Friday, December 23, 2011

NUTS - Stalingrad Mission 4

Rules: NUTS 2.0
Figures: 20mm Ceasar, Battlefield Blitz, HaT, and other 20mm mfgs


The presents are wrapped and the cookies are done. It's time to have some skirmishing fun.

 The Stalingrad campaign continues. The Germans need to advance to the other side of the industrial complex then push on to the Volga. The STUG III must not be lost during the advance because of a shortage of armor. The Russians have a certain possibility of reinforcements and the Germans have a strong possibility of receiving support. Lt. Goerling has been assigned a REP5 for the series of exploits during the campaign in Stalingrad. His squad is not at full strength but he did retain his LMG. A second squad is also assigned during this mission. I randomly rolled for the REP of the STUG crew, the commander is a 5 and the rest are a 4, a pretty good crew. I place the PEF's (Possible Enemy Force) but I assign one of them as an ATG which will be determined by the first non-infantry result.

EAL 6
Support 4


 The STUG III is idling the engines as the squads get their bearings and decide how to proceed. The Lt will clear the left side and the second squad will clear the right side. To minimize the chance of immobilizing the STUG  the assault gun will have to stay in the narrow road and avoid entering the rubble of the factory district.


 The second squad's Sgt  peers down the road. He is given the all clear to move as no enemy is seen.
Turn 1 : I roll Russian 6, German 5, which could be a problem, but the tank commander is a Rep 5 and activates the second squad.


 The view of the roadway, there is some rubble to cause concern. No Russians are seen but to  reduce the risk the commander closes the hatch and rolls forward. He is a veteran and lost many friends; the lessons of urban warfare are written in blood. The stench of burning flesh, metal and wood combine for a sickening environment.


Lt Goerling  leads his squad through the rubble, fast moving and trying to keep some form of cohesion. He waves his veteran corporal to the right as he moves left. The rubble reduces movement but is a life saving terrain feature. The LMG provides crucial support during the advance. The plan is to put the LMG on over-watch as the rest of the squad moves.


 The second squad also splits up as the Sgt moves through the rubble and 3 men follow the assault gun.
There is still no enemy contact until the Sgt moves far enough to see the Russian PEF. The random generation reveals an infantry squad. A fire fight erupts.....

 Lt Goerling advances and comes into view of another PEF...the random result reveals a Russian infantry squad with an AT Rifle. A real danger the STUG as it could immobilize it by knocking out a track. The Russian Commissar hits Goerling and he is given an Out Of Fight (OOF) result. Another squaddie is killed out right (a REP 3). The nearby figures pass the receive fire test but completely fail the leader loss roll and retire and hunker down. The closest man grabs the Lt and they scurry back to an abandon building. They are completely shocked; the Lt has survived so many engagements and done so many heroic deeds only to be taken out at the the start of the mission. The squad panics and doesn't know what to do, they need rallied!


The results of the second squad fair better as the Russians missed, the Germans pass the receive fire check and score several hits. The assault gun moved forward in support as the squad advances. The STUG commander purposely lets the infantry advance first to make contact. The fear of ATG's and assaults creates caution and the vehicle moves slowly as the crew just negotiated rubble in the road.

 The STUG fires then moves after suppressing the Russian infantry. There were 2 stunned and one  killed.  The Russians realize they are out gunned and fall back.

 The STUG advances too far and is spotted by the remaining PEF, it is the ATG. A gun dual begins as loaders keep pace with the action. The STUG has hull down status since a pile of rubble and a partial wall give cover. The StuG gunner is the first to score a hit as 2 crew man are OOF and 2 are stunned. The ATG did score 2 hull hits but the hull down status saved the AFV from a fiery fate.

 The ATG and surviving infantry can be seen hiding in the rubble. The STUG's main gun firing. The bow MG can not fire because it is hull down.


The Russians here the AFV and fail the fast move roll, but they prepare for an assault. They know the Germans they were facing ran away. They keep part of the squad on watch in case the German infantry come back. Most are drawn to the AFV. The Sgt from second squad moves to the first squad position since he sees them falter and fall back.

The Germans are rallied by the Sgt from second squad, he fast moves and makes it to the hunkered down squad, and on the next activation the Germans move up for revenge. The commissar rolled double 1's with his pistol and he's out of ammo. The Russian grunt misses as well. The German's return fire and kill the Commisar and wound the grunt. The Sgt scored double 6s with the SMG and rolled a result of 1, killing the Russian commander. The Russian squad is forced to Duck back and the position opens up.


Meanwhile the second squad, lead by a Corporal, advances and melees the stunned crew and infantry. The position is finally taken but with a high cost. Two are killed and one ducks back as they pop up to fire by a few remaining infantry protecting the ATG.


