Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Tuesday, May 28, 2024

Bolt Action: Battle of Mutanchiang 1945 AAR

For our latest game of Bolt Action, Art and I decided to fight the Battle of Mutanchiang from 1945. The Soviet Union had declared war against Imperial Japan and launched an overpowering night assault against the city of Mutanchiang, which was being used by the  Kwantung Army as a base of operations. The Japanese army decided to fight a rearguard action, leaving a skeleton force to slow the Soviet advance while the majority of the army evacuated to Tunghua.

For this scenario, The Soviets had to get at least half their units across the table and through the three available exit routes before time ran out. The Japanese were dug into the ruins, with additional fortifications of barbed wire, minefields, anti-tank ditches, and a roadblock. We also used the "Flare!" night fighting rules, so visibility varied from round to round.

Round 1: 

Flare were sent up by the Soviets, illuminating the city ruins. However, the Japanese chose to remain hidden.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The Soviets launched a preparatory bombardment of the city prior to advancing. Many of the Japanese units were stunned and received pin markers, but all survived. However, the roadblock and a section of barbed wire were destroyed.


The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.



Round 2:

As the flares faded, the Soviets began advancing in earnest. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The darkness prevented any accurate exchange of gunfire, with the exception of the Soviets' Katyusha rocket launcher, which attacked the large ruins seen the previous round. A flamethrower team was killed by the explosions, but the rest of the entrenched Japanese survived the attack.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The Japanese used the rest of the round to rally troops and shed pin markers.

Round 3:

Another round began in darkness. The Katyusha launched a second rocket barrage against the ruins, this time killing the Japanese Major in charge of this sector.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

A Soviet Sherman tank and the entrenched Japanese Chi-Ha tank exchanged fire in the dark. The fortifications deflected the Soviet shell, and the Chi-Ha's round was too weak to penetrate the Sherman's armor.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

A second Soviet Sherman approached the Japanese defenses, wary of a patch of freshly dug earth in front of the barbed wire. It opened fire on the shadows moving behind the barricades, but was ineffective.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

A Japanese machine gun team spotted arriving Soviet transports, opening fire on one.  They managed to hit a fuel tank, destroying the truck and killing some of the infantrymen.  The survivors scurried into the underbrush, their morale shaken.  

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Round 4:

More flares went up from the Soviets, A Japanese sniper team worked to pick off the survivors of the burning truck.
The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

A third Soviet Sherman arrived and quickly decimated a squad of Japanese infantrymen.  The lone survivor quickly fled into the dark. To patch the gap in the defenses, another infantry squad arrived, along with a suicide anti-tank hunter.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Soviet infantry arrived at another Japanese barricade and were quickly run across the disturbed earth by their commanders.  The lack of explosions showed there were no anti-personal mines, but likely anti-vehicle mines. With the support of  the Sherman's machine gun, a firefight broken out with the Japanese infantry.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Another unit of Japanese in the adjacent building prevented a second Soviet squad from completing a flanking attack. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Round 5:

Under the continued light of the flares, intense fighting raged on in the roadway, while a Soviet tank destroyer also arrived on the scene. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Hand to hand combat broke out between the second Soviet and Japanese squads, with the Soviets eventually taking the upper hand and entering the building.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

With the clock ticking, the first Soviet Sherman chose to bypass the ineffective Chi-Ha and brave the anti-tank ditch.  In their haste, the Japanese had not dug deep enough, and the Sherman successfully crossed it.  The tank also spotted the suicide anti-tank hunter hiding on the other side, and gunned him down before he could run in for the kill.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Defeating the Japanese on the street, the Soviet infantrymen made a run for their exit point while dodging shots from the ruins.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The second Soviet squad eliminated another suicide anti-tank hunter lurking behind a truck.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

As the Soviet tanks prepared to exit through the breached Japanese defenses, another Japanese infantry squad and suicide anti-tank hunter exited the ruins to launch a flank attack.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Round 6:

Before the Soviets could react to the new threat, the tank hunter launched himself against the rear of the third Sherman, blowing the tank and himself to pieces. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The surviving Sherman quickly dashed down the road before the other Japanese infantry could catch it. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The Japanese infantry pivoted in their target, and instead went after the Soviet tank destroyer. Despite their banzai passion, the attack was ineffective against the tank destroyer's armor.  However, the tank destroyer chose to beat a hasty retreat.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

With time almost out, the Katyusha tried to find an exit that would keep it away from the main battle.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The surviving Soviet infantry units quickly ran past the last of the Japanese defenses to their exit point.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

At this stage, not enough Soviets had made it past the Japanese defenses for a victory, so Art's only hope was for the dice to give him an extension and get one more unit off the table. Would there be a ...

Round 7:

Yes.

The last of the Soviet Shermans was unwilling to risk crossing the minefield, so opened fire on the Japanese machine gun team.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

With the tank destroyer too far away for a second attack, the Japanese launched an unsuccessful attack on the Sherman. The Soviet survivors of the burning truck managed to launch a counter attack on the Japanese infantry. 

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Additional Japanese reinforcements arrived, but could nothing more than man the barricades again.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

The tank destroyer and Katyusha were unsuccessful in exiting the battlefield.

And with that, the battle was over. Despite inflicting heavy casualties on the Japanese and moving several units past their defenses, the Soviets were still one unit short to declare victory.  The Japanese rearguard had held on long enough to get the bulk of their forces out of the city, and the war would continue.

