Monday, March 28, 2022

The Battle of Biazza Ridge II

 All, 

Following last week's runout of One Hour Skirmish Wargames, the boys lined it up to give the Battle of Biazza Ridge another go, and it was a helluva fight!  It's July 11, 1943, on the island of Sicily, where American paratroopers are facing off against tanks and troops of the Hermann Goering Panzergrenadier Division.  The paratroopers have landed inland to screen the beaches as infantry come ashore, and they're being put to the test at a place called Biazza Ridge as the Germans mount a counterattack, advancing towards Gela in order to push the Yanks back into the sea.

Last week we played and had a good time, but the scenario (a great scenario, from Steve over at "Sound Officer's Call!" blog) starts with a very small amount of forces on the table and feeds in quite a bit of reinforcements, but the rules don't handle reinforcements very well (in my humble opinion, or at least we didn't handle how the rules handle reinforcements very well).  Ultimately there was a fierce firefight and a daring close assault, but the Americans broke when their reinforcements arrived en masse and were caught bunched up by German mortars, which pounded them unmercifully.

So we had a lot of fun, but were convinced the scenario and rules together could give us even more fun if we tweaked a few things, so that's what we did, and it worked like a champ.

Overview, north is up, with the German baseline to the west (left) and US to the east (right).  Biazza Ridge runs from south-southwest to north-northeast across the center of the table, with scattered fields, orchards, hedges, and olive trees scattered across landscape.  There is a bombed-out church in the northwest (top left) and a stone farmhouse in the southeast (bottom right), which represents the only hard cover on the table.

The opposing forces, with US on the right and Germans on the left.  All forces will start on the table, no off-table reinforcements this time; I basically called Biazza Ridge a 'DMZ,' and each boy could place his forces anywhere from his baseline up to the edge of the DMZ, and I had them place units in an alternating manner with the Germans going first since they have one more unit than the Americans.  There was one more restriction, the German tanks had to start at their own baseline.

The Yanks: they are led by the CO of the 505th Parachute Infantry Regiment, Colonel Jumpin' Jim Gavin (who is a +2 leader in the rules), then they have three rifle platoons consisting of two rifle squads and a bazooka team each, and they are supported by two 75mm pack howitzers, with a Forward Observer (FO) in a jeep.

Yeah, no Naval Gunfire support in this fight, sorry ;)  And last week I was mistakenly referring to Gavin as 'General,' but if I'm understanding correctly he was still a Colonel during Sicily.

The Germans: they are led by their CO, and they have three rifle platoons of three rifle squads, except the third platoon, which is down to only two rifle squads, and they are supported by an MG-42 (on tripod) team, an 80mm mortar team with FO, and two Tiger Is.

Looking east to west from the American baseline.

A ground level view, where you can see the contours of the ridge, with rises to the south (top left) and north (top right), with the road running through a saddle between them.

The two rises will be referred to as the South Spur and the North Spur, with the land between (where the road runs through) referred to as the saddle.

Looking north at the German baseline.

Looking west to east from the German baseline.

Another look at the elevation of Biazza Ridge (top left and far right), with the road running through the saddle at center top.

Again, you see the North Spur at left and the South Spur at right.  These two spurs/hills are where the vast majority of the fighting will occur.

The entire table, with forces deployed, Germans in the west (left) and Yanks in the east (right). 

The American side of the board; at bottom left the 82nd Airborne troops have their 1st Platoon (including a bazooka team) and the FO deployed in and around the crops, looking up the slopes of the South Spur, with one of their 75mm pack howitzers backing them up.  In the center the paratroopers have their 2nd Platoon (and its bazooka team), the 3rd Platoon's bazooka team is hovering nearby, and their Commanding Officer, Colonel Jumpin' Jim Gavin, while they have the two rifle squads of 3rd Platoon in the groves below the slopes of the North Spur, backed up by the other 75mm pack howitzer (top right).

The younger boy (aged 7) is commanding the Americans, and I helped him a little bit with deployment, but it was mostly him.  The only thing we discussed afterwards was maybe putting Gun #1 above the road, where it could hit either of the hills; where it was (bottom center), it really could only effectively reach all of the South Spur and the southern end of the North Spur.  We discussed keeping a rifle platoon out of the line, in reserve, but with the dearth of cover east of the ridge, the fact the objective is the ridge itself, and the fact the fight will at/on the ridge, I thought it prudent to have all three rifle platoons in the line, in a position where they could at least sort of be mutually supporting.

The US 3rd Platoon in the grove (center), with their bazooka team at bottom left and the #2 gun at far right.

