Battle Report: Airborne Linkup

How much space do you need to play a 1/72 scale wargame? In this mini post, I experiment some more with playing on a 1x1 table. You can find the previous post in this series here. The game is Five Men in Normandy by Nordic Weasel Games.

Early morning hours of D-day, chaos reigns. A small patrol of US Airborne are trying to find the link up point with their unit in the dead of night. Their objective this game is simply to exit the opposite side of the table. They cautiously advance...

The local Wehrmacht garrison has become alerted to their presence.

Rifle fire sends the Airborne troopers diving back for cover.

A lone Airborne trooper charges up the right hand side and engages in hand to hand combat, barely besting his German opponent.

Rifle fire puts another German down, things are looking good for the Airborne patrol so far.

But the German recovers, returns fire...

And sends a US Thompson gunner bailing off the table.

The Americans have a man moving up the flank however.

"Guten tag"

The Airborne trooper misses a point blank shot! Fritz returns fire and puts him out of action!

At this point, with half their number down or bailed, I decide to do a morale check for the remaining Airborne troopers. They decide, wisely I think, to get out of doge and try to find another way around to link up with their unit.

Well that was a fun little exercise. The game was still a little cramped, and I had to adjust the rules a little to account for such a small playing space, but all in all an enjoyable game. Turns out you can play a 1/72 scale wargame on a 1x1 table.

Hurtgen Hurt: a battle in the deep woods

Hürtgen Forest, early morning hours of a cold day in September 1944. Two enemy scouting parties bump into one another in the deep woods, and a short, sharp fight ensues.

The battlefield: extremely close quarters!

The German forces move onto the table first – the patrol leader places his two riflemen in covering positions along either flank, while he and another of his submachinegun wielding compatriots push into the center of the table, hoping close the distance on the enemy patrol.

The American forces arrived second, pushing their riflemen into the center of the table while sending their lone BAR gunner around the flank.

The two forces spot each other, and rifle shots ring out in the early morning darkness. An American rifleman flinches, and one of the German submachineguns pushes up the center. The American BAR gunner senses his movement and lets loose a long, spraying burst, sending the German scrambling back. The American’s use this brief opening to move further around the flank, placing a rifleman behind the protection of a large rock formation.

The BAR gunner, however, has left himself exposed, and on the next German activation he his hit by rifle fire. The other German rifleman uses a “scurry” die to push up the right flank without fear of reaction fire. The German rifleman draws fire during the American turn, but manages to weather it and return fire himself, causing his adversary immediately in front of him to bail and run for cover further away.

The German submachinegun decides to use this opportunity to push further forward up the center, but pays for his boldness: he is quickly cut down by rifle and carbine fire.

The next several turns see a few exchanges of inaccurate rifle and submachinegun fire combined with small positional shifts, each force trying to squeak out a slight advantage over the other.

The American position begins to slowly become enveloped, and in desperation the American squad leader rushes straight up the middle and into hand to hand combat with the German squad leader! Even though the American has a slight advantage, the dice fall in the German’s favor, and the American is bested.

This causes the remaining American’s morale to break, and they flee the field. A hard and viciously fought battle ends in German victory.

This game was played using the Five Men in Normandy rules from Nordic Weasel Games. Hope you enjoyed reading!


Five Men in Normandy AAR - The Road to Colleville

This holiday season saw our family gather and saw games played! This is an AAR of a game of Five Men in Normandy, played Christmas Eve between myself and my brother-in-law. Enjoy!

Set Up

Early Hours June 6, 1944. A small group of Americans encounter the German garrison of a small hamlet, somewhere along the road to Colleville. The American objective is to push the German's out of the area. The German objective is to render at least half the attacking forces combat ineffective.

Inching Forward

As the attackers, the Americans have the initiative. The Americans split their forces up into two sections. The Lieutenant, armed with a Thompson submachinegun, takes the light machine gun team and two of his riflemen and pushes forward along the road. The remaining four rifleman advance through a few fallow fields and stop short of some hedgerows. The American LMG team begins laying down suppressing fire, causing one of the German MG42 teams to “Bail” and seek cover further away from the threat.

