Showing posts with label Germany. Show all posts
Showing posts with label Germany. Show all posts

Sunday, July 31, 2022

The Battle of La Fière Bridge

Yesterday I attended an epic 7 hour game of "I Ain't Been Shot Mum," hosted by Dan Albrecht. Dave Goodwin and I took the part of German forces attempting to cross a causeway over flooded fields to secure a bridge that had been taken by the Allies in a previous battle.  The game was based on the historical action that took place at La Fière Bridge in Normandy.

The Causeway

Table View from the German Side

We decided to lead with a tank squad, followed by mortar and artillery observers, followed by another tank, four platoons of infantry, and an HQ unit.  At the start of the game, these all appeared as blinds, till either we revealed ourselves, or the American playerl, Steve, spotted them with one of his units
 
German Column, Obscured, Moving down the Causeway

We were able to cross the causeway fairly quickly, using the lead tank to push a truck blocking the bridge out of the way. This led to an American anti-tank gun opening fire on us. Our artillery observer was able to get into a position where he could call down a strike on the American left, but our mortar observer was killed. While waiting for the bombardment to arrive, we pressed on with the infantry, trying to cross the bridge as quickly as possible. 
 
Clearing the Bridge

American AT Gun Spots the Advance

Forward Observers Take Positions

American Mortars Open Up

Advance Across the Bridge
 
To hold the bridge, the Axis troops would need to capture a manor house and buildings on top of a hill overlooking the bridge. First Platoon crossed the bridge, and headed toward the right flank.
 
1st Platoon starts moving into position
 
It took a few turns, but the artillery bombardment finally arrived, striking American positions atop the hill to the left. Being dug in in foxholes, they took a few casualties and shock, but easily returned fire, stopping our tanks at the bridge. Being a choke point due to the flooded fields, we had no choice but to send our infantry over the bridge.


Artillery softening up the American dug in positions

"KEEP MOVING!!"
 
Using disabled and immobile tanks for cover, 2nd Platoon crossed and began to head to the left, but were caught out in the open and were cut to bits by the American defenders, and a friendly artillery strike that landed short.
 
Friendly Fire from Artie

Choke Point with Damaged Tanks
 
3rd Platoon and our 4th tank had better luck, charging up the center, climbing the hill along the road. While the tank got in some machine gun fire, the infantry pushed the Americans out of their foxholes, and capturing the anti-tank gun that had been destroying our armor. A bazooka team hit our last tank, causing it to quickly retreat back down the causeway.

Attack up the Center

Axis Assault on Allied Foxholes

 During the chaos, a section of first Platoon became separated, taking heavy fire. They retreated down an embankment, spending most of the game there, trying to shake off their shock.
 
The next few turns involved a back and forth battle over the foxholes on the left. The Germans were pushed out, then the Americans, then the Germans, finally ending with mutual destruction on both sides, and empty but bloody foxholes.

We have the foxholes!

We don't have the foxholes!

In the center, our German infantry took heavy losses as soon as they cleared the bridge, with 4th Platoon completely destroyed. Being in the open and targeted by heavy machine guns, they were the proverbial sitting ducks.
 
While the left was a stalemate, and the center was a killing field, the Axis troops were able to make advances on the right. A well placed tank shell opened up one if the buildings, which was quickly charged and taken by ground troops of 1st Platoon. Americans quickly poured out of a second building to drive them back. Another bloody fight ensued, causing one American unit to retreat, but leaving only two men on the German side to hold two buildings.

Germans taking the first building

More artillery fire landed on the Americans, but in the end they were able to knock out our last tank, retake one of the buildings, and mop up stray German infantry. 
 
Artillery strikes the Manor Houses
 
In the end, our German team had one squad of infantry left, right near the bridge, while the Americans had one squad, and one almost complete, though withdrawn, infantry Platoon left on the board.

Our last hope goes up in smoke

 A very bloody affair, and a great day of gaming.
 
End of Game

 

Sunday, November 21, 2021

U-Boot: The Board Game

 

U-Boot: The Bord Game

Over a year. Time to dust off the old blog and see if I can get myself writing again. I'll admit, Covid and the associated debates, mandates, and actual sicknesses has given my personal moral a hit, which has led to a lack of motivation to write. However, I haven't stopped reenacting, painting, crafting, and gaming when I can.

Yesterday afternoon, for instance, I met up with some folks to try out a game of U-Boot: The Board Game. I'd read about the game a year or two ago, but never really looked into it, as I don't have a lot of fellow players in my area. A couple of gentlemen from the Vermont Historical Gamers Group, who I'd met at a game this past summer, were looking for players, and, being a weekend, I was able to make the trip north to The Boardroom cafe to join them.

