What a Tanker: Play Report

Well, despite the business of work, Lucius and I managed to get two quick battles using our modified What a Tanker! rules (house rules here).

My Soviets watched in envy as we chose to have Brits vs Germans. I played the Allies, fielding 2 Sherman Fireflies and 1 Sherman, while Lucius fielded a Panther Ausf A and a Tiger 1. I didn’t have anything with good armour, but the extra vehicle I thought would help.

The table in late afternoon Sun.

We played angles – going from one corner to another. My tanks seem to have problems getting into gear as they barely moved.

My tanks circled in blue with their initiative dice nearby. The Germans start on the other corner
A turn later and they haven’t moved much

Meanwhile, the big cats ranged fast across the table. The Tiger took up position by the manor house, as the Panther started to get into position to push up the long exposed flank.

My tanks moved up. My plan was to keep my Fireflies together and take out the Panther. The tank in the middle could also try for the Tiger if it moved forward too far. My little Sherman was going to hold down my right and take pot shots.

Firefly passing some transport

The problem was that the Panther was a fast tank, and my Fireflies weren’t fast enough.

Panther with the woods it would drive around in the background

My little Sherman faced down the Tiger down the road and got a shot off at it. It bounced off (2 hits vs 6 armour saves) and my Sherman jockeyed out of the beast’s line of sight.

The Panther roared around the woods and got behind my left flank.

Not what I had envisioned

I brought my Sherman back into the road to distract the Tiger, and Lucius seemed content to move his Panther. He won the initiative as well. Not good.


He raced to get around the farmhouse but ran out of movement. One of my Fireflies followed it around and the other took it out in one shot.

The other Firefly moved up to help out with the Tiger while the Sherman finally realised it wasn’t helping firing at the glacis of a heavy tank with a pop gun so raced up the road on the right.

The Firefly in position fired but didn’t damage the Tiger and the big German tank replied, brewing up the Firefly.

The game is a little less certain now

My remaining Firefly was a bit more wary and worked to get around the Tiger. The little Sherman on the road raced up as the Tiger backed up to make it harder for me to get a rear shot and hit the Firefly, damaging my optics with a poorly rolled strike. My tank did what it needed to though and at close range ended the Tiger.

Game over

Lessons learned from that fight:

  • Lighter tanks can help hold down a flank, but they are far more useful if they can help to force a heavier tank to maneouver. I should have moved my little Sherman up far sooner as it was pretty much useless firing at the front of a Tiger.
  • Keeping a solid line of fire and getting around the flanks can work, but it can also leave you isolated. The Tiger would have been a far bigger threat if it had advanced with the Panther.

The second battle was fast and deadly (to me). We switched up the corners and charged in. The Tiger found a great place to control a large swath of terrain as the fast Panther once again raced up the flank. I wanted to hold a defensive with 1 Firefly as the other 2 tanks worked around the side. The lone Firefly with 9 strike rating would give me far more than a Sherman with 6. The Sherman initially was going to head up to support on the left but changed to race ahead on the right.

Firefly and Sherman head up the middle before the Tiger claimed a great position making the ground on the far side of the brown barn a kill zone. Why that Firefly is in the woods I just don’t know.


Meanwhile, my Sherman forgot that the Tiger could move a little and shoot it. So it got destroyed

Tiger and Panther have claimed the centre of the table. My Sherman is pretty exposed as it races up but runs out of movement.
View from the other side. My Sherman is now burning and that Panther is ready to hunt

The Panther raced through some walls and got to the side of my Firefly before I could do much.

Wait! Tanks can do that! I foolishly forgot how mobile these machines are.

It proceeded into the farm yard and took aim at my Firefly on that flank. I rolled my activation poorly and with only 1 action I turned to face the Panther. No matter, a 9 strike gun vs an armour of 6 and that tank was gone.

In the final turn my remaining Firefly had jockeyed out to hit the Tiger, but didn’t do much and withdrew. The Tiger followed and then it was game over.

Overall, two good, fun and quick games. It was nice to get back into the rules again, and our house rules held up. We’re both slowly getting some early war tanks ready for the Germans, Brits, and Soviets so we can run a little campaign in the Spring or Summer. In the meantime, we’ll still throw some armour on the table to have some fun shooting things up!

