Have been busy with a couple of different things as of late. Grunt's Forward has been moved back to after Salute. Played a couple of AoS games with "Blood, Bilge and Iron Balls" that I picked up at a used book store. Bought an outstanding formula 1 racing game called "Race. Formula 90" and painted up some more 1/600 ships.
"Blood Bilge and Iron Balls" ios a nice simple system that focuses on repairing your ship and damage to command. I like the system but still has too much book keeping for me. I need to come up with "Releases the Hounds" for AoS at some point. The tricky part is the french shooting at sails; how do you model that easily?
I have been interested in the strategy of Formula 1 racing since my parents got me "Speed Circuit" as an early teen. (This was when the 3m version was new!) It was a little fitly and difficult to play solitaire. Still I had several racing seasons taking BMW all the way to second place! I read very favorable reviews about "Race Formula 90" and took the plunge. What a great game! Just as much strategy without as much fittle and easy to play solitaire. Unfortunately BMW is out of formula 1 so I will either have to go retro or switch to Ferrari. Now I just need to find some 1/200 cars that I can afford!
Finally I had a Hunt DE and 3 E-boats painted up so had to enter the Narrow Sea!
French and English 74s battle it out with BBB!
Fire on the HMS Orion.
OK, back to the narrow sea. Cmdr Lightfoot aboard the HMS Cleveland (Hunt DE) was glad the clouds were breaking this night. It would be easier to see E-Boats and Jerry rarely bombed at night. Visibility must be 2 miles at least. No e-boats would chance an encounter with the small ships he was escorting. Besides himself he had a minesweeper (HMS Rye) with a 3 inch gun and two Fairmile Bs also with 3 inch guns.
HMS Cleveland in 1/600 glory!
Convoy steaming through the narrow seas. Due to visibility each hex is 200 yards rather than 100.
E-Boats in line ahead cursing the improving weather.
Cmdr Lightfoot's thoughts were broken by a shout of a starshell to starboard. Sharp eyed crewmen on the HMS Rye had tracked and illuminated 3 E-boats trying to move into the convoy at just 2 miles. Without orders the three supple ships turned to port. The Fairmile on the starbord side engaged while making smoke, HMS Rye and the HMS Cleveland made a starboard turn to engage.
ML 193 making smoke
The British 3 inch guns outranged the Germans and hit e-boats number one and two. E boat #1 was heavily damaged and launched torpedoes at the HMS Rye at a mile that missed. She broke off. E-boat #2 dueled the Fairmile. The Fairmile lost her aft 20 mm while E-boat #2 was put on fire with heavy casualties.
E-boat #2 breaks off the action
E-boat #3 , feeling lonely, decided to fire two torpedoes at the HMS Cleveland which had finally entered the fight. Fortunately crew on the Cleveland saw the wakes and started a turn. The minute turned into an hour as Cmdr Lightfoot waited for the crash; it never came.
E-boat #3 has broken off after firering his torpedoes. HMS Cleveland has turned away and HMS Rye also turned while laying smoke.
With that the e-boats left and danger averted!
The fairmile crew would later pull into port heavily damaged but the only damage the convoy received. Cmdr Lightfoot realized that, even those this was 1940, sometimes the escorts did win!
Fast fun game! The e-boats were clearly at a disadvantage due to visibility but it played fast. One torpedo hit would have changed the game.
For those of you wanting to play this I used early e-boats armed with LMGs up front and 20mm gun aft. The fairmiles had a 3 inch gun up front and a lone 20mm aft. Would be interesting to try this with later model e-boats.
Enjoy
Joe
A site for stories of my platoons using the solitaire campaigne system Platoon Forward. "War is a drama, not a game of chess." Gen Eisenhower
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.
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, April 12, 2015
Monday, March 30, 2015
The Saar 1939
First the platoon
Lt Tulasne Son of a university Proffessor from Lyon. Professional soldier who is pleseant and cares about his family. Gr I leader and +1 as he is just a nice guy.
