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.

Monday, November 14, 2022

Djibouti 1940 Playtest of Battalion Forward

 Came across "Call this a Ruddy Picnic" by Chris Stoesen last week.  I bought it years ago before I knew him because the topic is the Anglo-Italian campaign in East Africa and I like off beat areas. It is great stuff, which is no surprise if you know Chris.  I never did much with it because I was doing skirmish and it is written for company/battalion level actions.  Well, given my latest interest in company/battalion level actions I just had to give it a go!  

The first scenario is an Italian attack across the border into Djibouti before the French surrendered in Europe.  A perfect place to test out my "defend" scenario for Battalion Forward.  6mm is not an option so we go with 15mm.  No worries as there isn't a lot of armor in Djbouti.


 

Intellegence says the Italians are going to attack us now that France is falling.  We will resist for the glory of France!  

Captain, take your company of Senegalais infantry and occupy the frontier road leading here to Ali Sabieh.  If it appears attack is imminent we will try to send some armor to support.  Good Luck!


 The valiant defenders of Djibouti: 4 platoons plus a 25mm ATG, MMG section, Lt. MTR and those VB grenade things.  I rolled for troop quality.  Chris lists them as good but Battlefront has more categories.  I figured there was a 50/50 chance between trained and experienced and rolled for each platoon. Three of the four platoons are trained; nuts!  I then rolled for leaders [ Good leaders give a positive to the manuver table and they are going to help with orders; I just haven't figured out how yet.] Our captain and 1 Lt is good and the others are average.  So much for a crack unit to defend France's honor!


 The french defensive positions will be behind the Wadi.  There are two bridges to defend.  Unlike our WW III battle the enemy objectives are pretty clear here.  What out captain doesn't know is what is there plan of attack and what will be there forces. Again each hex is about 100+ish yards. 

Our captain centers on both bridges with the ATG/MMG near the highway.  3 platoons up and 1 in the courtyard.  Hope this works.  His radio operator asks, "How will we know if the Italians are coming?" suddenly...

shells burst around the checkpoint.  Our Captain doesn't need to answer.  


 


So for the Defend scenario there are 4 tracks for the blinds.  We will see what the Italians have planned for us.

Our Captain can't see anything through the shelling but 2nd platoon on the road reports 2 vehicles approaching.  3rd platoon by the RR bridge reports trucks that discharge brightly colored troops.  


The shelling [ which are 65mm WW I shells against dug in troops] switches to the RR bridge as the Italian colonial troops advance with elan. Another platoon pulls up behind them. 


 

Overview of the attack about 20 minutes after contact.  The AI is controlling the distribution of the Italians and so far it is working.  At the RR bridge 2 platoons of colonials plus a company HQ.  On the main road a scout car has been followed up by a platoon of Italian regulars.  [ they are experienced but not Besegliari.  How often do you get to play with Italian infantry the best troops on the board!]  At the far flank a platoon of infantry has arrived and is about to advance.  

The far left flank of the french lines is going to get busy soon.  

Covered by the scout car, the Italians advance on the bridge.  I thought these Sengalese troops could shoot!

A third colonial platoon + MMG shows up.  The third italian infantry platoon shows up plus their attached MMG plus the battalion commander.  At this point the Italians reverted to normal 9 command dice. They would get 1 more scout care as a reinforcement. 


Meanwhile our captain is having trouble controlling the battle.  I gave the French 6 command dice but rarely had more than 4 commands.  They seemed shocked that they were in a shooting war. 


 The Colonials fight across the bridge but take heavy casualties.  


On the far flank the Italians enter the Wadi covered by additional scout cars.  The French are pressed everywhere. 


The Italians make it across the bridge where a french squad has moved up to cover...

but it is too much.  The Italians are across.  Above you can see the Italians attacking across their three points and doing well, even their right hook.  Their lt mortar is firing smoke on the french MMG which is the only weapon that has been effective for the french.  The Italian CO is trying to call down more artillery.  The french don't have any.  


An Italian NCO rallies troops on the RR bridge under fire.


Italians [center] up and over into the trenches...


Into a stalemate.  Once in a stalemate morale matters so the Italians have the upper hand. [ seems weird to say that.]

10 minutes later the Italians are clearing the trenches on the far side of the bridge.  


The red colonial troops have been broken by french fire.  Next up are the orange guys.  


The Italian reserve platoon now comes across the bridge. The company commander leads so as not to lose contact with the successful platoons across the wadi. { I rolled him up and of course he is a good leader.}

40 minutes into the battle.  The french right flank is holding under pressure.  The left flank is badly bent, out of their defensive positions, and could break soon. In the center the platoon is damaged but holding onto the house.  The reserve platoon is still in the courtyard.  The captain figures the house is key to the entire battle and it is also the best defensive position left.  2 armored cars do show up from HQ. [center left]


 The Italians apparently think the house is special too.  They start to shell it again and the french there start to take some casualties.  The ATG retreats. [ without orders I might add.]


  Now the attack for the house starts in earnest.  However, the troops in the courtyard are experienced as well.


  The battalion commander moves up to see the final action.


The second colonial platoon fails to take the RR bridge.  Third time has to be the charm right?  

Meanwhile, the italians finally get a foothold in the house.  Both the french platoon and the first italian platoon are shattered.  But the 1st french platoon on the right flank has retreated off the board.  This now leaves the hill to the Italians.  Also our loses have subtracted 2 dice and we are down to 4.  As the french captain was trying to decide what to do he got a final call from 3rd platoon at the RR bridge.  It stated...


  " On third platoon sized attack enemy forces now across bridge in strength.  Half my platoon is gone the rest are fleeing.  Will try to re group behind hill at point 254.  I am sorry mon Capitaine"

Great battle that played faster than I thought because the french got whupped. I actually named all the french officers but they did so bad we will have a re set with these guys.  I like my system for the blinds.  The Italians ended up with 2 companies plus the scout platoon which seemed reasonable. The Italians attacked down the two bridges and sent one platoon to flank; again reasonable.    I am sure it will take some tweaking but a very successful first playtest.  

Enjoy!

Joe    










Monday, October 31, 2022

Defense of Hauptstuhle 1987

 Happy Halloween!  October was a busy non gaming month.  I did play a WW III battle after reading one of my old General magazines about MBT.


That cover is still the best box cover I have ever seen on a game.  

The replay in the mag was a meeting engagement between a tank heavy german company and a large russian guards company.  It was an umpired game so neither player knew where the other's forces were or what their objective was.  Now Platoon Forward does a pretty good job at hiding your opponent's forces but I have never tackled their intentions.  That was today's challenge; a prototype system where I didn't know exactly what the Russians were up to!  

I went with 6mm forces that I bought from Jack.  I use 1 to 1 ground scale for my skirmish games so 6mm is closer to 1 to 1 for my battalion games but I do like the detail of the infantry and houses for 15mm.  I really haven't made up my mind as to which scale I should use going forward.  

Hauptman Borsch walked back to his tank.  He had been told the situation was "fluid" but the russians were advancing.  He was to take his company and occupy the town of Hauptstuhle and hold it. 

His Forces   [ All Veteran]

1 Leopard II   1 M113

1st platoon Leopard IIs 4 tanks

2nd platoon Leopard IIs 4 tanks

3rd platoon panzergrenadiers 

Attached   1 platoon Jaguars, 1 platoon Luchs

German forces.  Each vehicle represents 2 except the command element.  Each hex 100 yards. Each turn about 10 minutes.    I am using Battlefront rules except for initiative, orders and activation which is O group.  As this is only a company the Germans start with 7 command dice.  I did away with preparatory rolling and had the forces enter per my "meeting engagement" scenario "R" found in one of the Too Fat Lardie Specials. [ If you want a blast from the past my first posted meeting engagement was posted Sept 2013.  I was using TW&T which is still a great game.] 


The battlefield looking east.  Hauptstuhle sits right center near a major intersection.  Borsch decides to have 1 tank platoon and his panzer grenadiers advance into the town center.  His Jaguars will move to the hill on the left with his XO.  He will place himself with the second tank platoon in reserve.  They have access to mortars but the mortars are often busy. The armored cars will first scout the town and then push down both major roads.    Let's hope it works!

Its a long, long rooooad...


 


Borsch is lucky.  They get a 20 minute jump on Ivan.  His scouts report no enemy seen in the town!  


1st Panzer and the Jaguars move out!  Maybe the Russians have stopped for supplies?


As the recon vehicles near the crossroads they report 2 Russian BMRDS approaching from the north.  Borsch says, "Confirm direction of traffic; north not east?"  Affirmative is the answer.  [ My first surprise of the day. But will this now become the main access of their attack or is this just a platoon with a whole battalion waiting in the east?]  


What are these guys thinking?  Either way they need to stop.


The Luchs drive off the russian on the road but the cross country guy is fast.  He makes it into the rural part of Hauptstuhle.  Great, now he can see our panzer grenadiers and jaguars!  So much for German deception.  

Hauptman Borsch isn't prepared to change his plan just yet.  1st platoon does swing their tanks towards the north and he decides not to debuss the infantry yet.  


 

The battlefield about 20 minutes after first contact.  1st Platoon and 3rd platoon in Hauptstuhl proper.  Jaguars deployed on hill and in front.  2nd platoon and CC in reserve upper right.  Remaining AC looking down the road towards the east.  A company of T-72s enters from the north.  [ Each tank is 3 vehicles.]

This looks like the main axis of attack to me.  What do you think?  

The Jaguars score hits and the Leopards start to engage the first company. Borsch follows the battle over the company net.  A second tank company emerges.  Okay, I think I know where they are coming from now! 


 Suddenly the hill erupts in flame as shells rain down. [ 33% chance that.]  1 Jag is KOed and the other beats a hasty retreat.  The XO is actually OK.  


  When it rains it pours.  The other 2 jags are destroyed by the mass of T-72s.  Now there are no german forces north of Hauptstuhl.


Hauptman Borsch moves his 2nd tank platoon into the eastern half of the town just as BMPs appear. [ 2nd surprise of the day.  Man the russians have a lot of stuff!]   There is still a 20% chance of additional reinforcements but they will be minimal unless it is the Mig 23s I painted up.With 3 companies on the board the russians now have 8 command dice and play normally. [ The russians can use 2 commands to have an entire company do the exact same thing.]  I now need to dice for their objective since they are starting to advance. [ 3rd surprise of the day.]

With BMPs on the horizon Capt Borsch ask 3rd platoon to send a small force to the east to protect the tanks.  He still plans to do the main fighting for the town in the town center.


  the infantry are greeted with a barrage of artillery.  Mercifully few casualties.  


 


  A look at the battlefield a good hour after contact.  The first russian tank company has retreated.  The second is in disarray but 1 platoon has managed to reach the hill.  The BMPs are ready to rumble.


 Artillery continues to pound Hauptstuhl destroying the Marder.  T-72s get lucky and take out 2 leopards. Borsch has no reserves.  He sends messages for troops in the eastern section of town to withdraw to the center.  That is where we will defend the town.

After he sends those orders artillery shifts to the town center and the T-72 platoon on the hill takes out 2 leopards in town with a side shot.  Rats.


 


The BMPs continue their advance but they aren't headed for town.  they are headed for the hill.  Where is our artillery?  Our Air Force?  

The T-72 platoon on the hill, after toasting 2 Leopards, now starts to head for the main road!  His platoon starts to engage Borsch's tank.  [ my lone jaguar never did recover.  It is trembling over in that corner.]  Borsch fires back and quickly moves towards the woods.


But help is on it's way for our Captain...

Borsch's tank takes damage [disrupted] so the company temporarily has no command.  It does have several milan missles moving towards the T-72s but they all miss!  The Marders are quickly dispatched by this miracle T-72 platoon.  

The Russians leave 1 infantry platoon on the hill to overlook the town as the rest of their vehicles stream towards the road heading west.  The germans have lost all their leopards and have 2 squads of infantry left in the town.  Borsch, in his damaged tank, tells the panzer grenadiers and his lone Luchs to head south where they will try to circle up with german forces.  He takes some solice that they were greatly outnumbered.

Great game that contained several surprised which is always nice.  I think I would have set up differently had I know the russians where just passing through.  The infantry would have been placed to the east or on the hill for example.  My system worked but it was very situation depended.  Will need to generalize it more.  Still a meeting scenario is probably the most complex scenario to tackle.  Attack and defensive postures should be easier.  

For those of you interested the butcher's bill was:

8 leopards, 2 marders and 3 jaguars

12 T-72s

Not a great kill ratio for the leopards.  

Enjoy


Joe