Showing posts with label US. Show all posts
Showing posts with label US. Show all posts

Tuesday, 31 March 2026

Taming the Tigers - Sicily July 1943

 This is the last of the Fireball Forward 'US Paras' scenarios, another Sicily one. This time General Gavin of the 82nd personally fights off the Herman Goering Division! I'm pretty sure this also started life as a Skirmish Campaigns scenario, as I've seen it on other blogs in various forms, but hey ho, this is the Fireball Forward version converted to Tigers at Minsk. 

Gavins RCT landed east of the US landing beaches at Gela in Sicily. He gathered a force together and set off westwards, capturing the Biazza ridge then pressing on towards the bridge over the river Acate further west. The action starts just after the US capture the ridge.


Battlefield from the south, Biazza Ridge is fairly obvious on the right and the ground is dotted with orchards (open woods). Lets call the hills 111 (north) and 112 (south). The River in the west is impassable except at the bridge and is lined with foliage so is an LOS block. The road is a road but the railway is just for looks. There are four BUAs, each worth 1VP and each of the hills is worth 1VP too. The US win immmediately if they take the building on the far side of the bridge, and the Germans win immediately if they take the building on the US baseline. Lets call the buildings from L to R 1,2,3 and 4.

The Germans set up after the US in the left 4 hexes, while the US set up first in an oddly constrained area to the northeast. I'm sure there is a typo as in the scenario as written apparently the US set up along of the river! I think someone got their east and west mixed up.


Gavins force, quite a crowd! Two platoons of Paras (seven squads) tbh I'd call that three platoons... An airborne engineer platoon (two squads) with grenade bundles, a .30 cal MG and a pair of towed 75mm pack howitzers. I'll treat the latter as 75mm infantry guns with one round of smoke each. The US have a bazooka availability number of 4. The historical description says the howitzers 'arrived in the nick of time' but in the scenario they are are there at start - another typo? 

There is also General Gavin himself, who apparently has a hotline to a 155mm artillery battery, with four fire missions plus a smoke mission. I'll treat him as an FOO but able to activate the hex he is in too, and I'll use the artillery rules (spotting rounds etc) I used in the previous game. The Germans get 1VP if they manage to eliminate him.

These guys are all high quality troops and have a breakpoint of seven.


And this is what Gavin is up against. Yes, those are four Tigers.

The Germans start with two rifle platoons (six sections) plus a company HQ with two SFMG42 and an an 81mm mortar section along with an artillery observer (six missions!). These guys area all dug in defending the bridge and the buildings on the left.

Riding to the rescue halfway through, are two more rifle platoons (another six rifle sections) and two platoons of two Tiger 1s each. These are two of my old Peter Pig metal Tigers and two of my new resin Tigers (Tigers 131 and 222). Size-wise they are very comparable but the metal gun barrels are much thicker than the resin ones. The Americans get 1VP for each Tiger they destroy, which might be a bit of a challenge given the weapons at their disposal.

Herman Goering Div wasn't that great at this time, so I'm treating all of these guys as average. The starting force has a breakpoint of four, and when the reinforcements rock up, that is another four for a total of eight. Slightly more than the US.

The basic scenario has six turns, which becomes 90 minutes in TaM. The Tigers and their mates turn up after 45 minutes.


The US set up first but aren't allowed in the bottom two hexes. I've put one platoon in the south with an engineer squad in reserve in the objective building Casa 4. Gavin is with them, and they are going to clear the woods below the ridge. 


The northern ridge is packed, I'm not massively happy about setting the guys up within LOS of the Germans when the US have the first turn, but I'll rationalise it as the Germans having retreated from the ridge and the US following up, or something.

There are four rifle squads up here, engineers in reserve, plus the pack howitzers and the .30 cal. They are set up to pound and assault the northern building on turn one. I feel that I'm honour bound to try and take the bridge, as the US has 45 minutes of force superiority. This is a longer route but has better cover, and if the US take even one building, they have a winning VP total and will force the Germans to attack. 


Having seen the US setup, the Germans weight their defence accordingly. An MG and rifle section go in the building Casa 3, another section dug into the depth of the orchard in reserve and a third on the southeast corner along with the mortar spotter. The mortars themselves are dug  in beside the river out of sight. The Germans are quite dispersed in the face of the US artillery threat. 