Sgt LeGloan Son of a police officer in a Norman town. Has seen how it works "in the real world" and is corrupt but believes in France. Gr I leader
Sgt Lemare Son of a farmer so grew up on a farm with nothing. Joined the army to escape poverty. He is cheap and lives for money. Gr O leader
Sgt Mandon Son of a villiage Preacher from Alsace Had a choice between the ministry and the military and joined the army. Still a bit scholarly for an NCO and loves his country. Is hesitant in combat. Gr O
So you can see that the new tables really bring more background out in the characters.
Capt Mural started speaking to all the assembled platoon commanders. " Today, for the honor of France, we will take the first of many German cities. Today we conquer Neukirchen!" (Scenario is Company attack"
Forces: Whole platoon above + 1 MMG, 1 Renault tank 1 60mm mtr.
The Town
French enter the town from the left. Must secure the bridge across the river.
Another look at the bridge
The plan was to have the MMG and MTR scale the hill to provide supporting fire. First squad would take the first three houses. Third squad would try the open ground along the river and make for the bridge. Second squad was held in reserve. The tank would try to suppress positions as needed.
When all the dummies were rolled up they had infantry in the houses and warehouse with support elements across the river at the bank. ( I hate when the system is smarter than me!)
Third suad quickly got stuck. Sgt LeGloan's first did well through the first house. (These Germans had low morale. All the good troops being in Poland.)
Germans retreat from the first house.
Sgt LeGloan's squad battle it out in the gardens ( or backyards for our US readers.)
Close up
Remnants of third squad reach the bridge.
At this point Lt Tulasne has a discussion with Sgt Lemare of second squad.
" Go up the street by the houses and attack the warehouse!"
Second squad starts to move. Lt Tulasne moves to rally third squad elements pinned down by mortars
A random event occurs! French armor arrives to silence a ATG and german mortar.
LMG provides suppressive fire before the final sprint to the warehouse!
A German LMG is busy as well.
With French Elan!!!!
Sgt Lemare leads them into the warehouse. Close quarters fighting sees the french victorious!
Great game with an exciting finish! Sgt Lemare had an unlikely chance of becoming a Gr I leader and failed the roll. He was also not noticed for a medal (Something else new to Grunts Forward.) Lt Roche, an artillery officer and friend of Lt Tulasne, requested a favor. After a little thought I decided that his guns were being overrun and he requests help from his friend. So the next battle will be scenario Q with some modifications!
For those of you that want to try this out the Germans had:
2 infantry squads (12 man squads in 1939). 1 with low morale. A Gr I and a Gr 0 leader.
1 37mm ATG and 1 75 howitzer plus a 50mm mtr and an extra LMG
Enjoy!
Joe
Sunday, February 22, 2015
Grunts Forward and Chopper Down
Am continuing to build up my 1/600 fleet ( just finished a Hunt DD) but have been working on the finishing touches of Grunts Forward. Rich is shooting for a spring release date. For the unaware, Grunts Forward is the asymetrical expansion to the Platoon Forward campaign system. It can still be used with your favorite tactical rule system but now you will move into combat very different from two armies battling it out along the front lines. There will be village sweeps, cordons for civilian activities and the like. Without front lines there is also more opportunity to meet special characters such as priests and black-marketers. It is designed for the 20th century and I suspect it will work in this century but I don't have my US troops painted up yet. Readers of this blog will know that I use Grunt's Forward in Ethiopia with my Italians, Yugoslavia again with Italians and of course Indo-China. It also introduces medals similar to Squadron Forward courtesy of Brian W and some other things. I am really excited about this project.
So rather than just an AAR today I thought I would touch on some elements of the "One of our Planes is missing" scenario. (Title stole from Max in a TFL special years ago. That is what got me thinking about the Ital-Ethipoian conflict in the first place.)
In Grunt's Forward you still roll up your scenario but you have the new ones plus "Ambush" and "Patrol"
from the old. There are new blinds tables for Grunts Forward. These are slightly skewed to more nothings and add a sniper. I believe that helps create the frustrating situation that the symmetric force often feels in these battles. I will admit that I didn't roll this one up, I chose it as my brother gave me a crashed Huey for my birthday.
