SSG Rock Starr' investigates a mystery while on night patrol
Rules: Nuts! by TwoHourWargames (28mm WWII Skirmish)
Campaign Review:
A fictionalized account of the actual fighting between the
17th Airborne and the Panzer Grenadiers of the Fuhrer Begleit
Brigade (FBB) during the early part of January 1945. Rather than have a specific platoon, I thought it would be fun
to have a heterogenous platoon made up of different elements of the 17th
Airborne. So I have a squad form the 507th Parachute Infantry (PIR),
a squad from the 513th PIR and a squad of glidermen representing the
193rd and 194th Glider infantry.
The squad from the 507th are Normandy veterans, the other
squads are highly trained, but not combat experienced. In game terms, this
means that when allocating Reps to the figs, I will round fractions up for the
507th and down for the others. For example, if half the squad is
supposed to have half ther men be Rep5 and there are 9 men in the squad, in the 507th
five will be Rep5, in the 513th four will be.
The first scenario was a “Patrol mission.”. As luck would
have it, SSG Rockstar and the 507th squad immediately ran into a far
superior force and had to withdraw. One soldier was wounded, but returned
later.
The second scenario
was a “Raid” from “Chocolate and Cigarettes.” In this scenario SSG Rockstar
leads a rescue mission with the glider squad to find a lost captain. One
soldier was wounded, but returned later.
The third scenario
was a defense, featuring a complete three squad platoon: two of airborne and
one glider. The 17th Airborne successfully defeated the FBB
offensive in a tough fight. Rockstar’s squad suffered two killed and three
wounded. Two of the wounded were treated successfully on the field and returned
to duty.
Scenario Details:
Date: January 7th, 1945, near Flamierge,
Belgium
Campaign Morale: Germans (3), Americans (4)
Investment Level: Germans (3), Americans (3).
Weather: Night, clear skies, snow (-1/4 movement)
Briefing: Night patrol
S2 has requested a
patrol behind enemy lines to investigate numerous reports of mysterious
flashing lights near a wooded hill just behind enemy lines (see historical note
at end of write up). General Patton is getting impatient and is demanding that
the 17th make more progress (he doesn’t know they are facing the
elite Fuhrer Begleit Brigade), so the only troops that can be spared for your
patrol are a corporal and six privates with M1s from the 507th.
Rules Note: If a side rolls a six for their
initiative, they will win it, but will unlikely be able to move. This happened
several times in this game.
At Start:
The white arrow is SSG Rock Starr's entry point. The red numbers are the starting locations of the PEF (Possible Enemy Force). The blue star is the objective (to scout the building).
Turn 1: American initiative
SSG Starr (decided to change his
name, so that Rock is now a nickname and his last name is now Starr. I will use
either, depending on my mood) and his squad move forward. During the German
phase all three PEF (Possible enemy forces) move forward, but there are no
sightings yet because of the darkness and bad weather.
Turn 2: American initiative
Although they have the initiative,
SSG Starr does not advance. They can make out a rough outline of a building or
two some distance in front of them, but it is too dark to make positive
identification. The German PEF continue to advance slowly. Rock Star is about
to be flanked on both sides.
Turn 3: German initiative
All three PEF advance, two are
spotted. Cpl Lyon is able to identify that PEF #2 is only shadows in the night.
Pvt Shivers makes a similar decision with respect to PEF #3.
Turn 4: American initiative & American
reinforcements arrive
TSG Young reinforces Rock Starr |
Lt Joyal must have gotten nervous,
as TSG Young shows up with a full squad (12) from the 513th. They
appear right behind Starr’s squad. TSG Young & SSG Starr take the
opportunity to draw up a plan. Young will advance and form a fire base in the
center while Starr maneuvers to the right.
As for the German phase, PEF #1 advances and is spotted by Cpl Lyon and a firefight ensues. The airborne troopers fire first. Lt Pechvogel was wounded, the MG42 gunner was killed by Starr and the gunner’s assistant was wounded. The rest of the squad dropped back into the darkness.
First Contact |
SSG takes the first prisoners |
Turn 5: American initiative
As before, the Americans have the
initiative, but SSG Starr does not advance.
As for the German phase, Feldwebel Hühnerherz
rallies his men.
Turn 6: American initiative
For the second turn in a row, the
Americans do not activate.
During the German phase, Hühnerherz
decides it is time to make a “Fighting withdrawal(1)
.” Gefreiter Bleistifthals begs the feldwebel go back and
rescue the injured officer, but he ignores the pleas and orders his remaining
men back to the orchard.
Turn 7: American initiative
Both American groups advance as
quick as they can, but have lost contact in the darkness. The Germans continue
to fall back towards the orchard
TSY Young moves out
Turn 8: German initiative
Having reached the orchard, Hühnerherz has his men go prone and dig in. |
The Americans continue to slowly advance. SSG Star and his men take the two wounded Germans prisoner.
