Wednesday, April 1, 2020

KG Klink in Greece, Fight #2

All,

Morning, 11 April 1941

Here we are, continuing Kampfgruppe Klink's campaign in Greece.  The first battle saw Captain Freitag's 1st Schutzen Battlegroup take a key mountain crossroads manned by members of the British Royal Engineers supported by Armored Cavalry from New Zealand.  The fight saw the Germans infantry nearly eliminate the Commonwealth battlegroup, which fell back in disarray.  Captain Freitag pressed his advantage, immediately pursuing south down, where it ran into defensive positions manned by the remnants of the New Zealand 21st Infantry Battalion.

Overview, north is left.  The Germans will be entering from the north and attacking south, where the Commonwealth forces will be defending, able to emplace anywhere from their baseline up to the patches of trees at top center, center, and left edge of the hill at bottom center.  The road is improved (at least in terms of 1941 Greece), there is a small hamlet consisting of three stone buildings at far right, a few patches of trees scattered about, but the dominant terrain feature is the hilltops dotting the countryside (clockwise from left): Hill 190 (top left), Hill 316 (top right), and Hill 243 (bottom center).

I'm playing with very simple terrain so that I can lay it down and scrape it up as quickly as possible, to get in a lot of games as quickly as possible.
I'm playing solo using Too Fat Lardies' Chain of Command, modified a bit.  I've bumped it up a level (using multi-based stands, not individual troops), I simplified fire and melee combat, and morale (5Core concepts, as always), as well as movement (I like dicing for movement, but it significantly slows things down for me).  I changed the CoC Dice so that it represents indirect supporting fires from Higher HQ, and I did away with the Patrol Phase.  I love the Patrol Phase, but it doesn't work for me playing solo, so what I do is designate an attacker and a defender; both sides start completely off table, using their Command Dice to deploy on table (as normal), but where it differs is that I basically give the defender a deployment area of half the table, and he can deploy anywhere in that area, even dug in, so long as it's at least 6" from any attacker.

If you're now wondering, then, why do I still call these rules "Chain of Command," it's because the entire game revolves around the use of Chain of Command's brilliant activation system (command roll/Command Dice), the use of leaders' command initiative, and the 'Force Morale' concept of declining Command Dice and morale to breaking.  To me, that's the heart of the system, and it makes for a fun game.

The opposing forces, with Germans on the left and Commonwealth on the right.

I'm playing these games in 10mm using figures from Pendraken and Minifigs UK, roads from Fat Frank, hills from Warzone, buildings from Crescent Root, rivers from Wargamers Terrain, and trees from Gunner at Signifer.

Battlegroup Freitag (AKA, 1st Schutzen): consists of the CO stand (far left), two rifle platoons (a Platoon Commander and four rifle squads, each), a weapons platoon (Platoon Commander, two MG-34s, and two 80mm mortars), and a platoon of three Stug-IIIs.

Captaing Freitag (Iron Cross 2nd Class)
1st Grenadier Platoon - 1st Lt Tausch (IC1 and 2)
1st Rifle Squad - Cpl Salz
2nd Rifle Squad - SSgt Aust 
3rd Rifle Squad - Sgt Lutz 
4th Rifle Squad - Cpl Benzinger 

2nd Grenadier Platoon - 1st Lt Klugmann (IC1 and 2)
1st Rifle Squad - Cpl Reiswitz
2nd Rifle Squad - SSgt Sachs 
3rd Rifle Squad - Sgt Lehmkuhl 
4th Rifle Squad - Cpl Orel 

Weapons Platoon - Sgt Creuzburg
MG1 - Cpl Steinkamp
MG2 - LCpl Moen
Mtr1 - LCpl Hager
Mtr2 - LCpl Schiff

Assault Gun Platoon - Officer Cadet Hinkle 
V2 - Sgt Kulle 
V3Sgt Wagner 

The Commonwealth force: 21st New Zealand Infantry Battalion
Commanding Officer: Major Hunt
2 x Rifle Platoon (Platoon Commander, 3 x Rifle Section, Boyes ATR, and 2" Mortar)
Weapons Platoon (Platoon Commander, two Vickers MGs, and two 3" mortars)
Anti-Tank Platoon (Platoon Commander, 2 x 2-pdr ATG)

Time to fight!  As the attacker, the Germans are up first, giving the defenders time and space to determine where and how to deploy.  The Germans begin with their commander, Captain Freitag, coming on at Hill 190, bringing his Weapons Platoon and Lt Tausch's 1st Grenadier Platoon.