The Battle of Mutanchiang: A 28mm Bolt Action wargame between the Imperial Japanese and Soviet armies.

Sunday, April 21, 2024

Outskirts of Tanga 1914: A WW1 Skirmish Game in German East Africa

My WW1 African armies haven't seen the table in a while for lack of opponents, but last week my friend Steve passed through town and brought his Germans for a quick game at the local shop. We decided to try out the 3rd Ed of the Setting the East Ablaze rules and used a scenario from the Skirmish Elite: Tanga 1914 book. 

For this battle, my forces (British) needed to cross the table in the allotted time on their way into Tanga, while Steve's Germans were tasked with laying in ambush and slowing my advance. Each side got a set of prescribed units and one generated at random. We didn't have any bees to add to the battle, but included a roaming rhino for a bit of potential chaos.

The British began their trek at a ditch (I didn't have one in my terrain collection, so we used some sections of road as a substitute) which ran along their entry point on the table. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The Indians on the left flank, along with the company commander and his Masai runner, managed to make steady progress from the outset.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

However, the right flank bogged down when the rhino wandered into the area.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The machine gun team also ran into trouble trying to get the gun out of the ditch. While they struggled, the platoon headquarters moved up to begin scanning the environment for hidden German askaris.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The left flank managed to dash across the open grassland unharmed and into the relative safety of a tree line.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

On the right, troops still had to wait a bit longer for the rhino, but it eventually wandered off the battlefield. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The machine gun team also managed to extract themselves from the ditch and the British as a whole were finally moving at a reasonable rate. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The British platoon headquarters managed to spot a squad of askari waiting in ambush on a hilltop. The Indian troops on the right flank took cover behind another hill and began maneuvering into position for an attack.   

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

On the left flank, the company commander climbed a hill and scanned the freight depot for signs of life, but all seemed quiet.  Perhaps too quiet. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

With the mission clock ticking, the Indians on the left flank took the risk of charging across the open grass in hopes of quickly reaching the depot.  Unfortunately, the company commander had missed the ambushing party of German askari.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The askari were crack shots, killing the majority of the British squad outright, with the few survivors fleeing for their lives.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The platoon headquarters took cover in the tree line and began exchanging fire with the askari on the hill, while the Indians prepared for their assault. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The machine gun team also finally made it to a useful position and began setting up behind the trading outpost. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The gunfight between the askari and British continued, with the British platoon headquarters losing one man. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The Germans sent out askari from the freight depot in hopes of capturing the company commander. Not one to fear a fight, he stood his ground and managed to pick off one of the advancing askari.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

On the right, the Indians began their assault on the hill, but another group of askari sprung from ambush and countercharged. 

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The resulting melee was bloody for both sides.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The Indian machine gun finally entered the battle and attempted to provide cover to the company commander, but only succeeded in killing one additional askari.  

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

The Indians fought valiantly, but eventually there was but one brave survivor left.  He sounded his bugle in defiance and then nothing more was heard from him.

A 28mm WW1 skirmish game set in Deutsch-Ostafrika (German East Africa) using the Setting the East Ablaze rules and Skirmish Elite: Tanga 1914

With that, there were not enough British to complete the advance and the few survivors were forced to retreat. So a very historically accurate outcome. 

We both had a lot of fun getting back to this theater and are hoping to fight another battle from this scenario book when Steve next passes through town.

Sunday, July 30, 2023

Hail Caesar: First Game


We're still finishing our armies, but we had enough to try our first test game of Hail Caesar (we're still using 1st Ed.): Two divisions of Punic War Carthaginians vs three divisions of Early Imperial Romans, for a total of around 330 pts per side. Overall we enjoyed the rules, though we made a lot of mistakes around disorder, stamina, and break tests. I'm not sure how much our errors impacted the final results (Roman victory), but it will be interesting to retry this battle in the future. 


Th initial battle lines after the Carthaginians moved first. The hit and run tactics of the Numidian cavalry worked well, especially when attacking in the flank.



On the far end of the board, I made the mistake of letting my cavalry get in front of my infantry.  While they hit hard the first round, their sustained attack was weak and it really impacted the back and forth of the battle. I think the smarter move would have been for them to swing into the flank after the infantry made contact.


Though loosing the round of combat (I forgot about the Wild Fighter rerolls), the large Gallic Warband held up fairly well against the Romans.


Very quickly we learned that supporting units and flank attacks were critical to winning the encounters, particularly when light or medium infantry were going up against heavy infantry. 


I was originally concerned the variation in unit frontages (my army was based for Warhammer Ancients) was going to cause problems, but it ended up not being an issue. However, that may be to us taking the game casually; more competitive players might have had cause to raise a stink about how we lined things up.



I originally used my skirmishers as screens to protect my infantry formations as they moved up, but later found them more useful as flank attackers to weaken the Roman attacks on my heavy infantry.



The elephant wasn't as effective of a terror weapon as I had hoped for, at least how I deployed him.  I'll have to toy around with new strategies moving forward.



A lot of people have recommended moving to the 2nd Ed. rules, as the organization is supposedly clearer, but I think we'll keep muddling through the original rules before shelling out another $56 to upgrade. As we continue to finish our armies, it will also be interesting to see how many units can practically be deployed on a 4'x6' table. We should both be at approximately 3-4 divisions of 4+ units per army when done.