LtCol Patterson called Lt McSwain into the CP. Capt Jaroze here says you can get two squads off in 15 mike. Lt McSwain, never wanting to make his CO look bad stammered "Y-Yes Sir!". Good, a Huey went down 15 klicks from here and we need to get there before the VC do.
Characters Lt McSwain Gr I optomistic/ movies
Sgt Lawrence Gr I gambler/greedy 2nd squad
Sgt Douglas Gr O jovial/wealth 3rd squad. Douglas recently joined 3rd squad and has done well.
2 M60 MMGs plus 1 huey gunship on call. (Highest priority)
As you may have guessed this scenario is a treasure hunt and unlike any I have done. The crash site is in the middle, there are 4 possible places for the crew and the enemy can enter along three edges. This is counteracted in that the crew want You to find them.
The board. Lt McSwain enters from bottom left. VC enter from right half of the board. Crew markers distributed.
Centerpiece my brother gave me. I pimped it alittle. (Too lazy to find my cav markers so used british.)
Move fast but don't take chances said Capt Jaroze. Two scouts lead the way.
VC sighted in the open near the red dice. Chopper time!
VC reach the chopper first and begin to search. Sgt Lawrence engages to try to drive them off.
As the US inch forward a call is heard from the left side of the line. "What? Sgt Douglas has found the crew."
80 yards from the crash site a voice is heard.
The crew is quickly hustled off towards waiting choppers.
Sgt Lawrence initially continues towards the chopper until a LMG shows up. At that point Lt McSwain breaks off contact.
Quick game with only two american casualties (both WIA). In retrospect I could have clumped the "D" markers closer to the chopper. The VC sent to check out that marker were crushed by the chopper so I had no VC on that side of the board to contest the withdraw. Lucky the crew picked the jungle rather than the hooch to hide in!
Post game everyone is pleased with the platoon. Sgt Douglas and 3rd squad are on the rise though he fails his roll to become a Gr I leader. We get both casualties back (new table). Lt Col Patterson asks the platoon to d a "special mission" for him... Should be exciting!
For those of you that want to give this a shot the US entered the board 1 turn early. The VC got--
2 half squads plus a gr 0 leader
1 squad+LMG plus a Gr 1 leader (poor morale)
Both of my "B" blinds failed to give the VC support. ( Sometimes you get lucky!) In a two player game I suggest either eliminate the Chopper or add a HMG for the VC.
Enjoy
Joe
So rather than just an AAR today I thought I would touch on some elements of the "One of our Planes is missing" scenario. (Title stole from Max in a TFL special years ago. That is what got me thinking about the Ital-Ethipoian conflict in the first place.)
In Grunt's Forward you still roll up your scenario but you have the new ones plus "Ambush" and "Patrol"
from the old. There are new blinds tables for Grunts Forward. These are slightly skewed to more nothings and add a sniper. I believe that helps create the frustrating situation that the symmetric force often feels in these battles. I will admit that I didn't roll this one up, I chose it as my brother gave me a crashed Huey for my birthday.
LtCol Patterson called Lt McSwain into the CP. Capt Jaroze here says you can get two squads off in 15 mike. Lt McSwain, never wanting to make his CO look bad stammered "Y-Yes Sir!". Good, a Huey went down 15 klicks from here and we need to get there before the VC do.
Characters Lt McSwain Gr I optomistic/ movies
Sgt Lawrence Gr I gambler/greedy 2nd squad
Sgt Douglas Gr O jovial/wealth 3rd squad. Douglas recently joined 3rd squad and has done well.
2 M60 MMGs plus 1 huey gunship on call. (Highest priority)
As you may have guessed this scenario is a treasure hunt and unlike any I have done. The crash site is in the middle, there are 4 possible places for the crew and the enemy can enter along three edges. This is counteracted in that the crew want You to find them.
The board. Lt McSwain enters from bottom left. VC enter from right half of the board. Crew markers distributed.
Centerpiece my brother gave me. I pimped it alittle. (Too lazy to find my cav markers so used british.)
Move fast but don't take chances said Capt Jaroze. Two scouts lead the way.
VC sighted in the open near the red dice. Chopper time!