During the Russian activation the ATR (REP 4) peeks out, there is no one to spot him and he takes aim and fires. If he hits there is a good chance of damaging the STUG from the flank. He won't get another opportunity like this.

He rolls a 5 and a 6; both die fail to create a hit as they exceed his REP.  The shot sails harmlessly past the AFV. He now has to spend an activation to reload.


On the next activation the STUG moves and spots the ATR in the rubble. The AFV fires and OOFs the threat. The Germans receive a MK III in support, a 7 was rolled and the support level  and random reinforcements yields another AFV. The Russian's lose heart and fall back. The sector that the Lt was to clear has been cleared but with a high cost.


The sector assigned to the second squad has also been cleared. Mop up operations begin as the AFV's roll through the complex. The ATG was eliminated and the supporting Russian infantry was killed off. No quarter is being given as the struggle for Stalingrad grows desperate. It is late October and food is becoming scarce.



The Lt is attended to and then removed from the rubble. He is taken to the airfield to be airlifted from the city. He will spend months in recovery and hears about the fall of the 6th army from a radio broadcast. He spends some time at home to visit family in a small town outside of Hanover. His exploits are widely reported in the media, assaulting MG positions, an armored car and leading his squad to victory. He is reassigned to the 2nd SS Panzer division because of his bravery and man power shortages. He takes the train to a small village in Russia and meets up with his new command. The story continues....

Wednesday, December 14, 2011

NUTS - Stalingrad Mission 3

Rules: NUTS 2.0
Figures: 20mm many different mfgs. 

Lt Goerling has rested and received reinforcements (All REP 3) to bring his squad to full compliment. He was awarded an infantry assault badge and an Iron Cross for his actions in hand to hand combat. He has now received another Recon Mission. Since he discovered an armored car in the sector his squad was given mines to deal with the new threat. Sgt Klein has also shown bravery leading his team against the MG nest.

EAL 5
Support - 1

With a support level of 1 there is very little chance that Lt Goerling will receive any help. Things are going bad across the entire front as the Russians are fanatically defending the factory district. The EAL of 5 means a very real chance of Russians swarming into the battle.

 The German squad starts in the ruins and is ordered to recon north through the rubble of a housing district. The Lt is facing north and the Sgt is facing east to watch for Russian infantry thought to be advancing in their direction. Activation: German 2 Russian 6, the Lt wastes no time advancing. The Lt splits apart the squad to check out the building from opposite sides.


The next activation German 3 Russian 5.  The Lt fast moves with the MG and one of the new replacements. Sgt Klein advances quickly and looks inside from the opposite side. A reinforcement results in a vehicle, a BA10 armored car hiding in the building. The Russians have yet to move.

 The BA10 fires the bow MG and the co-axial MG resulting in an OOF for a REP 3 soldier. The cover saves the rest of the squad from being shot to pieces. Lt Goerling rolls a charge test and the "Who wants to be a Hero"  test. He passes both and places the mine on the BA10 from the rear and is not seen. Sgt Klein is forced to duck back taking the wounded man with him. They are out-gunned.


The BA10 explodes and all inside are lost. The Germans seem to be having an easy time of checking out the sector. On the next initiative both sides roll a 3 and a special event yields no surprises.


 The next activation: German 1 Russian 2, the Russian PEFs begin to close in after hearing the explosion.

 The Germans advance to the blown out windows, Sgt Klein sees a Russian infantry squad moving to his position and enters his field of fire.


 The roll for the reinforcements reveals a REP 5 leader with an SMG leading the squad.


 The Russians are placed on each side of the road and a firefight erupts.


 Sgt Klein and his fore team are forced to duck back into the rubble when another man falls. They did do some damage of their own. Lt Goerling was stunned and falls his men rush to his aid and drag him back from the accurate fire.


 One Russian is dead and another is wounded, some of the Russians who were 4 inches from the fallen duck back. The rest of the Russians hold their ground being outside the 4 inches when receiving fire.


 The Russians win the next initiative and fast move to firing positions. The Germans are still in duck back and the advance goes unchecked. Sgt Klein's section rushed forward once more and another fight ensues.


 The Germans are shot to pieces. Sgt Klein is killed and most of his section is wounded. Lt Goerling retreats with his section and has no time to recover the wounded o r the dead. The Russians got the best of the Germans.




The only survivors of a 10 man squad. The Lt did well but his squad was decimated. The Russian leader (REP 5) and his SMG were the turning point. Rolling 5s and 6s in each burst he killed everything he shot at when he received fire and when giving active fire.

