Ambush! by Victory Games

Slight change of pace for Colonel M this post. I have been itching to play this board game for a while since I bought an old copy on eBay. I always thought it was going to be exactly the kind of game that I would enjoy and I was not disappointed. All of my wargaming time is spent flying solo so it is a special treat to have a game dedicated to the solo gamer. Painting and modelling has been put on the back burner for a couple of weeks as I have played through the first couple of missions of “Ambush”.

Image result for ambush by victory games

Although out of print you can still pick up a copy for $100 or maybe better if you have a good hunt around. It’s an engrossing, exciting and challenging game. You create a squad of US troops, then sneak them around a map. There is a very clever system of hex lookups which can point you to an event, depending on where you are on the map and what has already happened. So you never know what is around the corner. It could be a German sniper in the trees or an LMG on your flank. Your reaction and perception levels all affect how quickly you may see something. If your squad is a bit slow and wander into the wrong hex it could be all over. Of course once you have played a mission once, and probably failed hopelessly the first time, the following attempts do get easier as some of the surprises you will have already encountered. My first mission I was far too bold and half my squad was wiped out very quickly. The difficulty of the game does encourage some replay potential.

While nothing is happening and no Germans have appeared, gameplay is very quick as you move from hex to hex. Once someone appears trying to waste your squad gameplay changes into an excellent combat process. Initiative is crucial, as are your commanders. Your officers can give other soldiers extra actions and also prevent panic, so don’t spread your men out too thinly or the weaker ones may fall in a heap in the dirt. But also don’t bunch up too close or that MG42 will cut you to pieces.

Its addictive. Once you start a mission its like a good book you cannot put down. Just one more hex. I just want to see if I can cross that road. There are periods when all you can hear are your squads boots stepping cautiously along the track. Then without warning bullets ring out and your men are hitting the dirt. Its a lot of a fun, so painting and modelling might be in second place for a couple of weeks yet. I am already thinking that some of these rules could be adapted for my table top games as they are so much fun to play.

 

Battle Of Lingevres Rapid Fire Rules

Finally after months of building and painting, and getting distracted by any number of other things, I have managed to get some terrain onto my table ready for a game. I am going to give the Rapid Fire rule set a run and see how it stacks up with all the other rules I have tried. Ultimately I am going to write my own rules with all the good bits from all the rules plus some bits from Squad Leader too. Still a work in progress but one day I will get there!

I picked the first sample battle Lingevres from the Rapid Fire Rule book. I finally finished my big church a couple of months back so that was the main bit of terrain I was missing to fight this little engagement. I expanded the map a little bit to include a ruined side of town. I wanted to try out some of the big piles of rubble I had recently made. I had bought some pre made red bricks from Green Stuff on line, which although were listed as 28mm, work fine. I also read a very simple rubble making tip of hitting a red brick with a hammer until you have the correct size scale bits. Plus i had made some grey and black and white rubbly bits out of modelling clay. Mix all these sources together and i ended up with a big bag of rubble. I was very happy how it came out spread around all my ruins and over my ruined car pieces. Certainly adds some atmosphere to the ruined side of town.

Check it out! I have to finish thirty British infantry and some PIATS this week and then we can get the party started!

Galmanche Scenario with Combat HQ

Even though i was not too keen on on Too Fat Lardies I Aint Been Shot Mum, due to the card activation system they have over there, i do like their scenarios. I thought i would give one a go using the Combat HQ rules that i have been playing with. The map was pretty straight forward with two small hamlets behind a wall of trees East – West as per the photo below. The trees across the middle are impassable to vehicles. The ploughed fields, wheat fields and orchards i counted as broken ground. Orchards provide light cover to anyone in them. All hedges were light cover and minor obstacles. The Germans were defending with three platoons of three sections each armed with a panzerfaust. Also an HQ with a Panzershreck, a Pak 40 AT Gun with tow, a Forward Observer commanding a battery of mortars off table, but no armour. They could set up concealed anywhere South of the tree line. The British consisted of a company (3 platoons of 3 sections), two troops of tanks (3 Cromwells, 1 Firefly per troop), a Company HQ of PIAT and Light Mortar, plus a Forward Observer in a Dingo Scout Car. They could enter from the North East corner. The British had to drive out the Germans from all the houses to win. The Germans had to hold at least three buildings to win. Morale failure by either side would also end the game.

Galmanche

First up i like to have all my squads individually based. Rather than using the basing convention of 3 figures to a squad as per the Combat HQ rules i just use individual figures that must remain within 1 inch of each other. It means the squad foot print is larger so your command groups of infantry can cover more area. It does not make any difference to anything else. As each German section contains a panzerfaust it means I can have 1 figure in each section carrying one, then when he has taken his shot I switch him out for a rifleman. This negates the paperwork requirement of tracking who has fired his panzerfaust and who hasn’t. Also I bave many cool panzerfaust firing figures so i want to use them. I also tripled the range of the panzerfaust to 3/6/9 inches (Short/Effective/Long) as the Germans were at such a disadvantage to the British armour. The ranges for panzerfausts and panzershrecks are on the short side and they need to be increased to give them any chance of ambushing tanks. Otherwise they end up being pounded by HE and every attack is a suicide run to get close to their targets. I also use Forward Observers as dedicated units in my version of Combat HQ, and if they are destroyed you get a higher Target Number when requesting support (+1) if not a FOO making the request.

Anyway enough rule chat, onto the action. The Brits attacked with a full platoon, FOO and one troop of tanks down the East side heading for the farmhouse, and another platoon heading for the middle of the trees, and kept the third platoon and second troop off the board.

Here we see British advance on the right flank and the German FOO in the trees. The British got their 25 pdr battery going early onto the tree line and caused a bit of suppression. The Germans suffered badly from terrible command dice rolling and had at least four command failures giving the British 2 or more extra dice. Early on the British armour was able to make a number of double and triple moves, with the speedy Cromwells avoiding the German mortar rounds and getting close to the farmhouse. Only a squad was defending  the farm and once their panzerfaust missed its target the Cromwells wiped out the whole squad with MG fire.

Above German Mortar fire getting a bead on advancing armour and doing very little damage. One of many command dice failures by the Germans (black dice). The Cromwells get up close and wipe out the squad in front of the Farm.

IMAG1081More Germans move to try and defend the farm, still under artillery fire. Already the British grabbing initative with their excellent command dice rolls was having an impact with the Germans having to react with fewer order dice.

In the middle of the trees the British attacked the one German squad that was dug in and managed to close assault with two sections. Close Assault is deadly in Combat HQ. The German squad was annihilated for the cost of one British section. Another German squad made a double move and managed to wipe out the British section in Close Assault, who were in turn wiped out by the remaining British section from that platoon. Suddenly the Germans had lost 3 squads quickly and the British were in the trees.

The tank troop on the East flank continued to maneuver around the farm to the South with a plan to attack the Germans from the rear. The German commander was now realising he should have moved his Pak 40 AT Gun earlier. His only option was to send the panzershreck team to try and intercept the Allied Armour. Throughout the whole of the game German AT weapons were thoroughly useless and on another day they could have won the game. Meanwhile the second British tank troop came charging towards the Western houses, so at least the Pak 40 gunners could warm up some shells and get ready for some action.

The panzershreck team couldnt hit a barn door and get wiped out by the Cromwells, who continue at a fast pace and get behind the AT Gun who is set up at the Western crossroads. The Farm buildings in the East are taken by the full platoon of British infantry. Finally the Germans hiding in the West end of the trees manage to ambush the second troop and blow up one Cromwell. And finally the AT Gun is turned around and hits the approaching Cromwell from the South. However this exposes his backside to the oncoming second troop who quickly blow him to pieces. More misses from panzerfausts in the ruined houses and the game is up for the Germans as their morale drops below zero.

So a good fast game, which the British won very easily due to quite excellent command dice roles always giving them a big advantage in orders. The Germans defended OK but should have had their AT gun in a more useful position, and they also left themselves a bit thin trying to defend the whole front rather than concentrating on one area. If they had scored a few more kills with their AT weapons it may have been a different story.