Thursday, September 12, 2019

Battle of the Bulge Scenario - The Twin Villages 18th December 1944

The German assault on Krinkelt-Rocherath intensifies!
I recently finished a game with a couple of friends based on the Battle of the Bulge around Krinkelt-Rocherath. I've posted on the table set up. This post covers the actual scenario we used. The next post will be the AAR. The scenario is written specifically for the rule set we're working on but is should be relatively easy to convert to Spearhead or any other larger scale game.

Background
Two days ago the Germans launched a full scale attack on the American positions in the Ardennes. It caught the Americans completely by surprise. German forces have the strategic initiative and in places have made major advances. Poor weather is preventing Allied aircraft from providing ground support and US commanders are struggling to react effectively. German forces though are not having it entirely their own way. US troops on the ground are fighting hard and progress is already behind schedule. At the northern end of the German salient lies the twin villages of Krinkelt-Rocherath and beyond them the strategically important Elsenborn Heights.  Probing attacks by German forces began yesterday, but the Americans reacted quickly and a rushed defence has been thrown together.
The simple map I drew up prior to laying out the table

Terrain
The battlefield is hilly, with the key Heights at the northern side of the battlefield. Roads and rivers run along valley floors. Three villages are dotted across the landscape surrounded by bare fields. Trees cover whole areas of the hillsides. A light dusting of snow lies over the ground.
The river that exits the western table edge is, from the west of the river junction by Wurtzfeld, passable only to infantry. This requires an entire turns movement to cross and results in 1 disorder. Strategic counters cannot cross this river, they must deploy.
All rivers are impassable to wheeled and half-tracked vehicles for their entire length. It costs infantry and tracked vehicles half a move to cross.
There are bridges in both Krinkelt-Rocherath and Wurzfeld. Any section of river anywhere on the board can be bridged requiring 3 engineering actions. None of the bridges, either built by the Germans or pre-existing, are strong enough for Tiger or Panther tanks.
The fields around the villages provide no benefit to units inside them.
The towns are generally low density housing.
The snow prevents roads from having any beneficial impact on movement and causes wheeled vehicles to treat the steeper slopes as difficult terrain (4” move). Otherwise the snow has no additional effects.

US Briefing
The heights must be held at all costs or the entire flank will fall and the Germans could be in Paris, or Antwerp or God knows where by Christmas.
Hold the village of Krinkelt-Rocherath for as long as possible. US troops continue straggling back through the lines there. The longer you hold the more can be saved. Round them up, feed them and get them back into the line.
The krauts are going to throw everything they have at you. God knows where they got it from, but it’s coming. You must hold. Hold until dark!

Initial US Forces
All formations must conform to the 12 unit max rule plus non fighting HQ and FO. Formations may field any stand allowed by the Army list with the following restrictions.

3 Formation Infantry - 2 regular, 1 inexperienced
  • ATGs are 57mm.
  • No more than 3 stands Engineers, split or grouped into one or more of the formations.
  • No recon units
  • No more than 5 M3 halftracks, max 3 in any given formation
  • Up to 3 75mm Shermans to 1 formation
1 Formation Tanks
  • 3 105mm Sherman
  • 6 75mm Sherman
  • 3 M10 Wolverines
3 Formations Artillery
  • 6 battery 105mm artillery – Regular, off table
  • 6 battery 155mm artillery – Regular, corps reserve, off table
  • 6 battery 155mm artillery – Regular, corps reserve, off table
Either the Tank formation, or both corps artillery formations, may be well led.
Corp reserve artillery suffer an additional -1 activation penalty
1 Dummy counter

US Unit Placement
The US deploy first.
The US players may set up their starting units anywhere within 6” of the villages, or anywhere north of the river. The use of garrisons in any of the villages is permitted. Up to half the US infantry may start the game dug in, in entrenchments.
US formations may be placed deployed or in strategic mode.
Forced movement is generally towards the northern edge of the table.

US Reinforcements
For every turn that ends with the US player having an undisordered unit inside Krinkelt-Rocherath the US gains 1 infantry stand placed on the road hex exiting the northern table edge north of the twin villages. Once 3 units are available these may be moved at strategic speed to reinforce an existing formation of the US players choice, subject to formation size rules. These units move in the activation phase of the formation. Once within the 6” command of the formation HQ the units must move normally. They are considered a garrison if attacked/ threatened by enemy troops.

German Briefing
Advance! The great assault upon the allies in the west has begun. The Americans are poor fighters and cannot resist the might of the Fuhrer’s armies. You must capture the roads and heights to enable the advance to continue. Nothing must stand in our way. Failure will not be tolerated! Attack!

