Showing posts with label d-day. Show all posts
Showing posts with label d-day. Show all posts

Saturday, June 6, 2015

Omaha Beach, The Cocktail



"Old men forget: yet all shall be forgot,
But he'll remember with advantages
What feats he did that day: then shall our names,
Familiar in his mouth as household words
Harry the king, Bedford and Exeter,
Warwick and Talbot, Salisbury and Gloucester,
Be in their flowing cups freshly remember'd."

June 6, 2015.

At 0630, 71 years ago, the 116th Infantry Regiment, comprised mainly of Virginia National Guardsmen, assaulted prepared German defensive positions at Omaha Beach in Normandy near the towns of Vierville, les Moulins, St. Laurent, and Coleville.  They charged from their amphibious landing craft headlong into a storm of fire, smoke, and steel.  These men were the first wave of the Allied invasion that opened the second front in western Europe.  The 116th took horrific losses, but they fought hard and gained the high ground beyond the beach, paving the way in their blood for the rest of the invasion force to launch the liberation of Europe.


I am proud and fortunate to have served in the 116th in combat (Afghanistan).  Each year around Veterans' Day, veterans of the 116th gather in Staunton, Virginia, to celebrate the regiment's proud history and honor those D-Day veterans whose bravery and sacrifice is beyond measure.  We call this event the 116th Regimental Muster.  I look forward to the muster each year for the chance to talk with the D-Day veterans and thank them for what they have done.  The first year I attended the muster there were a couple dozen D-Day veterans in attendance.  Last year, 2014, there were three.

At the muster, the tables of the D-Day veterans include an exclusive libation-a bottle of Calvados-the regional spirit of Normandy, distilled from apples.  I can imagine that my predecessors got into a few bottles of Calvados as they fought their way inland through the Bocage, the dense hedgerows of Normandy, in the days and weeks following their assault on Omaha Beach.

Here, then, is my small tribute to these great men and a salute to their bravery.  The ingredients of this cocktail are not necessarily the best available in their class, but each carefully-chosen ingredient is symbolic in some way of the experience of the 116th Regiment on Omaha Beach and beyond.  Enjoy it, and remember the 116th on Omaha Beach.  Ever Forward!

Omaha Beach
1 shot Virginia Gentleman bourbon
1 shot Calvados
1/4 shot La Belle Orange
3 dashes aromatic bitters
Twist of lemon peel
Dash of salt
Dissolve salt with bitters in old fashioned glass. Add ice and all the booze. Stir. Twist lemon peel over the top. Serve and remember the 116th Infantry Regiment's assault on Omaha Beach, 6 June 1944. Ever Forward!

Thursday, April 2, 2015

Bolt Action Battle Report: D-1 (5 June, 1944)

Spring Break!

John had me over this week to try-out a mechanic for Airborne insertion.  The setting we chose was an Airborne drop in Normandy prior to the beach landings on 6 June (although, as I look back at the pictures, it should be Market Garden due to the beautiful fall foliage).  Our scenario involved a reinforced German panzer grenadier platoon tasked with guarding a bridge and a US Airborne platoon tasked with securing the same bridge.  I would play the unsuspecting Germans in this fight and John would be the US Airborne platoon leader.

My forces were a platoon leader, three squads of dismounted infantry, one squad of mechanized infantry with a Hanomag half track, a forward observer, and two Panzer IV-F tanks.  I also had an anti tank gun site down the road, but without crew it was largely yard art. 

John's platoon included a lieutenant, four infantry squads, two MMG teams, a bazooka team, a towed AT gun, an MMG jeep, and a forward observer.  I think he also had a light mortar team, but they didn't survive the jump.

The game started in the pre-dawn darkness.  I arrayed my forces the way they likely would have been for steady-state security operations.  This meant that they would be on a rotational duty cycle as opposed to a 100% stand-to readiness condition.  To represent this I placed one of the three infantry squads forward of the bridge on a security patrol, and one of the two tanks on overwatch of the bridge.  The other two infantry squads were asleep in one of the large buildings.  The mechanized infantry squad (with their half track) represented a reaction force, so they were asleep in a second large building.  The platoon leader and the FO were asleep in the third, smaller building.  The second tank and the half-track were staged behind the buildings in an orchard in an effort to hide them from allied reconnaissance and ground attack aircraft.

