May 2026 Report

Despite the fantastic weather that closed out the month it has been a bit of a downer of a month for the group. The funeral of our oldest member who died in April and the collapse and subsequent death of our most regular member early in the month. Gaming has therefore been a little muted ๐Ÿ˜ž

Our first game of the month was another in our 80’s Cold War set up. In this scenario the Belgian 17th Armoured were defending against a push through by the Soviet 21st Guards Armoured.

The game was as much about getting the balance of forces right using the Modern Spearhead campaign system as playing an enjoyable scenario. As it turned out we got both right, more or less.

In terms of numbers on the ground the sides weren’t too far apart. The Belgians fielded two Guides battalions – 2 x 12 Leopard 1s & two Carabineer battalions – 2 x 12 mechanised infantry with an on table company of M109s. The Soviets had their traditional three tank battalions – a mix of 9 each T80s and T62s plus a BMP1 battalion and their own on table artillery support. Where the disparity manifested itself was in the off table air and artillery support available to the Soviets and the lack of AA elements fielded by the Belgians.

The game was a tough one for the Belgians. They managed to move onto some defendable terrain but once they called in the M109s in a supporting fire role the Soviets zeroed in on them with counter battery fire. It wasn’t devastating but it wore down the company.

It was the Soviet command of the skies that made the difference however. First on were the deadly Hinds who due to the lack of AA cover were able to free roam. The rules do a good job of restricting where helicopters can go and who they can shoot at so it isn’t a complete turkey shoot but the Belgian player was certainly cursing his lack of AA.

The Frogfoots did indulge in a bit of a turkey shoot and did considerable damage to the Belgian armour. Again the limitations applied by the rules in terms of the number of sorties prevented this from becoming overpowering although that probably wasn’t the view of the Belgian player ๐Ÿ˜‚๐Ÿคฃ

As the game progressed the Soviets started to capture their objectives – apologies for the tanks sitting on top of rooves, I need to curate the protos better, it isn’t a board game!

Although gamely putting together a defence, with one Carabineer battalion retreated off and a Guides battalion reduced to one third strength, the Belgians had to concede they were in no position to prevent a Soviet breakthrough.

I think we have pretty much grasped the rules now, the next task is designing scenarios that are both balanced and enjoyable.

Our next game was in fact our demonstration game of the battle of Minden 1759 at Partizan – that came round fast! We had a bit of drama regarding early set up on the Saturday so Sunday was a bit of a rush round to be ready when the doors opened.

Minden is one of those battles much loved by British military history writers and wargamers but frankly a bit of a bore to play. However it was a bit of a passion project for Dave who has spent the last two years off and on painting all the Allied units that were at the battle – and very pretty they looked too ๐Ÿ˜€

For those whose SYW history is a bit hazy here is the potted history of the action. Prince Ferdinand of Brunswick, commanding an allied army of British, Hanoverian, Hessian & Brunswick troops tempted a larger French army under Marshal Louis de Contades to give battle on the plains outside the fortress of Minden. In a confusion of orders, 8 regiments of British & Hanoverian infantry under General von Sporcken, advanced on the mass of French cavalry occupying the centre of the French line. Faced with no alternative, the French cavalry, under the Duc de Fitzjames, attacked in three successive waves, the third being the elite Gendarmerie of France, and were shot to pieces as they came. There then followed another confusion of orders when Lord George Sackville, commanding the British & Hanoverian right wing cavalry, misunderstood/ignored repeated messages from Ferdinand to lose his cavalry and roll up the French line. The shattered French retreated and were of no further threat for the rest of the year, Sackville was court martialled and removed from command, Contades was also replaced in the ever revolving door of French command.

For our refight all units were in their historical starting points and mainly had hold orders. Sporcken would be sent orders to advance as soon as the French did something – their infantry advanced on the village of Maulbeerkamp and the odds favoured him obeying.

Fitzjames would issue orders to his three cavalry commanders as soon as the British advanced. Elsewhere the battle was essentially static.

The game went much as the real event. The cavalry advanced, the infantry shot them (plus support from nearby artillery), and the cavalry retreated. Rinse and repeat.

It did look very pretty and we hoped the spectacle was enjoyable for those who visited the stand but as for playing, well that wasn’t so great.

