This last game of Panzerfaust: Armoured Fist (click this link to get the rules for free) for 2012 was to be an Encounter scenario, using forces most likely to represent reconnaissance forces. The date is March, 1942. The failed drive to Moscow is a fresh and sore memory.

Forces are searching for each other in the regions west of Moscow. For Weather, a 6 was rolled – Clear. For Wind, a 1 – Still.

Here’s the map/board for the night: 1 Map 1 2 Map 2

Turn 1:

The Germans 3 details 1 could already see a company of BA armoured cars that were advancing at high speed. I order to try to reach better positions before engaging, I decided the Germans would all move at Full Movement speed.

More Russians then came into view after my movement, including infantry on horseback 4 details 2 .

The Russians had already set up some anti-tank guns 5 Russian 45mm L 56 ATGs . A 45mm L56 fired on a Pz 38(t) but missed. Being a small gun and at some distance, the Germans couldn’t see its muzzle flash and so couldn’t try to fire speculatively at it.

Russian 122mm artillery is attempted to be called down onto the Pz 38(t)’s. An 8 is required; a 4 is rolled. It’ll come down next turn (Peter did this too late in the turn and so penalised himself by delaying its arrival).

Turn 2:

All German forces continued moving at full speed 6 Germans moving at full .  The Russian 45mm L56 on the hill fired again, missing again. The BA company 7 What the Germans could see  all fire at my Pz 38(t) platoon and all miss. The Russian artillery comes down but only affects a Pz 38(t) on the wing, Stunning it for 2 turns.

Turn 3:

I roll 5 pips for my actions. Good, I need it to get everyone firing at the Communist hordes. I choose to continue advancing the company as a whole (so my two motorised infantry platoons continue to move forward to optimal combat positions) 8 Germans continuing to move at full but I spend pips halting my two armour platoons.

My SdKfz 222’s roll brilliantly, and cause three BA’s to be tracked. The Pz 38(t)’s hit the same BA’s, knocking the gun out on one and causing the crews to bail out of two others 10 Russians taking hits too .

As a result of this savage fighting, the BA company have to test morale. They are Stunned for 6 turns! But – they can still shoot, it just means they can’t advance – so I still have to be careful.

By now the other Russian 45mm anti-tank guns are set up and open fire, knocking out a Pz 38(t). Another hits my already-Stunned Pz 38(t) causing it to be tracked, then a third hit forces its crew to bail out  . I have to test the Morale of the Pz 38(t) platoon. I roll a 7, which is modified to 5 because of the Russian artillery fire, so we are fine (a roll that ends up being modified to 2 or below is bad).

A SdKfz 222 is hit and the crew bail out 9 Germans taking hits . I test the platoon’s morale – 3 – they are Shaken. I rolled to see how many turns they are Shaken for – 6! Drat.

Now I test my company’s Morale. 7, modified to 6; no problem.

Turn 4:

I move everyone, armour at full speed but infantry at 5cm so that the infantry vehicles (SdKfz 251/10’s) can shoot. Some infantry vehicles have stopped moving, allowing the troops to race into the buildings 11 Turn4 results 1 .

There is mass Russian shooting. A Pz 38(t) is tracked. My SdKfz 251/1’s use their LMGs to wipe out some Russian infantry with AT rifles.

The tracked Pz 38(t) fails his Morale check but the rest of the platoon passes.

Turn 5:

My infantry have all leaped off their 251/1’s and 251/10’s (apart from those needed to operate those vehicles’ weapons). Some are able to swarm into the hamlet’s hall (the game’s objective) and surrounding houses. But they lie low, as the Russians don’t know they are there and the opportunity to ambush is too good to pass up.

My SdKfz 222’s use their LMGs and 20mm cannons on the second platoon of 45mm L56’s, wiping out the whole platoon at once. But it’s not all good news, as the German guns and Russian guns have simultaneous firing times – so the L56’s shoot and score three hits on the SdKfz 222’s, killing the platoon commander and causing the others to surrender to the Russians.

I test my company Morale – 8 – fine.

A 251/10 lands a shell on a BA and stuns it.

My 50mm infantry mortars fail to land their shells on opposing Russian footsloggers. The 251/1’s let rip with their LMGs at the same footsloggers and kill a few 12 Turn5 results 1 .

My other 251/10 is destroyed and that platoon’s Morale fails.

I test the whole (surviving) company Morale – 5, modified to 1…Shaken. I can’t advance, but I’m still in the game 13 Turn5 results 2 .

Turn 6:

We declared this would be the final turn, as it was 11.30pm.

The 45mm L56’s on the hill hit my Pz 38(t)’s and kill the platoon HQ; the game ended right there 14 Turn6 as my Morale was now too low to continue fighting.

So I lost (as usual) but this time did reach the objective and occupy it (briefly). I’m improving each year! 1 win, 3 losses for 2012. Next year, I want to have 2 wins and 2 losses.

***

Here are some photos of other games being played at NWA that night:

Other games 1 Other games 2 Other games 3 Other games 4 Other games 5 Other games 6 . Those Warhammer 40K dudes? some of them are Stephen/cheetah185’s. You can see photos of his Warhammer 40K project on his blog, In my own time.

 

 

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The scenario was Breakthrough, where the attacker attempts to break through the defender’s defenses and exit via one part of the board. So, Peter and I decided to recreate the breakouts the pockets of Russians tried to make after Operation Barbarossa and before the end of 1941. Here’s the board for the night:   and from the other end:  .

TURN 1: A Russian armoured car company (BA-6’s, from memory) comes onto the table:   . Two Russian152mm artillery batteries rain down fire on two map references,  indicating where the Russians were hoping to exit from. Platoon 1 of the defending German infantry company were in the radius of the explosions, and a Section was lost straight away. Morale held, though. Having seen the armoured cars, a PaK 38 got a shot off at them  but missed.

TURN 2: The armoured cars advance. All three PaKs open up on them  and one is knocked out. The Russians pass their Morale test, so they keep coming. German artillery doesn’t kill any of my entrenched infantry. TURN 3: The PaK platoon claim two more kills and a Stun result: . The cowardly armoured car commander flees!  (Poor Morale test result). My infantry keep their heads down as the artillery continues to rain down.

TURN 4: Russian FAOs try to shift one battery’s artillery fire down onto the PaKs – but fail. The cowardly Ivan armoured car reaches the edge of the board and is removed from the game. The other artillery battery now kills Section 3 of Platoon 1. I test Morale – I roll 7, which is modified down to 2.We are are shaken for…I roll a 1…one turn and must withdraw if any Russians come too close.

TURN 5: The FAOs can’t get the fire to kill my PaKs  . My infantry suffer no losses to artillery. Russian tanks are on the move   but the Germans can’t see them.

TURN 6: 2 companies of BT-7s burst out of the woods, moving at full speed!  The PaK 38s swivel so they can fire at them.

TURN 7: 152mm artillery shells begin to fall onto the German anti-tank gun positions as the anti-tank guns fire on the BT-7s. One BT-7 is hit and brews up. The artillery kills the middle PaK, the platoon commander, so it’s time for a Morale test. I roll a 5 but then a -8 modifier is applied, the outcome being that the remaining gun crews flee. I now have to test the whole Company’s Morale. This is where I normally lose games. I roll a 7…that gets modified to 4 – that’s fine. I thought I’d break and run, with the game ending then and there. Now I felt that battle was really joined – I was in with a chance to win. After all, the Ivans only have a few more Turns to get 50% of their stuff off the board…

Some BT-7s are close enough to my infantry to use their anti-tank rifle grenades against them  . The two teams in the white hut fire and both hit the same tank. One grenade penetrates but only produces a Stun result…the other hits the tracks and the tank is Tracked. This is too much for the crew who test their Morale, fail, and bail out.

TURN 8: The BT-7s grind on to their Breakthrough point, which is behind the little village  . 2 T-26s run into a minefield my troops had laid earlier  – this is the first time I’ve used landmines and I’m keen to see what they can do, since Peter has used them against me a few times with deadly results. I need to roll a 7 on 3d6 for each tank (I have chosen a medium density minefield only) – I roll a 10 and a 13 – no good, the tanks are safe. Back at the village, a BT-7 drives right over my entrenched troops! 2 anti-tank rifle grenades hit it, one of them Stunning the vehicle for two turns (hence the blue die showing “2” next to it, in this German aerial photo:  ). The Tank Desant (Ivan tank-riders) on the back are shot up by the German platoon HQ  – one of two Ivan teams are killed, the other surrenders to the Germans.

TURN 9: More BT-7s move, some getting safely off the board at their Breakthrough point. The Russian FAOs attempt to shift artillery fire again, but fail. The Stunned BT-7 is finished off by the nearby German infantry (their prisoners having been made secure)  but that doesn’t affect Russian Morale at all.

TURN 10: One artillery battery now brings down fire on Platoon 2 and in the process, finishes off the remaining non-HQ teams of Platoon 1. Platoon 1’s Morale roll of 6 is modified to 0, so Platoon 1 (now just comprised of the HQ team and the HQ Rifle support team) begin to flee  .

Now Peter and I stop to assess where the game is at. It’s a 12 turn game (Breakthroughs normally an’t be achieved in a 10 turn game). Peter can see the rest of his stuff can’t get to the Breakthrough point in time  , being all T-26s with lousy Cross-Country speeds. Peter has 1499 PV of Armour to get off the board (we excluded the BA armoured cars as we were uncertain as to whether they would count or not). Peter managed to get 736 PV off the board – he needed to get 749.5 PV off the board to win.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

By gum, I WIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

A rare occasion for me.

The lesson learned in this game for me – landmines are AWESOME, but remember, you are rolling 3d6 for them to hit, not 2d6. I bought medium density minefields because I thought I only needed to roll a 7 on 2d6 to hit with them. Peter’s advice was to buy dense density, because then you need to roll 9 on 3d6 to hit, which is a 50% chance.

 

Aren’t Peter’s tanks great? Some are his father’s work, some are his own. The T-26’s have great-looking mud splattering and weathering on them.

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In real life, I don’t think land mines are awesome at all. I am a supporter of MAG, the Mines Advisory Group, who do fantastic work getting rid of landmines, bombs, cluster bombs, other unexploded ordinances and live ammunition so that ordinary people can try to live ordinary lives once battles and wars have gone.

For the second game of 2012, I decided to try using a different camera to record the action, as I’m feeling frustrated with the age and technological contraints of my 2004-2005 Ricoh. So, the photos you see on this post were taken using Mrs Eastern Funker’s 2010 Olympus.

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The setting for this game was somewhere near Stalingrad, in cold conditions…I rolled a Northerly wind of Moderate Strength using the Winter in Northern Europe table, but we decided that there wasn’t going to be enough snow or mud to impede movement.

Here’s the map/table for the night: . Peter had brought along his gorgeously painted ruined buildings, which you can see here: . They were fantastic – we need to use them again sometime! It was pretty obvious that two of them were going to become the Objectives for the night, so we selected these two in the middle of this photograph as the Objectives: .

So, I was a German infantry force, on the attack. Peter was the Soviet defenders.

TURN 1: Peter doesn’t move, so I bring my whole army on to the board at once. No Soviets can be seen at all.

TURN 2: 122mm artillery rain down on my Mortar Platoon in their trucks  . The rest of my troops all advance unmolested, but my Mortar Platoon suffers terribly  with four of the six trucks destroyed. The Mortar Platoon is comprised of 3 sections…2 are lost. I test Platoon Morale – they Flee.

I can cope without the Mortar Platoon, but I am now forced to test my company’s morale. I roll a 4, which with modifications becomes a 0, so the whole company flees. I only have one company, so that’s it. Game over right there. Once again.

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Why is it I can’t roll well for Morale??? Good reader, look back at previous game reports through this blog and you’ll see a consistency to my Company morale tests – more often than not, I roll poorly. Damn.

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Well, with the game over after just 10 minutes, we decided to continue from the same point, but re-roll the Morale test. This time, I was Shaken for 3 turns. That means I defend my current position but can’t advance.

It also means that I can start to move on turn 6…leaving me with less chance of even physically reaching the Objectives, let alone trying to capture them.

TURN 3: Peter tries to shift the 122mm artillery onto my platoon of 6 Wespes – and fails.

TURN 4: Ditto.

TURN 5: Ditto.

TURN 6: The Germans recommence their advance and leave the treeline .

The 122mm artillery still aren’t firing.

TURN 7: The advance continues. The 122mm artillery still aren’t firing.

TURN 8: My primary assault platoon in 251/1’s drive over a minefield. They are AP mines, and Peter has had them planted in Dense thickness: . Each 251/1 (there are 4 Infantry ones and a FAO vehicle, for a total of 5) is diced for and each is unlucky enough to set off some mines. Now each vehicle is diced for to see the effects of the mines. Mercifully, no vehicle is damaged, as 251/1’s count as Light AFVs and it’s nigh-impossible for AP mines to hurt AFVs. If it had been my trucks that had run over the mines, more than likely they would all have been destroyed, as AP mines tear softskins apart.

On the other side of the town, the Wespes have found the buildings to be defended and Molotov Cocktails are flung at them: . Molotov Cocktails in volume and over time can be deadly to closed AFVs – they are even more effective against open-topped ones like the Wespes and the other 251/1 that are down that end of the table. Sure enough, the 251/1 is hit and destroyed.

TURN 9: My assault infantry in their 251/1’s move into position and disembark next to one of the Objectives: – but that objective is defended and the defenders are revealed: .

At the other end of the town, more Molotovs are flung at my Wespes, and one is hit. For now, though, it’s not enough to cause trouble. But more hits on the same vehicle will get me into trouble.

Soviet MMGs can see my infantry still advancing across the fields and railway line and let fly. A section’s worth are killed, leading to a Morale test (joy!). The Platoon are Shaken – for one turn only.

My Wespes decide to demolish some of these buildings the way they do best – with 105mm shells  . A salvo is loosed and carnage ensues amongst the Soviets using them as cover, but it’s not enough to force the Soviets to lose Morale.

TURN 10: More Molotovs hit the ignited Wespe and it is eventually Destroyed  . At the first  of the two Objectives, more troops are visible behind the building: . My platoon burst in and it’s time for Close Quarters Combat (CQC), which Peter and I have only had once before in all the years I’ve played against him. The outcome of it was that I kill two teams and he kills 1. The remainder of the section are forced to flee and thier 251/1 is destroyed. Some of the Soviets are forced to flee from the objective as a Wespe shells it from the other end of the town. The other Wespes wreak havoc on the buildings closest to them.

That was the end of the Game. I wasn’t securely holding one of the Objectives so I effectively lost. Twice in one night.

Here’s some photos of the town at the end of the game: .

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I’m pretty happy with Mrs Eastern Funker’s camera for recording games. It has a better flash and I’ve had to touch up these photos far less than my old Ricoh. However, it didn’t handle close-ups so well. That might be a problem. Still, I think it’s time the Ricoh was decommissioned. Mrs Funker’s camera plugs straight into the new PC, too, unlike the Ricoh…so I can decommission the old PC as well. Good – more room for model kits!!!

 

 

First game was on friday. Somewhere on the Eastern Front, early 1945 – probably March. Clear and no wind. Here’s the map: – the Objective was to reach the crossroads in the centre of the map  and hold it, with at least undamaged vehicle, until the end of Turn 10. The map was not too complicated – fields, orchards, treelines, low hills – and on one side, a small power plant: . I had an anit-tank SP company, two platoons of StuG IIIG and one platoon of JagdPanzer IV L70.

TURN 1: Movement. My StuGs race to reach optimal firing positions: while the JgPz stay concealed behind a treeline. The two Soviet tank companies do the same: . After all this movement, there was combat! At the time, I said this was a first, having combat in the first turn…but it may well have happened before, so I’m not too sure. Anyway, T-34/85s on the left flank shoot at the StuGs over there – 2 shots resulting in one kill and one StuG being Tracked  – it’s tracks are hit and it now can’t move. I roll Morale for the Tracked StuG and the crew bail out. I now have to test the Morale of that Platoon – the final result is a 2, and so that Platoon will Flee the battle . I now test for the whole Company – I roll a 10 – that’s fine, they pass.

TURN 2: It is possible for me to try to stop the panicked StuG platoon fleeing the table…I need to get my Company HQ StuGs over to them (to talk some sense to them face to face). Sadly this is impossible – that Platoon is already very close to the edge of the map and my HQ can’t get there in time – so I lose them off the map and out of the game. The PJgPzs stay put. I move my remaining StuGs up to a treeline. The Russians consolidate their positions on the map  and prepare to race to the Objective. A keen T-34/85 tries to shoot a StuG but fails to hit. The Stugs see the muzzleflash (I rolled for it and passed) so now they know roughly where the enemy is on the left flank.

TURN 3: My StuGs lay down a Smokescreen by firing smoke shells with their main guns. While doing so, the enemy opens up on them and one is knocked out of action and a second one damaged so badly that the crew decided to bail out and flee  . I have to test the Morale of this central platoon – they are Shaken for 2 Turns. I test my Company’s Morale – a 5 – low, but OK.

TURN 4: The StuGs have to reverse to try to safely get to a better position. The JgPz IV L70s hold. The Russians race to new positions and also closer to the Objective , also laying smokescreens to shield them from unwanted attention by my boys.

TURN 5: The StuGs continue reversing. The first Russian tank reaches the Objective whilst others try to lay down more smoke.

TURN 6: MY StuG platoon is no longer Shaken. They lay down a small smokescreen that allows a JgPz to move onto the road and the others to break cover . The Russians lay down smoke in front of them so they cannot shoot at the T-34/85s racing in from the right flank to help bolster defence of the Objective.

TURN 7: More movement by everyone. Some jockeying to be in firing positions by the end of the Movement phase.

TURN 8: Lots of movement. A StuG hits a T-34/85 but the shot bounces off.

TURN 9: My Company Commander hits a T-34/85 and Stuns it. The Russians try to knock out the JgPz on the roadside but miss. They now have a good hold of the Objective .

TURN 10: My StuGs haven’t completed their shift to new positions so it’s all down to the JgPz IV L70 on the road to try to shift the Soviet tanks out of position. It fires and wipes out a T-34/76 – sadly not a Company Commander, so the Russians are staying put. That was how the Turn ended and the game too, as the Russians have the Objective and outnumber us 4:1.

Peter had brought along two mates of his whom each took a side and got involved in the game. Both enjoyed themselves.

AFTER ACTION REVIEW: This wasn’t much of a slugfest. It showed the importance of good Movement and positioning. It also showed the value of smokescreens. An interesting game.

Now for some wargamer eye candy! Here’s some detail of one of Peter’s T-34/85 commanders: , here are my haystacks being used as terrain: and here’s another shot of those JgPz IV L70s: . Those JgPz IV L70s are mine, but I didn’t paint them…they were a win on eBay. The StuGs you see early in the post with the two-tone camouflage scheme, full schürzen and loads of stowage are Peter’s mate Scott’s. They are the quality and level that I aspire to in my wargame modelling.

Game report: Game 4, 2011

October 31, 2011

This game was a replaying of the game we played back in August. Nothing had changed except that the map/table had even fewer clear lines of sight (LOS) and I was able to put my completed MiniArt Eastern European House on display. Here’s an aerial recon photo: .

A few things had happened inside my army since the last game – after Peter’s explanation of the difference between Digging in and Entrenching, I had some more points to spend:

  1. The AT Rifle teams went out, Early AT Rifle Grenades were in.
  2. An extra PaK40 went in.
  3. I was only Entrenched, not Dug In.

So, to begin, we established the Weather for the day. It was a Clear day with a Moderate Westerly wind.

TURN 1: Three T-70 light tanks came on to do some recon:  . A Soviet mortar barrage drops smoke down on the crossroads  whilst 122mm artillery rain down right on top of my 81mm Mortars, but good dice rolling on my behalf saw them head down in their trenches and safe.

TURN 2: The T-70s advance. Soviet artillery and mortars continue. T-34s now come on to the table. The Soviets can see two PaK40s on their right flank: .

Stupidly my mortar crew got out of their trench or something as I rolled badly and they were all killed.

As it was likely the T-34s had seen my PaK40s, they got to work right away. They killed a T-34 and Tracked another   , a great opening for me.

Having lost my Mortars, I Test my Morale and Pass. His tank crew Fail their Test and Bail Out, with the rest of that Platoon (one tank) fleeing! Sadly, the rest of the Russians held on to their firm resolve to defeat the Fascists.

TURN 3: The fleeing T-34 passes it’s Rally Test.

