Challengers, given their 'No HE' rule, and the infantry made steady progress. A warning shot from the '88' narrowly missing the 2iC's tank making him think again about advancing down the middle.

The Grenadiers defending the objective on the forested hill

 Then the Tigers appeared. Four of them right in the face of a platoon of Cromwells. The two hanging out of the forested hill not living to regret their enthusiasm. Little did I know that these Tigers were a little senile and limp-legged. For the Tigers from Hummel are only Confident Trained, have no wide tracks and are still unreliable.

Reckless movement kills off two Cromwells, while the Challenger sits safe

 A tentative game came into play, with my faith in Veterans being concealed and at long range giving me the confidence to send the Challengers forward to trade shots with the Tigers. Which they did to great effect, knocking a good few out.

 The Infantry risked an 'At the Double' move to close in on the '88' covered objective, and were subsequently fired on by three arriving Tigers and the '88' itself. An almighty 28 shots resulting in... no losses to the stalwart men in khaki. This tirade of shots only emboldened them, sweeping the '88' in the subsequent turn only to be trampled and routed by a slightly braver Tiger II.

The Tigers knock out the Cromwells, but are soon picked off by the waiting Challengers

 The game was wrapped up shortly after due to time restraints, with the loss of one platoon of Cromwells, the M10s and the infantry causing a shaky moment, luckily being Guards kept me in it long enough to secure a 3-4 loss. Even with the last gasp pushing of infantry off the other objective, they kept close enough to deny a victory.

Lessons learned from this game? 17pdrs are your friends for making Tigers go 'boom'.

Read the mission carefully

(Unfortunately, I didn't take any pictures of this game as it was so intense)

 Next up, I was drawn against Dave Patterson, with his Feldherrnhalle Panzerkompanie. The prospect of plenty of Panthers, but having a lesser training on them.

 The mission rolled was 'Breakthrough', and with the FHH having the 'Always Attack' special rule, I was put on the defensive.
 The table divided into quarters and objectives placed, it then came the time to select my one and only armoured platoon to defend, having to obey the 'Mobile Reserves' rule. This transpired to be the M10Cs and with the infantry being able to deploy, having no transports.

 The game started and I soon found out what a platoon of 251/21 (Triple 15mm) combined with Mobelwagens can do to deny any modicum of air support.as an almighty twenty dice of AA went into driving off the Typhoons.

Dave's stunning FHH Panzerkompanie

 This is the moment when the title of this paragraph comes into effect; for I had wrongly believed that 'Delayed Reserves' applied to myself also. Upon further reading and understanding, this was proven to be wrong. But, regardless, we continued the game. The Panthers trundling their way towards the objectives while the M10Cs did a poor job of hiding and subsequently burst into flames.

 The arrival of the Cromwell platoons did a little to bolster my confidence as they forced Dave to choose which side to expose his weaker armour to. Suddenly the 75mm on a Cromwell doesn't look that bad in comparison when hitting armour 5.

 Turn three arrived however and with it another platoon of Panthers from the table edge with the objectives. With my forces a little far away, and subject to a beating if they came out of cover the decision was made to be impolite and to utterly destroy the two units of Anti-Air, thereby securing a 3-4 again. Even with the infantry making a last ditch attempt to assault the Panthers on the objective. But as luck would have it, five out of seven shots from the Panthers pinned down the plucky Brits and the game was won.

 Lessons learned from this game? Read the mission rules carefully and if in doubt of a platoon's firepower, ask; your opponent should be kind enough to tell you.

Damn nine platoons and damn withdrawing platoons!

 Lastly, I was drawn up against Bill Patterson and the might of the 12th Volksgrenadier. A formidable looking force with plenty of infantry, being supported by two Jagdpanthers. This one was going to be a tough nut to crack.
The mission was 'Surrounded', which didn't make my job any easier. His PaK40's, field guns and even rocket launcher battery having the ability to dig in around some rather open objectives. Worse still, the Jagdpanthers in immediate ambush was a little unnerving.

 This is when mistake number one was made; instead of splitting my anti-tank capabilities on either flank, forcing him to present weaker armour to one side, I instead loaded a flank and it led to my downfall. The Jags being placed with perfect cover and with their Stormtrooper move, a place to retreat to. Add into this the church on the hill providing his independent and MG teams a good view of both the objectives and my advancing infantry, this was not going to go well.

