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, May 7, 2013

Lt Ronald's third mission

It has been very nautical here lately.   Have been painting up my naval crew including Lt Ronald and have played several battles of Beat to Quarters .   Progress in "In the Service of the King" continues at a fast pace as it is almost writing itself.   I thought I would share with you the third mission I ran this weekend.  Naval purists, look past the ships, I am still intimidated to order metal ones!  Look instead at the story!  That is what this site is about.

Orders arrived!  Lt Ronald's ship, HMS Seawitch at 10 gun cutter, was to be part of a 3 ship squadron that would go out to the area when he had unsuccessfully encountered two Spanish merchants several days earlier.  (ouch)  The other ships were the HMS Greyhound (18 gun brig) and the HMS Gull (10 gun cutter).  Lt Dawson (cheap/family)aboard the Greyhound was the senior officer.  Ron had never met Lt Thurston, captain of the Gull before.  Would he become a friend or a rival? 

Before this mission Lt Ronald's luck had not been good.  ( You can read about his first mission in the last post.)  His second mission, they had come upon two armed merchantmen flying spanish colors and had been unable to catch them despite all of Ron's and the Master's tricks.  The Adrimal had not been happy again and he had gotten a " We expect more..." lecture.  The only good thing was his Bos'un, Jeff Fishback had grown to respect this young Lt.  (Game event)  He had gone to the Navy club but not much happened their  (Choice event) and had decided to throw a party for several senior officers with some of the money he had picked up from Sneaky Pete.  He invited the Admiral, Capt Lemmon from the HMS Bulldog (32 gun frigate), Lt Dawson from the HMS Greyhound and his politically connected midshipman Robert Waterman.  The Admiral declined sighting a previous engagement (not good) but the evening was a hit as conversation was lively and he gained influence with both Capt Lemmon and Lt Dawson.  (2nd Choice event  These events took less then 10 minutes to resolve.) 

Lt Dawson's plan was to have both Cutters out on the wings forward looking for ships.  Once the enemy was sighted, the Cutters would close to slow them down and the Greyhound would finish them off.  Lt Ronald was glad he had hosted the dinner as he felt he would get a fair shake from his commander.

Lt Ronald's ships were the first to sight sails.  He signaled he was closing to investigate.  Two spansish 10 cutters and a 32 gun frigate but the Tars held the wind gauge.   Lt Ronald raced toward one of the Cutters as the Greyhound closed.

                                           HMS Seawith center, Greyhound left and Gull top
                                            La Colera to the right

                                             Seawitch closing on the Cordoba

                                                     Seawitch opens fire!

The Seawitch and the Cordoba started to trade fire and the Cordoba started to move back toward the protection of her frigate.   Meanwhile the Greyhound bravely closed. 


                                                    Seawitch and Cordba trade shots with the Tars winning!


Lt Ronald saw the trap and started to pull away from the Spanish frigate...

                                             All three british ships fire at the Cordoba (center) and she strikes.
                                             La Colera gets a stern rake on the Seawitch!


Lt Ronald had one eye on the Spanish cutter and one on the frigate.  He saw the Spanish flag start to come down and turned to say something to Mr Waterman, his midshipman, when his ship was shattered by what he would have thought was a freighttrain had he know what one was.

With both of their officers badly wounded, Master Jon Price (Agressive/family) thought of his wife and children and sought safer waters. 
  The Gull and Realidades (Other spanish cutter)  traded shots causing a fire to break out on the HMS Gull.
                                              Not a good thing!

Moments later an explosion racked the Gull and she was destroyed.

The Greyhound eventually managed to drive the La Colera away. Survivors of the Gull were few but Lt Thurston (Careful/Govt) was among them.  A prize crew was put aboard the Cordoba and the Tars set sail for home. 

Great battle that didn't take long.   I had to roll boxcars to have the Gull blow up, who knew? 

Post mission Lt Dawson wrote up a very favorable report about Lt Ronald who survived his wounds along with his midshipman.   The report along with being wounded earned him a "Good Lad!" from the Admiral and a Glory point as well as a little (very little) prize money.  Midshipman Waterman is promoted to Lt and transfered to the frigate Bulldog.  A new Midshipman Rob Atkins (Naive/family) joins the Seawitch. 