This is effectively two games in one so the starting force Germans just need to survive and then they can think about picking up enough VPs to win once the cavalry arrive.


The left flank is more sparsely garrisoned as the terrain is more open here. MG/rifle group in the building Casa 2, another rifle section dug in to the woods - I don't allow woods to give cover against indirect fire, but being dug in does. The US really want to clear that central woods line as they need LOS on the bridge hex to stop the Tigers just rolling right up the table.

The last section is in deep reserve in the objective building Casa 1 across the river, better safe than sorry. Finally the artillery observer is on the bend in the railway. It isn't as daft as it looks as FOOs in TaM are always treated as in cover and cant be destroyed by ranged fire although they can be pinned. I could have stacked him with a rifle section but I'm cautious about over packing hexes.

I think that is good enough, great being the enemy of good etc. Right, to battle!


Unsurprisingly the US start by blazing away at everything in sight, scattering a few pins around. On Hill 112 the Paras push forwards into the trees. Gavin gets a spotting round on building 2.


In the south the Germans either rally or fire rather ineffectively.


In the north the 81mm mortar goes out of command and the FOO puts a spotting round right on the Hill 111 ridge. The garrison of Casa 3 excels itself and guns down the US squad in the open on the ridge, but uses up all its MG ammo in the process. US morale drops to six but losing the MG on turn one is a blow! It can still occupy the building though.


Incomiiiing! The 155s plaster Casa 3 pinning the rifle section, the other units fire at targets of opportunity. Direct fire HE from the howitzers is quite effective and the rifle section in Casa 3 is eliminated. The US move a para squad and engineer squad NE of Hill 111 to ready rush the building.

Two US squads move into the woods line from Hill 112.


Every squad in range opens up on the US paras in the woods line, including the other German MG. Yes it scores two hits and yes it runs out of ammo as well!


Coupled with fire from other units, that is enough to eliminate both US para squads in the woods line. Ouch! US Morale drops to four. German artillery hammers Hill 111, scattering pins. Perhaps this is going to be a short game. To compensate the German mortars go out of command, they haven't fired a single shot yet.


The US give up on attacking from Hill 112, they just dont have the strength any more. The US on Hill 111 do rather better and drop a spotting round onto the orchard opposite, while infantry and howitzer fire manage to pin the other Germans in sight and eliminate the MG team in Casa 3. German morale drops to two.

In a cunning move, one of the howitzers fires smoke to screen the US squad rushing the now unoccupied Casa 3.


There isn't a great deal the Germans can do, fire what they can and rally everyone else. They fire a stonk at Hill 111 which causes a couple of pins.


In turn the US stonk the orchard and both the para and engineer squads take Casa 3. The smoke persists this turn. The US otherwise fire at what they can. 


The stalemate continues, neither side can get fire superiority. The German mortars at last get into action (turn after turn with either the mortars or the spotters out of command). The game clock has been rattling along, so far I havent rolled less than seven, and on a mighty double six we had some random events. The German HQ was temporarily our of action and the US got a minefield, which they put on Hill 112 (those green counters). 


Despite the loss of their HQ, the Germans managed to fire the mortars again. Everyone else in the orchard was busy rallying.


The German artillery fire continued unabated.


Conscious of the sound of approaching tank engines, the US dropped another smoke round to screen the engineers withdrawing from Casa 3.


General Gavin also realised he couldn't see the bridge approach from his location so moved across to Hill 111. However he reckoned without one very lucky German section which managed to pin him with opportunity fire! That is bad, the General is out of position and it curtails the US artillery fire.


So Gavin is pinned down on the road as this lot roars into view. Each pair of Tigers is accompanied by a a rifle section with the rest marching in behind. Now, an interesting side effect of Gavins discomfiture is that he can actually see the bridge hex from his location, so the Germans have to stop. They would have got an extra hex movement otherwise.


With the arrival of the tanks the German target Hill 112. The mortars hit the paras in the NW corner and the section from Casa 2 sneakily moves up in dead ground to the base of the hill.


The US cant really see anything apart from the front line German infantry. Gavin rallies himself and the US managed to pin all the units they can see. They even manage to eliminate one of the German squads in the orchard with concentrated 75mm HE fire.