The American’s suffer an early setback, however, when a German rifleman lines up a clean shot on the American .30 cal and rolls a “six” on his kill die, destroying the machine gun team outright. The Americans have lost their only heavy weapon. It will be up to the remaining riflemen to go it alone.

The German MG42s, meanwhile, have been able to reposition and do a good job repulsing the GIs along the road, rolling many “flinch” and “bail” results on their shock die. This keeps the GI’s heads down and forces them to seek cover, slowing their advance. One GI is hit and goes down, but later recovers.

Along the hedgerow, the Americans manage to cross without incident. However, the German’s roll a “scurry” during their next turn, which allows them to reposition without fear of reaction fire. One MP40 submachinegunner and one rifleman push forward aggressively, denying easy access to a grove of trees which would provide a good base of fire for the GIs.

The German MP40 gunner steps out of the cover of the trees to fire on the exposed GIs, but is hit by guard fire. His buddy rushes to his aid. Making base contact with a friendly allows the downed figure to roll for recovery – the MP40 gunner recovers, and the two men move back into the cover of the trees.

Death in the Tree-Grove

Recognizing the importance of capturing the tree grove, the Americans rush forward. Snap fire from the German submachinegun puts one GI down, but another two make it into the grove and a fierce series of Brawls ensues. Twice the GI’s enter hand to hand combat, and twice they are repulsed! The German defenders roll a tie in each Brawl, and the Americans are forced to move back. Emboldened by their success in repulsing the enemy, the Germans initiate a counterattack. This time, however, the dice do not roll in their favor. The submachinegunner looses his edge and gets the edge of an American fighting knife instead. The rifleman is hit with snap fire and goes down – he is not outright killed, but without the ability to roll for recovery before the American turn, and with no one to provide him with guard fire, he is left dangerously exposed. The following American turn sees the GIs move in for the kill.

The tree grove is lost to the Germans and the GIs continue their steady advance.

Fix, Flank, Finish

For the time being, the focus of action returns to the American section advancing up the road. Despite the heavy machine gun fire, the American leader manages to rally his men. Disregarding his own safety, the Lieutenant personally leads a bold flanking maneuver and manages to get into position behind one of the German MG42s. This forces the German MG to relocate. The MG team sets up,

draws a bead on the American Lieutenant,

and fires. The Lieutenant, however, has nerves of steel. He weathers the machine gun fire and responds with his Thompson, causing the German MG team to bail! With no other cover to flee to, the MG team instead flees off the table.

Grenades: enemy of many and friend of none.

The Americans are now in position to assault the farmhouse. In an attempt to soften their target, each GI within throwing distance hurls a grenade. The grenades mostly bounce away harmlessly, and cause no casualties – however, one grenade lands close enough to the last German MG team to cause the team to flinch and duck behind cover. This gives the GIs the chance to rush forward and get into position along the low wall next to the farmhouse, without fear of reaction fire from the MG42.

The Germans respond by throwing grenades of their own. The rifleman inside the farm house throws a grenade from the window – two Americans are killed in the resulting explosion.

The MG42 gunner attempts to toss a grenade at the Americans hunkering behind the low wall, but the grenade clips the top of the wall and bounces directly back at him and his assistant gunner! Neither of them survive.

The rifleman inside the farmhouse is now the last surviving German defender. He fights bravely as the GIs close in on him, but he has little chance of holding the house. Surrounded on all sides, the rifleman is shot down.

The game ends in an American victory, and a hard fought victory at that!

Hope you enjoyed this little AAR, we certainly enjoyed playing it.

Five Men in Normandy AAR - Bridge over the river Seulles

6 June 1944, a few miles inland of Gold Beach. Elements of the Sherwood Rangers Yeomanry, 8th Armoured Brigade are pushing into France. Corporal Curtis of HQ Squadron, Recce Troop is leading a reconnaissance patrol on foot, looking for a suitable place for the Ranger’s armor to cross the river Seulles. Although stiff in places, German resistance is mostly disorganized. A few men of 352. Infanterie-Division have been tasked with slowing the British advance, fighting a delaying action to give the rest of the division time to reorganize and stage a counterattack.

Advancing through the think brush, Corporal Curtis spots a low, stone bridge, still intact. Resistance seems to be light, and Curtis, seizing the initiative, decides to push forward without armor support.