The US center, showing 2nd Platoon at left, with Colonel Gavin behind them (center bottom), 3rd Platoon's bazooka team above him, and 3rd Platoon at top right.  I liked that he kept the CO in the center, in order to be able to provide support in either direction, but the fight got down and dirty so fast I don't know that it actually mattered.

The US left, with 1st Platoon in and around the fields at left, with the FO below them and the #1 gun backing them up (bottom right, with the CO and 2nd Platoon just visible at top right).  I've thought about this a lot, about whether it's better to push up onto the South Spur or hold here and make the decisive fight be on the North Spur.  I still like the idea of pushing onto the South Spur and getting into the trees up there, make the Germans come dig you out.

The German side of the table, with their 1st and 3rd Platoons, as well as their FO, near the North Spur (top center right), their MG team in the bombed-out church, their mortar team at top left, their CO in the patch of woods just below the bombed-out church, and their 2nd Platoon escorting the Tigers at bottom left.  The older boy (aged 12) commanded the Germans.

A couple things about the Tiger/infantry team: the Tigers are big and cumbersome in real life, so I only allowed them to move at the same rate as infantry.  Another thing we discussed was the point of tank-infantry cooperation, that tanks button up and can't see anything, so we house-ruled it that a tank firing at infantry/guns WITHOUT a friendly infantry unit in base contact would require the Tiger to pass a spotting test in order to be able to fire on enemy infantry/guns.  The boy did really well keeping them working together, and using his mortars in support; the only thing we discussed is that he didn't need to start with his 2nd Platoon in the open with the Tigers, he could have placed the infantry in the wood below the South Spur (far right bottom) and let the tanks catch up to them.  

Also, he placed his MG team in the bombed-out church, probably mostly because it turned out to be a good idea in the game we played last week.  It didn't play any part in this week's game and we discussed it afterwards; I thought it was a good initial deployment, but fairly early on it became apparent it wasn't going to have much to do and so he should have begun pushing the gun forward into a position it could support by fire.  Having said that, he had also left one of 1st Platoon's rifle squads back with it, and we discussed how it was a really good idea to have a second line to fall back on in case the assault didn't go as planned.  Lastly, I understood what he was doing, putting his CO all alone in the center of the table, but we discussed the perils of leaving his CO isolated like that.  The funny thing is, he came out of it smelling like a rose!

The German left, with their 3rd Platoon on the far left (left top) and their 1st Platoon at center, escorting the FO and having detached a rifle squad in the nearby field (left).

The German center, with their MG team in the church (far left, with a 1st Platoon rifle squad visible in the field at top left) and their CO in the woods at bottom right.

This is the second line I discussed above, but the CO (bottom right) didn't need to be alone, the boy could have put his 2nd Platoon in the trees to his right and let the Tigers catch up to them.  C'est la guerre...

And the German right, with the dismounted 2nd Platoon leading the platoon of two Tiger Is towards the South Spur.  My hat's off to him though, he knew what he wanted to do and so he kept them together, and it all worked out for him.

And the German rear, where there 8.0cm mortar team is set up (bottom left, with the MG team in the church (top right).

These guys are probably the real stars of the whole dam thing...  And I know the Germans used "8.0cm," but I can't stand it, I have to go with "80mm."

The fight kicks off with the German 1st Platoon and FO pushing up the slopes of the North Spur (top center, from center), as 3rd Platoon (far left) and the MG team (bottom left) look on.

The boy did a really good job of not overextending himself, pushing troops forward on the North Spur but waiting until he'd massed both 1st and 3rd Platoons before breaking cover onto the crest.

And their 2nd Platoon leads the Tigers towards the South Spur.

The US 1st Platoon reacts by pushing to the base of the South Spur (center, from right).

And the 2nd Platoon pushes up in the center, between the two spurs (left, from bottom center).

The little one didn't have much command initiative, so he couldn't move both 2nd and 3rd Platoons, so we discussed it and he opted to move 2nd up, which could support 1st Platoon (on the South Spur, off camera to bottom left), or potentially get hammer and anvil on the German force coming up onto the North Spur (between the US 2nd and 3rd Platoons).

And the Yanks continue pushing up the South Spur, with their FO reaching the military crest (top left).

This is the move that will haunt me: should the little one have done this, or kept 1st Platoon in the woods at the base of the South Spur and pushed 3rd Platoon up onto the North Spur?

While the German commander continues pushing troops towards the North Spur, but holds 1st Platoon until 3rd Platoon can catch up.

The boy is marshalling his forces out of sight, preparing to spring onto the North Spur.

The US 2nd (far left) and 3rd Platoons (far right) converge on the North Spur, with Colonel Gavin advancing behind them (bottom left).  

