Battle Report – Somewhere in Italy

A Combat HQ battle report by Mike Leathem.

Last weekend we met at our local wargame club to run a medium-sized WW2 engagement based on the Italian campaign. We played with 15mm figures and the game was a fictional attack by American forces on German and Italian troops holding two small towns.

We used a ruleset new to most of the players called Combat HQ which those of us who have played before, are really enjoying and see a lot of potential for the future. In these rules a base represents an infantry or armoured platoon.

 

The forces were similar in strength both having in the region of 2600 points. We had 5 players, 2 German and 3 American. We divided each side into two battle groups with 2 players sharing one of them.

US Advance

US Troops begin their attack by cresting the hill and getting ambushed by a PAK 40 in the town.

IMG_1341

US troops recon the town. As soon as they realise its Italians that are defending it they will be in there like a shot:)

Both sides kept half of their forces off table as reserves at the start. This would later allow them to bring on these forces with triple moves allowing them to quickly deploy where needed.

The battle began with the US advancing cautiously with a number of Stuarts to recon the enemy area. Their recon efforts were largely unfruitful as well directed mortar fire forced the Stuarts to retreat into cover. As the attack built the US armour crested the hills in front of the one of the towns only to be met with ambush fire from 2 previously hidden PAK 40s.

IMG_0540

A Stug III puts on the breaks as US infantry open fire.

Two Stug IIIs were sent to engage but the US infantry taking up an advance position on the edge of a wood soon sent them scurrying back to the town for safety.

On the other flank 3 Sherman platoons and 7 infantry platoons formed up for their attack on the other village. Unfortunately they were hit by a well directed German 105mm artillery battery from off table. Their close proximity to each other made the barrage so much more effective and most of the infantry were sent backwards looking for a safe place to hide and pull themselves together.

IMG_0527 US infantry ready to attack under the cover of an ATG and M10.

US troops on the right flank started to pressure the German defences. A 57mm ATG and an M10 began firing on the defenders. At this point US reinforcements were pouring into the battle but it was the German reserves that first saw an opportunity to follow up the success of their artillery. Three Panzer 4 platoons were ordered up from reserve positions and ordered to attack. Unfortunately 2 of them got bogged down in some soft terrain and by the time they recovered, the opportunity had gone. There were lots of medium range engagements betweenPanzer 4s, Stugs, German ATGs and in total about 7 Shermans. As the Shermans got a little too close to the infantry at times they were met with Panzerfaust and Panzerschreck fire from the infantry and in truth were lucky to escape.

We ran out of time, as gamers always do, with the US about to launch a concentrated attack on both the village and town. The Germans were hard pressed particularly in the town which was defended by a company of Italian infantry.

All in all we had a great day. With so many players new to the rules we didn’t get as far as we would have liked and in hindsight it probably was quite a large battle for a FIRST game, but I think everyone is up to speed now and we are all looking forward to our next adventure into WW2 with Combat HQ.

Posted in Wargame Rules | Leave a comment

New Forum for Combat HQ

I’ve started a new forum for Combat HQ on Tapatalk where players can ask questions, post battle reports or just chat about Combat HQ. Feel free to come along and join in the discussions. See you there!

Posted in Wargame Rules | Leave a comment

Printed Books Now Available

Combat HQ and Total War are now available in softback and hardback books.
 
 
 
 
 
Each book on Wargame Vault comes with a free PDF.
Posted in Wargame Rules | Leave a comment

Turn 7 – Final Turn

Command Dice are rolled. Everything to play for – both sides have 2 Morale.

The Germans go first (most 5s).

Max is in a good position with five Command Dice and one Staff Order.

1st German Command Pulse (Double Order Chain + Wild Dice and Staff Order)

Max activates his Support Platoon on the right.

The US Support Platoon is suppressed by the German fire. The US lose 2 Morale reducing them to Zero Morale.

Max activates his 12cm Mortar and Support Platoon.

The Mortar hits the US Support Platoon and forces it back off the hill. The US fire at the same time as the mortar and suppresses it.

Max keeps the pressure on using his Wild Dice and a Staff Order to order a double move. The Grenadiers storm the hill.

The German Grenadiers disperse the US Rifle Platoon. The US lose 2 Morale. As they are at Zero Morale, the 2 Morale are added to Max’s Morale. Max now has 4 Morale.

1st US Command Pulse (Triple Move)

The US move across the hill with a triple move.

German opportunity fire suppresses one US platoon.

2nd German Command Pulse (Single Order Chain)

The Germans attack again on the US’ right flank.

Devastating German fire up the hill disperses the suppressed US platoon. The Germans gain 3 Morale increasing their total to 7.

2nd US Command Pulse and End of Turn Fire

Faced with imminent defeat, Gary passes his Command Pulse. End of Turn fire now occurs,

Last gasp US fire suppresses and forces back a Grenadier Platoon.

End of Turn

US Morale Collapses and Max wins with 7 Morale to Gary’s none.

Two flank attacks proved too much for the US to hold, but it could have been very different had Gary won the final Command Dice roll.

 

Posted in Wargame Rules | Leave a comment

Turn 6

Command Dice are rolled.

Gary discards the 1 and has the first Command Pulse (most 6s).

1st US Command Pulse (Single Order Chain)

Gary activates his mortar.

The mortar hits the German Support Platoon and Disperses it. The Germans lose 3 Morale.

1st German Command Pulse (Single Order Chain)

Max removes a suppression.

2nd US Command Pulse (Single Order Chain)

Gary removes a suppression.

2nd German Command Pulse (Single Order Chain)

Max removes a suppression.

3rd US Command Pulse (Wild Dice Order Chain)

US advance onto the hill.

Stationary US Support Platoon disperses a Grenadier Platoon. The Germans lose 2 Morale.

German opportunity fire suppresses two US platoons.

US fire disperses a German Platoon. The Germans lose 2 Morale.

Gary uses a Staff Order to remove the suppression from his activated unit.

3rd German Command Pulse (Double Order Chain)

With his Morale rapidly running out, Max orders an advance on the right.

The Grenadiers ,move towards the field ahead. The German Support Platoon remains at the objective.

The German Support Platoon fires and disperse a US Rifle Platoon on the hill. The US lose 3 Morale.

4th German Command Pulse (Single Order Chain)

Max removes a suppression.

End of Turn Fire

The US Rifle Platoon is Dispersed. The US lose 1 Morale.

The US Support Platoon is Dispersed. The US lose another 3 Morale.

End of Turn

Both sides get 1 Morale.

German Morale: 2

US Morale: 2

Posted in Wargame Rules | Leave a comment