Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Saturday, 18 November 2017

Colonial Skirmish


Some 70 years before the Action at Twin Farms, the Colonial Army of Albiona is fighting an insurrection. Captain Carruthers leads a force of infantry to investigate a farm that is rumoured to be the meeting place of local rebels...


A Farmer contemplates building a second farmhouse...


"I remember this when it was all just open MDF.."

Martini Henry rifles open the skirmish

The Left flank

Casualties mount as the enemy advance

The enemy scale the wall and begin to cut down the infantry

Things are not going well on the left flank either


Disaster! The Captain is slain

The last man standing on the Albionan side..



Saturday, 4 November 2017

The Second Action at Twin Farms

Introduction

As in the original Action at Twin Farms (Battle Part XVI, Meccano Magazine August 1969 by Charles Grant), the attacking force had failed to capture their objective (see previous post).
Having reinforced, the Commander of the Northern force (I've decided to call them the Uqbal Liberation Army), returned a few days later for another attempt.

In this second game I equipped the ULA with a tank but took away their machine gun (hey, they've got a tank!). The ULA (Army Tan) therefore have 5 Infantry units, a Commander and a Tank.
Assuming the tank was going to be a hard nut to crack I replaced one of the PDF's Infantry units with another Recoilless Rifle, so the PDF (Army Green) have 4 Infantry Units, a Commander and 2 Recoilless Rifle units.
The situation remains the same apart from the PDF have utilized the wrecked vehicle as additional cover.

 

Game

Opening gambit
The ULA Commander, full of confidence due to the presence of his armoured support, threw most of his infantry in a mad rush at South Farm while his tank would remove the opposition from North Farm.
Defenders of North Farm
South Farm defence
Here we go!
Unfortunately, despite having Turn 1 initiative, the tank missed its first shot...
Things then got much worse as both Recoilless Rifles hit their target

A Double Whammy (according to the tabloid press)
Why did I give them 2 of those things? Oh, yes the ULA have a tank...

South Farm turn 3
On the left flank things seemed to be going better and hand-to-hand combat was initiated as the ULA attempted to storm the farmyard.
The right flank however can only be described as pear-shaped.
ULA tank - about as effective as cotton wool smoke
Turn 6 South Farm
Heavy fighting on the left saw one of the PDF Infantry units wiped out but a reserve unit moved up from behind the farm and engaged the ULA before they could take advantage of their success.
Turn 6 North Farm

Over on the right, the PDF broke from cover and moved to attack the ULA

Turn 8
Somehow by the end of Turn 8 the attackers had become the defenders!
It could have still worked out, the Strength Points were still in the balance, a few lucky dice rolls... then this happened
The ULA Commander falls!
Oh the humanity! With the loss of the Commander's 6 SPs the ULA went straight into Strength Point Debt (EP Exhaustion Point is set at 33% hits remember) and could only defend their current position, once again failing to take Twin Farms.
To be fair they defended gallantly reducing the PDF to EP by Turn 11 and thus ending the game.
End of Turn 11
I rather enjoyed that! It seems like a few more "Modern" games might be required. Thanks for dropping by.

Friday, 3 November 2017

PWG Action at Twin Farms

Introduction

Some fantastic recent posts by the Archduke Piccolo and Ross Mac inspired me to have a go at a Portable Wargame in the "Modern" period. I have some pdfs of Charles Grants' articles in Meccano Magazine (1969-70) and chose the Action at Twin Farms as a scenario as it only involved infantry so should be easy for me to get a grip of the rules with (I haven't played a Modern game for many years).
I have one of these half-tracks somewhere...
Charles Grant had a beautiful style of writing; here is his dry description of one side in his conflict

In other words, Airfix WW2 Germans

Whilst I'm rambling on about inspiration, Mark the Man of Tin is doing great things with ultra cheap plastic figures on his blog so I thought I'd pay tribute to this by using some of my son's old toys. I have set this game in the Colony of my 19th Century Imagi-Nation that is referenced here - It is the early 1950s and The Kingdom of Albiona has granted independence to its former colony (Albionan Uqbal). The democratically elected government is headed by the DPFU (Democratic Party of Free Uqbal). Almost immediately fighting breaks out between ethnic factions from the North and South of the country. The Albionan Army still controls the Capital but fighting breaks out across the rest of the former colony...

Game Mechanics

For this game I have used the rules in Bob Cordery's first Portable Wargame book (ie without Pinning and unpinning) to keep things simple - I still managed to forget the 3 dice rule for machine guns, so have since written myself a crib sheet in Large Friendly Letters for the hard of thinking.

Game

I'm going to start this with a quote from Charlie Wesencraft; "I had learnt my first lesson in warfare: men under cover are more difficult to hit than men in the open" (Practical Wargaming 1974).
A small force from the People's Democratic Front (PDF) from the South of the country have crossed into the North's territory and occupy a position at Twin Farms to use as a base for reconnaissance. A patrol from the Northern army arrives and is ambushed.

Twin Farms setting - RH Farm is already burnt out
PDF troops in position - Commander embedded with recoilless rifle unit
First vehicle to arrive is knocked out and its occupants take a hit
I treated the recoilless rifle like artillery and decided that a hit on a soft vehicle was going to be enough to disable it - unluckily for the Northerners, the first shot of the game brought their motorised advance to a halt. Not knowing what they were facing the entire force disembarked and advanced on foot...

Turn 2
Machine gun behind cover but out of range
Turn 3
Turn 3 - Advancing through the open to get in range

Turn 5 - all the attacking troops are forced into the open to get in range
Fierce fighting continues
The machine gun (hampered by my forgetfulness) finally starts to do some damage
Turn 10 The Attackers have reached Exhaustion Point 
I used a roster to record SPs lost so you can't really tell from the pictures how many casualties each unit had taken; suffice it to say, by Turn 10 the Northern troops had suffered too many losses, reached Exhaustion Point (set at 33% hits) and withdrew to go and look for a tank.
I will have to play more games with the first set of rules before I start introducing pinning etc.
The PDF Commander celebrates

Firing Line in the open