MEGA Game Log

Game List - July to December, 2001

Jul 7 - Battle of the Bulge 20mm WWII Oct 6 - No Game
Jul 14 - No Game Oct 13 - No Game
Jul 21 - 1/600 Coastal Navel Battles Oct 20 - Atlantic Crossing WWII
Jul 28- Battle of Singling WWII Micro Armor Oct 27 -Shaffer's Gap - ACW
Aug 4 - No Game Nov 3 - Duel Among the Ice WWII - Naval Action
Aug 11 - No Game Nov 10 - Two Games Lots of Fun
Aug 18 - Johnny Reb Returns Nov 17 - Command Con III
Aug 25- Battle of Peterson's Creek - ACW Nov 24 - Pumkin Pie Skirmish
Sep 1 - Sherman's Junction -ACW Dec 1 - ACW Baylor's Crossroads
Sep 8 - No Game Attending PK Dec 8- No Game
Sep 15 - D-Day Normandy Dec 15 - Rescue of U-141
Sep 22 - Meeeting Engagment - American Civil War Dec 22 - No Game Christmas Weekend
Sep 29 - Bald Nob Creek - American Civil War Dec 29 - No Game New Years Weekend

  1. July 7, 2001 Battle of the Bulge 20mm WWII

    The German Kampfgruppe Peiper attack through the Ardennes Forest in December 1944.

    The German column crossed a bridge and approached an American fuel dump. The German force consisted of an armored car, two PZIV's, two PZV's and a King Tiger, the armor was accompanied by a platoon of German armored infantry riding on tanks and in half tracks. The defending Americans had a scratch force of infantry, machine guns, a M4A3E8 tank and an M8 armored car. T The American's plan was simple to delay the German column using one squad or tank at a time making the Germans stop and deal with each new threat. The Germans had bad luck right from the start when the King Tiger broke down as it came off the bridge. The Americans then used both flanks and at one point had a half of squad behind the German Advance. That half squad destroyed two enemy squads with a surprise attack on the enemy at close range (under 4"). This seesaw attack-defend-counterattack went back and forth for 10 turns. The Germans would advance, then an American unit would open fire, the German's would stop and attack and destroy the US unit, then move on at which point an another US unit would open fire on the German advance from a different position, repeating the cycle.

    The US force could not take the loses at this rate with out help. That help was reinforcements of two Sherman M4A3, an M5 Light tank and an M10 Tank Destroyer. The arrival of this force was fortunate as the only American tank, an M4A3E8, had been hit and destroyed. The German advanced taking out the M10 TD and a M4 another infantry squad. Moving up more infantry and the armored car to attack an American bunker. Accurate 60mm mortar fire and a battery of 105mm howitzers provided support when needed reducing the German infantry to one squad which was being held in reserve. It was a near thing though with the Germans getting to the gate of the fuel depot, but several well aimed, or timed shots took out both of the German PZVD's. In the end it was an American Victory. Moderator, Matt Sherman: Rules, G.I.

    • Germans
      • Joe Shaffer
      • Cliff Martin
      • American
        • Pat McGarrity
        • Terry Callahan
        • Warren Peterson
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    • July 14, 2001 - No Game


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    • July 21, 2001

      Played two games of coastal 1/600 navel tonight. We used Flaklighter Rules with some modifications to rule rules. The modifications were primarily to movement and added damage from nearby exploding ships. We based our movement on hexes rather than using rulers and turn gauges. This does speed the game up there is less clutter on the table. The co-lateral damage from nearby exploding ships make everyone a little wary of getting in to close for the kill and provides a little satisfaction you were able to get a last lick in on your opponent as you boat goes up in pieces.

