Showing posts with label Gavin Lyall. Show all posts
Showing posts with label Gavin Lyall. Show all posts

Sunday, 29 April 2018

It ain't what you do (It's the way that you do it)

Or so the song goes, and there is very much a point of thinking that the same principal can be applied to wargaming as a hobby. No matter what period you prefer, historical wargaming must, almost by definition, use (to varying degrees), historically accurate rulesets. I mean, if you didn't, then it's just a dice rolling contest and if I wanted that, I'd play a board game.

After my recent review of Operation Warboard, it was decided that the next Saturday game would use these rules for a World War 2 scenario. Despite some last minute hiccups (we moved from Normandy to Africa due to model availability - this meant some tinkering during the actually game as the rules are pretty much built for post D-Day games), four of us duly arrived the the pub (would that make us a quartwat???) to give Mr Lyall's rules a go. In preparation, no expense was spared on the production of the MG, Shell Burst and Artillery templates:

The joys of acetate sheets... but practical and cheap.

Shaun was first out of the gate, volunteering to be the Italian commander, Andy took the British and Steve controlled the German forces. The scenario was designed to mirror (in spirit only), the initial ambush scenario in the book. As I was umpiring, the forces were selected by myself, so the British got three infantry squads with transport, four Matilda's, two Honeys and a couple of Universal Carriers and Dingo's. The Germans got two infantry squads with transport, three Panzer II's, a short '75 equipped Panzer IV and two Pak-36's with transport. The Italians comprised of two infantry squads, three light tanks (which for the life of me I can't recall what they were) and a very light tankette.

Scenario-wise, the British could see a hill that would give them commanding views of the area, they had to capture it and the Axis forces had to stop them. As the Germans and Italians were already there, their positions were marked on a map but not placed upon the table - it was time to see how Andy would approach this. They would only be revealed by firing or very close observation.

The British came on to the table obliquely and make straight for two clumps of trees at the base of the escarpment - two Dingo's with Honey's and a UC in support. Andy figured that there would be a gun line hiding somewhere near there - after all, they were his toys on the table and whilst he knew what he had brought, he did not know what I had allowed the Germans and Italians to have - not for once that day did the famous quote by Mr B. Bunny Esq ring out: "Ain't I a stinker!"

The top Dingo is very, very warm in this game of "Finding Jerry!"
Steve waited until the British were practically on top of him before firing. To no effect. The return fire incapacitated one Pak-36, but the next round of firing killed the attached Bren Carrier. The other Pak-36 tried its best but still had no effect on the other Honey. The British closed and managed to MG the gun crews with only one of the Dingo's being incapacitated. So far, things were looking up for the British.

At this point, I added a dice role for spotting as even though the German infantry were dug in on the slope of the escarpment, the British were that close, they could have spotted them, and so they did.

At this point, Shaun decided that he should do something, so the Italian armour started a long and majestic sweeping herd-like charge across the length of the table. It was magnificent. Sadly, with only 20cm to cover each turn, it took a while. Still, it was magnifico! Which was good, as his infantry were dug in where the armour started so wouldn't be joining in the fight anytime soon.

Il Magnifico Quartetto.
Not only that, but Andy had brought on the Matilda troop and had angled it to meet the on-coming Italians. At that point, that flank was in limbo as whilst the armour was present, there wasn't a decent gun between the lot of them and it would take close quarter battle to sort out the victor there. At the same time, Andy brought on on infantry in trucks, screened by the armour, heading for the trees which had just been cleared of the Pak-36's.

Steve was not overly happy with this and released his armour reserve that had been hiding behind the hill. With the Panzer II's leading the way, trouble was brewing for the British.

It's all go here, the British have gone defensive at the top of the picture, whilst the Germans are ready to punch through the flank.
Needless to say, it didn't take long for the Germans to get into position, by which time, the British had taken up defensive positions in the trees.

That Dingo looks very, very worried... but there is a Honey on the left - that speck of blue paint.

Top Pz II is incapacitated, right hand one is dead, the Pz IV is out for a Saturday drive and the last Pz II is not long for this world.

It wasn't long before the firing happened, and what a cock-up that was. Steve rolled consistently bad dice for the Panzer IV - as the range closed and the effect of fire increased, he rolled 1's. The same could be said for the British, who eventually rolled well enough over three turns to incapacitate and then kill two of the Panzer II's. The last one was finally incapacitated and ruled out of the game as there was nothing they could do. The addition of vehicle crew morale was needed as despite Lyall stating common sense would dictate a withdrawal, he hadn't considered the "Death of Glory" mentality that Saturday wargamers in a pub sometimes have. Also, the 20, cannon on the Panzer II's wasn't in the rules so that was added as an ad-hoc gun, beefed up a little by the rate of fire it had. Still, you had to get in close and to the flanks to use it but it was no good here.

Given the losses to the German armour, I forced a morale check on the Pz IV - which he passed with style and off he trundled past the now de-bussed British infantry, shrugging off two volleys of rear-shots from the Honeys (two 1's from Andy at exactly the wrong time!). Truly, this was a blessed tank. Of course, Steve had a plan - approach the Matilda troop from behind! Sneaky Bugger!!!

The Panzer IV makes a break for freedom and aims to be tiresome to British Matilda's.
Meanwhile, back at the ranch flank, the Italians closed the gap, whilst the British remained steadfastly stoic. Long range fire was pointless for both sides so wait we did.

Add your best elevator muzak and that's what this felt like.
But now the waiting was over, and this is where is got a bit sticky for the British as whilst Andy incapacitated one of the Italians, the rest of his shots were 1's! By this point, the Pz IV had finished its handbrake turn and was fast approaching the rear of the British armour who themselves had to deal with the remaining Italians passing through their ranks! The British even reversed half a move - the Italians (and Shaun) went wild. A rendition of Nessun Dorma was heard from the Italian infantry - although quietly as they didn't want the British to know where they were.

At this point, the British were whistling their own tune - the Benny Hill Theme. You see, whilst the Italians were racing through the British and the Pz IV was in position, the British had a Honey following the Pz IV! It would have been farcical except for the firing. Oh, wait, that was too. At least partially. The Pz IV killed a Matilda, who in turn killed another Italian tank.

All we need now is a milk cart...
Sadly for the Axis, it wasn't a long lived success. The Italians were finished off and whilst the Pz IV killed three of the four Matilda's, (incidentally, forcing a morale test on the remaining Matilda, which it passed), it in turn was incapacitated by a rear shot from the pursuing Honey and finished off the next turn.

Whilst all that excitement was happening, the British infantry had continued its wandering, two squads in the trees and the third storming the first line of German infantry.

If you go down to the woods today...

The British go in, the Germans have already taken two casualties.
With Dingo, UC and Honey support, the British soon took the first trench line, albeit with some casualties - rifle fire and MG fire killed seven Germans, their return killed five British. Still, they took the first line and paused, to wait for the other two, untouched, squads to arrive before pushing on. It was all over for the Axis.

I had some idea as to how the game would work but what I did not expect was how easily it flowed. Really, there were no long gaps for rule book searching to find something out, no real issues with game mechanics and ad-hoc elements were slotted in very easily as expected, nay, demanded by the rules themselves. Since they felt right for the period, the way that we did it mattered more than what we did, and that was surely the point.

We'll definitely be using these again, though maybe with less stuff on the table, and probably fewer tanks as these rules are very infantry-centric. What was also noted is that despite the forty plus year gap, the machanics are very similar to Team Yankee - proof that there is nothing new under the sun, no matter how may pretty pictures you fill a book with. We all enjoyed the afternoon and, as always, the Consett Ale Works Pale Ale was superb, as were the beef butties! Thank you very much, Jean!

There won't be another gathering of TWATS until the demo game at the Durham Wargames Group show in June which will be me again, this time with Team Yankee (plus my additions) using Steve's wonderful 20mm Moderns. No doubt there shall be a report here.

Saturday, 31 March 2018

Operation Warboard - a review

Special effects, pre-CGI...
Operation Warboard could be described as "just another one of those how-to" books that wargaming seemed to breed during the 1960's and 70's. Written by Gavin Lyall (who also wrote a series of thrillers, a few of which were adapted for television by the BBC), Op W is a beginners guide to wargaming World War 2 in the 20-25 mm range of miniature figures popular at the time. However, to describe it a "just another" book of the genre would be to do it a great dis-service.

Much like Charles Grant and Battle (which I covered here), Op W is very much a relaxed, introduction to a specific period of the hobby, narrow in view but superlatively detailed in what wargaming should really be about. From the beginning, the tone is friendly and plain speaking, no condescension here. It very much has the spirit of "give it a go", "use what you can" and "you don't have to spend a fortune". It comments that money can be spent hand over fist with regards to the hobby but that should not get in the way of playing the actual game in as realistic manner permissible within the boundaries of enjoyment. 

Does what it says on the "tin" as it were.

And this is the thing. Op W states time and time again that enjoyment of your (my italics) hobby is paramount. You have the interest in the period so you get to choose what path you follow. Op W is just a handy guide. Alongside that, the book also adds that if you want to change something or add to the admittedly basic rule set contained within, then have at it Bonny Lad (I added that bit myself). Work out your own values for additional vehicles, weapons etc and give them a go. If they don't work, change them again. If there isn't a model available of a vehicle you want to put on the table, why not try scratch building (and he includes an example too - though if you look at today's market, say the 15mm Command Decision range from Old Glory, it's going to be pretty hard to pick a vehicle they don't have!). It doesn't matter if it's not 100% accurate, as long as it proves a decent representation and can be used for effect within the game.

Given that, though, it is in no way completely about the game, as historical accuracy and realism are well catered for. The rules themselves are very straight forward and I am going to suggest to the TWATS that we give them a go at a future Saturday meeting. They remind me a bit of Team Yankee in that the basic set up is quite simple and to be honest, I think Lyall's are better, being more clearly laid out and quicker to understand - and yes, this is despite the picture heavy TY rules which are effectively a catalogue for the accompanying models - this is very much a case of Games Workshop - create rules to sell plastic!. 

It may seem like I am using TY as a ball here, giving it a kicking but think about how times have changed since Op W was first published. The modern day games designer is practically packaged with a manufacturer in tow. Indeed, it's usually the same company, and they control everything about the game/rules/miniatures. I have heard that at some games, if you are playing TY, you can only use TY models. If we TWATS took that point of view, we'd never play a bloody game at all. Rules are a tool to represent the period and models are there to represent the participants. Or do I have that wrong? Yes, I'll be using TY for the demo game at this year's Durham show but with my own take on things and amendments where I consider appropriate and no-one can tell me otherwise. If it works, all well and good. If it doesn't, I am sure the feedback in the pub afterwards will be suitably brutal!

That is the joy of wargaimg, you make of it what you will for your own enjoyment, not what any corporate suit (and trust me, look past the branded t-shirts and smiling faces and pretty much every larger scale company with their own rules and miniatures is a corporate entity looking for your cash!) tells you to do. As Aussie Bill Wallace once said, "FREEDOM!!!".

In the end, there is a place in the world for books like Lyall's and it would be a shame if many of today's wargamers (and not just those interested in WW2) didn't get to read something like this to give them another view of the hobby and maybe to educate them about freedom of thought and not just accepting what they are given. This post has turned into a bit of a tub-thumper when it was never meant to but I believe this is a message that needs to be repeated. That and Operation Warboard is a good read!