German Forces
All formations must conform to the 12 unit max rule plus non fighting HQ and FO. Formations may field any stand allowed by the Army list with the following restrictions.
2 Formations Tanks
  • Max 9 panther, split as desired
  • Max 3 Tiger, split as desired
  • Remainder PzIV or Stugs
2 Formations Mechanised Infantry
  • Max 9 Sdkfz251 inf carrier
  • Max 3 Eng – must be assigned into 1 formation
3 Formations Infantry
  • Max 3 Eng - must be assigned into 1 formation
  • Max 3 Tigers
  • Max 6 Stug/JagdPzIV
2 formations artillery
  • 4 battery 105mm with trucks – regular, on table
  • 4 battery 150mm – regular, off table
3 dummy counters
The German player must field a minimum of two veteran formations. However for each veteran formation the Germans must field 1 matching formation as inexperienced.

German Placement
The German formations start on the southern table edge, no closer than 12” to another formation/HQ, including dummy counters. Formations that cannot fit on the table in the first turn only become available, including dice, in the 2nd turn. Formations may be deployed or in strategic mode.
Forced movement will generally be towards the closest of the southern table edge, or the eastern or western table edges south of the river.

Visibility and Conditions:
The 1st turn and last turn are poor light. The weather is overcast/ light snowfall resulting in no aircraft support for either side.
The game begins with fog/ mist at base level. This clears based upon dice roll starting on the 2nd turn, on 6, then 5, then 4 etc.

Line of Sight range in Fog 4”
Line of sight poor light 18”
Line of sight in daylight / Tier 1 or higher 36”
Formations in fog activate at -1 to die roll.

Scenario Specific Rules:
FO with 3rd Tier height advantage grant a +1 to hit modifier to indirect artillery attacks instead of the well led advantage.
Formations unable to draw a line 12” wide from the HQ to their relevant table edge activate at -1. For US troops the northern table edge, Germans the southern table edge.
Corps reserve artillery activate at an additional -1, as well as the off table -1 activation penalty.

Game Duration and Victory Conditions
The game lasts for 14 turns.
The Germans win by ending a turn with more undisordered stands on the Elsenborn Heights (the highest set of hills on the table) than the US player has undisordered stands on the Heights .
Any other result is a US victory.

Designers Notes:
Whilst this game has been based on a historic battle some liberties have been taken with the types, availability and arrival of the various forces as well as the layout of the terrain and entry points. This battle was designed to test the effectiveness of artillery and to look at the rules for units fighting at various height differentials as part of the design work on the All Hell Let Loose rules.

The actual battle for the Twin Villages:
The Americans reacted quickly on the ground and established their defensive lines. Th US forces were mostly infantry but there was a battalion of Shermans and a company of M10s supporting the defenders. US troops from other units hit by earlier attacks were retreating through the battlefield. Absolutely key though was supporting artillery, in enormous quantities, firing from the Elsenborn Heights. German armour and infantry attacked fiercely with much close quarters fighting, particularly in the villages. Ultimately the US troops held on, principally due to the effectiveness of artillery support. Although forced to withdraw the dogged defence bought enough time for a new line to be established below the heights. Successive German attacks on it over the next 10 days all failed. The northern shoulder of the Bulge held and severely impacted German manoeuvrability and success contributing significantly to the ultimate failure of Hitler’s last gamble in the west.

Roll dice responsibly!

Charles the Modeller




Saturday, September 7, 2019

Battle of the Bulge - Table Set Up

The German attack is in full swing. The twin villages (on the right) are under heavy assault.
I’ve been planning a big Battle of the Bulge game for months painting US infantry, US armour and making more pine trees than I care to remember. Pretty much we’ve gone all out.
The battle is loosely based around the fighting near the Twin Villages of Rocherath-Krinkelt and the Elsenborn Heights above them, on the northern shoulder of the Bulge. The fighting here on the 18th December 1944 was intense, brutal and unforgiving. Both sides understood the strategic importance of the heights, which commanded a number of key routes the German’s needed. American resistance against substantial and significant German forces was thrown together, desperate and hard fought. Scratch units, tanks and above all artillery supported a number of infantry units in villages and woods.

This battle was designed to test the All Hell Let Loose rules currently being finalised, specifically looking at artillery and height. Consequently the table had to be built up in layers to establish defined contours. To do this I borrowed the Hexon and cloth approach I’ve seen used to refight the Great War Spearhead games put on by Robert Dunlop, although on a slightly more modest scale (BTW if you don’t know about this head over to GreatWarSpearhead.com and even so you should listen to the God’s Own Scale Podcast, specifically episode 3 where Robert Dunlop talks all about his history and the epic games he has put on).
I drew up a rough map on hex paper.

Then Dave and I started to lay out his 9ft by 6ft table.


I wanted the heights to be clearly visible, so once the base had been placed I intended to use both the single hex slopes and double hex slopes to define each tier. In total the highest part of the board would be 9 hexes high, about 10 cms or 4 inches, higher than the lowest levels.