AAR: The Little Stuka that Could

Lucius and I played a quick game of Wings of Glory.  It’s a short one, but was fun to play. I’m thinking of getting some more Wings of Glory planes to expand the range of missions we can run. The rules are simple and fun, and for a pick-up game are just the thing. The set-up we used was simple. It was 1940. A JU-87B had to make it across the 6′ table, escorted by 2 x BF109s. The opposition was made up of 2 x Spits from 610 Sqn. We laid out my Cigar Box Ocean Battle mat (which looks great in my humble opinion) and started to move. The battle is described in the pictures below! If you are reading this blog on email, this is pretty picture heavy and depending on your data plan I recommended going to the site itself :

610 Squadron’s Spits come out to play

The Little Stuka that Could (and supporting cast)

The Spits veer to the west, so the 109s move to meet them. The Little Stuka that Could keeps steady on course

Almost in gun range. What are the Brits thinking?

My 109s catch the closest Spit. While I tried to concentrate firepower here, sadly I only got half of my guns in. Still, a smoking, damaged enemy is a good start. The other Spit, named “Tapey” for the bit of tape on its base has broken off, probably to get behind the escort and attack the Stuka (that could)

The melee that followed was intense. The smoking Spit got behind Yellow 5 and hammered him hard. White 13 immelmanned and went to engage the other Spit that wasn’t able to get behind the Little Stuka that Could without presenting a juicy target to White 13. I had considered the strengths of the Stuka, and had decided that the best place for a Stuka to be was BEHIND a Spit – it would be very hard to shoot down. The Spit wouldn’t be able to out turn a slower aircraft, and who knows, the Stuka might do significant damage! As long as my escort downed 1 Spit, I figured I’d win. But then something bad happened.

The air became filled with a swirling fight. White 13 misjudged his pass and got hit and drew 2 damage markers. 6, ouch… and explode. The first kill and my undamaged escort is blown up. Yellow 5 has 14 damage (and only 17 health to draw down). Luckily, you can see the Little Stuka that Could hanging on behind that smoking Spit and pouring what little fire it could into her as the Spit hung on to Yellow 5 like a bulldog. Tapey Spit was having a hard time turning to get behind the Little Stuka that Could but I knew that it wouldn’t be long…

The smoking Spit stopped smoking and tailed Yellow 5, jinking with him and doing a lot of hurt. But the plucky Stuka that Could didn’t miss and shot down Spit! Turning tightly together towards Britain, the Luftwaffe outraced the remaining Tapey Spit to the table edge and victory!

MVP: The Stuka’s rear gun did some damage, but its forward facing armament hit many times. With only A category damage it didn’t do much, but over time it made all the difference in the world: 8 of the 18 damage that the Spit took was from the Stuka. Lesson learned – slow aircraft are not as vulnerable as we may think, and used in combination with other assets can really punch above their weight!

 

WAT (and some unrelated bits at the end)

Well, a week late, but Lucius and I managed to get a few games in of What A Tanker (WAT), by TFL. We were using my rule modifications for activations and really trying to see if we could make it work, so sadly there are few pictures as we were focusing on seeing how these rules played. Next time I’ll get a better narrative battle done. Please note that I’ve put our final version of our house rules later in this post.

The rest of the TFL’s rulesets are all about leadership as a resource. In Chain of Command, for instance, you need to use your activations wisely IOT win a game. In WAT, with the rules as written, it’s a crap shoot. In earlier games we played, we both had tanks that could do everything but fire. This got frustrating and wasn’t realistic. It was good for a silly game, but we wanted something more as the rest of the rules are robust and interesting. Using a 2d6 activation system to generate activations, this problem is solved. You get limited generic activations and 2d6 is a very easy to do math for.

With these modifications you can chose to reload where you stand (and risk being shot), or to jockey back and then reload to re-engage or re-deploy (which is, incidentally, what real tanks do). You really need to think about what you are doing and what your enemy is doing. This makes the use of terrain, cover, fire and movement as a team with other tanks, etc, more important.

The battlefield. Once again, the Cigar Box mat looks great in real life, but photographs as much muddier in colour

We played a game of 3 tanks on 3 as our first test run. I used 2 x T34/85s and 1 x IS-2. Lucius had a Firefly (captured?), a Tiger, and a Panther G. I was able to take the Tiger out with my IS-2 early on.

