Welcome to Platoon Forward!

Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

These are their individual stories as played out using my various campaign rules . Hopefully these stories will entertain and inspire you to use your own troops, airmen and sailors to accomplish your own great heroics.

Sunday, October 4, 2026

How NOT to fight an aerial battle

 Wolf  over at TMP posted about an encounter in 1945 between 8 RN Martlets and 8 ME 109Gs.  The Martlets shot down 4 ME 109s while losing 1.  It appeared to be a perfect example of the Martlets using the only strength of their plane [ turning radius at low altitude] to their advantage while the germans ignored theirs. [ performance, particularly at altitude.] 

Now Boom and Zoom was built on the premise that aerial combat is a triad of  hardware, software and opportunity. The above example illustrates that "software" is the most important of the three.  Could B & Z replicate the above battle?  It was a challenge I couldn't pass up.  

First I only have 6 Wildcats so this would be a 6v6.  Easy and shouldn't effect the outcome.  In the actual battle the ME 109Gs dove on the Martlets, who turned into them, breaking up the attack.  Afterwards a turning dogfight ensued.    So how to set this up using B & Z?

 First, we can have all the Martlet pilots veterans.  We can have all the ME-109G pilots green.  Because I have a heart I will make the German leader average.  Second, although we will start the Germans at Medium low with the initiative, we won't allow them to perform a Boom and Zoom attack.  This will simulate their lack of aggressive start. Third, there are two types of normal attacks in B&Z; high speed slashing and maneuver.  We will prohibit the Germans from using the high speed slashing type.  This will force them to only try to dogfight the Martlets which appears to be what happened.  

Lets look at the hardware and see why this strategy is less than ideal...


    

These are prototype cards but will illustrate our points.  First we don't know what type of "G" the Germans used.  After the "G-6" they were all pretty similar as far as we are concerned except for the ones with underwing cannons added and I doubt these would have been in Norway.  The British in 1945 used the Martlet VI which was the export version of the Wildcat FM-2.  Take a beloved wildcat, remove 2 MGs, give it a bigger engine, taller tail and you have a FM-2.  The theory was to lighten the plane and improve performance.  Since it was to operate off of jeep carriers it was fleet defense so 4 guns were deemed sufficient and low altitude performance was sought.   For our purposed the FM-2 climbs better and has a little better speed below 6Kft. 

If you compare the middle columns of the aircraft you see the ME-109 has better performance at all altitudes. A differential of "3" is so significant that the poor Martlet would lose a performance die each turn should the German coax the British up that high.  Once at Medium low or higher their maneuverability is similar.  So as a german pilot your strategy SHOULD be to fight above 5K ft if possible.  Below that keep your speed up and use slashing attacks; preferably from above.  Your hardware is better.  Your pilots are worse so you SHOULD use proper tactics to exploit your hardware as the opportunities present themselves.


     6 v 6 off the Norwegian coast.  [ Apologize I don't have RN Martlets.  They would look cool.]


The Germans attack and get in close.  They fail to gain position on the nimble Martlets.

[ In fairness, the pair on the end won the maneuver battle but as a rookie pilot, the german was forced to re roll and lost.]


 The nearest pair of Martlets has a good opportunity to make a slashing attack, severely damaging the ME-109. The middle pair maneuver against the Germans and fail. The far pair maneuver successfully to the tail of a german fighter but fail to score hits.  However, he now has the advantage of that German. 


 With the end of turn phase, two of of the German pairs break up.  Four of the aircraft have moved lower to 2K feet as the battles swirl. 

The British gain initiative! 

The near pair of Martlets maneuver against the damaged German fighter. It is easier without a German wingman to protect his tail.  The Martlet succeeds and send the German into the water!


 The German leader climbs up to knock the Martlet off his fellows pilot tail. Unfortunately, the attempt fails as the Navy wingman keeps them at bay.  

This allows the Martlet leader to continue to fire at his victim and he crashes into the sea!