The two PaK40s are LMG’d into silence  , but in doing so they pop the turret off another T-34.

Having lost half of my AT Gun Platoon, I Test the Morale of those remaining and get a 4. They are Shaken for 6 turns.

The remaining two PaK40s are on the Soviet’s left flank. As a T-70 is within range, they are forced to fire on it – and kill it  .

It’s a tense game tonight. Can I win from here? I’m denting Soviet armour much more heavily than in the previous game…

TURN 4: The Soviets successfully call down 122mm artillery on furthest PaK on the left flank. The other PaK40 sees a T-70 come within 400m of it, so they flee the gun and it’s out of the game. 9 Russian tanks now try to silence the furthest PaK40 and fail! In reply, they kill a KV1-E  . But then the shells from the artillery land into their trenches and they are lost  .

I have to Test Morale twice now. This is where games are usually lost for me. But I roll a 10 for the AT Gun crew and they are fine – I then roll another 10 for the remainders of my Company, and they are fine! Battle on!

TURN 5: The Soviets continue to advance  , racing forward as there seems to be no remaining German opposition.

TURN 6: The Soviets continue to push forward – remember, their objective is to Break Through my lines. The 122mm artillery is now called down upon one of my rifle platoons, but they are safe in their trenches.

TURN 7: It is clear that the Soviet exit point is too far from my rifle platoons with their AT Rifle Grenades  , so I declare the Soviets to have won. Peter shows me his map with the exit point on it and indeed he is safe and thus the winner.

REVIEW: It was a really tense game. I could see myself winning until halfway through turn 4. I thought I had placed my AT Guns well and they performed extremely well.

However, I chose to ignore Peter’s advice from the previous game about landmines – to my detriment. I really could have used them this time to plug some of the holes in my lines.

Big game last night…

October 22, 2011

Peter and I got around to replaying August’s game last night. There will be a proper report with photos, so keep checking in, but for now, just an entree….

A fourth PaK 40 on the table was a bit of a surprise for Pete, and the bigger surprise for us both was that my rolling to hit for them was markedly better than last time!

Russian recon forces really proved their worth this time, even if this time one of them had to bite the dust doing so.

Russian offboard artillery proved effective, but Russian offboard mortars were all drunken, useless bums whom I think Peter hopes are spending the next 5670 years in a Siberian gulag.

 

As per the previous post, Peter and I decided to explore another time and place two fridays back…the time being Spring 1940 and the place being France for our second “Panzerfaust: Armoured Fist” game of the year. Only a brief description follows of what transpired – in fact, if you want it to be really brief, Peter (as the French) won a close victory.

The board was of a French country house or manor or large farmhouse situated in the middle of a large farm:   .

The Germans attempted a central and Northern thrust using Panzers and motorised infantry:  but French armour, beautifully camouflaged, burst from the woods across the small stream and upset the German plan:   .

The centre platoon of Panzers continued forwards towards its objective whilst a flanking platoon was forced to halt and return fire  but they were surprised by dug-in, very determined and well-aged French tanks whom forced them to stop for three turns (as per the purple die you see on the table).  German mortars were so disorganised that, even though on the table for nine turns, they never actually lobbed over a single shell:  and as Panzers were slowed knocked out one by one the French actually advanced and forced their opponents to retreat:   . The game ended with the motorised infantry failing to reach the centre of the table as French machinegun fire slowli inflicted increasing casualties and broke the German morale:  . I blame my troops’ loss on all the wine and cheese they had been pigging out on the night before. If only they stuck to beer and schnitzels…

It was an extremely close game, going right up till 11.30 at night. We tried out an airstrike by a Stuka (which was successful) and had both infantry and armour on the table. Fun! Next game is going to be Operation Barbarossa.

I had a game of  Panzerfaust: Armoured Fist against Peter back on Friday (17 June) at Nunawading Wargames Association. It wasn’t Eastern Front (Ostfront) and I will put a brief description with photos up very soon.

Today I wanted to show you an Eastern Front game being played on a table across from us. It’s written by some club members and shares a common ancestry with Panzerfaust: Armoured Fist . It’s played in 1:72 or 1:76 scale.

The Luftwaffe pound some ground targets:  .

Russians break through the first line of Germans:   .