Sunday, December 11, 2011

NUTS - Stalingrad Mission 2

Rules: NUTS 2.0
Figures: 20mm many different mfgs

Lt Goerling was called back to HQ. His squad was given orders to recon the buildings on the outskirts of the factory district. The Germans are huddled together on the left side of the board. They need to move fast across the road and enter the factory ruins. The orders are to see the enemy strength in the next building.


 Once again the Germans split into two groups. The Sgt moves up the middle and Lt Goerling enters from the flank. The single Russian figure is a PEF (possible enemy force) who is about to be spotted.

The contact table reveals a Russian squad of militia. Once again the Lt faces dug in factory workers and civilians. This tome the Russians pass their insight test. A firefight ensues with casualties ecalating on both sides.
 In an aerial view the Russians can be seen holding onto the pile of rubble in  the bottom right corner of the building. The Lt is working his way around the building at the top and is forced to duck back. The Sgt's fire team is taking casualties and he is forced to duck back. The Russian riflemen also duck back as SMGs fire away at close range.
 The Germans gain the initiative with a roll of 4 and the Russians roll a 6 for turn 3. They catch the russians from behind and active fire since the Russians can not take an insight check. The rest of the Russian squad has ducked back into a different section of the factory.
 The Russians fail to activate again and the Germans enter in hand to hand combat. The Lt leads the charge trying for glory and a medal from the little corporal himself.  The Sgt regroups and moves in again but is facing fire from the militia. More of the Sgt's section begin to fall and even the Sgt is stunned and falls back down the pile of rubble as an  LMG chatters away at  him.
 Another aerial view shows the mounting casualties. This actions is much more difficult as the militia has to be taken out in a melee. The Sgt lies stunned and is mad that he forgot to throw grenades before rushing in. A real rookie mistake.
 The Russians finally regain initiative and a PEF enters in from the top of the board. The resulting reinforcement roll reveals an armored car. The radio operator fires the MG but misses and the gunner fires at the Germans holding the pile of rubble. The Lt is completely taken by surprise. The shot falls short but the explosion manages to stun another German. The armored car's loader fails to reload (double 6's) as the car sits scanning for more targets.

Goerling has had enough and decides to recover his wounded and haul ass back across the street using the rubble as cover. The five remaining Germans drag the four wounded soldiers as the Russians again fail to activate two more turns.

 The wounded and dying are left behind but the Russians held on until help arrived.
 The armored car finally activates and turns around but the Germans are long gone. The militia wait patiently before moving out to pick up their fallen comrades.
The Germans need rest and recovery since half of  the squad was wounded. A medic would have been a great help. Although the Germans have secured the sector they occupy the appearance of an armored car was a real shock. Time to call in some help from the Pioneers or a STUG unit.  Well there are definitely Russians in the area and they have support.

The game played in about 2 hours and took 9 turns. I did not roll any 7's to generate reinforcements and the Russians failed a lot of activation rolls. The REP 3 militia are very unpredictable but that makes the game even more fun.

Saturday, December 10, 2011

Stalingrad - Recon Patrol

 EAL - 3
Support - 1
PEF - 4
No Privation
Day 1 Recon Mission

The weekend is here and most of the club players are getting ready for the holidays. I have some free time and decided to play a quick solo game. A game of NUTS will help meet the need to play something. I have decided to play a mini campaign of 4 scenarios using NUTS and Clash of the Titans from 2 hour war games, a favorite rules set.

 A German infantry squad of 10 men is lead by Lt. Goerling  (Rep 4).  The Lt  keeps the squad spread out.  The mission is to recon the next building for Russian troops. Militia and infantry are suspected to be scrounging in the area. The German squad is a mix of Rep 3 and 4 figures and all militia are Rep 3.





The Lt promptly splits the squad into 2 groups. The possible enemy forces (PEF) move about the rubble. Finally the militia PEF settles into the building that is about to be searched by Lt Goerling.  A Sgt takes a team to the right while the Lt moves into the center. The 2 groups spot the possible enemy force through the rubble. A roll on the contact table reveals an enemy force of militia. The militia take the insight test and roll double 6's. The inexperience troops freeze in place.



 The Germans take the initiative and active fire at the untrained mob of infantry. Rifle fire is mostly inaccurate as the rubble is used extensively by the Russian workers. A shot then finds its mark and a figure is out of fight (OOF). A man down and received fire is completed for the Russians who surprisingly hold their ground. The Russians return fire (snap fire) and score a hit and a soldier of the Wehrmacht goes down (OOF). There are 2 groups of Germans so each of the Russians can only react to one group lead by the Lt or the other group lead by the Sgt. The Germans pass their man down and receive fire check and kill another Russian. The Russians roll 6's when checking the Received fire but pass the Man down, the worse result is applied.



When the firing stops two Russians and one German lie motionless in the rubble and dirt. The Russians lost two militia troops ( Rep 3) but the Germans lost a veteran soldier (Rep 4). The firefight was quick with a definitive outcome. The tactics of splitting up the squad into two groups was very effective and made the difference.