Feldwebel Steiner, meanwhile, is having a bad day. Steiner was recently wounded on the eastern front, and was supposed to be using Normandy as a place to rest and recuperate. Now, Steiner finds himself in command of a small group of fresh recruits, desperately trying to hold off the Allied onslaught...

Hello! This will be my first playthrough of Five Men in Normandy. I finished painting my first set of miniatures (here,) but do not quite have enough terrain built to run a game just yet. However, I really wanted to get my hands on the game and see how it plays. So, for this first AAR, I decided to go electronic. If you are new to "Five Men" like I am, here is a few quick rules explanations, shamelessly stolen from this blog post: At the beginning of your turn you roll a single d6 to determine the type of turn you will have. A 1 indicates it is a Scurry: All of your figures can move. A 6 indicates it is a Firefight: All figures can fire. On any other roll, a standard turn takes place: half of your squad members can be activated, moving and firing as you see fit (and being subject to reactions if allowed). During the enemy turn, you can conduct reaction shooting at moving figures. Ranged combat is resolved through a one-roll system. The weapon, skills and situation will grant a number of Shock and Kill dice which are rolled simultaneously. All dice in combat are D6's. The dice are checked for 1's and 6's which are applied, meaning an attack can have four outcomes (Kill die 6 = out of action, Kill die 1 = down and must make a recovery roll, Shock die 6 = "bail" (aka panic) and must make a recovery roll, Shock die 1 = "flinch" (aka heads down). Enjoy!

The British objective is to secure the bridge against nearby enemy troops. At least one figure must move to the objective and succeed in a Task Roll, with no enemies within 6”. If this succeeds, the enemy will fall back off the table. The German objective is simply to prevent British victory.

The Battle Begins

The British have initiative. Corporal Curtis rolls a 5 - a regular turn. As there is no reaction fire permitted during the first turns of the game, this is a good time for Curtis to get his men moving. He orders the Bren team to advance to the cover of a small depression in the ground and start laying down suppressing fire on the MG42 spotted in the barn across the river. Because he moved this turn, Wright's Bren gun only has 2 shock die at its disposal. Wright manages to get some rounds on target however: he rolls a single "1", a Flinch. The German MG gunner ducks his head down, and he temporarily looses line of sight.

With the MG gunner's head down, Davies makes a dash for the small outbuilding to his front, hoping to close the distance on Jerry. Davies makes it to a low window, but is unable crawl through this turn.

The German's respond, rolling a regular turn. Muller, the MG42 gunner, pops his head out of cover, sees Davies exposed, and squeezes off a burst. But Muller is green and is shaken by Wright's last burst: he rolls no hits. Steiner, however, keeps a better head, and rushes into the outbuilding, catching Davies still struggling to climb through the window. Steiner fires a burst from his MP40 at point blank range and rolls a "1" on his kill die. Davies falls backwards out of the window, and goes down. He will have to roll to recover.

On his turn, Corporal Curtis rolls a 6 - a firefight! Seeing Davies go down must have gotten the men's blood boiling. Jones fires on the farm house and rolls a 6 on his sock die, a Bail! Wright once again opens up on the MG42 with the Bren gun, and this time he is more honed in. The MG gunner has a rapid change of heart and bails! As there is no cover away from the Bren gun within six inches, the MG gunner flees off the table. With no other enemy in view, the British turn ends. Feldwebel Steiner also rolls a firefight on his turn, but Steiner's troops are young and inexperienced, and no one is in position to fire.

The next two turns see both the British and Germans repositioning. Jones, Curtis and Stanton dash for cover, moving in closer to their objective, but Stanton is left exposed due to a bad roll. The Germans roll a "Scurry." Bouer recovers from having bailed, but is hunkered down and may not move. Steiner is feeling a bit trapped in the outbuilding so take the opportunity reposition himself around to the corner, staying in cover.

During the next British turn, Stanton moves up and Davies rolls to recover from "Down." He rolls a 6, out of action. Seeing his friend's situation is helpless, Jones moves north along the wall in an attempt to flank the remaining Germans in the hamlet.