So the 2nd Platoon pinches in and the 3rd Platoon gets a bit of a late start up the slope...

And the two bazooka teams (from 2nd and 3rd Platoons) move into the treeline near the road (right bottom, with 1st Platoon and the FO visible on the South Spur at top left, North Spur off camera to right).

Seeing where the Tigers were deployed and how slow they move, I thought the little one made a very good move to get these bazooka teams into a spot where they'd likely see action, and screened from infantry fighting by 2nd Platoon (off camera to right).

On the US far left, the FO pushes his jeep up into the woods atop the South Spur.

And holy guacamole, look what he (bottom center) sees!  He immediately gets on the radio and calls in a fire mission!

Both 75mm pack howitzers go to work!

The Tigers are untouched, but all three squads of the German 2nd Platoon are suppressed!

Tiger 501 (just visible at far left) can't spot any targets, but quite surprisingly Tiger 502 spots the US FO atop the South Spur (top right) and its 88mm cannon roars...

But, luckily for the Americans, the shot is off target!

Wary of advancing without infantry support, the Tigers remain with their suppressed infantry.  I was actually recommending to the boy to get the Tigers moving, knowing how slow they are, though I mus admit my counsel may not have been altogether pure, I was kind of looking forward to some bazooka vs Tiger cat-and-mouse- amongst the scrub and trees, but, to his credit, the boy didn't bite.

But the Germans maneuver aggressively on their left, pushing 3rd (in trees at top left) and 1st (top center right) Platoons up onto the South Spur.

I was super proud of him, the boy waited until he got his assault force completely in position and then made sure he had enough command initiative to do it all at once, then swooped!

The German 3rd Platoon (far right) opens fire on the US 3rd Platoon (far left), to no effect.

Going with one stand equals one squad, I only gave rifle squads one card's worth of shooting (MGs, mortars, and the pack howitzers all got four), so small arms fire was bound to be rather ineffectual, with the rifle squad's best service coming in the form of closing with the enemy to destroy them.

While their 1st Platoon (bottom left) begins engaging Colonel Gavin and 2nd Platoon (right)...

And even (Germans at bottom center and far left) firing on the US 1st Platoon on the South Spur (top right).  Meanwhile, the German FO (small base at far left, between the two larger rifle stands) gets on the radio and calls up the mortar...

The rifle fire was all ineffective, pretty much to be expected, but the boy got two (understrength) platoons onto the northern objective, with good fields of fire, and got his FO into play.  Pretty damn slick.

The German mortar team goes to work...

But their initial sheaf falls long, just to the south of the US 1st Platoon (far and bottom left).

Quite bravely, the German CO pushes up in the center (bottom left) and engages the US 1st Platoon on the South Spur (right, with the bazooka teams from the US 2nd and 3rd Platoons at top center).

I thought the boy had completely lost his mind, pushing his CO up like that, all alone, but then he completely lucked out and won the next initiative, so...

The German mortar team (bottom left) adjusts fire on the South Spur (top right, North Spur at top left) and begins dropping rounds...

And this time the 80mm HE rounds are directly on target, suppressing the US 1st Squad, 1st Platoon, and their bazooka team (bottom left, with 2nd Squad at top right and the German CO visible at top center).

The German CO sees the American paratroopers withering under the barrage and senses an incredible opportunity...  Unlike the little one, who is super aggressive, the older boy is much more reserved, but we talked through his courses of action (based on the tactical situation and his amount of command initiative) and the risks/benefits involved, and he grasped it.

The German command group storms uphill (bottom left), into contact with the US 2nd Squad, 1st Platoon (1st Squad and the bazooka team suppressed at top right), as submachine guns rip and the dull thump of hand grenades reverberates from the hilltop!!!

If the boy could beat this US rifle squad, the other rifle squad and bazooka team were in the bag since they were already suppressed (or 'down,' in the rules parlance), which would pretty much completely wipe out the US left flank.

The Americans are eliminated in close combat...

And the German command group immediately pivots and closes with the US 1st Platoon's bazooka team (center, from far left)...

The US 1st Platoon's bazooka team is quickly dispatched, and the German command group closes with the US 1st Squad...

Quickly dispatching them (center), but running out of steam before they could close on the US Forward Observer (top left).

That was an absolutely huge swing, and the little one was really starting to panic, but we talked and he realized it wasn't over yet.  But it was starting to feel an awful lot like last weekend's game...

The US FO quickly beats feet, falling back down the South Spur (top right), leaving the German CO in his dust (far left), calling for help the entire time!

Yeah, I let the little one zoom his jeep around the German CO to escape.  The rules don't forbid it, and I rationalized that the German command group could still be recovering from their exertions in climbing the hill and knocking out three units in close combat...