VC reach the chopper first and begin to search. Sgt Lawrence engages to try to drive them off.
As the US inch forward a call is heard from the left side of the line. "What? Sgt Douglas has found the crew."
80 yards from the crash site a voice is heard.
The crew is quickly hustled off towards waiting choppers.
Sgt Lawrence initially continues towards the chopper until a LMG shows up. At that point Lt McSwain breaks off contact.
Quick game with only two american casualties (both WIA). In retrospect I could have clumped the "D" markers closer to the chopper. The VC sent to check out that marker were crushed by the chopper so I had no VC on that side of the board to contest the withdraw. Lucky the crew picked the jungle rather than the hooch to hide in!
Post game everyone is pleased with the platoon. Sgt Douglas and 3rd squad are on the rise though he fails his roll to become a Gr I leader. We get both casualties back (new table). Lt Col Patterson asks the platoon to d a "special mission" for him... Should be exciting!
For those of you that want to give this a shot the US entered the board 1 turn early. The VC got--
2 half squads plus a gr 0 leader
1 squad+LMG plus a Gr 1 leader (poor morale)
Both of my "B" blinds failed to give the VC support. ( Sometimes you get lucky!) In a two player game I suggest either eliminate the Chopper or add a HMG for the VC.
Enjoy
Joe
Monday, February 9, 2015
The Muster 2015
Well I spent Saturday at the Williamsburg Muster and had a very good time. I demoed my "Release the Hounds" rules which were well received. It is always scary putting your stuff out there but everyone seemed to enjoy them. Best part was after about 5 turns they all knew the mechanics and I did very little except enjoy.
The show was well attended and everyone seemed to be having fun. In addition to some enthusiastic naval player I renewed my friendship with Justin from the hanger and meet Ron from this group who was running a Chain of Command game. (Forgot to get a picture of it as I got called to the hospital but it looked superb). I was also introduced to modern Afghanistan through a game called Sanguin by Chris of the Phalanx Consortium. It had some nice mechanics though it was man to man rather than fire-team. Finally I met an English bloke who works in Williamsburg as an archeologist. The only sad part was Carl of the hanger was not able to attend as he is in the hospital.
Before we start with the show I thought I would let you know that I occasionally play non war games. Here is 3M's Regatta with some optional rules I downloaded from Boardgame geek.
They are around the second turn.....
On with the show!
Here is a Japanese DD. It didn't get into the game but hopefully kept the US players worried.
Our intrepid band of players. Great shot of the US PT captains.
Everyone got a character card before play. You knew I would try to add some Platoon Forward stuff somewhere!
Shot of some ship cards.
The PT boats close on the barges. The japanese gunboat and 3 inch shore battery take their toll.
Our intrepid umpire gets involved.
Lt Allen's ( run by Mr Allen) PT boat makes smoke and heads for home!
The PT boat captains can't believe the Japanese never miss!!!
The Japanese players realize it was all skill!
I ran the PTs going after the barges again and the american's got hurt early but managed to wreck two of the barges. Two PT boats were wrecked as well. We called it a draw and everyone exhibited great sportsmanship and gave me valuable feedback. Thank you all!!
General view of the convention
Another view. As you can see plenty of games to play and there were two rooms set up just to play pick up games!!!
Not sure if this was a game or not as no one was by the table the whole day but I thought it looked great.
Afghanistan-- thought this board looked great and the rules interesting.
Another shot of the board. Have to admit, am tempted to switch my Cold War Project to this as I haven't painted anything up yet.
Did make several small purchases. Bought some French resistance fighters and two generic trucks for Grunt's Forward. Purchase two Sampans from Flashpoint. These will be useful not only for Vietnam but the tops come off so I can use them as canoes. Finally after drooling over Sea Eagles 15mm boats (They are very expensive; too much for me based on how often I would use them) I bought a pack of their Barbary pirates for my Donnybrook games.
So I had a great time at the Williamsburg Muster. Am looking forward to Guns of August where I will probably run something again. Hope to see you there!