Hopefully this gives you a sense of where I am going with ITSoK.  I am having great fun with it so far.  For those of you that want to play this scenario the british crew ratings are:
Seawitch   Avg
Gull   Avg
Bulldog    Elite
Spanish
Cordoba  poor
Realidades  poor
LaColera   Avg


Enjoy

Joe




Wednesday, May 1, 2013

A New Project

It is rare for me to take on a new period.  I have been wargaming forever but only started in miniatures in 2006.  I limited myself to WW II land sea and air.  When I moved to England I became interested in the Dark Ages with so much history here so started that in the same scale, 15 mm.  Then I visited the HMS Victory several weeks ago, what an inspiration! 
I purchased Kiss Me Hardy for Age of Sail and Sharp Practice years ago from TFL and had toyed with them from time to time.  KMH has too much book keeping for me.  SP is a great game, I just have no interest in the Napoleonic period hailing from America.  Then a unifying theme hit me-- Pirates!  Just needed to find a set of AoS rules.  
I had settled on Form Line of Battle when I came across Beat to Quarters by Don Gifford at freewargamerules.co.uk     They aren't perfect but are 80% there and I can fix the rest.  Thank you Sir for a great set of fast play rules!  Here  is a test game using my son's Pirate ships.

                                          6 Spanish SOLs vrs 5 British SOLs using Nick Skinners
                                           optional Command rules from one of the specials.

                                                The Dons double the Tar's line!

                                              The Brits  cut the Spanish line due to poor sailing by
                                                the Spanish. 

So my new projects?
1.  Paint up land forces for the caribean for SP
2.  Come up with a Platoon Forward type game for my Naval officers.   Don't know if I should call it Captains Forward or In the service of the King.  I will probably do a pirate version too. 
3.  Fix up  Beat to Quarters
4.  Maybe purchase some ships but I have to say my son's ships did pretty well.   I am intimidated by the 1/1200 scale ships as no one has every accused me of being a modeler. 

So my first Naval officer for CP or ISoK is Lt Ron Ronald  RN.   He has just been given the 10 gun Cutter HMS Seawitch.  His first mission is to transport some soldiers and Lt Thompkins to capture Sneaky Pete who has been smuggling goods to our fair Island.    Lt Thompkins is in charge of the operation once on land.  (This generated some discussion on TMP) 

                                           Sneaky Pete's hideout is top center.
                                           He can escape with good off the dock to the top left.
                                           He can just escape into the wilds off the top.
                                           The goods are in the Barn. 
                                            Lt Thompkins' plan is to tkae his force to the dock.
                                            Lt Ronald to take his force around the camp and
                                            block retreat into the wilds.
                                            Sentry on the hill has just fired a warning shot.

Lt Thompkins    Gr I     Hesitant Leader  Fanatic/ Govt     8 Rifles
Lt  Ronald   RN   Gr I  Scholarly/Avarice           7   Muskets   poor shots
Bos'un  Fishback  Gr II  Pessimistic/Glutton        8   sailors

                                          Lt Thompkins men get ready to fire.
                                          This is as far as they got.   The hesitant CC card came up
                                          every single turn after this!!!

The navymen started to work their way around the camp trading musket fire with the theives.  Lt Ronald wondered why the Army wasn't moving.   Sneaky Pete would get away! He blew the whistle to get Fishback's attention and ordered everyone to charge for the King!  (and his career)


                                          The Pirates wonder who all these silver Martians are?

I didn't take anymore pictures because I decided not to post this because of the unpainted figures. Fishback was great as he pushed the pirates back.  But Sneaky Pete lived up to his name and got 16/23 loot points plus a cannon loaded onto a boat along with 10 men and made it off the map.  Ronald was furious with Thompkins!  Lt Thompkins' explenation was that he was moving cautiously as he didn't know what he was up against and he carried about his men's lives.  Lt Ronald then mentioned casually that they need not mention the 6 points of loot that the pirates had left but the fanatic Thompkins would hear none of that. Ron was barely able to conceal any of it for himself!