In U-Boot, up to four players take on the roles of command staff on a German U-boat, circa 1940. The Chief Engineer, which I played, is responsible for the upkeep of that boat. The Navigator keeps track of the boat's location, as well as plots courses to various targets. As a secondary role, he also acts as the vessel's cook. The third role is that of the First Officer. This player is responsible for intercepting and decoding message from Command, firing weapons, entering data, and generally running the game. As a secondary role, the First Officer also has some medical abilities. The final role is that of Captain, who is responsible for the overall running of the ship, making the high-level decisions, issuing orders to the crew, and keeping track of moral.

At first, the game seems complex. There are traditional board game elements, as well as a miniature 3D sub and figures to help keep track of where the crew is, and what damage the ship may encounter. There is paperwork for the Navigator and Captain, and a computer application for the First Officer to enter orders on, and generally run the game. It's a neat hybrid of board game, computer game, miniatures game, and role-playing game. Oh, it also takes place in real time.

As two of us had never played the game before, we played a training mission to learn the game. Dave, our First Officer, fired up the game app on an iPad. He started the mission, and our orders were received. There were three known targets at sea. A couple of freight ships, and a small convoy. It was believed that the freighters were unescorted, while the convoy was likely to be protected. Our mission, as early war German submariners, what to sink as much freight as possible withing 48 hours. In addition, we were given information about the location of possible mine fields.

Steve, acting as Navigator, plotted the locations of the various elements using the game's maps, a ruler, and protractor. He then plotted courses to each, relaying that information to George, our Captain. The Captain decided to go after what was believed to be the smallest freighter. This should give us a chance to learn the game mechanics without getting into too much trouble. He gave the order to plot course and make way at full speed. The Navigator's crew (each player gets four crew members), calculated our course. My Engineering crew readied the engines, and Dave input the data into the game app. We were underway!

As I mentioned above, the game takes place in real time. While underway, this part could be slow, but the game app, which keeps track of the time, allows for speeding up time (A “fast clock” for those who may be familiar with model railroading). The Captain ordered fast time, and we were thrust forward an hour or so to the first problem, an engineering task. The torpedoes in the first section of the U-boot needed to be checked. Crew members needed to be allocated to the task, and the location. To do this, the Captain ordered a Mobilization. This is where the 3d model of the boat and the crew member miniatures come in. In order to move crew members around the vessel, they must be mobilized. During a mobilization, the players move their figures around the 8 sections of the ship. In my case, I needed to move two engineers to the 1st section in order to check the torpedoes. The Captain then ordered the “repair” to take place. The two men that I had moved forward each received and Order Token (each man could take up to three orders before affecting morale). In real time, I reported to the First Officer that my men were in place and working on repairs. Dave entered the data into the game app, and we moved back into fast time.

Within a few hours of game time, we came across our first target (we may have had some more engineering tasks in between, but I don't recall). Steve had plotted our course perfectly! The game app switched back into real time. The First Officer, after his men had been ordered up on deck, observed (in real time, with the app acting as binoculars) what was around us. It appeared that our initial information was correct. We saw a small freighter, out on its own, with no protection.. The Captain ordered a Mobilization to man the deck gun, and to slow to half speed. Dave's men were on deck, observing. Steve's men were moved on deck to the gun, and my engineering team moved to the engine room to change speed. At this point, the Navigator's role moves from operational level to tactical level. The First Officer called out the relative position of our target, its speed and bearing. Steve plotted this information on a smaller map, using tokens to represent our ship and our target. Information was relayed to the Captain, who then made decisions of when to change course, by how much, and so on.

This is when moral starts to play a factor. With each order given, the Captain loses the ability to give more orders. Crew members also start losing the ability to do things, as they are only able to take on three orders at a time. If more are given, moral starts to drop ship-wide, and fewer tasks can be take on, etc.

Also, this is all in real time. So as we're discussing strategy, tactics, moving figures, arming guns, and so on, our target is still moving.

To make a longer story short, after all the orders, movement, and so on, we were able to fire on the target vessel using the deck gun. This, again, is done via the game's app. The First Officer actually had to move the gun and fire on the ship in real time, video-game style. Turns out, firing a deck gun while bouncing on the waves during a rainstorm is as hard as it sounds. In the end though, we sunk our first target.