At the end of the second turn it is Martlets 2 ME -109s 0.  The game is playing true to form as the combination of rookie pilots and poor tactics are hamstringing the Germans. 

 

After a failed attempt by the german leader to gain the advantage on a Martlet, two Marlets dive from above with a Boom and Zoom attack. Bullets crash into the cockpit destroying the instrument panel.  The German leader must abort.

On the near side the Martlet pilot gains advantage on another rookie German.  This German pilot is seriously wounded and has a Martlet on his tail.  


 The process is repeated on the far side; interestingly with the exact same damage.

At this point the two wounded German pilots are disadvantaged.  They can easily escape using their superior speed and acceleration.  Despite my rules for this scenario I think wounded pilots [even rookie ones] would know enough to do this. So all the Germans leave the field! Final Score 2 ME 109s destroyed, 1 damaged and 2 pilots wounded.  No Martlets damaged.  

The rules and the scenario worked surprisingly well.  What would happen if I used the same set up but allowed the Germans to use any tactics [except initial Boom and Zoom] they wanted?  They would still be rookies but could try to use their planes [ hardware] to the best of their abilities.

So round 2.  Same initial set up. 

The near Germans dive and perform a slashing attack on the Martlets.  They miss and move away. 

The German leader does the same however; he sends a Marlet into the sea!

The third German pair actually try a maneuver attack that fails. 

After the German's turn. 

The middle Martlet tight turns on a German pair, getting on their tail and wounding the pilot. 


 The near Martlets also gain the advantage against the near Germans and splash one!


 The far Martlets manage a high speed attack and puncture the gas tank.  The German has fuel for only 1 more turn.

End of the first turn.  Both sides have lost a plane, the germans have another plane leaking fuel and the German leader is wounded with a Martlet on his tail.   


End of turn phase no element formations break up but two of the dogfights have climbed above 5K ft to medium low.  This is significant because now the performance difference is even greater between the two types of fighters.  Instead of 6 dice the Martlets will be throwing 5. 

The wounded german leader easily pulls away from the tailing Martlet.   


  A separate ME 109 pulls over for a high speed shot; misses then...

pulls away!

The far Martlets manage to latch onto the German's tail who is leaking fuel.  He further damages the plane but it stays up.   He will be able to pull away but probably won't have enough fuel to get back. 


 The near Martlets have been forced to climb to Medium low because that is where the enemy is.  They don't have enough speed to catch any Germans this turn.  

End of turn 2.  Both sides have lost 1 plane.  2 damaged german planes have left.  Now it is 5 Veteran Martlets against 3 rookie ME 109Gs. But everyone is at Medium low altitude.

The single Martlet goes first.  He will let the pairs go in and finish the Germans off.  He climbs to Medium High.  Next turn he can dive on any survivors.  

A single German rookie goes next.  He would much rather fight a single Martlet than a pair.  He climbs after the lone Martlet... 

He sees an opening for a barrel roll followed by a tight turn.  Both planes are average at this height and the German gets a +1  to the maneuver roll... 

the German crushes the maneuvers and winds up on the Martlet's tail.  Or does he?  As a Veteran pilot our Naval aviator can re-roll his die due to his superior skill and he can make the German pilot re roll his die because the German is a rookie...



How embarrassing!!! With a +1 the German pilot ends up on the Martlet's wing.  The ME 109G ends up sawing the Martlet's wing off.  The Naval aviator, not wanting to have to tell his friends what happened, stays with the falling fighter.  

A pair of Martlets takes out another ME 109G.

 

The last pair of Martlets latches onto the tail of the final ME 109G but fail to do any damage. 

At the end of turn 3 both sides have lost 2 planes with 2 German planes aborting secondary to damage.  I felt the Germans would use their speed to leave at this point.  This battle was a more even match and did show how "software" [ pilot skill and tactics] is still more important than hardware but that the player using the opportunities provided him can improve his chances.  

Overall a thoroughly enjoyable 2 battles that each played in less than an hour.  Maybe someone will play this with evenly matched pilots.  I suspect a win for the Germans particularly if the Martlets aren't painted up in Royal Navy colors [colours]!