In a big move the Germans stonk hill 111 to cover the deployment of the Tigers. Both tank platoons and their accompanying infantry sections move forwards, still hampered by being in LOS of Gavin - that actually turned out well for the Americans. The southern tank platoon (the resin Tigers, lets call them 1 platoon) very cleverly exposes its side armour to the 75s, who both manage to get two opportunity fire shots off with three hits. 

The US are unlucky and the hits don't cause any damage (4+ to stun and 6 to kill with 75mm HEAT vs the Tiger side armour) and both guns end up marked as opportunity fired.  I like the way TaM handles vehicle movement as you often end up being exposed. Irl flank shots comprised a surprising percentage but are often hard to achieve in games. 

The Americans also manage to pin one of the supporting rifle sections.


The Germans finally remember that they have a round of 81mm smoke available and smoke the road. If only they done that two turns ago.... That allows for a much more rapid deployment as many of the units are now out of LOS.

Tiger platoon 1 moves south, along with a rifle platoon, while Tiger platoon 2 takes up position in the smoke screen. The panzergrenadiers have got in a bit of a traffic jam on the road crossing the bridge as one hex goes out of command. The FOO stonks Hill 111 again before his vision is obscured.


More 75mm anti tank fire. This time the howitzers manage to stun one of the Tigers, despite its thick frontal armour (I rule a six on a hit  is always a stun). Sadly for the US the crew manage to rally later that turn.


The Tigers set about blasting Casa 3, to little effect. The German infantry have got unstuck and are now moving troops into the orchard. Time is running out fast now. When will I ever roll less than seven for minutes elapsed?


In the south the Germans rush Hill 112 covered by the mortars. The Tigers decide to brave the minefield and one of them is stunned and fails to rally. The infantry following is in dead ground but a section in the woods line is shot down by the US.


The Germans are still two turns away from Casa 3 in the north.


And in the south, although the paras go out of command, the engineers step up and hit the other Tiger with a bazooka! It is also stunned!! Bloody hell, those Tigers would have blown the US to bits in those light woods, but now can't as they need to rally.


Tiger Platton 2 show how it is done and demolish Casa 3 along with its occupants (I'm still using the rule that direct hits from HE ignore cover) . The German FOO shifts his spotting round ready to drop a smoke screen to cover the assault.


German infantry move onto Hill 112 as the Tigers rally.


But another mighty turn roll takes us to 92 minutes and time runs out! Another turn and the Germans would have taken Casa 3 for a draw and two more turns would (probably?) have taken Hill 112. Ah well, General Gavin saves the day, as he did historically.

That was very enjoyable, even if it was on the larger end of TaM than I am comfortable with. Having so much stuff evened out some of the luck and also generated a lot of friction for the less well commanded Germans. It also meant a lot more decisions and I think I mis-splayed the Germans a bit towards the end as I was rushing, although I made a howling error moving Gavin when I did.

Generally the system worked very well, and I'm comfortable with the mods I made. That is the last of the US para scenarios, and they have provided an excellent test bed for both some modified mechanisms and also exploring my changes for varying troop quality. They were all fun games and I think a lot of those scenarios have some re-play value too. I didn't fancy playing that one again at the time, but I think it is one I will comeback to as it has interesting problems for both sides. 

 





Tuesday, 10 February 2026

Devils in the Dark

 In a change from the Normandy hedgerows, our plucky US Paras are now in sunny Sicily in 1943, although perhaps not very sunny as it is night time. This is another Fireball Forward scenario converted to Tigers at Minsk, and originally it was published in one of the Skirmish Campaigns book. The map in FF seems to have been lifted straight from the original scenario book.

As part of the Allied invasion of Sicily, the 82nd Airborne dropped at night prior to the main landings, tasked with taking various key objectives inland. One of them was a fortified winery, held by Italian coastal defence troops.


Battlefield from the south, the winery is the three hexes of tall buildings in the middle. There are a few orchards and some low scrub around, the latter only gives cover to stationary units and doesn't block LOS.

The winery is heavily fortified with no less than five pillboxes, connecting trenches and lengths of barbed wire all around. Fortunately it is night and most of the defenders are in the buildings asleep! The pillboxes have a 180 degree arc of fire only, indicated by the position of the firing slit. 


A slightly more atmospheric view from ground level. The winner is the last side to have sole control of the winery. I made the bunkers ages ago and have used them in one or two games but it is nice to get them out again.