I think it was here that the ship's crew had its first meal. Like other actions, this required an Order from the Captain. Steve, in the Navigator/Cook role, put together a three element meal. Meals are made up of tokens laid out in the “kitchen.” As the tokens are used, they are replace by other tokens from the “pantry.” This means that the cook may not always have the supplies needed to put together a full meal. In our case, though, a full meal was served, and ship moral increased.

At some point, we received a message from Base ordering us to go to a specific grid coordinate and report on the weather there. Our Captain decided to ignore this order for now. A course was plotted to our next target, the second freight ship. While underway, we made repairs as needed, and kept checking our surroundings for enemy ships. The fast clock was engaged as needed to keep the pace moving. Our second encounter was much the same as the first, with the addition of it being dark, making the target that much more difficult to hit. We were able to, though, and the second freighter was sunk with plenty of time to spare.

During the course of the game, other small things happened. A crew member sprained a finger, another hit his head on a bulkhead, repairs had to be made to systems, and so on. The game really does get to that granularity, but not in an overbearing, bogged down way.

Our third encounter was the most exciting. In this case, our Navigator successfully plotted our course to the freight convoy, consisting of two loaded freighters, protected by a Destroyer. Again back at real time, we started discussing our strategy, with the ultimate decision on what to do laying with Captain George.

As we approached the convoy, the Navigator went into tactical mode, keeping track of all the ships on his map, based on bearings and relative locations supplied by the First Officer, who was keeping an eye on our targets through the telescope (game app). The Captain had given the order to dive, so my men were in the engine and control rooms working on that task. Other men were readying the torpedoes as we slowly approached the enemy ships. Again, we were in real time, which awesomely adds to the tension of the game. Dave would call out distances, “2.3 nautical miles... 2.1.... 1.9...” We carefully approached the convoy, turning carefully to stay on course with the freighters, but not get too close to the destroyer. We plotted angles, and distance, and time, all while keeping an eye on the clock. When the time was right, George gave the order, “Fire tubes 1 and 3! Fire tubes 2 and 4!” We waited, watching our attack play out.

HITS!

All four torpedoes struck with deadly blows! Two sunk one freighter, and two sunk the other. Suddenly the iPad app starting blaring a warning. The destroyer was on high alert!

At this point, George, as Captain, made a brilliant move. He ordered us to dive dive dive! We pulled the crew together and went almost as deep at the boat could go. George's plan was to hide from the destroyer, hopefully under the range of their depth charges, and make our way away from the battle site as quickly as possible (which, for a sub under water, isn't that quick). There were several tense moments as we plotted the courses of the two ships. The destroyer started circling, searching for us. We carefully stayed on course, trying to leave the area without detection. At point the enemy ship was directly behind us and, I, at least, thought we'd been found. As we held our breath, Dave called out bearings “One-six-oh, 1.1 nautical miles. One-six-two, 1.2 nautical miles....” This went on for several minutes. Eventually our distance from the enemy ship started to increase. Using a combination of real time and fast time, we slowly made it away from the destroyer without being attacked. It took nearly three hours for the enemy to give up it's search for us.

If you're wondering, just moving away from the battle site wasn't smooth sailing. Because we were so deep, systems on the boat started failing. We sprung a leak in the control room. The lights went out in the engine area. My Engineering crew went here and there, trying to keep the boat patched together, all while order slots ran our and morale began to lower. At one point we had a hull breach in the engine room. The game mechanic to fix this is for the Engineering player (me) to sold a small jigsaw puzzle of the boat within a short time limit (two minutes, if I recall). I failed this task, because two of the pieces were hiding under one of my charts. Technically, this should have flooded that compartment, killing any crew members in that section, and making it more difficult for the U-boat to continue its mission. The two veteran players decided to give me a pass, though, since this was my first game, and the needed pieces to the puzzle had been out of side under paperwork.

To wrap up the game, the Captain ordered us the the secondary objective that had been given to us early on. That of the weather check. Navigator Steve plotted our course, we surfaced, and were underway, making repairs as we went.

Arriving at our destination, we took a weather reading. Unfortunately, the app didn't recognize any weather. First Officer Dave took a sextant reading to verify our locations. We were several grids off! Steve had confused our direction and sent us the opposite way from where we needed to head. Recalculations were made. We turned around and made our way to the correct spot, with hours to spare on our mission time. Once our weather report had been submitted (via Enigma machine, another piece of the iPad app), the Captain called the mission complete. Dave clicked some buttons on the app, and our mission score was calculated.

A! We had completed all mission objectives, including the secondary task, and made it back to port relatively unharmed (since we ignored the flooded engine compartment).

Overall, awesome game! I'm looking forward to playing again.