Some heavier German forces await their time:  so heavy Russian SPGs try to sneak around their left flank:  .

A very nicely presented table.

This game was a little unusual in that there were four platoons per side. This was because when we were going to play this game back in January, it was going to be two players per side. On the night it was just Peter and me with a lot of vehicles and a lot of firepower on the table. Peter was playing the Americans for a change; I was playing Germans.

The scenario was a second trial of a reconnaissance encounter. A medium-sized village somewhere near Germany in the late Autumn of 1944. A gale-force wind was blowing. Both forces are trying to see if the train station and railyard are clear…since that is where most cover for armour would be. Here are some photos of the table:   and here are three close-ups, going from right side to left:    . As you can see, there was plenty of terrain to block LOS and provide hiding spots as well as slow up any gallant cavalry charges.

So to the game! Turn One was plain movement. Each player moved one platoon and then their opponent moved a platoon until all platoons had been ordered to do something. \Such is the way of resolving movement with an Encounter scenario in Panzerfaust: Armoured Fist. Here you can see some M8s coming on board:  .

Turn 2: more movement. Peter’s M8s and a platoon of Chaffees are making the most of no hostile fire:  .

Turn 3: I choose to move full and get some of my men into optimal positions. Sadly, as they do so they sight enemy armour –  – they see Chaffees trying to conceal themselves by sticking as close as possible to a small brick house past the railyards  . Now, as I’d moved full movement that turn, I couldn’t shoot. However, Peter could and did. His Chaffees open up on a 234/3 and knock it out. They also try to hit a 234/2 but miss – it had only just come into view and they hadn’t properly trained their guns on it. I have to make a Morale Test for my 234/3s – I roll a 10 – they are fine.

Turn 4 is when it got hot. Both forces are fully aware of each other. I have to make a desperate gamble to save my Panzer II Lynxes from the very powerful guns of a second platoon of Chaffees. I bring around my platoon of 251/9 Stummels to do so. It is at this juncture that Peter asks me if I have purchased HEAT ammo for all my guns, which I have neglected to do…damn!

My forces try to manoeuvre into good firing positions while using as little Movement to do so and Peter does the same, boldly racing his M8s down the road to flank me.

A 234/2 Puma gets a good shot off and tracks a Chaffee  and in retaliation a platoon-mate of the stricken Chaffee shoots and hits a 251/22, destroying it completely:  . True to my luck, or form, or character, call it what you will! – that 251/22 wasn’t just any 251/22 but my Company’s Command Vehicle. This was bad. To ease my concerns slightly another 251/22 knocks the gun out of action on a Chaffee and the Chaffee crew bail, but regardless it still means I have to make a Morale Test for the whole company and the there is a good chance the game will end right then and there. I roll a 7…after extensive modifications it is a 2, which means the whole company is Shaken. I roll a single D6 to see how many turns they are Shaken and get 2. Not so bad. Across the table a 251/9 is hit and brews up – the armour they have is no defence at all to a Chaffee gun. A 234/3 who had turned 90 degrees is able to knock out an M8  , even though it was racing along the road. End of a tumultuous turn for me.

Turn 5. Due to so many enemy AFVs being within 400 metres (40cm) of my forces and my forces currently being Shaken, my troops must all withdraw. Peter checks the rules and realises that there is no discussion of what speed my men must withdraw at, so I can withdraw as slowly as possible. Two more 251/9s are destroyed  and the Morale Test gets a flee result. I then have to test the remainders of the Company and they too fail Morale, so my bloodied and battered troops flee the scene. Just as well, as at the rail yard the Americans had massed for a big push:  .

This game was played with 1/72 and 1/76 scale forces. Most of my forces were plastic, but the Lynxes were resin and some of Peter’s were resin.

I lose again and once again my badly placed commander dies too early. I don’t know how I can fix that situation apart from play ‘out of character’ and put my Commander at the back of the force.

It’s been a while between games. The last one was in September last year, according to my blog. Well, after a misfire in January due to an accident I had, the first game for 2011 is tonight.

The scenario is going to be very similar to that played on November 28, 2009 – a reconaissance clash. It’ll have larger-sized forces and, for the Germans at least, slighty heavier-hitting units.

You’ll see the report here sometime over the weekend or in the first few days of next week.