The Kiwis sit tight as the Germans continue to move: Sgt Cruezburg gets his mortars set up (bottom left) as he and the MG section move up (far left, with Capt Freitag just right of them), as 1st Gren Plt moves up and 2nd Gren Plt comes on behind them.

Major Hunt brings his Weapons Platoon on Hill 316...

The mortars and machine guns immediately get to work, opening fire on the German infantry (top center)...

The pounding is ferocious: 4th Squad, 1st Gren Plt is knocked out, killing its newly appointed squad leader, Cpl Benzinger, while 3rd Sqd, 1st Gren  and 3rd Sqd, 2nd Gren are suppressed.

The Kiwis 1st Rifle Plt comes in on Hill 243, dug in...

And they immediately open fire on the German infantry, pinning Lt Tausch and 2nd Squad, and suppressing 1st Squad.


The Kiwi Wpns Plt cuts loose again on the German infantry with MGs and mortars...

Knocking out 2nd Squad, 2nd Gren, and killing their squad leader, SSgt Sachs, a veteran of Poland and France, while suppressing Lt Klugmann, 4th Squad, 2nd Gren Plt, and pinning 1st Squad, 2nd Gren Plt!!!

Things are going so swimmingly for the New Zealanders that they deploy their 2nd Rifle Platoon on their far right (top center, with the NZ MG position at top right and the German MG position at top left, German infantry just off camera to far left), hoping to get in close and ends this thing quickly with their counterattack.

But the Germans aren't finished yet: Sgt Creuzburg gets his two MG-34s going (center, with Captain Freitag below them and the German mortars at bottom left), lighting into the newly arrived New Zealand rifle platoon (top right)...

The Kiwi Platoon Commander is mowed down, 1st Section 2nd Section, and the 2" mortar and ATR team are suppressed, and 3rd Section is pinned, halting the counterattack before it even gets off its start line!

The German Stug Platoon comes on the table in the northwest (bottom left), though they're having a hard time acquiring a target.

*They came on with a '2,' so could only move on the table, not move and fire, though I do let defenders deploy and fire on 2s as they are supposed to be in established defensive positions.

The Kiwi mortars and machine guns continue to savage the German infantry, suppressing the entire 2nd Grenadier Platoon, which is out of the fight until their CO can get over to rally them (they've lost the ability to self rally at this point).

The NZ 1st Rifle Plt continues pouring fire into the German infantry from Hill 243...

Suppressing Lt Tausch (far right) and causing Sgt Lutz' 3rd Squad to break and run (bottom left)!

On their far right, the NZ 2nd Rifle Platoon's 3rd Section moves up (yellow bead at center) to cover their comrades as they attempt to rally.

As the Kiwi Anti-Tank Platoon deploys on Hill 316 (top center, with Wpns Plt at top center).

The 2-pdrs immediately get to work, opening fire on the Stug Platoon (top left)...

Sgt Kulle's vehicle is brewed up, his crew bailing out and dragging him with them.  He's badly wounded and out for the remainder of the campaign in Greece.

While back on Hill 190, the German MG teams again lay into the NZ 2nd Rifle Platoon...

*The Germans have also received a CoC dice, and Captain Freitag immediately called for fire on Hill 316.

The NZ 3rd Section is gunned down, and with their commander dead and all others suppressed, they surrender!

*I haven't been typing this up, but just so you see how this works, the New Zealanders just lost two Command Dice AND three Force Morale points, putting them in a bad, if not quite precarious, situation.

The two remaining Stugs return fire on the Kiwi ATGs on Hill 316 (top right, with the NZ 1st Rifle Plt at far right)...

One gun is knocked out and the other is suppressed!

*Some pretty fancy shooting, and I may have been too generous, should maybe have left the Germans to use only Shock Dice, no Kill Dice, as the guns are dug-in.  Hey, I only let them roll 1K 3S...

One of the German mortar team (bottom left) fires an 80mm round to range in on the NZ 1st Rifle Platoon atop Hill 243 (top right)...

And it's dead on target, suppressing 1st Section and pinning the 2" mortar!