Here is the battle area looking south from the landing beaches toward the bridge.  You can just see my patrolling squad in the lower right at the corner of the woods.  Quiet night, routine patrol....


Looking north toward the bridge, you can see my on-duty tank under the tree on the right, while the off-duty tank and half-track are parked in the orchard in the low left-center.  The reaction force is sleeping in the building in the lower-center while the platoon leader and forward observer are sleeping in the small building just north of the orchard.  The two remaining squads are sleeping in the building just to the north, across the road from the platoon leader and FO.

We decided that my forces would enter as reserves (-1) to reflect the surprise of vertical envelopment by paratroopers.


Speaking of the paratroopers, we talked a bunch about a good deployment mechanic.  We briefly considered using the Warlord mechanic of a scatter roll, but opted instead for a more physical and literal parachute mechanic.  Since US Airborne really doesn't do the coup-de-main thing, we decided that their drop zone would have generally been situated to the north-east of their objective (the bridge).  But since US airborne were notoriously dropped everywhere but their drop zones, John came up with the following mechanic: tiny parachutes.

Starting over the north east corner and continuing in a straight-ish line all the way along the long axis of the battle area, john dropped tiny parachutes about every 12 inches.  The parachutes were made from string and paper napkins and were weighted with wood chips. Wherever the parachutes fell to the table represented a unit landing spot.   He started with his platoon leader, of course, and then just went down his list.

We were both a little skeptical about how well this would work.  It turned out to be one of the more fun and realistic game mechanics we have ever played with.  Definitely recalled childhood memories of playing with those plastic toy paratroopers you could buy in the toy section at a drugstore.  Very fun.

John's platoon leader drops in:


Great landing.  Good spot to establish an attack position from which to assault the bridge.


Next up was an infantry squad.


Uh-oh...


That squad landed right next to my patrolling infantry.  We decided that, because of the darkness, any unit landing more than 24" away from a German unit would be un-detected.  We didn't know exactly how we would handle detection, but since these guys practically landed on top of the Germans, we figured we didn't have to roll for spotting this time.


So it went.  One squad landed in the creek.


The ill-fated FO landed right amongst the buildings full of sleeping Germans.


Beyond the sight of my tank, john extricates a parachute from the trees.  Landing in the woods cost John his light mortar team (d3 wounds).


Another tree landing (nearly on-top of the house with two sleeping infantry squads) claims one MMG crew member.


Another instance of not needing to roll to spot-the second MMG team lands, quite literally, on top of the on-duty tank.  They promptly lost two crew members of the MMG team.


And then there was the bazooka team, who landed right in front of the on-duty tank.  This would go badly for someone.


The remainder of John's forces were jeeps (MMG and AT gun), so they entered the board along the roads to the north where they would have landed by glider.

So here's how the battle kicked-off.  In the north, John's forces close on my patrol near the crossroads.



In the center, he has two squads already in possession of the bridge.  While in the south he has two MMG teams and a bazooka team in the vicinity of the buildings and one very alert tank crew.


And finally, lest we forget, his FO, lying in the street, right in the middle of a sleeping horde of Germans who were just about to wake to the sound of gunfire from the patrol and the tank.



Things kicked off in the north with my patrol lighting up the paratroopers that landed at the crossroads and causing a couple of casualties.  John then returned fire and moved his jeeps onto the table right next to my patrol-hitting them for a pin marker.  In the south the tank opened-up on the MMG team point blank, but failed to kill the single remaining gunner.  The bazooka team, terrified from landing face-to-face with a Panzer IV, froze and failed their activation order.

 My patrol shot-up the jeep towing the AT gun, and then took some withering fire from two squads of paratroops and jeep-mounted MMG.  The pin markers started to pile on.


The fight at the crossroads became a pretty decisive engagement as John maneuvered several units to deal with the German patrol.  And there was Scotch.