And Gun #1 (bottom right) comes to the rescue, opening fire on the German CO (top left, with the US FO in the woods at center).

Not that he hit anything...

And on the US right, Gun #2 (bottom left) goes to work on the North Spur, targeting the German 3rd Platoon (top right, with the US 3rd Platoon on the slope at center top and the US 2nd Platoon on the slope in the woods at left top).

Not that he hit anything, either...  The little one certainly wasn't having a good time with the cards today.

The German mortar team (bottom left) shifts fire, targeting the saddle between the two hills (behind the tower at top center)...

Having used his mortar team to soften up the US defenders on the South Spur, the boy looked to repeat the maneuver in support of his 1st Platoon on the North Spur...

The rounds fall on the US 2nd Platoon, suppressing its 1st Squad (red bead, with 2nd Squad above it and Colonel Gavin at far right).

And then the boy took a page from his little brother and got pretty damn aggressive...

The German commander again grasps the opportunity provided by this supporting fires and sends 1st Platoon's 1st Squad downslope, into close combat with the US 2nd Platoon's 2nd Squad (with the suppressed 1st Squad just below it and Colonel Gavin just off screen to right)!!!

The German panzergrenadiers quickly put 2nd Squad out of the fight and turn their guns on 1st Squad...

The Germans quickly dispatch the second American squad but, with Colonel Gavin hootin' and hollerin' and with "friendly" mortar rounds continuing to drop in intermittently...

But then he chickened out!!!  The boy was super scared of Colonel Gavin's +2 rating (meaning that, in an opposed card draw, the Germans would get to pull 2 cards in close combat, but the American would get to pull three).  Or maybe he didn't chicken out, maybe it actually was the smart move...

The German squad leader decides discretion is the better part of valor and beats feet back up the slope of the North Spur (left, from center, with FO at top left, US 3rd Platoon at top center, and Colonel Gavin at bottom right)!

As the German 1st Squad, 1st Platoon gets back up the hill (bottom left), their 2nd Squad, 3rd Platoon surges forward (far left) and fires on the US 3rd Platoon (top right), still hunkering down on the slopes of the North Spur.

The little one hasn't had much for command initiative (action points), and what he's had he's had to spend on reacting to the Germans' moves (we discussed the OODA loop), so these poor bastards are still stuck on the east slope of the North Spur...

With the situation rapidly deteriorating for the US paratroopers, Gun #1 (bottom left) fires over the head of Colonel Gavin's command group (far right), engaging the German 1st Platoon atop the North Spur (top right)...

The American artillerymen finally earn their pay...

Suppressing the German 1st Squad, 1st Platoon, and their FO.

As Gun #2 (bottom right) fires on the German 3rd Platoon (top center, with the US 3rd Platoon on the slope below them).

The guns have done their job, all German forces atop the North Spur have been suppressed!!!  

Well, except for the German 1st Squad, 1st Platoon (just hidden by the trees at top left), the one that previously charged down hill, eliminated the US 2nd Platoon, and climbed back up.  No matter, Colonel Gavin knows what must be done...

Colonel Gavin leads his command group up the south slope of the North Spur, but his exasperated troopers can't get to grips with the German 1st Squad, 1st Platoon, so they halt and open fire, suppressing the enemy rifle squad.

Back to the little one's command initiative problems: he just couldn't get enough points to do a double move and push Colonel Gavin into close combat (where he's have drawn three cards to the Germans' one, even though he did lose in that very same situation last week!), and if he won that he could have really cleaned the Germans off the North Slope and probably have broken them.  This right here was the key phase of the entire game...

With the CO and his command group blazing away (far left), the US 2nd Squad, 3rd Platoon pushes ahead (right top, with their 1st Squad at bottom right), perhaps a bit too cautiously...

That's just my narrative, the little one wasn't too cautious, he just didn't have enough command points to actually push them onto the crest and start whacking guys in close combat, he absolutely wanted to but couldn't so he set them up where they'd be able to make it next turn, even if there were only a few command points, but it did leave him overextended and vulnerable.  But we discussed the issue and the US forces were really running out of options...

While back on the German side, their commander finally gets his Tigers moving again, this time headed for the North Spur (top left), each with a rifle squad from 2nd Platoon escorting them (I forgot to mention, one of the 2nd Platoon's rifle squads broke and ran under the earlier barrage of the US 75mm pack howitzers).

And then disaster strikes for the Yanks...

The German mortar team goes to work again...

Dropping 80mm HE rounds all over Colonel Gavin and his men, suppressing the US command group!!!

Now this could have happened regardless, but to have it happen before Colonel Gavin was able to get into close combat really, really sucked for the little one...