Joe
The show was well attended and everyone seemed to be having fun. In addition to some enthusiastic naval player I renewed my friendship with Justin from the hanger and meet Ron from this group who was running a Chain of Command game. (Forgot to get a picture of it as I got called to the hospital but it looked superb). I was also introduced to modern Afghanistan through a game called Sanguin by Chris of the Phalanx Consortium. It had some nice mechanics though it was man to man rather than fire-team. Finally I met an English bloke who works in Williamsburg as an archeologist. The only sad part was Carl of the hanger was not able to attend as he is in the hospital.
Before we start with the show I thought I would let you know that I occasionally play non war games. Here is 3M's Regatta with some optional rules I downloaded from Boardgame geek.
They are around the second turn.....
On with the show!
Here is a Japanese DD. It didn't get into the game but hopefully kept the US players worried.
Our intrepid band of players. Great shot of the US PT captains.
Everyone got a character card before play. You knew I would try to add some Platoon Forward stuff somewhere!
Shot of some ship cards.
The PT boats close on the barges. The japanese gunboat and 3 inch shore battery take their toll.
Our intrepid umpire gets involved.
Lt Allen's ( run by Mr Allen) PT boat makes smoke and heads for home!
The PT boat captains can't believe the Japanese never miss!!!
The Japanese players realize it was all skill!
I ran the PTs going after the barges again and the american's got hurt early but managed to wreck two of the barges. Two PT boats were wrecked as well. We called it a draw and everyone exhibited great sportsmanship and gave me valuable feedback. Thank you all!!
General view of the convention
Another view. As you can see plenty of games to play and there were two rooms set up just to play pick up games!!!
Not sure if this was a game or not as no one was by the table the whole day but I thought it looked great.
Afghanistan-- thought this board looked great and the rules interesting.
Another shot of the board. Have to admit, am tempted to switch my Cold War Project to this as I haven't painted anything up yet.
Did make several small purchases. Bought some French resistance fighters and two generic trucks for Grunt's Forward. Purchase two Sampans from Flashpoint. These will be useful not only for Vietnam but the tops come off so I can use them as canoes. Finally after drooling over Sea Eagles 15mm boats (They are very expensive; too much for me based on how often I would use them) I bought a pack of their Barbary pirates for my Donnybrook games.
So I had a great time at the Williamsburg Muster. Am looking forward to Guns of August where I will probably run something again. Hope to see you there!
Joe
Wednesday, January 28, 2015
Never trust the Bey!
Well I am still building up my 1/600 fleet of ships. I have agreed to have my ships and "Release the Hounds" debut at the Williamsburg Muster on Saturday 7 Feb. It is a great show so for any of you around stop by to play or just to chat!
I couldn't just paint ships so last weekend played a scenario of my modified Donnybrook. I didn't roll up any of the forces- just decided what I wanted and played.
Lt Chester Shellbourne received his orders from the Admiral. " Some unfriendly little chap near Tangiers is trying to intercept shipping and becoming successful. Take your brig and pay him a visit. Let him know that the Crown will not tolerate his actions! And Chester, if I have learned one thing in the past 6 months it is never trust a Bey!"
Forces
Lt Shellbourne (D12 and Gr III leader)
Lt Sullivan (D10 and Gr II leader plus 6 elite marines)
Bo'sun "Tip" Brooks (D10 and Gr II leader plus 8 drilled sailors)
Overview of the square just before fighting broke out. Arabs rush in from the left while rifle toting Turks appear from behind the Mosque.
Close up of the meeting between Lt Shellbourne and Bey MoroTunisgrad. The Bey is behind the green guard. Who is the stranger in black?
The turks volley take out two sailors. then the foot Arabs rush the remainder. Both sides take casualties and Bo'sun Tip is wounded.
Meanwhile the marines dispatch the guards but the Bey slips away
Melee in the square. The Bey and the Black cloaked man are behind the house. What are they plotting?
The sailors retreat to the stalls leaving room for the marines to fire. They do and the Arabs break and run.
Next the Turks and Marines trade fire with the Turks getting the worse. They retreat behind a house.
Tip goes hunting for Turks with Lt Shellbourne close behind.
The sailors plow into the disorganized Turks and rout them!