In the south, the German platoon leader dashed-out of his hut and was astonished to see a US paratrooper in the street, so he ran around to the back of the house to wake the crews of the tank and half-track parked there.   The US FO, realizing that the rest of his war would be pretty brief, dashed forward to disable the AT gun aimed straight down the road.  This was his single contribution to the war effort, as he was thereafter quickly dealt with by the Panzer IV and Hanomag.

On the east side of the village, the on-duty tank made short work of the MMG and bazooka team (the latter of which failed their activation roll not once, but twice).

But in spite of all this shooting, the infantry squads in the buildings sleep soundly through the first three turns.  After the third turn we decided that the sun had come up enough to provide illumination throughout the battlefield.


In the center, John's paratroopers prepare to hold the bridge at all costs.



After some intense hand-to-hand combat that eliminated the AT gun crew and reduced the patrol to a single LMG gunner, things start to go the Americans' way up at the crossroads.


One of the sleeping infantry squads finally wakes up, but opts to stay indoors after spotting this US MMG team sighted in on their front door.


The mechanized infantry reaction force finally gets out of bed and assembles behind their building with their half track.


An abandoned AT gun marks the spot of the furious fight for the crossroads as John's forces move south toward the bridge.



The Germans counter-attack!  I advanced one tank to the stone wall to provide overwatch, while lining my forces up on the main road behind the other tank.  This column would assault the bridge, with the mechanized infantry getting the task to cross the bridge and secure the far side.






My lead tank attempts to run-over the US paratroopers in the road.  They all make their morale checks, though, and simply step aside, leaving the jeep crew to face a really uncomfortable situation.









And then it happened.  Faced with another desperate situation, John had to decide whether to preserve his force or accomplish his mission.  In what is becoming his go-to move, John meets my attack with an attack of his own.  Here you can see his squads advancing on my tanks.


 Two words: anti-tank grenades.  OK, that's technically three words, but you can see the result below.  Two dead tanks.

My infantry squads mixed it up with John's, and were subsequently eliminated along with their platoon leader, but not before they did a lot of damage to the US paratroopers.

The rest of the game was a pretty straight-forward mop-up operation for my mechanized infantry squad.  They dealt with the remaining paratroopers pretty decisively, leaving john with a single MMG jeep who, unable to go toe-to-toe with the mech infantry squad, retreated back to the American DZ.




Another fantastic game of Bolt Action. I'll claim a marginal victory in this one since the Germans still retain the bridge, but with two tanks and an infantry platoon destroyed, my ability to hold the bridge without reinforcements is pretty tenuous.

The parachute landing mechanic is here to stay.  It combines good randomized landings with a really fun and playful mechanic that evokes youthful days spent playing with toy soldiers.  The more things change, the more they stay the same.  Stay young at heart.

Tuesday, January 13, 2015

Bolt Action Battle Report: D-Day Mini Campaign Game #3

We had a big day this past weekend with John, Mike, Drew, Sean, Owen, Casey, Mike, and Geddy & Bootsie the Schnauzers all coming over for some Bolt Action action.  The centerpiece of the day was the third and final game in the D-Day mini campaign that we started in the Fall.  In this scenario, Drew, John, and Mike played 5th Kompanie, 2nd Battalion, 916th Grenadier Regiment as they counterattacked a platoon from B Company, 1st Battalion, 116th Infantry Regiment (played by Sean and Owen).  On the other table, the Bolt Action family welcomed a new member as Casey introduced Mike to the game with a 1946 alternate history scenario of US Buffalo soldiers going up against the Soviet Red Army.

As with the previous games from the D-Day narrative campaign, the players did not know the specific victory conditions for their teams.  Each side received an order with tactical tasks (platoon level) and the commander's desired endstate, and had to plan and execute their missions using analysis of the situation, tasks, and terrain.  As happened last time, the players all seemed to enjoy this aspect of the scenario, and it produced a very tactical game with almost no artificial douchy gamesmanship (with the possible exception of some cheatin' Germans maneuvering a half track out of turn!)  Cheatin' Steve approves.