As the German armored column continues to push east, the lead Tiger (left center) nearing the saddle between the North (top left) and South (right) Spurs.  

The German commander is quite concerned with the two US bazooka teams in the saddle (in the woods, straight above the lead Tiger).

The older boy is riding high, getting tremendous amounts of command points and able to double move his Tigers and supporting infantry up to the saddle.

So he tasks his mortar team (bottom left) to take them (top center, with the lead Tiger just below and right of the road) under fire...

But the rounds fall long (far right, with the bazooka teams at bottom left, Colonel Gavin suppressed at far left, and 1st Squad, 3rd Platoon visible at top left)!

It's the end of the turn and the Germans check casualties: both rifle squads from their 1st Platoon (casualty figures at left and right) have broken and ran, but their FO (center) and both rifle squads from 3rd Platoon (just off camera to far left, with the US 3rd Platoon visible at top center/left) are good to go...

But the Americans must also check casualties, and for the second game in a row, Colonel Gavin goes down...

And that was just a kick in the crotch to the little guy...

While back at the saddle, Tiger 501 and its infantry escort push forward and fire on the US bazooka teams manning their ambush positions...

And the 88mm HE fire suppresses both of them!

As the rest of the German armored column catches up.

The German mortar team shifts fire once more...

Suppressing Gun #2.

Everything is going the older boy's way...

In full on desperation mode, Gun #1 (bottom left) fires on the German armored column (top center right)...

But only manages to suppress the lead rifle squad.

And it all comes down to this, having to close assault German troops atop the North Spur that have just rallied off their suppressions in a last, vain attempt to carry the day...

On the far right, the US 2nd Squad, 3rd Platoon valiantly charges up the face of the North Spur, directly into the waiting guns of the German 3rd Platoon...

And is duly defeated...

The poor little guy had absolutely no luck today... But don't worry, yesterday he went 2-3 with a double and a Grand Slam in a 16-1 victory in Little League Baseball ;)

The remaining US troops (the FO, Gun #1 (top center), two bazooka teams, and 1st Squad, 3rd Platoon, fall back, just as 6" shells from the USS Savanna and USS Boise began to careen overhead, saving the day for the US beach head at Gela...

And all that without the MG-42 team firing a shot! ;)

Wow, what a fight, I'm exhausted.  Looking back on it, and with all my foreshadowing commentary, you are likely to get the impression that the result was a foregone conclusion, but I assure you that is not the case, it was actually a barn burner that had some luck involved, but was actually just played really, really well by my older son.  Hell, initially, when the pack howitzers suppressed all three squads of the German 2nd Platoon, potentially separating them from the Tigers, it looked like it might be a walkover for the US, and things were tilting the Germans way but still could have gone either way all the until Colonel Gavin got whacked, and don't forget, that happened right after the pack howitzers suppressed pretty much everything atop the North Spur.  So it was a close run thing until Gavin went down, and then ended with a 'Charge of the Light Brigade,' which was pretty fitting, and dramatic.

So I can't complain about the action at all.  The rules worked much better without having to deal with reinforcements, but the fight still took two and a half hours, which is a bit of a challenge still for the youngsters (I did have to threaten the little one's life a couple times).  I haven't discussed it with the boys yet, but I'm actually thinking about playing it again, with a different set of rules (something homegrown, super simple), in the hopes of getting the game time down to 60-90 minutes.  I don't really like playing the same fight over and over again, but it has been fun, it's already set up, and it has proven to be a good test bed, I think.  Sure, the Yanks have lost both times, but I don't feel like it's an unwinnable situation for them, just some bad luck and some skillful handling of the German forces.

So, if anyone has a cool, similarly-sized scenario we should try out, let me know and I might just give it a shot, rather than do a 'Biazza Ridge III.'  But it needs to be mid- to late-war, I don't have early war stuff in 15mm (yet), hopefully something on the Eastern Front.  

More to follow as we look to keep the gaming ball rolling.

V/R,
Jack

Sunday, March 20, 2022

The Battle of Biazza Ridge I

 All,

Had some fun today, and man has it been a long time coming!  Pulling the scenario from my buddy Steve (SOUND OFFICERS CALL!: A Biazza Ridge Scenario for Battlegroup - Ready for Your Playtesting!), and with a fresh set of rules (more on that later), the boys and I headed upstairs and got a game in.  First time in over a year for me, though I guess I still haven't actually gotten a game in as I really just umpired for the boys, with the elder playing the Germans and the younger playing the Americans.

I changed Steve's scenario in two ways: first, I played on a 6' x 4' table rather than a 4' x 4' table, and then I eliminated the medic from each side's order of battle as 1) I don't have any German medics and 2) the rules I'm using don't have any mechanism for using medics.

