Story and photos by Mike Reese
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Friday night was "Last Stand at Schure Manor," Battleground World War II rules in 20mm, hosted by Danny Meador. Danny's partner didn't make it, so he had to run it himself. He did a pretty good job for a new judge. I was the Soviet commander. My plan was to cover with the two T34/85 and a heavy Machine Gun, while our two T34/76 moved up with a squad of infantry each on their rear decks (one a SMG squad), fortified by vodka and a Commissar. Our other two squads supported by another Heavy Machine Gun followed up. It is a 12' table, so we had a long way to go. It turned out there were no Germans outside the Manor except for a Panther tank on our left flank. That forced the two T34/76 to move up a slope to a position a little closer to the manor than I liked. They were ambushed. A quick firefight followed but we made it into the building. My infantry commander and T34/76 commanders did a stand-up job getting in, plus had a bit of luck when an ambush failed in the building when a panzerfaust wouldn't fire. The other infantry commander swung to the right, located a hidden anti-tank gun (a nasty one since it had the penetration of a Pak 43/41) and blew a squad of Germans off a balcony. We didn't "take" Schure Manor in the time allowed, but we would have needed a full company of infantry just to get to every room. Good job, Soviets!
Saturday night was back to World War II France, using Battleground WW II rules in "Early Morning Over Ste-Mere-Eglise." The judge was Jeff Love. This time, I specifically did NOT command the American side and instead took one small unit -- a M-20 armored car and five man crew. Both sides' mission was to take a bridge about 3/5 of the table towards the German lines. On their side was a town in ruin, on ours, hedgerows and woods. However, we had a road to start on. Jeff was also trying some new random events cards, each of us receiving one on the first five turns. My first card let me start my armored car 10" in from the table edge, and I drew one of the first cards allowing me to move. U.S. M-20 armored cars have six wheels and a .50 cal M2 heavy machine gun. Movement is 15" an action (I had two actions), tripled on roads. That was 45" a turn. My first action was to move 45" down the road. My intent, get across the bridge and hold it until the infantry caught up. At conventions you often have a limited time to play, so going slow and careful means nothing happens. Also, we would be getting reinforcements (so would the Germans). So, if I was wiped out ,I would just be the first to get the reinforcements. Next action had me over the bridge, firing the LCHMG and unloading three crewmen. They had a SMG and a bazooka. I had a hedgerow to hide behind and some trees to my left rear. Bring Ôem on! That worked real well. While the infantry support moved up the 55" at 12 per turn, the Germans poured everything they had at me, including as many of their cards as they had. My LCHMG was jammed with a card, a fake radio message had my armored car ordered back, and I lost the bazooka team -- forgot the judge was speeding up the game by not using the spotting chart. I had a 251/1 half-track let loose on my vehicle commander, forcing me to bob him up and down in order to fire the LCHMG, and my driver to pop his hatch so he could use his grease gun on anyone coming up the road. One German squad was working in to my left, one coming up on the right, and a MG42 MMG fired at me from a building window. There was a panzerjager squad also moving up. Plus the lead German squad had grabbed my own bazooka.
Sunday morning was the "Battle of Port Republic," run by Bruce Woodworth & Rich Oster using. Fire and Fury, Regimental ACW. We had three players for our Confederate forces and rolled off for the commander. Good, I lost. The infantry was divided up and I took the two gun batteries with first dibs on reinforcements. There was a river to our left and woods to the right, and across the table the Union forces were sitting behind a wooden fence next to a bridge. All we had to do was destroy the Union forces, take the bridge, take the crossroads, and move a unit off the far table edge in four hours. Yea. The Union forces promptly moved out from the road and advanced, both over the open ground and in the woods. Right now, they outnumbered us, so they must be moving up to inflict as many losses as possible and mess up our deployment. Fine with us. My co-player on my side was also a World War II player, so we decided to soften up the unit on the end of the Union line. Hurt it enough and I figured we could turn the Union flank. One of my guns opened up on that unit, the other counter-batteried one of the two Union guns. Our first reinforcing brigade rolled in and reinforced the center and right. There were a lot of Union troops in that woods.
And of course, I picked up $$$$ of 15mm figures and some buildings I needed, so ATC was one very good weekend. Nice con. Back to The Herald 50 Table of Contents Back to The Herald List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by HMGS-GL. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |