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.

Tuesday, August 30, 2011

Groupe de Chasse part deux!

Still no pictures but thought I would let you know how the second mission went. I won't be as specific as how Squadron Forward generated this stuff because you get the idea. If you have any questions though please ask.
It had started snowing so the morning mission had been scrubbed. Word came down for another patrol [ I still like patrols!] at noon. Lt Leroy decided on a maximum effort which meant all 6 pilots and 6 of his 7 planes. Shortly after takeoff Cpl Chef Prideux's plane had engine trouble and he had to abort. 5 planes left. Lt Martin took the Vic and Lt Leroy had SLt Brun as his wingman.
Over German lines they spotted 5 ME110s moving briskly towards France. {Like Platoon Forward the # of enemy fighters is adjusted slightly based on your number to give a balanced game. Purists don't need to make the adjustment but it isn't any fun to send 2 hawks up against 6 ME 109s!. Like PF, it can happen but it should be rare except on the russian front.} Once again the Frenchmen had the advantage and once again they moved to the 6 o'clock position before aryan eyes spotted them. While the ME 110s were not manuverable, the Hawk's light armament had a difficult time with the robust german planes. SLT DePaul was lost in an expolsion to a fuel tank hit. Sgt Lisle evend the score however. Lts Martin, Leroy and Brun all damaged fighters and Leroy claimed one that was denigned. Unbeknownst to the Chasses the ME 110s were on a mission to strafe some artillery positions and this mission was aborted. Thus it was a victory for the French.!

Post mission everyone celebrated Lisle's victory while mourning yet another KIA. Two new pilots showed up:
SLt Caron Corrupt/ revenge Green Military
(Caron graduated from the french military academy where his honor was questioned but a violation was never proven. He has vowed revenge on those responsible. He is a novice pilot)
Cpl Chef Grasse Agressive/position Green
(Grasse is a novice and realizes it. His goal is to become an Ace.)
In addition a new plane has showed up but this is somewhat offset by the fact that the plane that aborted the mission today needs major maintanence and will be off line for the next 2 missions.

Still having a blast. Hope to have the first draft done within 2 weeks. For those of you interested the 5 hawks set up in the ME110s six at 50% visual range. The german pilots generated were: 2 Veterans/ 2 Average and 1 green.

Enjoy and thanks for the support

Joe

Saturday, August 27, 2011

Groupe de Chasse in the Phoney War

If you read my post from yesterday you were introduced to my French Hawk squadron and a bit of Squadron Forward. Well I played a mission today and even though I can't post pictures I thought I would tell you about it as a way to explain a bit more about Squadron Forward.

First you roll up your mission. Unlike Platoon Forward each theater, year and often plane has its own table. After all, a ME 109 squadron in 1939 rarely had an intercept mission; in 1945 that is all it had! My Hawks roll up a patrol; excellent mission as anything can happen! So I decided to send out 2 Vics of 3 aircraft each. We will leave the DO and the kid at home. Take off will be at dawn (of course) and we will patrol the border and then return in time for a big breakfest!

The winter weather is scattered clouds. [ You roll for weather] While patrolling the border we discover the enemy has moved in flak around Saarbrucken and it comes uncomfortably close!
[There is a chance for a pre battle event. I rolled flak. Luckly no one was hit.] After 40 minutes we head for home dejected at this phoney war. But wait, in the distance, 4 shapes that turn into fighters and they do not see us! [ we rolled to see what we encounter {fighters} and then what type based on theater and year { ME 109Es}. Then you roll for where the encounter takes place. You then roll for the number which is modified by how many fighters you have to give a somewhat even battle { 4 }. After that you roll for who has the advantage and by how much. { we started at their 6 at just under maximum visible range}. This speeds up play considerably and takes care of the manuvering before battle. Now you are ready to set up the planes on the table and use whatever rules you like! { I use BTH 2} ]

Capt Durand manages a bounce on the German leader but his foe is an ace and shakes him off. A rookie german pilot is quickly cut off from the pack. Sgt Gravois sets upon him but can't get in a mortal blow. The german ace rides to the rescue and knocks Sgt Gravois out of the sky. There is no parachute. Capt Durand gets a kill and then latches on to the German aces' tail. He forgets the lessions he learned about target fixation as another german comes up behind him and shoots him down before he can fire. Alas, again there is no parachute. [ there are tables for bailing out, emergency landings and crash landing back at the field] At this point the Germans race back across the border.

All four remaining planes land a bit stunned by the ferocious encounter. Later that evening both bodies are recovered. Col Renard names Lt Leroy as the new CO of the squadron despite his lack of administrative prowess. [ For those of you familiar with AKOT it handled these matters.] He is not promoted but SLt Martin is and named the new DO. [ AKOT again] We get no new airplanes or pilots [ there are tables for this] and our scheduled event is to introduce SLT DeLarue as a NPC. He is the maintanence officer and is pessimistic but is an accomplished violin player [ the arts] He is neutral towards the squadron but can influence how fast aircraft are fixed. Hopefully Lt Leroy will have Lt Martin and not himself interface with SLt Larue!

For those of you who want to see if you can do better, have 6 hawks against 4 ME 109Es. The Es are driven by 1 ace, 1 veteran, 1 average and 1 green. They start in the schwarm formation. The Hawks start in 2 Vics, same altitude at the max visibility at the germans 6. They see the German's but the German's don't see them. It is not a true bounce yet as they still have to manuver closer and the germans have time to see them, particularly the ace and veteran.

Hopefully this has given you some insight as to what Squadron Forward is and is not. In additon, you get a scenario!

Enjoy

Joe

Friday, August 26, 2011

Update on Squadron Forward

The site is not dead. It has just been a combination of not having my home computer yet (no picture posting capability) and very little time for gaming. Hopfully will get my computer within the next 3 weeks.
I have been a staunch WW II gamer for 4 years. But living in England with all the green fields, stone fences and really old houses is like a renassance fair every day. I have actually dipped my toe in the water and ordered a few dark age/early medieval figures. Had a short test run with some beta rules that Chris is working on and it was really fun! Who knows, maybe I will branch out.
But for now work continues on Squadron Forward. The first draft is two thirds complete. I am enjoying this as much as Platoon Forward. It has really personalized my air combat. I reciently painted up some P-36s for my French and rolled up my squadron today. Thought I would take this opportunity to share this with you since you don't need pictures for this part.
For those of you familiar with Platoon Forward, rolling up your squadron is similar except there are more characters. The personality tables have been tweaked a bit, motivation is the same, leadership has been replaced with fighting skill. Officers still roll up where they came from. Squadron Forward also adds the possibility of an additional inherent skill. There are seven of these ranging from crackshot to flying demon.
Since I play my games solitaire and use 1/300 planes I rarely have more than 12 fighters on the table at one time. Hence I only roll up 8 people per squadron. You can use more but I have found the system becomes impersonal after about 12. ( hard to remember more stories than that)
I present my Hawks Groupe de Chasse
Capt Durand cheap/Glutton Vet
(CO experienced, cheap with the budget and praise. NEVER bother him when he is eating)
Lt Leroy Foolhardy/Glutton
(loves to fly and eat/ really doesn't care about paperwork or the squadron)
SLT Martin Cheery/ position Vet
(Upbeat person who volunteers for additional duties hence does much of Leroy's job; the "go to" in the squadron and excellent pilot)
SLT Brun Pessemistic/wealth
(Solid pilot who feels the communists are ruining France)
SLT DePaul cunning/family flying skill
(Quiet person who appears to be always thinking; along with Lisle best pilot in the squadron)
Sgt Gravois Coarse/glutton
(Farm boy who is always hungry)
Sgt Lisle Foolhardy/position flying skill
(Natural born pilot; if he doesn't kill himself will be France's first ace)
Cpl Chef Prideux idealistic/revenge Green
("The Kid" in the squadron, going to rid the world of evil)

The group commander is Col Renard, a WW I ace who is unsuportive and already doesn't like the squadron!

As you can see, flying into combat with these folks should be a lot of fun. I already really like SLT Martin and Sgt Lisle. They are going out on Patrol tomorrow.

Thanks

Joe

Sunday, June 26, 2011

Dark Night for Dog Boats AAR

Greetings! Doing the final moving from the US to the UK. Read Coastl Patrol rules in the Lardie special. They look like a fun quick play set of rules; good show Jim! Thus inspired, I dusted off my Release the Hounds rules and tried my take on the scenario from the book.

Lt Ian Evershiem (RNR) took stock of his boat one last time. Intel had a convoy coming down the coast tonight with a light escort. Hopefully trawlers, maybe barges but not F-lighters. Ian didn't have a good answer to those yet. Draft too shallow for torpedoes, Jerry had added armor and concrete to barges, then added 88s to create a force to be reckoned with .

British forces are 3 Dog boats ( Jolly Jack Tars)
Lt Evershiem
SLt Tompkins
SLt Smith

I did not roll for Jerry to try to play the scenario. I didn't mess with blinds but used initative similar to Squadron Forward.
Jerry
2 Patrol Boats 1 88 each Raeder's men (Avg)
4 Flak Lighters 2 Raeder's men 2 Hitler's men ( green)



Jerry creeping down the coast





Lt Evershiem on the Hunt




Lt Evershiem had his eyes peeled for movement. A half moon hung in the sky and visability was about a mile for barges. Despite the cool night air he was sweating profusely.


Suddenly the air errupted with light and exposions and his boat came under fire from his 11"o clock. KuJ 324's gunners opened up on the Dog Boats as they radioed to the fleet of the danger. As Ian gathered his wits, a fire errupted aft and his boats started taking a pounding from 88mm and 37mm shells coming a mile a way.


Dog 1 in trouble

Ian immediatly doubled back as Smith broke right and Tompkins broke left looking for the merchants. Fortunately the germans did not pursue Ian but went after Smith. Why became apparent 3 minutes later when Smith sighted 2 barges.









Dog 2 trying to find the range


SLT Tompkins had circled far left and was now trying to join the battle. Ian was still in retreat; trying to fight a fire aft before it blew his small craft to kingdom come. SLT Smith gallantly charged the barges hoping they were not Flak lighters.








SLt Smith charges the F lighters

KuJ 324 in pursuit at 15 knots!


They were Flaklighters! Blast! Well the 6 pounders could still do damage. Smith bobbed and weaved his boat on a gun run and managed to damage one of the F-lighters. In return his boat was damaged and flooding. He turned for home. Ian had put out the fire but with a boat 50% damaged it was foolish to go up against Flak lighters. Lt Tompkins meanwhile had lined up KuJ 324 for a torpedo shot. He let go his torpedoes early at a mile and turned his attention to the damaged F-lighter. A gun pass revieled no significant damage to either side. But then a huge explosion (20% chance!) cut through the night.







KuJ324 after the Torpedo hit

She sank in 15 minutes


With that the British withdrew savoring a minor victory!


Fun game! Would like to play it again to see what would happen if Ian's boat is not put out of action on the first turn. Will also change it to 1 Flaklighter and 3 unarmored barges.

Have actually started writing down Squadron Forward.

Talk to you next from the UK


Enjoy!


Joe












Sunday, June 12, 2011

Scenario R avaliable

Scenario R is available in the Too Fat Lardies Summer Special. At the risk of sounding like an advertisement, they really pack alot of stuff into their specials for 5 pounds [ about $7 ]. I always enjoy reading them; even the bits about games and history I don't play ( which is minimal).

In the editing, Rich either forgot or wisely cut out my introductory comments; for the intrepid they are reproduced here:

The Scenarios included in Platoon Forward were aimed at typical situations that a basic platoon would face. That doesn't mean we can't have a little fun. Included in this issue is a meeting engagement that an armored infantry platoon might be faced with. It is ideal for the US and German panzergrenadiers as well as the UK motorized infantry. It also works well with Russian tank riders but you should beef up the defenders a bit by ensuring your first real "B" is a big AT gun or ensure your real "C" are tanks or SP guns. Players should feel free to substitute scenario R into the scneario table wherever they wish. I often put it in in place of recon; not because it makes sense, but because I often do not wish to play recon! [recce for the St Albans group!]
In addition, this is my favorite 2 player game because, like the patrol scenario, it never plays the same way twice, allows both players to manuver and everyone gets to play with at least a couple of vehicles.
I would like to thank those of you who have given me feedback on Platoon Forward. Your support and kindness have been more than I could have imagined. Thank You.

"Fighting Joe" Legan

Thursday, June 9, 2011

Flank attack at the factory

Finally got my soldiers; not all my terrain but you can't have everything. So last weekend had a chance to send my Russian Platoon Forward! This is battle #5 and this is a fun platoon to play. There is tension between the platoon leader and the 1st squad leader. This is not helped by the fact that the company commander seems to favor the squad leader. It is 1943 and the Platoon Leader is a replacement coming into the company. To catch up read about the attack outside of Kursk from last November posted on this site; I'll wait...

Still no camera so I will try to describe the board:

There is a factory in the center with a plaza in front. To the right is a small collection of buildings and on the left is a small church. Behind the factory are some scattered trees. To the left of the factory is a ruined railroad station. This is all on a beautiful Kalestra hexagon board that a least one visitor doesn't like :)


If you read the post from last November you know that a reporter from Pravda is here to do a story on Sgt Shakulo. Of course the CO is not going to let the JrLT mess this up so he is going to to make sure the reporter is not killed.


Characters

JrLt Bessonov Scholarly/plessure Gr II
Sgt Shakulo addicted/ alcohol Gr II
Sgt Chrnnyshov Evil/ knowledge Gr II
Sgt Mikhev conformist/ wealth Gr I

Lt Konerko Fanatic/ Position Gr II Company CO



Sgt Shakulo wished commerade Lennin was here. The Russian army in 1943 was not the classless society Lennin envisioned. These officers were driving him crazy! Oh, they had their place, doing grand strategy and such. They had gotten the platoon onto the flanks of the fascists today. But by and large they got in his way. JrLT Bessonov was a timid old woman. He was afraid of making a decision and was against a man having a drink now and then. Lt Konerko was better. But he was always trying to help him. Shakulo didn't need any help. He just wanted to rid mother russia of the invaders and go home to his family. Now this reporter was here asking hiim all kinds of questions. Lt Konerko seemed nervous.


By the time they got into position, a T-34 and an armored car had joined the platoon. JrLtBessonov's plan was to have Shakulo clear the houses on the right. 2nd squad would stay with the armor in the center and 3rd squad would be in reserve. As soon as the reporter said he was going wtih Shakulo the JLt decided he was leaving the reserve and going with Shakulo too. Shakulo tried to run his squad but the JrLT kept taking over. They cleared the first building easily. They became pinned down by a MG from the factory while advancing towards a second building. Lt Konerko showed up. He Ordered teh Jr LT to go back and rally 3rd squad in the plaza (the tanks had run into an 88 dug in near the church) while he shuffled the reported into the safety of a house. I got my squad moving again and barely missed capturing a MMG in the second house.


By this time 2nd squad and my own were in buildings facing the factory trading fire with its occupants which consisted of about a squad of germans supported by several MGs. We traded fire until Lt Konerko showed up with the reporter. The reporter wanted to see me and my squad "in action". Lt Konerko led our 2 squads in an assault on the factory. He told me he wanted my squad to go in first. Just as we were entering JrLt Bessonov showed up with 3 men from 3rd squad. He ran past me to make sure he entered the building right behind the Lt! Fighting in the factory was moderate until the germans retreated. The reported took my picture in the factory next to a russian flag that he had and left pleased.

Unfortunatly Sgt Mikhev was badly wounded in the attack. I don't think he will be back. JrLt Bessonov has moved Cpl Zuvich up to take over 3rd squad.


Great battle. The fighting in the factory was particularly exciting. We never even saw the company CP in the station. I am sorry I have no pictures for you all. The only other post game event of note is 3rd squad's morale is decreased.


For the scenario:
This is a flank attack (C) so set up the germans facing to the right. The russians recieve a T-34 and armored car at start.
The german forces generated for me were:
1 squad, 2 MMGs 1 88 ATG 1 company command post with 10 men with decreased morale.
1 Gr III leader, 3 Gr II leaders and 1 Gr I leader

Place a reporter figure on the board. It can never be more than 50 yards from Sgt Shakulo and Lt Konerko can never be more than 50 yards from the reporter. If the reporter is killed you can do no better than a draw.



Enjoy

Joe

Monday, May 30, 2011

Malta Spitfires AAR

In the new house, internet appears to be working. Still no camera but a 3 day weekend. Went to the Duxford Air Museum in the UK; outstanding! Three cool things that differenciate it from most of the air museums in the US. First, it appears most of the planes are in working condition. Second they always tell you where this particular plane came from. Third they have a land warfare hanger that is over the top! They have life size diaoramas of a tank battle in Berlin, a german AT gun in France, british troops at D-Day. There is a shrine to Field Marshal Montgomery which was interesting since you here nothing about him in the states.
After Duxford I had to use Spitfires but I only have my desert ones as Mark from Raiden has been 2 weeks slow on my Battle of Britain package! So... Malta Spitfires round 2. (Same squadron as the last post)

Flt Lt Wilson rather liked running the squadron. He could do things HIS way. He had been at it for 2 days every since Cheese went missing near Sicily. Gp Cpt Eithing told him a CO was inbound from England but wouldn't get here for awhile.
He hadn't spoken to Sgt Randel directly after "Cheese's" last mission but several of the NCOs had. Randel had denigned losing "Cheese" on purpose and was sticking to the story. "Scrum" Patson had refused to fly with him. Wilson had avoided the issue so far by not scheduling Randel. There were plenty of pilots. Today's mission was an intercept. 5 planes were ready to go!
Characters
Flt Lt Jim Wilson Unsupportive/avarice Vet
F/O Jamie Farnsworth Cocky/ Avarice Avg
F/O Bullet Skeel Corrupt/ Position Avg
Green element
Sgt Scrum Patson Cocky/ religion Vet
Sgt Joey Towson Fickle/ enginering Avg

Jim saw the bombers off at his 10 o'clock closer than he wanted due to some clouds. Stukas without fighters! He turned to get behind them; Scrum asked to go over them to get in better position. Jim didn't really care as long as he got a couple of shots.
As all 5 spitfires closed Scrum called out 2 bandits 12 o'clock high! [ great place for a picture if I had a camera] Jim told Scrum to cover the bandits while blue flight took care of the 8 stukas.
As Jim continued to close on the Stukas, bullets hammered into his wing! He looked back and a MC202 was on his tail. [ I have to explain this as it was too cool. A random event had 3 more MC 202s enter right behind blue flight. I got bounced by my own game system!!] Bullet and Jamie screamed they were taking fire. The 2 outside Spits started tight turns while Jim did a snap roll. Bullet took a while to shake his pursuer needing several barral rolls but not before he had taken minor engine damage. Throttled back he could keep the temperature down but any faster and he risked over heating.
Meanwhile Scrum and Joey had tangled with the 2 original MC 202s and saw the furball developing behind the Stukas. Since no one was now calling for help they gave chase to the bombers. Joey downed one in a brilliant flash that left no doubt to its destruction. Scrum's shooting was off as he fired off all his ammo, damaging 2 that aborted. [nother great place for a picture]
The 3 members of blue flight could not break away from 4 of the Italian fighters to chase the bombers. Worse, Bullet's plane had a bad engine and Jim's plane had lost speed as well due to his wing damage. after several minutes the English could not gain an advantage, the bombers were nearing the field and Jim still had 2 out of 3 machines damaged. He told blue flight to break off and Green element to leave once they entered flak range. The British successfully disengaged. Only 4 Stukas bombed the target; 1 nearmissed teh runway, 2 destroyed parked aircraft and one destroyed the operations building.

Post game Sgt Towson was upgraded to Veteran [possible]. Doc Logan, the flight surgeon, is hearing alot of complaints about Flt Lt Wilson and is acting as a great sounding board. The Squadron had to undergo a morale check and he was able to add positively to the die roll. [Don't be alarmed about the term "morale checks'. Think of it here as a cohesivness check and it occures after the flying.] A replacement plane for Cheese shows up and one of the damaged planes is repaired.

Great Game! Really enjoyed it. Squadron Forward is working well and adds a layer to the game which really increases my enjoyment. I have started writing it down and am probably 25% done.

Scenario Interception

5 Spitfires vrs

2 MC202 2 Avg pilots
8 Stukas

3 MC 202s come in as reinfocements turn 3. 1 Vet 1 avg and 1 green Allow them to come in behind Blue flight.


Airfield defense I used 3 dice for heavy AA as per my LAAF AA rules found in 2 specials ago.


Hopefully my land troops will be here wednesday; then maybe I can visit Berlin with Platoon Forward!

Enjoy

Joe