So what did we do?  It's July 11, 1943, on the island of Sicily, where American paratroopers are facing off against tanks and troops of the Hermann Goering Panzergrenadier Division.  The paratroopers have landed inland to screen the beaches as infantry come ashore, and they're being put to the test at a place called Biazza Ridge as the Germans mount a counterattack, advancing towards Gela in order to push the Yanks back into the sea.

And yes, this is listed as "The Battle of Biazza Ridge I," because we're planning on there being a "The Battle of Biazza Ridge II."

Overview, north is up, with the German baseline to the west (left) and US to the east (right).  Biazza Ridge runs from south-southwest to north-northeast across the center of the table, with scattered fields, orchards, hedges, and olive trees scattered across landscape.  There is a bombed-out church in the northwest (top left) and a stone farmhouse in the southeast (bottom right), which represents the only hard cover on the table.

The opposing forces, with US on the right and Germans on the left.  Both sides will start with a small proportion of their overall force on the table, the remainder coming in as reinforcements on subsequent turns.  And while the US force looks a bit paltry, in the end a Naval Gunfire Control Party is coming onto the table in order to direct the fire of offshore battleships and cruisers.

The US force.  Starting on table, the Americans have only their commanding officer (Jumpin' Jim Gavin, rated very highly), a rifle team, an LMG team, and a combat engineer team.  Reinforcements consist of two rifle teams, two LMG teams, a 60mm mortar team, a bazooka team, a Forward Observer (FO), two 75mm pack howitzers, and the Naval Gunfire Control Party.

The Germans start out a little better, with three rifle teams, three LMG teams, and a 120mm mortar team on the table (I don't have a 120mm mortar team ready, so I used a Fallschirmjaeger 80mm mortar team, but treated as a 120mm mortar).  As reinforcements they will receive their CO, Executive Officer (XO), another rifle and LMG team, an (actual) 80mm mortar team, a tripod-mounted MG-42 team (which I'll call an SFMG, and the last four listed come on in trucks), two Tiger I tanks, a Panzer III, and an FO.

Looking south to north at the American baseline.

Looking east to west from the American baseline.

A ground level view, where you can see the contours of the ridge, with rises to the south (top left) and north (top right), with the road running through a saddle between them.

Looking north at the German baseline.

Looking west to east from the German baseline.

Another look at the elevation of Biazza Ridge (top left and far right), with the road running through the saddle at center top.

The initial dispositions, with Yanks at bottom center right and bottom right and the Germans at center top left and left.  The US paratroopers have their 1st Squad (a rifle team and an LMG team) in the field at center bottom right and their CO and engineers near the building at bottom right.  The Germans have their 120mm mortar team behind the woods at top left and their three rifle squads at center left/center left top.

Looking at the US starting positions, with 1st Squad in the field at far left, the engineer team behind the house at center right, and the CO in the woods behind it (far bottom right).

A look at Biazza Ridge (top left and top right) and the bombed-out church from behind General Gavin, with 1st Squad visible in the field at left top.

The German starting positions.  Their 120mm mortar is behind the trees at top left, while 1st Squad is in the field at top right, 2nd Squad is in the bombed-out church, and third squad is in the trees just south of the road (right bottom).

Looking southeast from the bombed-out church, with the German 1st Squad at left, 2nd Squad at center, and 3rd Squad at far right.

And the game is afoot, we're off!  We check for initiative...

And the Germans have it.  They immediately push their 1st Squad up the north spur of Biazza Ridge (far left, on the slope, from the field at left bottom)...

And then up onto the crest (far left top), into a very nice position in the cover of some olive trees, with a commanding field of fire into the US side of the table (top right/far right).

The Yanks react by pushing their 1st Squad towards the south spur of Biazza Ridge, but they're Army so they're lagging and only the rifle team gets atop the ridge (top center right, from field at bottom left) while the LMG team is stuck in the trees below (left, with Germans visible at top right, on the other side of the ridge).

General Gavin moves up next to the stone farmhouse as the engineers move in and occupy it, both scared to move too much further with the German 1st Squad atop the north spur (off camera to top left), staring down on them.

The US engineers (in house at bottom left) even take the Germans on the north spur (top right) under fire... 

But their Garands and carbines aren't of much use at this range against troops in cover, thus kicking off a stalemate in which the two foes (in house at top right and atop the north spur at far left) exchange ineffectual fire, neither side able to get the other to budge and with way too much open ground between them to attempt moving into close combat.