The game lasts 60 minutes and the sun comes up after 45 minutes, until then visibility is one hex.


The defenders, there seem to be an awful lot of them.

Two Italian defence platoons each of two rifle squads and an MG squad, plus an MG platoon with two fiurther MG teams. I've used Breda 20mm AA for the latter as I'm a bit short of Italian tripod MGs.

There is also an attached German liaison team, done as a German rifle section. The Italians are poor quality and the Germans average, force morale is 3 chips.


The mighty 82nd All American. The drop was complete chaos and only around 45 paras assembled for the attack. Here they are done as five rifle squads in two platoons, plus a .30 cal MG and a 60mm mortar team. These guys are all superior troops and have a force morale of four.


The Italians all set up in either the winery or pillboxes. The must put at least one MG team up in a pillbox, but tbh I cant see why you'd bother setting up anywhere except in the main building. So for this run I did the hedgehog defence, three MGs and four squads in the main building, a fourth squad and an MG in the bottom right pillbox. I plan to run it back to safety once the fighting starts. 

I guess the alternative would be to garrison four of the pillboxes with an MG and a squad each leaving one in reserve, and occupy the interval trenches once the shooting starts. That alternative plan looks like a really good way of losing the winery to me. Against a day attack, it would work fine, but not a sneaky night attack. 


The US troops can come on anywhere, but if they enter from the east or south there is a 15 minute delay, so they simply rushed the first line of fortifications using a double move as they are out of sight. Historically they overran an MG position here, captured the gun and used it against the defenders.

That is a scenario option (the US can capture MGs) , but the Italians have hidden all their MGs well out of harms way. 


The Italians know where the US are now, so redeploy, occupying the lower building with a squad and MG too. The pillbox garrison come running back to home.

The US don't have time to waste so drop 60mm mortar smoke in the scrub next to the winery and simply charge into the cover of the smoke. The Italian MG guns down one squad but another takes its place,


The Americans rush the northwest corner of the winery covered by the .30 cal.


And after a brutal fight, take it. Another US squad goes down in the fighting, but the Italians are pushed back. They have a number of pinned squads but none lost so far. The Italians are having problems with stacking limits, which is why two MG teams have ended up with the DAK guys in the bottom building hex.

In real life the entire garrison surrendered at this point, but that wouldn't be much of a game would it?



The garrison pours point blank fire into the Americans. Even though some Italian squads are pinned, the fire is devastating as the US are so bunched up,


Another US squad goes down. Only two left and just one morale chip!


The Paras keep going (view from the north to see better) - they conduct another assault covered by the .30 cal and drive the Italians out of another hex, routing no less than two entire sections. The Italian morale drops to one chip.


There is nothing for it but to counterattack, the DAK assault the Paras covered by all the Italian MGs.


And overrun the Paras! The US force breaks and the .30 cal and 60mm fall back into the scrub. The last Para squad is still hanging on though.....


Using the cover of the buildings, the last Para squad takes on the Italian MG teams. MGs don't do well in close combat...


And the Italians are driven back to the outhouse.


In an astonishing feat of arms, the Paras then drive the Germans out of the northeast corner! The defenders are in disarray with numerous units pinned and/or out of command. It is nearly dawn now.


As the sun comes up the Italians reoccupy the southern part of the winery and launch a desperate counterattack on the Paras.


Supported by the 60mm and .30 cal, the Paras managed to throw the assault back although all the defenders are pinned in combat.

As the clock ticks over 60 minutes, the US were the last side with sole occupation of the winery so they win! Gosh that was a glorious fight, the Paras won with 80% casualties and the Italian morale never actually broke, they just kept losing close combats.

Well that was a really tough battle, when we played the Skirmish Campaigns version the US were roundly defeated and I'm not surprised as it is very difficult proposition for the attackers. I'm glad quality triumphed over quantity and position in the end, but it was a very tough fight for the Paras unlike the real battle where the Italians basically just gave up after losing one MG team. As I said in the commentary, it wouldn't be much of a game if they did though. Well done to the 82nd for pulling that off.

That was so tense I didn't have any particular inclination to fight it again, partly because I dont think it is tactically interesting. I suppose at some point I might try a perimeter defence and see how that pans out, but the Axis were pretty unlucky to lose and I think the hedgehog defence is the optimum one given the victory conditions.