Saturday, 17 February 2018

Operation Harpoon - Massacre in the Med (day 1)

So we replayed Operation Harpoon (or at least Day 1 of Operation Harpoon) where a British convoy ran the gauntlet of the Italian Navy and combined air attacks by Italian and German aircraft.  Rules are General Quarters with a slightly amended aircraft rules bit.

The different parts of the battle were sequenced (see here) and we played them in the same sequence (obviously).  Myself and Frank were the Axis Powers, Jon and Mark the plucky British.

Ship formations took a bit of artistic liberty - the British in the latter stages pretty much had the convoy touching each other....didn't make much difference though!

Basically the British had to get 8 supply points through to Malta (each ship carrying I think 4-6 each) so basically 2 ships have to get into harbour unscathed for the British to win.







June 13th - Submarine P-43 (Unbeatable Class) attacks Italian 7th Cruiser Division

Submarine rules in GQ are fairly straightforward.  The submarine player chooses a square on the table (2ft square) in which he places the attacking sub(s).  The opposing player then chooses which channel his ships are coming down.  So the sub can be in the right spot or not to attack.  If in the right spot he can sit there waiting for targets or have to move to get there (on the surface which is not a good idea).

Anyway the British put their sub in the right place and wasn't spotted until ti attacked - but as there was only 1 sub and the Italian division was moving at full speed, the torpedoes missed.

And then the Italian ASW sank the sub.

Axis 1 - Allies 0


June 14th 
02.00 - Italian submarines Uarsciek and Giado attack the Convoy

We thought we'd be clever and split the submarines onto both channels.  I chose the right channel so Frank had to move his sub across (luckily it was nighttime so he wasn't spotted).  In GQ subs have to be surfaced at night to attack - and so are easier to spot if you use searchlights - which the Allies did.

They had a screen of small destroyers with full searchlights on (which would have made life short but interesting had the Italian Cruiser Division been nearby) but made a sneak attack virtually impossible.

My sub got spotted and sunk by the nearest destroyers.

Frank managed to blast away (using his sub's gun) at the nearest destroyer and caused it considerable damage.  With nerves of steel he waited and waited and waited as searchlights played over his sub -  until the nearest merchant ship hoved into view and sent 4 tubes into it.

The slow speed of the ship made it a bit of a sitting duck and it essentially disappeared as 3 of the 4 torpedoes found it.




Frank's view of his handiwork


Discretion being 99% of Italian tactics, he then crash dived and headed home for his medal.

Axis 2 - Allies 1


10.00 - Convoy attacked by 8x Italian CR42 biplanes

For the next 8 hours nothing happened.  Then 8 Italian CR42's turned up.  As they approached the convoy they were 'bounced' by some Hurricanes chucked up as CAP from the British escort carriers (off table).

My heroic CR42's return home

The leading elements dropped their bombs early to have a better chance in combat and (if memory serves) shot down one flight of Hurricanes and lost one of their own flights as well.  The remaining Hurricanes flew back to re-arm so the remaining 4 CR42's took in the attack and picked (obviously) on the nearest merchant ship.

British escort carriers wondering why their planes aren't coming back

Mark was confident that his ship placement gave superb AA cover for the merchants - until Frank got the tape measure out and showed Mark that only one destroyer was actually providing any cover!  As a result the biplanes went in unscathed and plastered the merchant ship, blowing it out of the water!

Merchant ship pays for Mark's lacklustre approach to measuring

I was as surprised as everyone else!  The Allies had lost two of the six merchants in two attacks!

The pilots flew back to base with the promise of pasta, a fine Chianti and medals galore awaiting them.

And worse was to come for the British....

Axis 3 - Allies 1


11.30 - Convoy attacked by 10 x Cants (bombers) and 12 x SM79 (torpedo) with 12 x fighters.

Actually I think Ian the ref forgot that the bombers were accompanied by fighters otherwise it would have been even more desperate for the British.  

