Sunday, 26 May 2019

DBN 31 'Jerome in Russia' Podskoi Valley P1

The third installment of Jerome Bonaparte's ‘Epic Adventures in Russia’.  We played this one a while back, but I’ve took my time editing the pictures.  Spav took the role of Jerome & yours truly the Russians.

The Emperor has tasked his brother with protecting the right flank of advance in Russia.  Jerome has come across a sizable Russian force defending the approach to the city of  Mohilev.  The Emperor has reinforced Jerome with a Corps sized force of Poles & German Allies.   Jerome with his own Corps (weakened by the two previous battles) must destroy the Russians.   A sting in the tail for poor Jerome,  the survivors of the previous Russian forces have banded together & are marching into the flank of Jerome’s force (a random role for force size & which side of the board they would arrive).  We also included a Sub-General for each side, ‘to help the flow of the game’...

Westphalian Corps – King Jerome(CaP -1)
Guard(E)x 1, Muskets x 5, Muskets(M)x 3,Light x 1,
Heavy Cav(E) x 1, Light Cav x 1, Light Cav (M) x 1,
Foot Arty x 1.

Allied Corps – General Slobodovski (CaP 0)
Muskets (Polish) x 6, Muskets (M)(Anhalt) x 4,
Light Cav x 4, Foot Arty x 2.

+ General Baguette(D1-3 CaP).
Total Force = 26 Points

Russian Corps – Baron DooKu (CaP 0)
Grenadier (E) x 2, Muskets x 4, Muskets (M) x 8, Levee x 4, Foot Arty(M)x3, Cossacks x 4.

Relief Russian Corps – General Poppadomov (CaP 0)
Muskets x 4, Light x 3, Light Cav x 2, Cossacks x 3.

+Prince Brewski (D1-3 CaP)
Total Force = 27 Points

(E =Elite troops, M=Militia troops)

View from behind the Allied Corps

View from behind the Westphalian Corps

The Russians hold the Valley.
A strong position between slopes, Artillery on both flanks.

A massed column attack.

The Poles would attack the main Russian line.
The Anhalt troops would take the farmstead.

Ze Germans attack....

A lovely sight, massed Westphalian troops backed by
Heavy Cavalry & the Guard.

The Polish Infantry, another splendid sight.

The Anhalt troops take the farmstead.

The FULL Russian Reinforcements arrive on the Polish left flank.....
The Polish Cavalry hold the flank.

The Allied Corps will have to fight on two sides...

Polish Lancers & Hussars will have to re-deploy.

Just what you need on the CaP die when you are attacked in the flank
 & have to re-deploy your troops...

As cool as Fonzy,
Baguette is sent to help.

The farmstead would be an anchor point on the flank.
But the Polish Infantry advance comes to a halt, under fire of the Russian guns.

The Polish Cavalry has the quality....

The Westphalian column rolls on...

However the Russian troops inflict losses..

Musketry proves too much for the head of the column.

Cossacks are great for those 'Deep Strikes'
General Slobodovski is the target.

The cavalry scrap starts...

'evens' for the first round...

The Westphalian column hits the Russian line.

Some Polish Hussars are sent to halt the Cossack Deep Strike!

However, that shortens the Polish line....

The Anhalt troops are sent to bolster the line...

Another Westphalian casualty!

View from behind the Russian flanking force.

Can the Russians flank the Poles...?
View from behind the main Russian line.

Again, the cavalry casualties are even.

The Polish Hussars destroy the Cossacks though...

Part Two coming up!!!

Monday, 6 May 2019

Team Yankee - Czechoslovak Army

The Mighty Czechoslovak People's Army!!!   A few pix from the 6mm army that I'm currently building.  Obviously uses a lot of Soviet kit, but the Army Build points are lot cheaper.  For the sacrifice of of a few higher scores on the quality die rolls, the cost of unit formations are lowered.   For instance a ten tank company of  Czechoslovak T-72's are 27 points compared with the equivalent Soviet company being 47 points...  Bring on the Hordes!!!!!!   

A hundred point Czechoslovak Army is a bit of a monster.  Plus the camo scheme is somewhat spiffing.   At a push,  it can also double for an Iraqi Army in Oil War. 