Gamers in their element

 True to form, the M10s let me down again as they went down immediately to the Jags. Not that their No HE 17pdrs were much use against the mass of infantry holding the objectives. The Cromwell platoons fairing no better as they were pounded on by PaK 40's and field guns alike. The rocket battery putting the hurt on the infantry before they could even get into the battle.

 The one thing I had going for me; Bill had no anti-aircraft support. And this fact was to be a major point in securing me some points. For in the first turn, the speed of the Cromwells took them into a mortar platoon, which they subsequently overran in the following turn. But, of course, Bill had nine platoons, so this one got me nothing.

 Eventually, I was down to a barely functioning infantry platoon, the 2iC on his own facing two Jagdpanthers and away on the other flank the platoon of CiC, Cromwell and Challenger breathing down the neck of the rocket battery.
 The 2iC made a brave move and skirted round the Jags, who were almost back to back at this point. But a lucky hit on the side armour caused a small stir, until the firepower was failed and the mighty beast only bailed out. The brave 2iC was taught the folly of his hubris and flattened.

The sad remains of the proud Cromwells


Over on the other side though, I had a little more success, with the Cromwell platoon rolling into the Rocket Battery and crushing one of them under their treads, The platoon however survived and passed their motivation to fall back.

FIRE ALARM

 At this point, the fire alarm went off, and we brave souls wandered out into the elements while they investigated whether the chip-shop next door was burning down again.
 Seems it was, but was saved from a fiery end. With that we were allowed back in to continue gaming.
We brave few who stood around while the sirens deafened us

The end is near

 Bill then made a telling mistake, bringing the Jagdpanthers out of safety to support the beaten down Rockets. This proved to be a fatal error as I managed to secure air support. I only rolled one aircraft however, so odds were not good. But, even with the re-rolls to hit, both tank-hunters were pelted with rockets and some poor dice rolling for saves sent the hapless monsters up in flames, thus securing me a point.
The burning remains of the Jagdpanthers and the now slightly reduced defenders

 The Cromwells then pushed on, crushing more rocket launchers. With only one left and no command team my confidence in finishing them off was high. But, alas, a withdrawal move was passed and the one loan rocket launcher escaped the field denying me the further point.

Lessons learned from this game? Nine platoon companies are tough to crack if they're in good prepared positions and don't be afraid to push forward and finish a wounded platoon for points.

Aftermath and the tail end of Andy Thompson's final game

 With that the tournament was over for the majority. I'd scored a respectable 8 points given that I didn't win a game. Attention though turned to Andy and Lawrence, still battling it out on the table behind.
 Andy was using Kampfgruppe Pieper and his Panthers were having a tough time getting onto the objectives as Lawrence's hardy FHH Grenadiers were putting their Anti-tank weapons to good use. Combined with some skilful Stormtrooper moves keeping Lawrence's Panzer IV/70s out of sight of the scary 7.5cm tank killers.
The presence of Panzerfausts and Panzerschrecks keep the Panthers at bay

 The problem Andy was having was that Lawrence had only the staff and command of an artillery team left, who were going nowhere and thus denying him points. The only weapons that were hitting were machine guns and they were doing nothing to the bulletproof cover the teams were cowering in. The Panthers relentlessly pounding with their main guns were missing, and when they were hitting, the infantry saves were keeping the helpless teams alive.

 Finally, just as time was about to be called on the game a breakthrough was made. Andy's Panthers had hit with their main guns, Lawrence failed the saves and the killing power of the beasts put paid to the remnants holding on to deny points.

Final Scores

 And with that, the tournament was over. The final scores being:

  1. Andy: 15
  2. Lawrence: 14 
  3. Bill: 11
  4. Dave P.: 11
  5. Norman: 10
  6. David B.: 9
  7. Me: 8
  8. Dougie: 6
 So,  a bad day for the Allies, but for Andy and his last minute play (A thing he had been holding out for, since he knew 1 more point would win it for him), victory and plaudits.
The smug victor himself, Andy Thompson

 As per usual Frank organised a great tournament with a relaxed atmosphere. I would recommend any player that finds themselves up or around Livingston while a tournament if being run should go in and check it out, or even try to participate. Spaces are limited due to constraints, and the popularity always guarantees a full roster.

 That's all for now, over and out.

Andy's Kampfgruppe Pieper

Norman's Soviet Self Propelled Heavy Artillery

Bill's 12th Volksgrenadier Kompanie
Dougie's Guards Armoured Recce (Normandy)



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