Even as it was the SM79's put up a good show of seeing off the fighter cover (which was drawn to the torpedo bombers as the more dangerous opponent). The SM79's lost a base but so did the British and 9 torpedo planes pressed home the attack.  The CANT's did a stirling job of shutting down the British AA by attacking the nearest escorts to the targeted ships.  This meant the Sparvieros got a virtually untroubled run and split their attack (two flights into the nearest merchant ship and one into the cruiser).


Sparviero's line up another merchant ship...

As it was the merchant got obliterated - ironically from the only torpedo that managed to hit!  The cruiser got away unscathed.  But the CANT's too managed to inflict damage on the escorts and so whittled down the surviving AA support.

Axis 4 - Allies 1


18.20 - Convoy attacked by 12 x Ju88
As a consequence to what had happened to date, the British decided to sacrifice the security of the escorting force (i.e. the escort carriers and their attendant ships) and put all CAP over the convoy.

This was bad news for the next flight in as the 4 bases of Ju88's (coming in to dive bomb) got massacred by the CAP of Hurricanes and Fulmars.

JU88's about to get mullered


I think they managed to shoot down some Hurricanes.  I can't remember - but they certainly got no chance to attack the ships.

Never mind - their comrades were about to make up for it..

Axis 4 - Allies 1 (planes don't count)


20.00 - Convoy attacked by 20 x SM79s, 10 x Ju88, 15 x Ju87

Yes - you read that right.  The skies around the convoy were darkened as the Ju'88's and 87's attacked from one side and the SM79's from the other.  The CAP was swamped by the sheer number of planes and the British decided (probably correctly) that the Stukas were the most dangerous target and all British fighters attacked them

What's that coming towards us?  Oh poop!


A number of Stukas went down but Frank managed to shoot down some Hurricanes and managed to get his remaining Stukas (and the Ju88's in).  As we had time to spare we circled briefly until everyone was ready to pounce.  The dive bombers again shut down the escorts' AA allowing the Sparvieros an untroubled run in.

Frank sank 3 of the escorts in the attack (a couple being blown asunder by 1000lb bombs landing amidships) and in the ensuing massacre the Italians sank the remaining merchant ships.




More victims of the Italian Air Force

Axis 10 - Allies 1  - no wait....

Or at least we thought they had.  Jon claimed they were still afloat (i.e. they had not yet sunk) and so the British sent two destroyers alongside the two floating hulks.  The convoy was slowed to 3 knots (i.e. stationary).  So we decided to play on for a bit.

21.00 - Convoy reinforced by 4 x Beaufighters from Malta.

21.15 - Convoy attacked by Italian submarine Alagi.

21.30 - Convoy attacked by 8 x CR42

In all the fun of blowing the convoy to Kingdom Come we missed the sequence of the submarine attack (which we should probably do when we reconvene next week) as a sub attack against destroyers lashed to sinking merchant ships should prove interesting.

The CR42's dropped their bombs to engage the remaining CAP (supplemented by the Beaufighters) and didn't fare too well (I think some Beaufighters were shot down).

At that point we called it a day.  Frank and I claimed a moral victory anyway as the British only had 6 cargo units left and the convoy was virtually dead in the water before dawn of the 15th.


June 15th

05.00 - 4 x Beaufighters reappear to support the convoy.

06.20 - Convoy attacked by Italian 7th Cruiser Division

06.30 - The Beaufighters withdraw.

07.00 - Convoy attacked by 8 x Italian Ju87

08.40 - Italian 7th Cruiser Division withdraws.

10.30 - Italian 7th Cruiser Division attacked by 2 x Beauforts and 4 x Albacores from Malta.

10.40 - 4 x Spitfires reinforce the Convoy from Malta

11.20 - Convoy attacked by 6 x Ju87 and 6 x SM79.

11.30 - 4 x Spitfires withdraw.

13.55 - Convoy attacked by Italian 7th Cruiser Division.

14.25 - Italian 7th Cruiser Division withdraws.