On the plus side, our long standing home grown rules set coped with the numbers and the vagaries of command very well and we didn’t have to surreptitiously fiddle the results of a firefight or a melee to suit the narrative. Next year something a bit less crowded ๐Ÿ˜

Our final game of the month was a complete change of pace being a Rapid Fire Reloaded Desert War action featuring two Commonwealth forward positions weak in armour being attacked by two Afrika Corps battle groups aiming to overwhelm the allies before reinforcements could arrive.

The early turns saw the German behemoth roll forward seeking targets for their superior firepower.

The Panzers took some minor damage as they came on.

But the allies took far more serious damage. Where were the reinforcements?

The reinforcements started to arrive, now we’ve got a fight!

The Panzers start to feel the heat!

But it’s not all roses for the allies.

Ultimately the allies prevailed and the German attack ground to a halt amidst a field of burning vehicles.

The Reloaded rules aren’t perfect and can be a bit dice driven but that said they give a perfectly entertaining game for a period we won’t play that often.

On the reading front I gave Tuchman’s classic a go having picked it up cheap. I have no particular desire to game WWI and despite revisionist writings it still is ‘lions led by donkeys’. That said the book was a good read, clear concise and focussed – it is the first month of the war and the events leading to it. Who the bad guys are is pretty clear and the actions of nearly everyone range from the brave (Belgium), through the stupid (France & Russia) to the perfidious (Great Britain). The Africa book was an attempt to get a bit of a handle on exactly what was happening during mainly the C20th in the many wars on that blighted continent. The book doesn’t pretend to be exhaustive, a half dozen pages per conflict, but it does give a depressing insight and opened a door to researching maybe some of the more ‘acceptable conflicts’.

Managed to get some additions done for the ongoing Iran Iraq collection.

A bit more terrain to hide in.

And that was the month. Another funeral next month and the sorting of fallen comrades collections. In the meantime, play well and be good.

Somewhere In Holland

Some time ago Dave made up and painted a squad of Polish paratroopers which have never seen the light of day so with the gang back together again we decided to do a multi player skirmish set in post Market Garden, Holland.

The basic scenario was, the para’s and a cell from the Dutch resistance have captured a fortified house guarding a crossroads on the route of XXX Corps, unfortunately the defending Germans managed to get a message out prior to being overpowered and a young resistance fighter has just cycled in to say German reinforcements are on their way!

The para’s were allowed to position themselves anywhere around the house and the Dutch anywhere around the windmill and ruined barn, so essentially covering the north south and east west road approaches. The Germans had 4 squads and 10 potential entry points so each squad diced for where they would randomly come on and if it was a road they had the option of using a truck. As it turned out 1 squad came from the north down the road by truck, 1 from the south by truck and 2 squads from the south east, emerging from the wooded terrain. The allies were outnumbered 2:1 but did have the advantage of extensive cover and in the case of the paras better training.

Because the Germans entered at different points and were commanded by different players there wasn’t too much co-ordination (no radios = no player chit chat) so probably best to describe each squad’s ‘journey’ as a whole.

The squad on the northern road (3rd squad) drove as far as the wrecked lorry blocking the way and then de-bussed to head for the windmill (no Dutch were visible at this point) with the aim of using it as the fire base to pin down the defenders of the house. This plan deteriorated quite early on when the para sniper picked off the lmg gunner as the squad crossed the hedge ๐Ÿ˜•

The squad were then involved in a race for cover as the para Bren also opened up and by the time they reached the windmill area they had several men down. At the windmill the Dutch started to open fire but their poorer training meant they weren’t so deadly (by now the para’s had other Germans to worry about) so they were soon dispatched. Once at the windmill the Germans were able to outflank the resistance fighters who were outflanking the Germans advancing from the south and gunned them down. By game end this squad was settled in the windmill but nursing 50% losses. The Dutch had ceased to exist as an effective fighting force and the survivors slipped away.

The Germans on the southern road (1st squad) drove about half way to the crossroads then debussed and crossed the hedge to their left to advance on the house, reckoning that to drive any closer would invite a Piat shot (actually the paras didn’t have a Piat but the Germans didn’t know that ๐Ÿ˜€). The corporal and one other stayed by the truck to engage in long range distraction of the paras now visible on the bunker roof- they eventually downed one para who was bandaged up by his mates.