Further back in the German line, their 2nd Squad LMG team (bottom center, in bombed-out church) lays down fire on the American rifle team atop the south spur (top center right) as their own rifle team pushes up (between field and church, far left bottom).

The MG-42 fire is quite effective, pinning down the American paratroopers, so the German 3rd Squad (just visible in the trees at far right, above the church tower)...

Charges upslope and enters close combat with the US paratroopers!  The olive trees serve to muffle the sounds of hand grenades, rapid fire bursts from submachine guns, and the clank and holler of men using improvised weapons in the melee.  The Yank rifle team puts up a valiant fight but is quickly overwhelmed...

With one of his three combat units out of the fight and the Germans now completely in control of Biazza Ridge, General Gavin immediately dashes forward, joining up with the LMG team (bottom right), where they both unleash fire on the German 3rd Squad now atop the southern spur (top left).  The fire is accurate and effective, pinning down both teams!

The German 120mm mortar team responds (yes, it's an 80mm mortar, like I said, I don't have any 120mm mortars painted up yet)...

The massive HE rounds fall nearest the US LMG team, pinning it, though General Gavin's command team is still in good shape (bottom right).

General Gavin, seeing his combat power being much less than the Germans and already being diminished, goes for broke!  Leaving the LMG team pinned down (bottom right), he charges his men up the slope, cresting the south spur (bottom center left, with the pinned German 3rd Squad just above him), where he and his men open fire on the German 1st Squad, atop the northern spur (top center right, with the bombed-out church just off camera to far left).  Just the sight of General Gavin and his men so close and firing their weapons causes the German 3rd Squad's rifle team to break and run!

General Gavin's fire (top center) is ineffective, just as the German 1st Squad's (bottom right) return fire is.  The Germans know they don't have a great shot to their south, but they're doing everything they can to save 3rd Squad's LMG team from the marauding US commander.

General Gavin and his men reload (bottom left), preparing to assault the German 3rd Squad LMG team (far left bottom), as the US engineers (in house at far right) continue exchanging ineffective fire with the German 1st Squad atop the northern spur (top center).

General Gavin has made his decision, it's do or die time...

So he let's out a hearty "follow me!" and leads his men into close combat!!!

But the German LMG team, despite their comrades in the rifle team breaking and running, has rallied, and when the American command team comes into view it is met with a furious burst of MG-42 fire, dropping the gallant General...

The US LMG team below the south spur (bottom right) sees their General go down and fires helplessly uphill at the German LMG team...

Just as US reinforcements arrive, in the form of 2nd and 3rd Squads (rifle and LMG team, each) and the 60mm mortar team.

While on the German side, their Commander and XO comes on as well.

On the US left, the 1st Squad LMG team (bottom right) manages to pin down the German 3rd Squad LMG team atop the south spur (top left), but the US no longer has the strength forward to capitalize on the success, they've taken too many casualties and their reinforcements are all still back at the start line, with no commander to help organize them and push them forward...

Back at the stone farmhouse, 2nd Squad's LMG team moves in and sets up, laying down fire on the north spur (top left), allowing the engineers to push forward (center), ever so slowly...

And the US 60mm mortar team goes to work on the north spur...

But the first volley is long...

Immediately followed by the rest of the US reinforcements arriving, to include the two 75mm pack howitzers and the Naval Gunfire Control Party (bottom right).

The US 60mm mortar team again fires on the north spur...

But this time they're short (explosions at right, German 1st Squad in trees at far left).

And now the German 120mm mortar team goes to work...

On the US start line, which is crammed to the gills with fresh reinforcements, and it's an absolute slaughter!  The Americans are caught in the open, with four units going down and three of them breaking and running, on top of having already lost an LMG team and their Commanding Officer.  The brave paratroopers of the 82nd Airborne hear the revving of Tiger engines in the distance and, without their gallant commander, they decide they cannot hold and begin to fall back, a stunning defeat that leaves the path open to the beaches at Gela...

So wow, that was a helluva fight, and moved pretty quickly, clocking in at about two hours (some due to playing a new set of rules, some due to playing with two little boys with little attention spans).  It was a real nail biter for the boys, both of them feeling like they were in a bad way pretty much all the way up to the end, even though I could see things were not looking good for the Yanks once General Gavin went down.  I think Steve has a real gem of a scenario here, though I will say the scenario doesn't work perfectly for the rules I used (which is my fault).