Tiger looks to dominate a wide field of fire. But wait…

Look closer – in red is my IS-2 lining up a kill

Lucius managed to turn my flank with his fast moving Panther on my right and destroy one of my T-34s by sandwiching it between his Firefly and Panther. I did get a chance to ram the Firefly before that tank died at least.

My other tanks moved into position and flanked the remaining German tanks. Their better positioning, and having less damage, meant that  I was able to knock out the other tanks after a bit of terrible shooting (missing 2 of 3 shots at point blank range with my IS-2). IS-2s are beasts, and the “fast” rule for T-34/85s give them real options on the field with their good strike and armour. I really enjoyed playing them. I think my Soviets will grace the table more often.

After that fight, Lucius and I tried some Tiger on IS-2 action as they are equal point cost in the book. It was fast and furious and the rules seem to stand up to initial scrutiny. I think that these modifications will stand as our go-to for armoured combat for the time being.

SPQVI’s Rule Modifications for WAT

Initiative

Unchanged. Note that activation dice can affect initiative in the following round.

Activation

Instead of rolling Command Dice, roll 2d6 with modifiers and compare the total to the following table:

Modified Roll          Result
2                                   1 action, -1 to next round initiative
7                                   2 actions
10                                 3 actions
12                                 3 actions, +1 to next round initiative

*On a natural 11-12, you gain a wild die. Wild dice no longer shift actions or add actions, but otherwise are unchanged. This means wild dice can still be used to remove temporary damage or to add to aiming/shooting.

Modifiers

+1: experienced
+2: veteran
+3: ace
-1: per point of damage incurred
-1: 2 man turret
-1: conscript
-2: 1 man turret

A conscript T-26 would have a -3, while a veteran Pz IV would have a +2 to die rolls until damaged.

All actions cost the same

This means that if you get 2 actions, you can move and reload. Or aim and acquire. Up to you. This will force you to use real tactics. Don’t remain in the open too long or you will be shot.

Damage

Determining damage is unchanged. Instead of losing Command dice, you suffer -1 to your activation roll for every Command dice you would have lost.

At a total modifier of -5 (including your training/tank layout) your crew bails. A poorly designed but tough tank may be hard to knock out, but easier to force the crew out.

In practice, with a -4 modifier, a tank will rarely get 2 actions (needing to roll an 11 or better on 2d6), so going below -5 would mean an average tank would not only take more damage than in the standard rules it simply would not be activate very much and  you’d never get anything done. 

Ramming

2 full move activations are required to ram (down from 3 Drive dice). These activations must include 2 dice of movement between the activations. So pivot, move, move, ram, is allowed.

Fast

Add 2″ to your movement roll (not to individual dice).

Slow

Subtract 2″ from your total movement roll (not to individual dice).

So there they are. They worked well enough for us, and if you have any comments, questions, or quibbles, please comment or email. I’d love to hear what others think of these changes.

In Other News (the promised unrelated bits at the end)

My free BP2 figure has been painted up by Lucius. Once again he did a wonderful job. This officer may find himself fighting alongside a landing party in Sharp Practice in the future.

The Lucky RN officer himself

I’ve slowly moved ahead on my wire fencing while getting other small bits ready for Arnhem.

My first batch of fencing is built, undercoated with burnt umber, and had the initial flock applied

As you can see, the ground has been painted and the first flocking is done. I’ll be gluing in the wires next, and then finishing the bases. I’m pretty happy with how they’re looking.

The first batch getting ready for me to finish them

The hedges are made from some craft supply wreath material that comes in sheets. I cut strips, folded them in half and then glued them to a balsa base. I think they work pretty well, especially considering the limited time and effort involved.

Once this fencing is done, I’ll be painting up some buildings and making some scatter terrain and tree bases. Then, once our troops are all painted, we’ll be ready to play the Arnhem campaign (finally). The good news is that once we have our forces and terrain ready, prepping for future campaigns will be so much easier.

 

 

Chain of Command Delaying Action Part 2, Part 2?

Okay, that’s a little confusing for a title. But here’s the conclusion to the 2nd delaying action that Lucius and I played.

We left off with my forces pulled back, trying to get re-organized to make a final push on the objective. My left flank was stable, with my field gun slowly moving forward, and 1 section with the platoon 2IC (unteroffizier) holding the line. On my right, 3 Section bailed out from the Hanomag with the Commandoes to the front. Unfortunately, I had left my platoon commander out in the open (where he was trying to encourage the 3 section weapons team before they broke), and the pinned Commandoes shot him, luckily only dazing him for the turn. My 3 section opened up on the Commandoes, killing another one and making the remaining 4 break due to excess shock.

On the left, Lucius brought on the Vickers and rallied yet more shock off using his platoon commander (who was so inspirational that he was gazetted Captain based on his performance).

Vickers on overwatch over the JOP

With my 1 section, I tried feinting right (pretending to want to go through the house) and then move back, but the Vickers was almost always active and able to face the direction of my attack. I’d have to get into hand to hand combat with the remains of the Canadian 1 section plus an MMG with 5 crew from the front after rolling 3 dice to charge in. Not good. It was time to pull back and let 3 section secure the flank to divide and conquer.

It took forever, but I managed to get 3 section up and moving (and rejoining with the scared remaining member of the wiped out weapon’s team). Lucius meanwhile managed to rally off shock and get the 4 commandoes back up to the fight.

The Canadian resistance circled in red. On the left 2 soldiers and the Vickers, on the right, 4 commandoes. My 1 section is waiting with my Unteroffizier on the left, while 3 section moves up to take a JOP on the right. I’m about to bring on my Panzerschreck team to try to force the Commandoes to move

I activated my field gun when I could, attempting to get 3 “6s” to blow up the building on the left flank (more for fun than for any tactical purpose, though I figured it would make my opponent guess). Meanwhile, it took a few phases to get my Panzerschreck on (as both my senior leaders were on the table).

The commandoes were guarding the wall ahead. So my 3 section moved right to take the JOP while my Panzerschreck team sprinted up towards the commandoes. I ended the turn on the most exposed JOP with a chain of command die, but Lucius played one of his and avoided the test. Drat. He then shook the Commandoes out towards the woods behind the house on the right and went on overwatch. I managed to get just outside the arcs and put a bit of hurt on him, but he returned the favour and wiped out an LMG and crew. Drat.

3 section pulled back but stayed close enough to threaten the last JOP on the right while the platoon commander made his way up. The Panzerschreck made it to the low wall where the commandoes were sheltering before. They were going to use their rifles to take a shot at the Canadian platoon leader but were engaged in close combat by the commandoes. I played an interrupt but the Kar98s missed. In close combat, well, once again everyone died. I rolled a 1 and avoided losing any morale but Lucius lost his JL killed and the section gone. Down to 1 morale and the JOP on the right flank was removed. Lucius was down to 2 dice but fought on.

I moved 2 section up to be ready to get into hand to hand combat, effectively fixing the Vickers to face me. Meanwhile, 3 section moved back up. The Canadian officer was exposed and was injured. Morale shot, the plucky North Novas left the field, unable to face an attack from both sides and with their beloved leader bleeding.

Conclusion

Quite the fight! The North Novas had forced me back twice before being finally overwhelmed, and a few chance dice rolls would have made things very different. Another close run thing and my first victory with this rules set (Lucius has won the other 3 or 4 games we’ve played).

Looking at “At the Sharp End” and the ending force morale, the FJs would have permanently lost 8, with 5 missing the next fight and 4 returning to fight immediately. The 34 man platoon would be down to 21 for the next fight. This would be only a full section plus HQ and a few extra men. Not a lot. Additionally, the Hanomag was a loss, and those were not always easy to replace. The delaying action fought by the North Novas cost the Germans!

The heroism of the North Novas was also expensive. 15 men were permanently lost, likely dead. 8 were out of the fight for the next battle, and 7 would limp into the lines ready for the next battle, leaving the newly promoted Captain to command 13 soldiers out of 36.

I think we’re happy with our knowledge now, and are going to do the Arnhem campaign in WSS 74 in October. Playing a full campaign will be fun and will add some complexity to the fights. Had this been a campaign game I would have likely conceded the field when I lost my Hanomag. Next time we’ll have to think about more than just the ground in front of us, and keep the overall mission in mind.

No more Chain of Command until next month. Priority now will be getting terrain ready!

After another RPG play report, I’ll be turning over the next WW2 post to Lucius and he’ll be showing his North Novas platoon.

BT