The Russians retire 12" and Hunker down. The run from the building and across the street and hide in the next building. The Germans continue to advance slowly. They decide not to fast move. Half of the squad moves up the side of the building and look around the corner. The Sgt and another soldier see an LMG team as another PEF is spotted and the contact table reveals more Russians. Both the Sgt and the private unload on the gunner scoring an OOF, the remaining 2 Russians take a receive fire check and fail  miserably so retire and hunker down with the militia. No other PEFs exist on the board.


The Russians are broken and hiding in the rubble nearby. There are no other leaders to rally them. Confusion and panic have gripped the Russian forces as the Germans advance from 2 sides.


The Lt seizes the initiative and quickly closes in on the Russians. These Russians are not fanatical troops and they surrender. The Lt has completed his mission and captured a lot of Russians. He has gone over and above the mission requirements. Then again, he has not run into any of the Russian guard units.


The squad has lost one man but accomplished the mission. A replacement has been requested so the squad can remain effective, but new recruits are hard to come by and they don't last very long.  The Lt did such a great job and the platoon's captain is being asked for more  of the same results. Another recon mission is planned for tomorrow since the squad has reached the outer edge of a factory district. Somewhere a Russian Commissar is furious and calls for a squad of Red Guards or NKVD to bolster the line. A few summary executions among the line troops will surely stiffen resistance.

The whole game took 90 minutes, because I haven't played in a while and had to read up on some of the tables. Now to find time on Sunday to play another game; I need to shop for a Christmas tree and start decorating.

Monday, November 21, 2011

Tomorrows War

Rules: Tomorrow's War
Host: Jerry Acord
Figures: 28mm Rackham AT 43
Location: Icehouse



We play tested the rules and wanted to use armor as well as infantry. The rules are very similar to Force on Force and easy to remember when you understand the number and type of dice you need. Repetition is key to understanding most rules and that means we need to play as often as possible. The rules are based on fire teams. Each side rolls initiative, the winner declares actions (Move & fire) and the defender then reacts by firing or moving. When all of the fire teams for both sides have moved or fired then the turn ends. LOS is center of team to center of team.
In the first turn the Communist Forces entered the board. The idea was for the Communists to exit the other side of the board as quickly as possible.













The opposing forces are the Foreign Legion of the Republican Forces. The initial defense involved a blocking force at a key cross roads. The defenders were lightly armed with little support. They had a D8 quality and had AT capability. Gaining initiative is crucial to success.

















The communists are making use of any cover they can find during the advance. They have a D8 quality and basic armor (2D8). Each fire team has a SAW and an RPG giving extra D8 for firepower purposes.
















Several Mechs enter the board with supporting infantry and the Republican forces seemed outmatched. The fire teams all have AT ability rolling 3D8 vs 3D10 armor...hard to kill but still a chance.















The legionnaires take heavy casualties and can't seem to get the initiative in the reaction of opposing the movement of the communists. The Reds have an impressive armored assault. Advances are made across the entire front but how long will their luck hold out.














The last few Republican forces are holding on to a small corner of the the board. It looks like the Reds are going to have an easy go of it. The defenders were swept from the crossroads; the Red armor support was too much for them. Now the Reds need to move quickly to the exit point.

















A heavy battle mech looms in the background as the last of the republican forces are mopped up...but a call goes out for support. Armor was rolling 8D8 when attacking. The main gun and MGs were very effective. A distant rumble past the trees reveals a Republican heavy infantry unit with armor support to stop the Red menace.















Uh Oh...The mech emerges from the woods and erupts in flame as it receives fire from the heavy mech. The armored infantry moves from the woods and damages then destroys the Red mech. The Communist forces are flanked by elite units. Then all goes terribly wrong for the Reds. The Commie heavy tank loses optics and then a main gun. In the end it was only rolling 2D8 vs 6D10 armor....as you can guess it did not last long after.
















One of the Red's mechs makes a dash for the exit...but then gets recalled from HQ. An initiative result of "1" means a Fog of War Card is read resulting in recall orders...damn the luck. This particular mech had to turn around and go back. He won't be any help toward a victory for the communists this game.












Falling from the sky Republican jump troops land behind the Red forces....and the Red force is destroyed in short order on the left flank. The Reds realize they can not advance any further and must turn back.

The game lasted about 2 1/2 hours with several pauses for rules clarifications. Once you understand the basics of how many dice you get the game moves very quickly.

I recommend these rules for anyone looking for anyone looking for a fast paced game under 4 hours of play time. The fact that the are based on Force on Force is also helpful if you want to expand a core set of club rules to include several genres.