The system generated 15 Pirates for Sneaky Pete plus a Gr I leader who is Dumb Doug.   Half the pirates have muskets and are poor shots.  Sneaky Pete is a Gr II leader but is Dynamic. 
 
Lt Ronald told the truth in his report but the Commodore would hear none of it.   Sneaky Pete got away and Ron was blaming the Army.  He was dressed down and lost a Glory point.  (You can win by Glory, Power or Wealth, I think) 

To drown his sorrows he went to the Navy club where not much happened.  He then went to a brothel where we don't discuss what happened except he didn't get robbed.  (Once a quarter you have to have female companionship to disprove all those things Rich says about the Royal Navy.)

Lt Ronald's next mission is a solo patrol.

Needless to say I am excited about starting these new projects.  It is rare for me so I don't think it will be a flash in the pan.  The campaign game is almost writing itself as this period really lends itself to the forward treatment.

Any suggestions  on any of the 4 let me know

Enjoy

Joe





    

Thursday, April 25, 2013

Salute 2013

Went to England's biggest wargames show over the weekend and had fun.   As I stated last year, very different from a US show.  It is one day ( 10 to 5 but by the time you get in it is really 11 to 5 and you have to eat as well) so it isnt about playing games; there isnt time.  It is about shopping and seeing the games and people that you havent seen since last year.

It was packed!  I understand that they want you to buy tickets in advance but both lines had a choke point at the door that was easily correctable.   I met Robert Avery (Quadrent 13) before I stood in line and he assured me if I sat with him it would go down in 20 minutes.  We had a great chat about our projects (including a late war east front WW II book he is gong to do for IABSM) for about 30 minutes when much to my dismay the line hadn't shortened ONE BIT!   Take home point here is never trust an Englishman!

Once in the show was well organized.    Here are some pictures I took:

                                              Battlefront was pushing their Vietnam stuff with
                                              a beautiful basecamp board.     Unfortunatly they
                                              haven't released their ANZAC dice yet.

 
 
You all know I have a soft spot for air and sea games.   Only saw one WW I air game and 3 sea games.   Here was a game in "the slot" put on by some london gamers.

Have seen Sails of Glory talked about on TMP and got to see it in action.  It looks like fun but the ships move very slowly.  I also don't like collectable stuff; it was fun when I was 10 years old.

Lastly the ships looked cheap; particularly the plastic sails.   I guess for me while the rules look interesting the game for me will be a no go.   Still looking for the perfect AoS rules I guess.  I did look at Tumbling dice 1/2400 ships and they looked nice with minimal fiddle factor. ( sorry no picture)

I apologize I can't remember which group ran this game but it was a skirmish game with a downed german aircrew in Britian.  Everyone seemed to be having fun with this one. 

There was also an escape from Pompey game!

Bolt Action had an impressive Berlin 45 table.   While I don't care for the rules and I game in 15mm their table looked great and people seemed to be having a good time!!!

Sorry for the blurry picture.    This table almost makes me switch scale!

Gripping beast had a huge stand with many boards.

I was pleased to learn they will be moving into the First Crusade with Arab and Crusader dice! 


My main shopping quest was to find naval crew in 15mm to fight my peter pig pirates.  I found there aren't any.     I brought a PP fig to the show and found that the Mini figs are actually about as big as the Captain figures.   So I went with some Captain figures above.  I also bought som Blue Moon Pirates which are a little bigger than PP so I think I will be okay.  (One great thing about Salute is you can actually compare figure sizes.)


Speaking of Pirates, I stopped by the Too Fat Lardies booth and saw Rich, Nick, Egg and Sid!  It was good to catch up with the gang.  Rich was busy demo'ing Chain of Command and it appeared well recieved.  But I had learned my lession from earlier in the day-- never trust an Englishman.


Cheers

Joe





 

 

Monday, March 25, 2013

Coastal clash in Italy

Been busy with Jasta Forward.  The scenarios are done and playtested excpet for "Dawn Patrol".  Have the appendix done except for the eastern front.  Not many sources I can find on the air war there. 
Have played some Squadron Forward and TW&T as well but been too lazy to take pictures.   Finally took pictures of a Release the Hounds game.   Did not have a Flotilla Forward background as I played three games in a row each with different tweaks to the rules designed to streamline the firering sequence and initative.  This was the most interesting of the three.  I still think the rules are sound; just nibbling at the edges.