It was a long slog up to the crossroads and at the corner they took an unexpected casualty from the firing slit in the bunker door which covered the break in the hedge – this was a pure accident of the terrain placement and despite a bit of debate we agreed it was a legal shot. Alerted now, most of the the squad scrambled over the hedge and advanced on the house using the burning Hanomag as a screen, things were looking good as 2nd & 4th squads were converging on the house.

Now out of angle of the bunker door the squad prepared for an assault…….

Boom! Unfortunately one of the resistance team hiding out in the barn was positioned at the window, hidden by the other burning wreck, and let fly with a panzerfaust which exploded against the Hanomag taking out 3 of the squad in the blast ๐Ÿ˜ฎ – the funny bit was that the Dutch player thought that the guy he had placed there was armed with a rifle ๐Ÿคฃ๐Ÿ˜‚

The result of this debacle was that the sergeant died of his wounds and the resultant morale test saw that group ‘pinned’ and then ‘gone to ground’ which meant they crawled away from the action until rallied – they didn’t.

The remainder of the squad, a couple of guys the other side of the burning vehicles and the corporal and his mate, belatedly advancing up the road, pulled themselves together enough to kill off the Dutch in the barn (I wonder if it was a ‘Dutch barn’?) but that was them essentially done. A noteworthy postscript was that in the dying light of the day the corporal managed to place a charge against the bunker door and blow it in – the figure was equipped with a bunch of grenades bundled together for tank busting so we agreed that was a feasible outcome.

The German 4th squad emerged from the eastern woods into the sunlight and started out across the open field toward the house only to take rifle fire from the upper windows that downed the corporal, but the sergeant urged the men on, leaving behind a man to dress the corporal’s wound. They flung themselves into cover at some shell holes and returned fire supported by the lmg of 2nd squad behind them, after a couple of turns of no firing from the house (the para had been hit and was being treated by another) they rushed to the hedge in front of them and vaulted over and into the street.

Once in the street there was a ‘lobbing grenades into the house competition’ which saw grenades get through the window but land nowhere near those inside (as the Germans couldn’t mark their target the impact point was randomised) but the concussion from grenades going off in a small room were deemed to have concussed those inside. The main plan however was to rush to the rear of the house, storm into the yard and up the stairs.

However, as soon as the first soldier entered the yard a shot rang out from the bunker (this bloody bunker!) and down he went. This completely stuffed the plan and the squad was now stuck exchanging useless shots at a bunker slit knowing full well only a lucky hit would be enough – they never got lucky. One bright spot was a single soldier who had been sent crawling into the under house garage space, but more of him later.

The German 2nd squad emerged from the south east slightly behind 4th squad so when the 4th took fire the lmg team quickly deployed and opened up on the house – it was actually their fire that inflicted the casualty. While the lmg team remained deployed, the rest of the squad advanced, using the eastern hedge line as cover, arriving at the hedge to the south of the house just as 4th got set to advance round the corner.

Vaulting the hedge like their predecessors, the 2nd also went for the grenade lobbing trick but what a disaster ๐Ÿ™„, the grenade hit the windowsill, bounced back and exploded amongst the squad, killing the sergeant and one other! Despite the shock the corporal rallied the squad and led them up the road away from dangerous grenade throwing and into the hell that was the crossroads fighting.

The corporal firing his smg at the bunker firing slit this provided enough of a distraction for the lone private from 4th squad who’d crawled through the garage space to get to the side of the slit and post a grenade – boom!

In the fading light the rest of 2nd squad got round the side of the bunker but there was still no way of launching an effective assault. In desperation surrender terms were offered but the paras said they hadn’t got room for so many prisoners ๐Ÿคฃ๐Ÿ˜‚ (if you’re going to steal, steal from the best), even the blowing in of the bunker door failed to convince them!

At that point we decided the Germans would fall back far enough to keep the paras bottled up and hope to starve them out before XXX Corps arrived, which was probably a vain hope.

Overall we had a great time, plenty of tactical decisions to be made; when do you run across open ground, how many men are you prepared to lose in a suicidal assault, remembering to fire and move, etc. We also got a sense of the frustration of close assault against prepared positions, especially when those positions are held by good quality troops, although the fortified house was a lot harder nut to crack than we envisaged,

Anyway, we played, we bantered, we had a good game, all you can ask for really.

Thanks for reading and enjoy your gaming.