*For ranging in, I typically roll a D10 for distance (in inches) and a D12 for direction to see where the round lands, then roll Kill/Shock dice as appropriate to the situation.  This hit 2" at 4 o'clock from the aim point, so I rolled 1K 2S.  Now that they're ranged in, I'll just roll Firepower dice as they're already on target.  I don't make the defenders do this, as I presume they've already staked it out and made up their range cards.

Captain Freitag moves down and rallies Lt Tausch.

But the Kiwi Weapons Platoon does not relent and continues pumping .303-caliber and 3" rounds into the German infantry.

Cpl Orel's 4th Squad, 2nd Gren Plt (far left), is knocked out (though he survived, unscratched) and Lt Tausch (far right) is immediately pinned again.

The sirens wail as Stukas dive on the Kiwi Weapons Platoon on Hill 316...

Both 3" mortar teams are knocked out, the PC and one MG team are suppressed, and the last MG team is pinned!

Captain Freitag rallies the remnants of 2nd Gren Plt (all the white beads at left), while Lt Tausch attempts to rally the remnants of 1st Gren Plt (top right and bottom center): he remains pinned, though all three rifle squads are good to go.

2nd Gren Plt gets moving (center, from far left), 1st Gren Platoon's 3rd Squad rejoins them (bottom center), and Sgt Creuzburg repositions his MG section (top center) to get at the NZ Weapons Platoon on Hill 316.

As the German mortars (bottom left) begin pounding Hill 243 (top right)...

Pinning 1st Rifle Platoon's PC and suppressing 3rd Section.

While Officer Cadet Hinkle's two remaining Stugs continue pounding the Kiwi anti-tank gun position with 75mm HE rounds...

Forcing the crew of the remaining gun to abandon it.  With noting left to do, the ATG Platoon Commander joins them.

Followed by Major Hunt and the remains of Weapons Platoon.

And 1st Rifle Platoon, now isolated and in danger of being wiped out, slides down the back side of Hill 243, living to fight another day.

The Germans push south, securing the road to the bridge.

This was a minor victory for the Germans, with both sides suffering some casualties, but both sides retaining the majority of their combat power (the 2-pdr ATGs can be replaced).  The New Zealanders fall back while Battlegroup Freitag stands fast to reorganize.  Because of friendly forces behind them, 21 NZ Infantry Battalion actually ends up falling back three spaces; they did alright in the fight so I allowed this.  If they'd done worse I'd probably have forced them to surrender/break up and head for the rear. Now 1st Schutzen finds itself sitting across from the busted up RE/NZ Cavalry they faced earlier.

An interesting fight; I think the Germans made a big mistake pushing the two rifle platoons too close together, which the Kiwis were able to masterfully take advantage of by dropping their Weapons Platoon onto Hill 316 to pound them, then drop 1st Rifle Platoon in on Hill 243 for the crossfire.  They're downfall was getting too aggressive, thinking they could storm Hill 190 and mop up by dropping in 2nd Rifle Platoon up at top center.  It sounds good, but the Germans MGs hadn't been touched, and they absolutely slaughtered them.  The loss of 2nd Rifle Platoon and their PC cost the New Zealanders way too much in terms of Command Dice and Force Morale, which made it almost impossible to stage an effective defense.  They should have kept 2nd Rifle Platoon in reserve and just continue to pound 1st and 2nd Grenadier Platoons until they broke.  Then you get the Stugs scoring lucky hits on the ATG position and the Stuka attack wiping out the mortar position, and it's all over but the crying...

Casualties:
German losses: 35 casualties, 1 Stug immobilized but repaired in time for the next fight (yes, again, very lucky dice rolls)
Commonwealth losses: 25 casualties, 30 captured

Characters:
SSgt Sachs, veteran of Poland, France, and Greece, wounded twice previously, KIA
Cpl Benzinger, veteran of France and Greece, replacement squad leader, KIA
Sgt Kulle, a veteran of France and Greece, WIA and out for the remainder of the campaign.

Awards:
None.

Next up, Captain Freitag and his men are right back in the thick of it, taking on some Kiwis to take a bridge.

V/R,
Jack

16 comments:

  1. Interesting firefight, always enjoy reading about other gamer's campaigns.
    However, with my utter distaste for WW2 Germans, I will always be hoping for their opposition :)

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    1. Joseph,

      Thanks, and I'm glad you enjoyed it! And don't worry about pulling for the opposition, even I am! At least for now; soon we're heading for the Eastern Front, and then it's a toss-up! ;) But there's one thing I can assure you: no matter how good they do early on maybe even in the middle and towards the end, it's not going to end well for them.