A couple of T-55AM2 Companies, this lot a snip for 21 points!!! 

Cannon Fodder or they will sweep around the flanks...

I've settled with a Tank commander figure & 2 aerials for ALL Company HQ tanks.

WayHay!  Hordes of BTR-60's
A 'large' wheeled Motor Rifle Company consists 11 transports, 10 Rifle teams, 9 RPG teams, with a few extra point options for Anti Tank, Anti Air & Grenade Launchers. 

Up close, the make is Scotia Grendel.

OT-64 APC's & the large infantry units.

Anti Tank, Anti Air, Grenade Launcher & Machine gun sections.

BTR-60's with Rifle section & RPG team.
A Large Czechoslovak Motor Rifle Company will cost 13 points.... wow!

The Team Yankee Supplement.
Paperback & comes with about 30 Unit Cards.

Saturday, 20 April 2019

Team Yankee 2 - BummsDorf Junction

"Is this the way to BummsDorf Junction comrade?"
Hearty Soviet Lads on the way to battle.
Another mighty clash of WW3 in the Team Yankee universe.  I took the Soviets & Spav the Yanks.  Another 'learning' game, we added a few more elements this time.  I think the forces came in around a hundred points, roughly equal.  One objective the road junction,  the small German town of BummsDorf.   Capture that or eliminate the enemy force.

BummsDorf Junction.
A stand up fight between the US & USSR.

The only battlefield objective.

View from the Soviet side, a ten tank T-72 company waiting to go.

T-72's race ahead of the Recon 'Spearhead'.

The Motor Infantry Company head for 'Scruffytown'..
The run down residential part of BummsDorf.

The flanking T-72 Company advance.

Best die rolls ever.... 

The Yank Mech Team head for the woods.

The remaining Abrams tanks are led forward by the HQ tank.

Some US troops occupy one of the buildings.

The other US tank team support the others.

"Brewskis", the US tank fire takes its toll.

Some BMP-1's and some infantry are destroyed.

More good US firepower.

The next turn & the Soviet Recon Team heads around the right flank.

"I'm running out of tanks..!"

Soviet & US infantry exchange potshots.

The flanking T-72's race around & catch the Mech M113's...

However, dopey Boris & Yuri fail their terrain cross checks & their tanks are bogged down for a turn.

Scotia Grendel T-72's... Nice castings, nice prices..

'BOOM', a M113 explodes from BMP-2 fire.

Off table, the Soviet Artillery opens up.

The Artillery process is simple enough, two US infantry squads are destroyed.

The M113 VADS AA tracks have to re-deploy.

The US defend 'Scruffytown'

Some US Dragon teams set up shop on the building overlooking the junction.

The Soviet Tank advance on BummsDorf Junction has hit a hiccup.

The US Artillery opens up.

Overview at the end of the turn.

A new turn.
The Soviet ground attack planes arrive after a successful roll.

"Ready to fire comrades"

The Recon team just chips away at the US Mech Infantry.

The Soviet infantry open up but hit nothing.

The Soviet Frogfoot's launch their anti-tank missiles....

One Abrams is destroyed.

However on flying out of the battlefield, US AA fire destroys a Frogfoot.

One of the VADS is destroyed by the T-72's.

The US planes arrive....

It's not looking good for the soviets on this flank.

The Abrams reverse & turn,  to fire at the T-72's.

A couple of Bail outs, one more tank destroyed, that leaves one....

Oh no, I forgot about the F-16's....

The F-16's open up & I have no more T-72's.....

On their way out of the battlefield, the Soviet AA destroys them both.

With that, we call it a US victory.  There's no way my Motorised Infantry platoon can win.

The view from 'Scruffytown', the Infantry would of negated each other.

A nice win for Spav & his US forces.  That was a reverse of the last game, this time the US having the better die rolls.  Team Yankee is a nice system, very much like Epic Space Marine.  We did play some of the rules slightly different to the book, we both felt it worked better for 'our' interpretation.  The Artillery for example.  We both agreed the pieces should be 'off-table' for the duration of the game.

The next time we have a game, we will have the full works, including those lovely helo's.