After Action  Report off Sardinia
PT  234, 260, 289 and 314

Based on intellegence went out to intercept coastal convoy expected at 0100 hrs.  Picked up radar contact of approximately 8 boats moving 10 knots.  Plan was for 289 and 314 to move directly in and 234, 260 to move forward of the convoy and take care of largest escort or proceed to lighters. 
Initial Contact
4 PT boats at bottom
 
At 2 miles PT 289/314 made visual contact with a Raum boat.  They continued toward the presumed lighters at just under 20 knots but could not identify any.  At just under a mile to the Raum boat Lt(jg) Collins opened up with boat PT boats on the enemy and he returned fire.  At this point both boats proceed at 30 knots towards the lighters eventually identifying them at a mile.  They proceeded to attack. 
 
     Pt 289/314 attack!
 
Meanwhile I had proceed with PT 260 towards the forward part of the column identfying an armed trawler at a mile and a half.  By this time the fireworks had started at the lighters and the trawler had increased speed and was turning towards us.  Consequently we could not get a good torpedo solution but raked the trawler with our guns as we passed.  Fire from the trawler started a fire on my ship so I pulled away from the action to fight it and ordered Ens Shaw in PT 260 to attack the lighters.
 
"...fireworks had started at the lighters..."
 
 
"...raked the trawler with our guns as we passed."
 
 
Fire from our PT boats was effective as we damaged 1 lighter, left 1 sinking and on fire and left one damaged and stopped. 
 
"left 1 {lighter} sinking and on fire..."
 
 
Return fire from the raum boats was surprisingly effective and boat 289 was heavily damaged and boat 314 was flooding by the time my crew had the fire out on PT 234.  At this point I ordered all boats to disengage and make for the rally point. 
 
 
PT 289 middle left.  PT 314 bottom central. 
PT 260 sandwiched between 2 raum boats upper right
(All boats take 4 hits to sink)
 
 
Lt (jg)   James Clark, USNR
 
 
Great game!  I think it is really neat when the biggest gun on the board is a 88mm.  Makes me think I reall have to work on this after Jasta Forward.
 
 
Enjoy
 
 
Joe



Tuesday, February 26, 2013

Sometimes the cards are stacked against you--- Santa Barbara

Sorry for the quiet spell on the blog.  Have been in the states working on further studies for a couple of weeks.   In the off time was working on Jasta Forward.  This will be the WW I version of Squadron Forward.  Sections I and III will be quite similar.  Section II, the scenarios, will be different and off course all the appendi (?) will be all changed to reflect WW I aircraft. 

Back here last weekend am experimenting with Lazy TW&T.  Am melding it with SAGA.  We will see where it goes.  The best news of course is no matter what the tactical rules it still goes with Platoon Forward.  My brother gave me a beautiful Italian church for my birthday so I turned to my british platoon in Italy for this game.  This is a great platoon and is a poster child for PF.  It has loads of characters and no one gets along!

Characters

Lt Red Talbot     Fickle/ Govt    Gr III     (Hates  Cpl McNabb)
Sgt Theo Barnes  Narcssisic/skirt chasser   Gr II  (Thinks  Red is an idiot)  Leads 2nd section
Cpl Clarksone   Evil/govt   Gr I    (new to the platoon)   leads 1st section
Cpl McNabb   addicted/ alcohol  Gr I  (platoon dislikes him; nephew to company Sgt Maj)
2nd section has +1 morale
Also add 1 Churchill tank, 2 in mtr, 3 pre game stonks of 81 mm mtr and 2 in game strikes.
Also add 1 MMG commanded by Sgt McGregore Gr I (who hates Red because he dimed him out at the Church at San Larda)

Is this a soap opera or what?

Red smiled.  "Balls" had finally given the platoon a hard assignment.  He was to lead the main attack against the church of Santa Barbara.  (Red had always felt that Balls felt he wasn't a true leader.)  He had that coward McGregore but also artillery and a tank.  He felt confident his men could take the church. 

The Church looking from British lines.
 
 
His plan was to put McGregore in the building on the right and have him interdict the battlefield.  He would lay one stonk on the tower, one on the graveyard and one of smoke infront of the church.  Cpl Clarksone would charge the church directly while his best men (Barnes) would go into the graveyard and assault the church from the side.   He would stay in the left building with the drunk McNabb and follow up the assault to hold off any counter attack.
 
Another view of the church with St Barbara in front
 
 
The back of the Church. 
(What a great model!)
 
The attack begins!!!
Cpl Clarksone leads the way
 
 
Now in Platoon Forward I wrote that the system will give you a great game 90% of the time.  Well, sometimes the cards are stacked against you.  (Sometimes you get a walk over too.)  First, we were facing paratroopers as you can see in the picture above in the graveyard.    Second; all the german forces were stacked on the graveyard side of the table!!   There was one half squad on the other side.  If I didn't know better I would have accused the game of leaking my plans to it.  (Who wrote these dumb rules anyway!)  Third; the germans rolled better than average for support weapons getting two HMGs, one in the tower and one on the hill behind the church.  There was even a tank behind the graveyard!
 
Suffice to say the attack met "stiff resistance".
 
Sgt Barnes makes it to the graveyard!
 
 
Cpl Clarksone managed to make it into the church but upon losing his life, his men thought better of it and left to crouch behind the graveyard wall.   Cpl McNabb moved his men up to support and was caught in a withering crossfire and lost half his section.  At this point Red had seen enough and ordered a withdraw. 
 
Red tried to explain to "Balls" what happened but fell on deaf ears.   Morale dropped in third section due to McNabb's antics so Red felt he had to go and ask for McNabb to be replaced.  (unlikely)  Bad idea.   Not only did Red get a lecture on the evils of blaming ones failures on others (-1 towards Ball's view towards the platoon), McNabb and McCarthy are both mad at Red (-1 as well), Cpl McNabb stays, morale still drops by one in 3rd section and now Sgt Maj McCarthy is going to go out with the platoon next mission to check on Red's leadership.  Whew!  Just another day in Platoon Forward!
 
 
Great game and the system sure surprised me this time.   I would have shifted my forces but the ground was just too open. 
 
For those of you that want to do better than Red the Germans had
 
2 squads both +1 morale  (remember 2 LMGs per squad)   1 Gr IV 1 Gr III and 1 Gr II
 
2  HMGs and    1 PZ III tank.    The germans start dug in.  
 
 
Enjoy
 
 
Joe



Sunday, February 3, 2013

A miniatures gamer looks at Fields of Fire

My brother gave me an old GMT solitaire game "Fields of Fire" for Christmas.  I finally got to play it twice and thought I would share my opinions.  Up front it would appear to be a good move; I started out in board games (though I haven't played one since 2007), love solitaire systems and love command and control.  This game has a reputation for emphasis on command and control while having a horrible rule book and being very complicated. 

In the game you take an infantry company through 7 missions in either WW II, Korea or Vietnam.  You gain experience as you go.  Terrain is abstracted and drawn from a terrain deck.  Units are squads, MG teams and HQs.  Each step is 2-3 men.  Time is abstracted as well but ranges from 10-30 minutes.  As a miniatures gamer I made a couple of modifications...
A rice paddy card becomes...
 
 
A squad counter becomes...
 
You get the idea.
 
You activate your Company HQ with a certain # of points and then spend those points to activate platoon HQs who in turn active squads to move, rally, concentrate fire ect.   There is a fair amount of minutiae regarding communications with radio nets, flares and having to order troops to do everything but fire. 
Combat is complicated because it uses an unfamilar mechanism.  Primary Direction of Fire and the modifer for combat is the best weapon firering at the card regardless  of how many weapons are firering.   The rationale here is that the modern battlefield is "empty" so most fire is wasted.   Combat results roll morale and death into one with squads breaking down into fire teams, litter teams and taking casulties.  
The solitaire enemy is activated by entering cards and rolling to see what is on there.  The difference here is once you discover the enemy you roll again to see where it is placed.  It normally will be placed on another card firering at you. 
The whole system is diceless and uses a deck  of cards for activation. 
 
How does it work?  
2nd Platoon closes in on a bunker complex
with artillary and helicopter support!
 

 
It works well.   The rulebook is confusing (including the second edition I downloaded) but the examples of play on the GMT website help a lot.   If you think about what is actually happening on the board it it not that complicated and after about 5 turns the game flowed.  [ I was even able to remove about 25% of the markers.]  The command mechanism works well and shows you the decisions real commanders have to make.  The combat mechanism took me a while to get use to but actually works.  The solitaire enemy works well once they appear.   The way they appeared on the board still seemed a little random to me but it did produce an enjoyable game both times.   
 
I like this game a lot.  A couple house rules I will add in are:
HQ units will have a higher chance to rally than squads.  (they are the leaders right!)
Cooler random events stolen from Platoon Forward
I will add something for weight of numbers.   3 squads firering have got to be better than 1.
Close combat could be better represented.
 
Best parts of this game are:
 
Command and control mechansim really gets it
Snipers are killer to get rid of
Enemy AI once they are on the board is good
You can use Platoon Forward with this game
 
All in all a very good game.  Easily converted to miniatures as you can see above and worth a look for the solitaire gamer.
 
Thanks bro for the present!
 

Joe

 
 
 

Wednesday, January 23, 2013

Polar Coast

   External playtesting for Release the Hounds is "Dead in the Water" as all my playtesters have abandoned me.  No worries, I still have the rules and am continuing to work on Flotilla Forward! Am now working on bombardment rules. With my Soviet Destroyers painted up we enter the Polar Coast!

Kaptain Doydz was excited that he was being given an exciting mission for his ships!   A bombardment of the Fascist artillary positions.  With any luck the Kriegsmarine would react.  The old navy men were like women and wouldn't let his destroyers take on the Nazis usually.  All he could do was lay mines.   Tomorrow would be different!

Silny      Project 7U DD                        Crew     green
Kaptain III Ranga    Doydz       Mecurical/ position                  party member

Storozevoy      Project 7U DD                 green
Kaptain  III  Ranga   Junlov          Sensible/ skirt chaser


Visibility    4 miles     Seas slight chop       wind light breeze  to the southeast       Time 1300 L

The plan was to arrive off the coast 3 miles away, slow to 10 knots and use map fire for 15 minutes and then retire.

As the russians started to fire to the left of the lighthouse...

  Light artillery fire coming back from the
Polar Coast
 
 
The Storozevoy continues to pound the artillery while Doydz's gunner officer finds a battery of 88s near the lighthouse and a duel commenses.  The Nazis are given a good pasting (actually just temporarily neutralized) while a lucky hit knocks A turret off balance and it can not rotate properly. 
 
While this is occuring...
 
A look out sees shapes on the horizon!
 
 
In Flotilla Forward these are probablly DDs but can be torpedo boats or even a Light cruiser!  They turn out to be 2 Maas class DDs and the battle is on!!
 
 
For Workers Everywhere!
 
 
Unfortunatly early in the battle...
 
 
Silny with minimal damage but a large fire!
 
 
With his ship on fire Doydz moves upwind while his guns (minus A turret) continue to fire.   The Soviets manage to pound the lead german DD and it sinks!   The remaining German DD retreats.  (Sorry I forgot to take pictures of the battle!)   The Storozevoy is lightly damaged.    Unfortunatly as the Silny makes its way back to port at 15 knots the fire continues to spread  (Soviets stink at damage control) and Doydz must eventually give the order to abandon ship.  
 
Fortunatly this is seen as a victory by his superiors as the Germans lose a DD and the bombardment was a success!    The Storozevoy is quickly repaired and Kaptain Doydz meets Mrs Rennivon the Commisar's wife and falls in love!   Not a good thing even for a party member.
 
Great game and challanging taking the Soviet side.   I ordered some Minesweepers and MTBs from Morningsides which I will have to paint up soon. 
 
Meanwhile the lighthouse still stands guard along the Polar coast...
 


Enjoy

Joe