During the melee Lt Shellbourne comes face to face with a black cloaked gentleman. They both fire pistols. When the smoke clears the black cloacked figure is wounded in the arm while Lt Shellbourne lies mortally wounded.
Meanwhile on the other side of the house the Bey shows up with mounted horsemen intent on doing harm!
The marines lose three and back up to fire.
Once again their fire is effective and the cavalry flee. With his forces defeated the Bey also retreat with a plan to lay low.
Tip swings around the house and meets Lt Sullivan. The Lt decides they must get back to ship before any more forces arrive.
Great game that I declared a British victory as they managed to get some people back to the ship. I was shocked by the death of Lt Shellbourne. In my modified wounds table you have to roll a "1" to be killed outright. That I managed to roll that on a D12 was unfortunately impressive.
I bet the blacked cloaked man and Bey will encounter forces of the crown again! I can't wait.
For those of you that want to try this the Bey's forces were:
Bey (D10 and Gr II leader)
Black cloaked man (D12 and Gr I leader)
6 Mercenary drilled Turks led by Sgt (D10 Gr I leader)
8 Raw Arab foot soldiers led by leader ( D8 Gr 0)
Reinforcements after a total of "9" is rolled on a D6.
4 elite cavalry led by D10 Gr I.
Enjoy
Joe
I couldn't just paint ships so last weekend played a scenario of my modified Donnybrook. I didn't roll up any of the forces- just decided what I wanted and played.
Lt Chester Shellbourne received his orders from the Admiral. " Some unfriendly little chap near Tangiers is trying to intercept shipping and becoming successful. Take your brig and pay him a visit. Let him know that the Crown will not tolerate his actions! And Chester, if I have learned one thing in the past 6 months it is never trust a Bey!"
Forces
Lt Shellbourne (D12 and Gr III leader)
Lt Sullivan (D10 and Gr II leader plus 6 elite marines)
Bo'sun "Tip" Brooks (D10 and Gr II leader plus 8 drilled sailors)
Overview of the square just before fighting broke out. Arabs rush in from the left while rifle toting Turks appear from behind the Mosque.
Close up of the meeting between Lt Shellbourne and Bey MoroTunisgrad. The Bey is behind the green guard. Who is the stranger in black?
The turks volley take out two sailors. then the foot Arabs rush the remainder. Both sides take casualties and Bo'sun Tip is wounded.
Meanwhile the marines dispatch the guards but the Bey slips away
Melee in the square. The Bey and the Black cloaked man are behind the house. What are they plotting?
The sailors retreat to the stalls leaving room for the marines to fire. They do and the Arabs break and run.
Next the Turks and Marines trade fire with the Turks getting the worse. They retreat behind a house.
Tip goes hunting for Turks with Lt Shellbourne close behind.
The sailors plow into the disorganized Turks and rout them!
During the melee Lt Shellbourne comes face to face with a black cloaked gentleman. They both fire pistols. When the smoke clears the black cloacked figure is wounded in the arm while Lt Shellbourne lies mortally wounded.
Meanwhile on the other side of the house the Bey shows up with mounted horsemen intent on doing harm!
The marines lose three and back up to fire.
Once again their fire is effective and the cavalry flee. With his forces defeated the Bey also retreat with a plan to lay low.
Tip swings around the house and meets Lt Sullivan. The Lt decides they must get back to ship before any more forces arrive.
Great game that I declared a British victory as they managed to get some people back to the ship. I was shocked by the death of Lt Shellbourne. In my modified wounds table you have to roll a "1" to be killed outright. That I managed to roll that on a D12 was unfortunately impressive.
I bet the blacked cloaked man and Bey will encounter forces of the crown again! I can't wait.
For those of you that want to try this the Bey's forces were:
Bey (D10 and Gr II leader)
Black cloaked man (D12 and Gr I leader)
6 Mercenary drilled Turks led by Sgt (D10 Gr I leader)
8 Raw Arab foot soldiers led by leader ( D8 Gr 0)
Reinforcements after a total of "9" is rolled on a D6.
4 elite cavalry led by D10 Gr I.
Enjoy
Joe
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