15.20 - Italian 7th Cruiser Division attacked by 3 x Albacores.

18.00 - Convoy reinforced by 6 x Beaufighters and 6 x Spitfires 

19.10 - Convoy attacked by 12 x Cants.

20.40 - Convoy attacked by 12 x Cants.

All survivors of the convoy are attacked once by uncharted mines before entering Valetta Harbour.  Historically, two freighters reached Malta.

Monday, 12 February 2018

Aircraft bases in GQ

Following the fun from last Thursday and the desire to put on Operation Harpoon I have given some though to determining how many aircraft are a) involved in an attack and b) actually press home the attack.  Some are shot down or scared off before they get to drop their ordnance but keeping track of the numbers can be tricky.

This is especially true when all planes are involved as in late WW2 the carriers carried a lot of planes (not to mention land based aircraft getting involved).  To try and base all aircraft involved would be a momentous task and also an expensive one!  I know because trying to cost up the number of aircraft for Operation Harpoon was eye wateringly expensive.

So I thought that I'd try to address this in as simple a way as possible.

So basically any aircraft base denotes 3 aircraft (unless otherwise stated). 
Both bases represent 3 planes.

So any base on the table represents 3 planes.  Of course some bases may actually have 3 planes on them but for some aircraft (like heavy bombers) its not easy fitting them all on so it will vary BUT in this case any base is 3 planes...until they start getting shot down or scared off.

Both bases have lost a plane each.

When casualties start occurring, rather than taking planes off or using little dice to show the number left, I've used both thin plastic pieces OR some glass mosaic pieces (you can see them in the right of the picture above before they were painted).  The latter are painted white and given either one or two dots (denoting the number of craft left on the stand).

So in the picture above, both stands now only have two planes on it.

The advantages of the plastic pieces is that they are flat, double sided (so they have 1 on one side and 2 on the other) and easy to see - and easier to produce.  The mosaic pieces are heavier (so less likely to move, get blown off etc) and blend better into the base itself - but you need a supply of both one dot and two dot pieces. 
And here only one plane per base.

Once the stand is reduced to zero, it is removed from play.  Players with a collection of bases with casualties can merge them (so a base with 1 plane and another with two planes can be merged to make a full 3 plane base, or two 2 plane bases can be combined to make a 3 plane base and 1 plane base).

Feedback appreciated - especially whether card or tile is better.




Sunday, 11 February 2018

Youtube Link

I thought I would post this documentary I found on youtube.  There is a movement through patreon on the net for people to put together their own magazines, documentaries etc to cater for specific tastes.  This is one chaps attempt at explaining the desert operation battle axe and to my surprise I thought it was quite good.  Let's see if my copying works?

https://youtu.be/lqGo57Drs24


Friday, 9 February 2018

Operation Harpoon

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Now we have the aircraft sorted I thought a mini campaign involving aircraft, submarines, mines, civilian ships and surface action would ensure that General Quarters is fully established as our naval ruleset.  Hopefully we will be able to delve back into them without controversy for pickup games on Thursday nights as well as the potential to use them in a full blown campaign or even an operational game.

Frank lent me a booklet on Operation Harpoon, the desperate attempt to keep Malta supplied during the desperate days of June 1942.  It has everything; a mixed force of Royal Navy protecting a vital convoy, Italian and German air attacks, submarines, mines and cruiser engagements. Reading through the booklet, I thought it would be a simple enough process to play each historical engagement as it happened.  If the RN achieve the same result then they win.

Sequence of Play

June 13th - P-43 (Unbeatable Class) attacks Italian 7th Cruiser Division

June 14th 
02.00 - Italian submarines Uarsciek and Giado attack the Convoy

10.00 - Convoy attacked by 8x Italian CR42 biplanes

11.30 - Convoy attacked by 10 x Cants (bombers) and 12 x SM79 (torpedo) with 12x fighters.