The Last Stand of Feldwebel Steiner

Steiner must make a decision – he is in danger of being flanked, and the British are inching closer to the bridge. He decides it is time to fall back. Steiner orders Bauer across the river and to the protection of a hamlet of trees on the other side, and provides him with covering fire. The British position is just outside effective range of his MP40 so he rolls only one shock die, but he rolls a 1 and manages to get Corporal Curtis’ head down. Bauer is going to need it because the river is a Difficult obstacle: it will take him his entire next turn to make it across.

During the British turn, Jones clambers over the low wall and rushes forward, catching Steiner exposed. Heart pounding, he pulls the trigger of his Enfield rifle just a hair to soon and sends a round whizzing ineffectually past Steiner’s right shoulder, rolling “5” on both his kill and shock die. Seeing the fighting taking place Curtis and Stanton dash across the road in an attempt to support Jones.

On his turn, Steiner turns and fires at Jones, rolling a six on his kill die. Jones is hit and goes down, never to rise again.

Steiner then re-positions behind a nearby tree to better guard against the advancing British. Bauer, meanwhile, is struggling across the river, and has reached the other side. He will have to wait until his next turn to scramble up the bank and into safety.

The British have lost two men and are down to only two activations per turn. Corporal Curtis needs to act decisively. Curtis sends Stanton around behind the outbuilding, while he himself scales the low wall and approaches Steiner's position, readying a grenade. Stanton moves into Steiner’s view. Even though Steiner fired last turn, Stanton is within four inches of Steiner and so draws reaction fire. Steiner rolls his kill die, but his nerves are starting to break and the burst sprays wide. This gives Curtis the opening he needs, and he hurls his grenade toward the German. The grenade lands and explodes only a few feet from Steiner, sending shrapnel whizzing through the air, and leaving Steiner, crumpled and unresponsive, on the ground. Feldwebel Steiner has met his end.

Parting Shots

With their heavy machine gun fled and their leader knocked out of action, things are looking dire for the Germans. They are also down to only one activation per turn. Bauer spends it finally freeing himself from the river bank and moving into the safety of the tree-grove. He fires at Stanton, now in the open, and causes him to bail. Bauer then moves back into the protection of the trees.

Stanton decides he has had enough and flees off the table. Corporal Curtis keeps a better head, and he and Private Page rush the bridge. Page sprints a full 12 inches and reaches the bridge, but because he Dashed this turn, he will have to wait until next turn to make his required task roll. A long time to wait, exposed and alone.

Now is Werner’s time to act. He moves to the door, draws a bead on page, and fires. He rolls a “1” on his kill die, and Page is Down! With Page going down, this opens line-of-sight between Werner and Curtis, and Werner draws reaction fire from Curtis. Curtis rolls a 1 on his shock die, causing Werner to flinch and retreat back to the safety of the building, where he hunkers down – he will not be able to move or fire next turn.

Corporal Curtis rushes to Page’s aid. Making base contact allows Page to roll for recovery. Page rolls and “2” and regains his bearings – he just had the wind knocked out of him. Corporal Curtis then makes a task roll secure the bridge, and rolls a 4 – Mission accomplished! Curtis' cool head, consummate leadership, and decisive action has carried the day. Seeing that their situations has become hopeless, Werner and Bauer flee the battlefield.

Closing Thoughts

I hope you enjoyed reading this little AAR. I certainly enjoyed playing the game. The gameplay was quick and tense. The fact that several of the game’s key mechanisms revolve around rolling “1s” or “6s” helped to keep rules look ups at a minimum, although it did take me a little while to get used to how cover works, and I had some questions over how to cross obstacles. Also, because I just wanted to get a handle on the game's core mechanics, I intentionally played without any Character skills, which allow individual figures to do things like modify rolls, gain extra movement, etc. Perhaps I will add this extra layer of gameplay on next time. I definitely want to hurry up and get some more terrain built so I can start playing properly! Thanks for reading.

Five Men in Normandy - my first ruleset

Ever since being introduced to hex and counter wargaming a few years ago, I’ve wanted to get into miniatures. I enjoyed modeling as a kid, and painting miniatures seems like a fun, relaxing, and rewarding creative outlet. Further, Wargame tables are often beautiful in their own right – not to mention the enjoyment of playing on one! There is just something deeply rewarding about interacting with a physical environment. And the games themselves just sound like good ol’ fashioned fun.