Enjoy!

 

Joe   

Monday, September 21, 2026

Perfect Company Ruleset- Tunisia

 Decided to take PCR [Perfect Company Ruleset] to WW II with my [yet again] modified combat system and an early US attack in Tunisia.  The command system is working great but really haven't tested it much with WW II communications. [ Or lack thereof.] This is a straight company attack on a village and hill.

I rolled up Company leadership and everyone was average except SFC LaFort, the Company First Sergeant, who is above average. Two squads in 1st platoon are poor.  One squad in 3rd platoon is poor.  



                                The Company leadership team:  Capt Stone, Lt Richards and SFC LaFort. 


                                                       Two Peter Pig halftracks I painted up. 

Objectives are the town and the hill lower left.  US enters from the right.  You have 3 platoons + 3 Lee tanks and a battery of 105s on call from Battalion.  Markers are suspected German positions rolled up from Platoon Forward.  You know there is an ATG on the hill.  [ At least there was yesterday.]

What is your plan Capt Stone? 

Capt Stone knows the hill is defended and probably the orchard.  He plans to lay down smoke to obscure the hill, orchard and town.  Next he will send 1st platoon forward through the scrub to attack the town. 2nd platoon will stay mounted and do a right hook around the town and attack from the right flank.  The Lee tanks will support the frontal attack and neutralize any armor.  3rd platoon will be in reserve.  What could go wrong?

All smoke on target!   

Drone view of the US forces starting off.  I am using 4 hex "Squares" as my squares per PBI.  1st platoon on the left. 


 First two problems.   The Germans deployed a MMG on the flank up front to protect the road.  1st platoon is not going to like that.  Second, they left a squad on the flank to protect it.  They ambush the lead halftrack of 2nd platoon.  US doctrine is to fight dismounted.  It is quick but ...

3rd squad/2nd platoon is forced to retreat after losing 3 men. They are pinned down. 

                                       1st squad/1st plt is pinned down and starts to lose cohesion.  Lt Meyers looking gallant for the camera.  

Just a close up of a Lee tank I also recently built.  It is a Zvelda plastic kit.  Went together well and fits in nicely with my battlefront Lees.  [ You can also see 3rd sq/1st plt waiting at the start line to enter.]


First turn not a smashing success for Capt Stone.  Our right hook is stopped but he doesn't know that yet. There is a MMG in front but he doesn't know that either.  He does know that 1st sq/1st plt is pinned down. As the 2nd turn starts half our smoke dissipates. 

Unfortunately, as the smoke clears a Marder is lurking in the orchard.  

Also, the 50mm ATG has a clear shot at the plastic Lee I just built.  

This gets worse for the US.  3rd sq/2nd plt [ the ambushed guys] are wiped out the Jerry.  Also, Lt Meyers of 1st platoon watches as 1st squad loses cohesion and starts to withdraw. 

                                With his 4 command points he orders 1st squad back to regroup then moves to 2nd squad and orders them to advance. The US tanks duel with the Germans. 

End of 2nd turn.  Capt Stone now knows of the failed right hook.  Lt Boone says he can still break through so Stone says to continue.  1st platoon is mixed.  1st squad is back demoralized.  2nd squad has advance to the village but is taking heavy fire.  Stone has got to get rid of that MMG.  The tanks won't help as long as that Marder is around.  

             You got 5 commands Captain.  How are you going to set your platoons up for success?  

First, he tells SFC LaFort to rally 1st squad and get them back up there.

Second he sends a runner to liason with Lt Meyers.  Keep pressure on the town and use the 60mm Mortar on the MMG.  

Third he gets the 105s on the radio.

Fourth he calls down a mission on the town.  

SFC LaFort rallies 1st squad. [ As an NCO he can use profanity.  It is actually expected.] But when he advances with the squad he shows them a draw where they have some cover against the MG. [ Stick]

They still get pinned down but cohesion holds.  

After pinning the german squad with 1st squad, Lt Boone charges them with the 2nd squad.  It is textbook fire and movement!  The germans have no chance and 2nd squad takes no casualties. 

With that, the German MMG withdraws into the town to avoid being surrounded.  

Then whistling is heard... 

                                                  shells fall in the town!  Light casualties but everyone [including the German officer] is pinned. 

End of turn 3.  Things are finally looking up.  2nd platoon [ bottom] is moving up the right flank albeit on foot. This movement caused the Jerry MMG to pull back into the town.  1st platoon [ middle] is stuck but with the MG moved hopefully they can get going.  We have lost 1 Lee to the Marder.  I wish they would help us and quit screwing around.  

 Capt Stone arrives on the scene to better appreciate the progress.  He does one other thing to set up the company for success.  He orders 3rdsq/1st platoon up on the platoon's left flank towards the orchard to support the attack on the town. 

However German reinforcements arrive.  Only one squad with an NCO but a Tiger. 

End of the 4th turn.  [Guess of forgot to take pictures; sorry]  Several things happened.
2nd platoon held up by german forces in the town [bottom] but the German Lt decided to pull back across the road.  SFC LaFort could not rally 1st squad [ lower left with branch in front] How embarrassing! Lt Meyer is also having trouble motivating 2nd squad [center].  3rd squad reaches the orchard without incident.  One Marder destroyed and my plastic Lee retreated.  The lone Lee left moved out of the Tigers way.  Unfortunately, he has now left the ATG with a side shot. 
Capt Stone gets 4 commands.  
First he switches the LMGs fire to the left side of town.  
Second he sends a runner to SFC LaFort to buck him up.

Lt Boone [using his initiative] orders 1st squad into the town and 2nd squad around the right flank as per Capt Stone's original plan. Unfortunately, 2nd squad runs right into the german reinforcements who are about to make their own flanking movement.  

 2nd squad is pinned, disorganized and half the squad retreats back to Boone.  

  


Meanwhile, 1st platoon closes in on the town. 

[ Yes LaFort is moving again!]

The German LT sends the MMG back to the hill as the risk of close assault is increasing. 

6 commands Stone.  What are you going to do?

First, call up the 105s to shell the hill; failed.  

Repeat the call; failed. [ Can only call twice.]

Move back to start line.

Order 3rd platoon to advance along the left flank and assault the hill.

Order our ATG to advance to the orchard and support the attack on the town.  

Order the XO up to 1st platoon to coordinate the attack on the town between 1st and 2nd platoon. 


SFC LaFort doesn't know that the XO is coming up to coordinate the final attack on the town.  He sees few german troops pinned down in the corner and decides to lead an assault!  

It succeeds with few casualties.  Lt Meyer has to quickly order cease fire before there are friendly fire casualties.  

The XO comes up to talk with Meyer.  "Sir, things have changed a bit." 


 At this point the US holds 3/4s of the town.  2ndsq/2nd platoon is getting roughed up in the open but otherwise the US is in a strong position.  The German LT has 1.5 squads here plus a Tiger.


On the other flank a fresh platoon is advancing on the hill. He as a half squad in the farmhouse, a MMG on the hill and a ATG.  He decides it is time to retreat.  

 

Fantastic game that played in 2.5 hours.  Clearly the system translates to WW II fine.  I really felt like a commander trying to put a plan in action and then modifying it on the fly.  I didn't really use personalities except to make LaFort aggressive which clearly played into the game.  His gamble worked.  But if it hadn't?  What if there had been friendly fire?  How many would have been too many?  

I have streamlined the combat system and this played much smoother as well.  I enjoy that squads will lose cohesion and be harder to control.  Also men will retreat back to cover in drips and drabs unless faced with a Tiger and then you lose half your squad!   I need to work on the armor system. 

Platoon Forward didn't generate too many Germans which made this a bit easy for the US.  Still it was a challenge to attack and coordinate everything.  The Germans only had 2 squads, 2 half squads, a MMG, ATG and Marder to start.  

Overall a very enjoyable game!

Joe