Setting up like this was a big learning curve. It takes time, you need to be organised and I don’t have enough Hexon (I knew that but now I have proof - although I suspect the wife’s Supreme Court will dispute the validity of my evidence). The key is to be organised and be very familiar with the Hexon A, B and C slope types.


The heights the Germans had to capture is the tall hill on the left

Once the contours were in place I laid a sofa throw over them. This is a bit thicker than a sheet and is intended to hide the hex edges.

I laid some smaller river sections and roads on the throw followed by a King Size bedsheet (unused in case you were wondering). The sheet is a bit too white, I might lightly spray paint it brown or colour it to lessen the brightness when I do this again. I’m also aware that the battle wasn’t really fought in snow but decided a snowy look worked better.

I used artists pastels over the top of the rivers and roads. This picked out their presence but gave the impression they were snow covered. The larger more prominent river was then laid on top.

The villages were placed, fields laid adjacent to the buildings and trees set up. Snow flock was liberally sprinkled over the buildings. Key learning - even though I have 600 trees, you can never have enough. I would have liked another 50 - 100 to sprinkle around.


Finally I used pastels to sketch the height contours so that everybody could see where the defined boundaries were. The camera does not really pick out the difference in height but in the room it’s clearly visible and in places quite substantial slopes have been created.

Overall I am very pleased with the table. It took a lot of effort and planning and a good few hours for two people to lay out but I think it was worth it for what turned out to be an amazing refight. I’ll post on the scenario and After Action Report soon.


The rules are now undergoing a final review before being sent for formatting and editing. More information will follow over the next few months leading up to release, either here or on our facebook group

Keep the dice rolling!

Charles the Modeller 



Saturday, August 31, 2019

Terrain Time Challenge - Finished work

As I posted earlier in the month I have been taking part in Angry Piper's August Terrain Time Challenge over at Dead Dick's Tavern. Lots of others got involved so pop on over and have a look at their contributions too.
The earlier post showed the stages I went through to produce each block of buildings for my Arnhem model. This post shows my finished contribution to the challenge - lots of city blocks with fences, walls, hedges, buildings and trees. Each block is a section of Arnhem from near the bridge but I've made them removable to use on other battlefields as generic village or town sections.


















The next Arnhem related post, hopefully in just about a week or so will show them in situ on the model.

Happy gaming

Charles the Modeller

Monday, August 19, 2019

US Vehicles - Battle of the Bulge

In what feels like an age ago I posted pics of Adler US infantry I’d painted for a summer game based on the Rocherath-Krinkelt episode of the Battle of the Bulge. The game is now well under way and I expect it will conclude the next time my friends and I meet up. In anticipation of the AAR on the battle, which has been a cracker, and is currently on a knife edge, here are some pics of the US vehicles I painted. All models are GHQ.

Held in reserve the tanks shelter in woods





The M3s however supported the infantry in the twin villages and had a hard time of it


Sunday, August 11, 2019

TerrainTime Challenge - Arnhem city blocks

This month I'm taking part in Angry Piper's August TerrainTime Challenge. Its basically just a call out to gamers to produce a piece of terrain for the battlefield. You can see the background and the premise for the challenge here.
I along with the following chaps are giving building terrain in August a go,
I am always looking at adding more terrain. Last month was a mammoth job making pine trees. I'm now switching back to my Arnhem model build. Whilst the main features of the layout have been built I haven't finalised any of the buildings yet. 
My intention is to make the buildings removable. This allows me to re-use the terrain pieces on other battlefields, and because the layout requires so many buildings means its only pretty expensive rather than unaffordable.
Although I game mostly in 6mm I use smaller scale buildings for the reasons I talk about here The model buildings are almost exclusively from Brigade Models. I've put 5 different pictures up showing the different stages once the buildings have been painted and laid out on the base until the base is finished.
The painted buildings are superglued onto a base of 1.5mm plasticard with a base colour painted onto it.

I cut and glued on some 0.5mm by 2mm styrene strips ro represent walls 

I then added a base flock and drybush the concrete/ stone sections

Add a top layer of flock, and Woodland scenic foliage of different shades and sizes for bushes

Finish with trees as required.

For my trees I use copper wire and Woodland Scenic's foliage/ turf.
I've twisted 10 lengths of copper wire together and formed a basic tree shape. The trunk is extra long some of it will be embedded in the base. Its given a quick coat of dark brown paint.

PVA is painted onto the wire and Woodland Scenic Coarse Turf is pressed on. I use a mix of two colours to help mimic the different colours of leaves on a tree. This is a mix of medium and dark green.

Once the PVA is dry I use a watered down glue mix the consistency and colour of milk and cover the tree. This binds the foliage together and hardens it, hopefully improving longevity.

I'll have more updates on progress later this month.

Happy gaming

Charles the Modeller

Battle of Scarif - All Finished

So in my last post I said my next blogpost would be on building the citadel tower. Well I am so far behind in posting updates on my blog tha...