18.20 - Convoy attacked by 12 x Ju88

20.00 - Convoy attacked by 20 x SM79s, 10 x Ju88, 15 x Ju87

21.00 - Convoy reinforced by 4 x Beaufighters from Malta.

21.15 - Convoy attacked by Italian submarine Alagi.

21.30 - Convoy attacked by 8 x CR42

June 15th

05.00 - 4 x Beaufighters reappear to support the convoy.

06.20 - Convoy attacked by Italian 7th Cruiser Division

06.30 - The Beaufighters withdraw.

07.00 - Convoy attacked by 8 x Italian Ju87

08.40 - Italian 7th Cruiser Division withdraws.

10.30 - Italian 7th Cruiser Division attacked by 2 x Beauforts and 4 x Albacores from Malta.

10.40 - 4 x Spitfires reinforce the Convoy from Malta

11.20 - Convoy attacked by 6 x Ju87 and 6 x SM79.

11.30 - 4 x Spitfires withdraw.

13.55 - Convoy attacked by Italian 7th Cruiser Division.

14.25 - Italian 7th Cruiser Division withdraws.

15.20 - Italian 7th Cruiser Division attacked by 3 x Albacores.

18.00 - Convoy reinforced by 6 x Beaufighters and 6 x Spitfires  

19.10 - Convoy attacked by 12 x Cants.

20.40 - Convoy attacked by 12 x Cants.

All survivors of the convoy are attacked once by uncharted mines before entering Valetta Harbour.  Historically, two freighters reached Malta.

Orders of Battle

British
Force W (covering Force)

Malaya BB

Argus CV - 2 x Fulmars, 18 x Swordfish

Eagle CV - 16 x Sea Hurricanes, 4 x Fulmars.

Cruisers; Charybdis (Dido Class), Kenya (Fiji Class), Liverpool (Southampton Class).

Destroyers; Antelope (Acasta Class), Westcott, Wrestler, Vidette (Vivacious Class), Onslow (Onslow Class), Icarus (Gallant Class), Escapade (Echo Class).

Force Z (Close Escort)

Cruiser; Cairo (Ceres Class).

11th Destroyer Division; Bedouin (Tribal), Ithuriel (Gallant), Marne, Matchless (Lively), Partridge (Onslow).

12th Destroyer Division; Badsworth, Blankney, Middleton, Oakley (Hunt).

Freighters; Burden, Chant, Orari, Tanimbar, Troilus.

Tanker; Kentucky

Submarines; P-43

Italian
7th Cruiser Division

Cruisers; Eugenio di Savoia, Raimondo Montecuccoli

Destroyers; Ascari, Gioberti (Avieri), Malocella, Vivaldi, Zeno (Navigatori), Oriani (Oriani), Premuda (Dubrovnik).


I will have a think about how the fleets are deployed on table but otherwise we will play the actions in sequence as above.  Please Jon and Phil note the number and type of aircraft required from the sequence above.  And as Russ isn't playing this one, Jon and Phil produce the ship stats for the game.

As ever, your comments are always sought!







Monday, 5 February 2018

Carrier Strike!

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I've put two fleets together and cobbled together some quick and easy rules to give us a good game and a proper try at air attacks on Thursday.

First of all the fleets, which are based on Coral Sea;

United States

Lexington CV with 6 x Wildcat, 6 x Devastator, 3 x Dauntless
Yorktown CV with 3 x Wildcat, 3 x Devastator, 6 x Dauntless

Chester CL
Portland CL

DD; Morris, Anderson, Hammann, Russel

Japan

Shukako CV with 4 x A6M Zero, 4 x B5N Kate, 4 x D3A Val
Zuikako CV with 4 x A6M Zero, 4 x B5N Kate, 4 x D3A Val

Myoko CL
Haguro CL

DD; Ushio, Akebono, Ariake, Yugure, Shiratsuyu


Russ, can you use Fletcher class stats for the US destroyers and Kagero class for the Japanese.

Aircraft stats

Wildcat - 72cm /+1 dogfight
Devastator - 45cm/ -1 dogfight
Dauntless - 57cm/ 0 dogfight

Zero - 69cm/ +2 dogfight
Kate - 48cm/ 0 dogfight
Val 48cm / 0 dogfight

The Rules


  1. Both sides may deploy as one or two carrier task forces.  Each task force will have its own table/area.
  2. Flights will be sent out to hunt and attack enemy task forces - you may have as many air groups as you have flights but they can only be combined into a single group if they are from the same task force.
  3. Each air group rolls each turn to spot an enemy task force.  It rolls once for each enemy task force.  On a six it has spotted the enemy task force and may attack.  
  4. For each flight of aircraft on recon deduct 1 from the spotting roll (a one is always a fail no matter how many flights on recon).
  5. For each flight of fighters on CAP above the task force you are trying to spot, deduct 1 from the spotting roll (a six is always a success no matter how many fighters are on CAP).
  6. If a friendly air group has made a successful spot in the previous turn add one to any other air groups attempting to spot the same task force.
  7. On completion of an attack any survivors will take 1xD6 or how ever many turns it took to spot the enemy task force (whichever is the least) to return to their own carrier task force.
  8. Carriers landing or taking off aircraft must be moving at speed 3 or less (this takes care of wind direction and ensures the carriers are more vulnerable at this point).

In essence, both sides will need to make tactical decisions regarding the task force composition and number of air groups hunting for the enemy.  The more aircraft on recon the greater chances you have of finding the enemy but the less aircraft you have to make the attacks.  CAP is a good defence against air attacks and warding off recon but your attack groups will be vulnerable without fighter cover.

As last week, aircraft take one turn to land, one to refuel and one to rearm before taking off.  We will use a piece of paper with "recon" written on it and place our spotting flights on that.  Fighters on CAP will be placed with their task force.  You must specify whether your aircraft are torpedo armed or bomb armed (if there's a choice!).  I was going to do away with table movement and just play land, take off and attack - let me know what you think?

I hope the above is clear but please say if it isn't - if you have a really good idea that doesn't slow the game down let me know.

Sunday, 4 February 2018

Cauldron in the sand

Had a game over at Ian's a week or so ago.
Ian had put on a desert spearhead battle using his lovely miniatures and a large desert setting.
Axis start from the right hand side as far forward as the as the ridge edge,
The British have pre-bombardment ( 4 regiments worth!!!) so i as the axis player decided to sit back a bit and move to forward positions when it was over.
The British move on from the left at turn 1.
The barbed wire at the top of the table denotes the the mine belt 

2 Italian infantry battalions with some serious anti tank attachments and an Italian artillery regiment holding the right flank

The only casualty to the pre bombardment
Ian needs to get somebody in to roll dice for him.


British infantry scout in overwhelming stregth
5 battalions worth.

Italians set up position before the storm hits.

First axis reserves are released in the form of an Italian tank battalion


British edge nearer, their reserves have been called forward to answer the Italian tanks.
2 regiments of mixed tank.


seeing the British tanks coming forces the axis to release a panzer battalion to counter the threat.

the Italian tanks have missed their opportunity to overrun the infantry on the flat

The same goes for the panzer battalion, but their arrival plugs a gap in the line as the Italian infantry rout.

British tanks duke it out with the germans

British infantry waiting for tank support before assaulting the hill

Top axis unit of the day, the artillery regiment.
sees off one battalion with indirect fire ( the motorcycle recon had a charmed life)
and was doing the same to a tank regiment, when the British infantry fixed bayonets and charged to clear the threat.

Fighting along the line

the end is nigh!
Italian tanks have routed leaving the infantry to face a combined attack.
the panzers hold the middle, but the artillery regiment is gone leaving a hole for the British to pour through.
Off i trot back to army HQ for a tea and biscuits meeting with Rommel 
A great game with great looking miniatures and a fab table, what more could i ask for 
Thanks Ian.