So, I'm sure you're wondering what rules I used; I would have told you sooner, but I didn't want to spoil the surprise: we used "One Hour Skirmish Wargames (OHSW)," the 'fast play, dice-less rules for small unit actions from Napoleonics to Sci-Fi.'  I hadn't really heard much of the rules, but then read Tin Man's recent batrep (Jozi's Tin Man: One Hour Skirmish Wargames Gangster Shootout (jozistinman.blogspot.com)) last week and decided to pick up the rules, which I think are pretty doggone clever.  They're simple and quick (which is a must when playing with little boys, aged 12 and 7), and have some clever mechanics to mix things up and throw some stuff in the game.  As mentioned, the game was a lot of fun, but the game/scenario didn't go as nicely as I would have liked it, which is purely down to the mechanics of OHSW; the biggest issue in the game was the feeding in of reinforcements, and this didn't work very well, in my humble opinion, because of the randomness of the phases and turns, and the randomness of the activation system.  What ended up happening was that 75% of the game was played with just the initial forces we started the game with, and then the reinforcements came flooding onto the table, but neither boy could get anything done, either getting tiny amounts of activation points or getting an 'end turn' as soon as they'd started activating troops, which meant the reinforcements just sat there, then had more reinforcements land directly on top of them!  The other issue was that I made the table too big for the rules; with the very limited activations the boys had once reinforcements did arrive they had way too much ground to cover in order to really get into the fight, which is to say, get into position to capitalize on the tactical situation.  Ranged fire is overall pretty ineffective (a 120mm mortar team catching eight units out clustered out in the open notwithstanding), serving to pin down enemy forces, which you can then close assault into oblivion, which is just how I like it.  But my point is, it was going to take a whole lot of game time to get all those recently arrived reinforcements from their start line into a position where they could be an effective part of the battle by closing with the enemy.

The boys felt it, too.  They were both looking at the piles of troop on their baselines and wondering how they were going to get them up into action, feeling a bit of frustration.  But don't fret, they still had a good time, and what the three of us spent all of our post-game chatter about was how much fun we had with the initial set up and fighting, prior to the reinforcements arrive.  So I think two things: first, I think OHSW is a 'pizza box'-type of game.  In my terminology, that's a small table with very little pre-battle maneuver, we're setting the forces up about one move from contact and whipping it on.  Second, OHSW is probably the type of game that is better without reinforcements, that is, what you see is what you get, or what you start the game with is all you've got.  OHSW is a game that plays with alternating activations (IGOUGO) called phases, but each turn can be as short as one unit from one side moving, to a seemingly endless number of activations for each side, depending on when a joker comes out (which ends the turn).*  The unpredictability doesn't really bother me in terms of how the rules play, but it sure does wreak havoc with trying to time things up in a scenario, like the arrival of reinforcements or supporting fires.  I'll even throw in one more: if you're going to bring troops on later in the game, make sure the table isn't too big, and maybe the troops are mechanized, so they can actually get into the fight.

*Here's what I mean: the two players pull cards to determine initiative, then the winner pulls a card to determine how many activations he has, which is a number between 1 and 13 (yeah, 13 activations in a single phase!).  Then the other player goes, and it keeps going until a Joker is pulled.  In the very first turn we got almost completely through both boys' decks of cards before a Joker was finally pulled, but then in later turns we had just started the first phase of a turn, a boy moves up his first unit and tries to fire... and pulls a Joker, immediately ending the turn!  So in the first turn each boy had about four initiatives, activating about 5 units each time, and then you turn around and have a turn where only one boy gets to activate one unit before the turn ends.  

So, the boys are happy, which means I'm happy, and we are definitely going to keep playing, and that playing will be with these same rules.  We have resolved to give it another go, but with the scenario re-jiggered a bit.  Here is my plan, in broad terms: shrink the table a little bit (I might keep it 5' x 4'), do away with reinforcements (or maybe just have a little bit for the Germans, coming on in halftracks or trucks), and change up the OOBs a bit.  

In the overall scheme of things, here's how it the OOBs broke out in the original:
US
CO
3 x Rifle Squads (in six elements)
1 x Bazooka team
1 x 60mm mortar
2 x 75mm pack howitzers (with FO)
Off table Naval Gunfire (with FO on table)

German
CO and XO
4 x Rifle Squads (in eight elements)
1 x MG-42 sfMG
1 x 80mm mortar
1 x 120mm mortar (with FO)
2 x Tiger I
1 x Panzer III

I'm thinking to try this, with everything starting on the table:
US
CO
- 6 x Rifle Squads (one stand is a squad)
-3 Bazooka teams
-2 x 75mm pack howitzer (with FO)

German
CO
8 x Rifle Squads (maybe six deployed forward, two at baseline in trucks or halftracks?)
1 x MG-42 sfMG
1 x 80mm mortar (with FO)
2 x Tiger I

Well, hopefully you enjoyed the batrep, we certainly did, and we look forward giving it another go as soon as possible.

V/R,
Jack


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