      I don't know why I went and named characters down so far in the roster; in the overall scheme of things, I just wanted a way to play a linked series of battles throughout the entire war, and, honestly, the only way to get through the entire war (in this context, Sept '39 to May '45) was to play as the Germans.

      But I will admit that a small part of this was from reading Guy Sajer's "The Forgotten Soldier," the idea being to get away from the politics and the (noncombat) horrors of the war and just focus on the plight of the common soldier. Certainly the case can be made that I should have done that with an Allied soldier(s) (and I am, with "All Americans" and "Blood and Guts," they're just on hiatus for a bit), but remember that I was looking to go from the very beginning of the war (in Europe) to the very end (I'm also doing the same for various Allied units over on my Pacific War blog).

      Another aspect of following a German unit from beginning to end, knowing that there is no escape from fighting but death, was to see who of the characters might actually survive. That's why you'll see me calling out the deaths of long-service characters; not out of sentimentality, but simply pointing out his accomplishments and pointing out the law of averages. The big question is will anyone that started with KG Klink on 1 September 1939 still be alive on 8 May 1945? Only time will tell!

      V/R,
      Jack

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    2. Well, I approve of your character naming!

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    3. Your reasoning makes perfect sense, Jack, thanks for taking the time to do that. You are right, in the end it doesn't go well for the Germans. Good, I say! :)

      Oh, and I'll take the Russians anyday in WW2 games as they were the ones invaded and the Germans made it a racial war too. Yeah, both governments were god awful run by meglamaniac dictators but I always admired the Russian people in this war.

      But in the end, we are gaming this, it ain't real. And it takes two sides to fight! Enjoy.

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    4. Joseph,

      No problem, my pleasure. I have the same distaste for the Soviet leadership as I do the Nazi leadership, but I'm with you on the Russian people. The Russian people just seem to get screwed every chance history gets, yet somehow they carry on.

      And yes, it's all just a game, just for fun. My personal wargaming philosophy is to play Hollywood-style games set against the backdrop of WWII ;)

      V/R,
      Jack

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  2. Wow! This was a bloody and very exciting engagement. The Germans attacking such well-prepared positions seemed like folly BUT they pulled it off!

    Great stuff, Jack!

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    Replies
    1. Thanks, Jonathan, I appreciate it, and as I mentioned, your namesake is doing a lot of the heavy lifting! Regarding the folly of attacking well-prepared positions, I'm afraid that being the attacker with the way I'm allowing the defender's deployment in Chain of Command is going to make a lot of them look like folly!

      On a side note, I'm about to head over to your blog for some reading, I just noticed you've been posting batreps with Norm's "Tigers at Minsk". Not sure how I missed those, but looking forward to reading them.

      V/R,
      Jack

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    2. There are two entries for TaM BatReps. Hope you enjoy them!

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    3. Yessir, I saw that. Forgive me, I didn't comment on the first one, just read through both of them and commented on the second.

      V/R,
      Jack

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  3. The advance of Battlegroup Freitag continues, but opposition is getting stiffer.

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    1. Yessir, it shall no doubt get uglier for KG Klink. The campaign is humming right along, your concept works like a champ!

      V/R,
      Jack

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  4. That was a great post. It will be interesting if anybody can survive the entire war.

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    1. Hey Brian, thanks man! And yeah, it's looking ugly when you consider these are the 'happy times.' Just wait until the Soviet counteroffensive at Moscow in December 1941!

      V/R,
      Jack

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  5. Hello Jack,

    Yes, it was not looking good for the Germans until the NZ'ers got cocky and the Stuka knocked out the mortars. It was a game that could have gone either way (the best kind on solo games).

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    1. Hiya Shaun,

      Yeah, it's tough. The Commonwealth forces in this campaign are generally weaker than their German counterparts: they're lightly armed, relatively immobile, no real offensive striking power, and they're quantitatively worse as well (affecting orders dice and morale, on account of having arrived in Greece not fully prepared, then having already been beaten up and forced to retreat from their initial line of defense).

      This, coupled with the fact I like high drama, means that when they get an opportunity for a high-risk, high reward action to win a fight (rather than simply lose slowly), they're going to take it.

      And I agree, it does make for exciting games!

      V/R,
      Jack

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