The force ratio gave about a 3:2 advantage to the Germans.  The Americans mitigated this disadvantage by defending form the cover of the Chateau de Vaumicel.  At the end of the day, this force ratio seemed to work well for an asymmetric game scenario with one force attacking a defending force in cover.

The Germans fielded three Grenadier Platoons, each with a command section and three squads.  Each squad had an SMG, MG42, and 4 rifles.  The German company command element included a Captain, an Artillery Forward Observer, and a 222 Armored Car with an automatic cannon.  In reserve, the Germans had a squad in a Hanomag half track (to be deployed at the GM's discretion if things started going too pear-shaped) 

The US team started with one platoon (command section plus two squads) and a company command element with Commander & 1SG, an 81mm mortar with spotter, a bazooka team, and a sniper team.  In reserve, a platoon from A Company, 5th Rangers waited to enter the table with two squads and a US Army Air Corps forward observer team.  Each us squad had one SMG and one BAR.

So here is how it all went down...


The Americans set up in the Chateau and watched as the German Grenadiers formed up to attack.


The Germans moved cautiously onto the table, unsure whether there were any US units waiting in ambush along their axis of advance.


The Germans advance slowly with platoons on-line toward a stone wall with the buildings of the Chateau in the distance.


With the entire Grenadier company behind the cover of the stone wall and the Americans starting to fire from the buildings, the German FO called a smoke mission to obscure the breach site (the windows and door along the side of the chateau near the stone wall in the photo below).  Unfortunately, the shot was inaccurate, and landed too far form the buildings to obscure the breach site.  This was going to get bloody at the breach.


Inside the courtyard of the Chateau, the company commander (foreground) encourages his soldiers in the buildings while the 81mm mortar (background) goes to work raining high-angle hell down on the German attackers.  The mortar spotter shared the Chateau tower with the sniper team.


Along the road on the Germans' left flank, the FO's VW provided cover for a squad of Grenadies who were getting chewed-up by fire from the Chateau buildings.


The Ranger platoon started to move onto the table with the US Air Corps FO team setting up in a ruin to the north of the battlefield.


The 222 armored car attempts to suppress the Americans  while the German assault element starts to mass and advance on the right flank of the German line.


The Ranger platoon advances toward the Chateau gate to lend a hand in the defense of Chateau de Vaumicel.


The German command team plots their next move.


Fistfulls of pin markers indicate an effective air strike called in by the Air Corps FO team.


Elsewhere, Casey introduces Mike to the absolute awesomeness that is Bolt Action.


American rocket launcher positioned on a rooftop!


Buffalo Soldiers advance to engage the Soviet menace.

And then I inexplicably stopped taking pictures...

...So here's the rest of the story... The German attack really started to falter under the sustained fire from the Americans in the Chateau.  I elected to give them the reserve half track squad, which they put right into the fight along the road on their left flank.   The German Grenadiers finally reached the breach site, where their lead assault squad was annihilated by, get this, the American Bazooka team.  It happened.

Then the Americans called-in an airstrike on their own position with a bad roll, while one platoon from the Rangers incredibly failed to obey orders to enter the Chateau.  The high point of the American fight was the National Guard sniper taking out the German Commander.

In the end, the Germans were able to get into the Chateau, but they were unable to dislodge the Americans.

We all congratulated ourselves on a battle well-fought, recharged our drinks, then I dug out the victory conditions and determined that the Germans had scored 3 of 5 victory points while the Americans scored 2 of 5 which, no matter how loudly those cheatin' Germans yell about it, is a draw.  From what I saw, the deciding factors for this game were the offsetting air strikes, the insubordinate Rangers, and the ability of the Americans to engage the Germans from the cover of the Chateau.

Thanks to all the guys for making this event possible.  I think I have a pretty good bead on developing asymmetric wargame scenarios based on what we learned from this mini campaign and I am geared-up for more.  We definitely have a good group of narrative wargamers beginning to coalesce around this system.  Very fun stuff!

Tune in next time as we head to North Africa for some DAK v. 8th Army action!