Just look at that beautiful table! Courtesy of https://smartwargaming.wordpress.com

One thing has kept me at arm’s length however:  the cost. And not just the financial cost either. There is also the cost in time needed to paint, assemble, and build everything needed for play, as well as the cost in storage space when not in use. All three are limited resources. However, with more time having opened up this year for hobbies, I’ve decided to take the plunge.

Where to start though? With so many rulesets out there, selecting the “right” one can seem a little daunting. To begin, I broke down my gaming priorities as follows:

  1. Prioritize theme and “feel” over historical realism. I already own (and enjoy!) lots of big, crunchy hex and counter wargames with endless charts and tables. For a miniatures game, I just want to have fun pushing some figures around the table and rolling dice at my friends.
  2. Related to number 1, I want a game that is quick to set up and quick to learn, so we can get right into the action.
  3. I have limited time, funds, and space. I would like a game that plays well on a small table (3X5 maximum) and needs a relatively small number of minis to play.

Next, I identified my three main gaming interests:

  1. The historical setting. Based purely on my own personal interests. Broadly speaking, I am most interested in gaming 20th century land warfare.
  2. Creating a narrative. I love a good war story. Even while playing the aforementioned crunchy hex and counter games, I create a running narrative in my mind that unfolds as the game progresses and the dice go hot or cold.
  3. A small scope. Leo Tolstoy, in his work The Raid, wrote “War has always fascinated me. I don’t mean the tactical maneuvering of whole armies by famous generals – movements of such magnitude are quite beyond my imagination. I have in mind the real essence of war . . . all that interested me was the state of mind that pushes a man, without apparent advantage to himself, to expose himself to danger and, what is even more puzzling, to kill his fellow man.” Likewise, I am less interested in gaming grand strategy and huge conflicts between armies, and more interested in watching the personal struggles of a few desperate men unfold on the table.

After doing a lot of reading and research, I think I have found the rules system that best fits both my gaming interests and my gaming priorities: Five Men in Normandy (5MiN) by Nordic Weasel Games. Here is why.

Historical setting, theme, and feel

Play out a few skirmishes from the TV series? Yes, please.

5MiN is a set of skirmish rules for land combat during WWII, which fits my interest in 20th century ground combat. It is also, comparatively speaking, a light ruleset – what I would consider to be the core gameplay rules numbers only 12 pages. The rules for character creation, skills, campaigns and encounters, on the other hand, number nearly 40 pages. Needless to say, this is a game that does not lean to heavily on the simulation side of things, but from what I have read from others, “feels” right. Ivan Sorensen, the designer, states that he wanted to design a game that felt like a war movie – and that is the kind of miniatures game I want to play.

Scope, Size, Scale

My need for a low footprint game combined with my interest in the individual soldier in battle makes 5MiN a natural fit. The game can be played on a 2X2 table, with only 5 – 8 miniatures needed per side. The rules are quick to grasp and, by all accounts, quick to play.

This offers me a few practical advantages, especially as I am getting into tabletop wargaming completely from scratch. First, I will not have to build huge armies before jumping in nor will I have to invest in much terrain. I can start slow. Second, I do not have much space available for play, so a small-scale skirmish game is ideal. Third, the simplicity of the rules will allow me to teach the game quickly to others so that we can enjoy getting right into the action. Time is precious!

Narrative

Probably what I am looking forward to the most with 5MiN. I enjoy a good tactical puzzle just as much as the next wargamer. However, when gaming with miniatures why not add a little more character?

Character skills for your soldiers.

With randomly generated characters that progress from mission to mission, campaign events, etc., 5MiN sounds as though it will provide me with no shortage of narrative. This is also the reason why I am choosing to start with Five Men in Normandy over some of the other, similar Nordic Weasel products such as FiveCore and Five Men at Kursk. I am looking forward to getting to know the men in my squad, seeing them progress through a campaign, and grow in the process. I imagine I will be witness to many small, interesting stories. And I can’t wait to start playing.

Nordic Weasel is here: https://fivemennormandy.blogspot.com/ 

Five Men in Normandy is here: https://www.wargamevault.com/product/223411/Five-Men-in-Normandy-30-cal-edition