Turn 9: American initiative
Yet again the Americans cannot move
in spite of having the initiative. As neither man can move very well by
himself, SSG Starr assigns Privates May and Kelly to escort the prisoners to
the rear.
Turn 10: American initiative
The Americans move up TSG Young is
now just out of sight of the two buildings. SSG Starr is also just out of sight
of the orchard.
Turn 11: German initiative
The only German force on the board
at the moment is what’s left of Feldwebel Hühnerherz squad and they are staying
put.
TSG Young moves up and his squad
move up close enough to get a good look at the building. However, before they
can do anything, they are detected by the Germans (Four soldiers, two of whom
have dogs). Seeing they are outnumbered 3:1, the guards duck back under cover
and out of sight of TSG Young. Young and his men cautiously advance closer to
the buildings.
SSG Starr locates the Germans in
the orchard. The 2nd MG gunner is killed and the others are forced
to drop back from the fire of the troopers. After the short firefight, SSG
Starr and his men continue their pursuit.
Rock Starr clears the orchard |
Turn 12: German initiative
With no where to go, the guards
break cover and open fire on TSG Young’s group. Although there are no
casualties their fire does cause the MG crew and three others (including TSG
Young to fall back).
While TSG Young and the others
recover their nerve, the remaining six riflemen ignore their retreating
comrades and open up on the guards. The two K9 guards are killed, causing the
rest to leave the battlefield.
SSG Rock again contacts the German
remnants in the orchard. Two German riflemen are killed, The German Feldwebel
and Gefreiter both flee, no doubt headed for the safety of the Russian front.
At present there are no more German
troops on the board, although the buildings and two more sectors need to be
investigated.
Interlude:
“Hey Sarge! Did you see that?”
Cried Cpl Lyon, pointing to the northern horizon.
“See what?” Said Rock
“Those lights. They were just kind
of hovering over there, then they disappeared over the horizon faster than
anything I have ever seen,” said the puzzled Lyon.
“I didn’t see nothing,” said Rock
firmly. “And neither did you. As far as the Army is concerned, these lights are
only the reflection off those aluminum strips the air corps dops sometimes. Got
it?!”
“Now can we go on at start winning
this war?
“Yes sergeant.” (2)
Turn 13: German initiative
No German troops on board.
TSG Young rallies his troops; SSG
Starr reorganizes his men to face the center. Pvt Seid readies a grenade and
Pvt Shivers readies his grenade launcher.
Turn 14: German Initiative
Still no German troops on board
The Troopers close in |
TSG Young moves his squad up close enough to see that building #2 in unoccupied.
SSG Starr moves his group up and
discovers a small German squad inside (Officer and NCO w/ SMG, 2 LMG crews and
an rifleman with a grenade launcher). The Germans weren’t paying enough
attention and Rock gets the drop on them.
The fire from the troopers is only
partially effective, wounding only one enemy (a MG42 gunner). However, all but
the officer are forced to drop back. The German LT returns fire and knocks Pvt
Dymowske out of the fight.
The troopers advance and their
active fire causes the German lieutenant to take cover.
Turn 15: American initiative, but they cannot move.
The Germans recover. The MG42
assistant takes over, whereas the RGL grenadier acts as his assistant.
Turn 16: American initiative
With the Germans “Ducked Back” in
the building, Rock Starr and his men are able to advance quite close to the
building without being observed.
The German Lieutenant rallies his
men.
Turn 17: German Initiative, but they cannot move
TSG Young moves his group forward
to the base of building #2.
Rock Starr does likewise to
building #1, with the Germans back from the windows, they are still unobserved.
Pvt Seid throw a grenade threw a broken window, causing catastrophic damage to
the Germans: The lieutenant and one MG assistant is killed, all others are
wounded. Rock Starr calls for their surrender, which is quickly accepted.
Turn 18-20: A mostly successful patrol.
Between them, TSG Young and Rock
Starr complete their patrol by securing sections 1 & 2. However, they come
to the conclusion that whatever, or whoever, was in that building to make it so
important has escaped.
Rock Starr and his men have
captured and officer, a NCO and five privates. Pvt Dymowske is later
successfully treated by medics and will return to action.
1) 1) Non-player movement, in this case the German
squad is determined by a die roll and a chart. In this case, the result called
for the Germans to go to a “Fighting withdrawal” mode. I took this to mean they
would fall back to the nearest cover, however far that might be, and dig in. An
argument could be made that the rule required the Germans to fall back until
they left the board, but the Germans were having some bad luck and I wanted to
have some action.
2) 2)This is based upon a real event I read about in
the book “The Golden Talons” a history of the 17th Airborne
division. Here is the quote: “ .. one night, mysterious flashing lights were
observed in the wooded hills in the area of the 193rd GIR... Several patrols
were immediately sent out to find them, but nothing! Not the slightest sign of
an enemy presence! In the end, it turned out the observed "flashes"
were due to the moonlight reflections on the aluminum strips which had been
dropped earlier by Allied bombers, in order to confuse the German radars, and
thus to outwit the anti-aircraft batteries."
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