      First Game
      A German freighter being escorted by two Minenbotten had to exit the table between two islands. The Allied attackers had two PT boats, two MBT's and an armed trawler. From the beginning the Allies realized they were up against tough boats. The Germans had larger and longer ranged guns opposed by the smaller MBTs and PT boats. Both MBT boats were sunk by gunfire from the Germans while the armed trawler lobbed shots in from long range at the Germans. A PT boat skirted an island and coming in on the German port side fired a torpedo into one of the Minenbotten. The German sank as the torpedo explosion broke the ship in half. The other minnedbotten was ahead of the freighter and had only the stern gun to shoot at the PT boat. The PT commander launched three torps at the freighter at point blank range. He couldn't miss! The PT boat captain stared in utter disbelief as all three torpedoes hit the hull of the freighter and failed to explode. He had failed to consider that this was 1940 and the torpedoes were American. Three duds! At this point the Allies withdrew to German cheers. Victory German, Moderator None

      Players
      • Germans
        • Warren Peterson
        • Allen Barton
        • Cliff
        • Allied
          • Terry Callahan
          • Cliff Martin


        Second Game

        A flotilla of two PT boats and two MBTs were escorting two coastal trawlers through the Channel Islands on a re-supply mission. The Germans knowing attacked the British convoy with four E Boats. The E Boats made up for the lack of heavy armament with speed. The E-Boats had a top speed of 42 knots, which could run rings around the Brits. A German boat was lost right away to enemy gunfire concentrating on one boat. The other boats sped up and went into close attack. Another boat was lost when as it swung around hit one of the British MBT's. The third boat having been hit in the rudder slowed to avoid going out of the battle while a British boat begin it had similar problems. Both boats resumed the attack at the same time and it was a race to see who would reach the convoy first. The British perceiving that this was the greatest threat concentrated all their fire on the one E-boat returning to the battle. Meanwhile the last boat moving at 42 knots attacked both trawlers. The British were open mouthed with awe at the boat as it slipped between both coastals moving at 40 plus knots and firing all guns. It was at this point one coastal slowed and sank, and the German #4 Boat swung around to have another go at the remaining ship. It was at this point the returning E Boat was caught in the British gunfire and was sunk. The German Flot Commander decided it was better to retire and claim victory with one British a MBT and a trawler sunk. Not so said the English commanders: Victory British, No Moderator.

        • Allied
          • Warren Peterson
          • Allen Barton
          • Cliff
          • Germans
            • Terry Callahan
            • Cliff Martin
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        • July 28, 2001 - Battle of Singling WWII Micro Armor-

          We hadn't played any micro armor in awhile so we picked Mein Panzer and a scenario book I picked up in Denver and went at it. It took awhile to get organized but we got off a good game of Late War Western Front.

          Battle of Singling Dec. 1944

          Germans hold the village of Singling with a mixed force of infantry, tanks and an anti-tank platoon. The Americans were attacking with CCA, a company of infantry and two companies of Sherman tanks and Hellcat TD's. The Americans came in from the south on the German left flank, either side of a road. Their objectives were the town of Singling and a hill to the NE along the road north. The American plan was to advance along the road in towards the hill and have three platoons of tanks and two platoons of infantry swing left at at a road juunction and attack the town from its flank. This plan of attack surprised the Germans because they had anticipated the American attack on their other flank. The Germans were a bit unnerved by this and spent the the first part of the game moving the Panzers from their right flank
          into the town. The Germans had little to worry about. 88's, in the form of three JagdPanthers, took a heavy toll on the American tankers. When the German infantry in the town caught the American infantry in the open it was all but over for the Americans. US artillery support with smoke and HE did provide cover and support but it too late and too little. The cause was lost. The Americans never made it to the town or across the road with any type of force. German Victory. No Moderator Players

          • Allied
            • Joe Shaffer
            • Cliff Martin
            • Cliff
            • American
              • Terry Callahan
              • Allen Barton
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          • August 4, 2001 - No Game
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          • August 11, 2001 - No Game
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          • August 18, 2001 Johhny Reb Returns

            When Tom Sparhawk moved to Virginia last year with him went the American Civil War 15mm army he had built up over the years. Many of us who came to his house the first time, on Saturday nights, played Johnny Reb for the first time. After about seven months of planning and painting we played a game of Johnny Reb tonight. There were only two of us and we were both very rusty with rules. We had fun and enjoyed the complexity and challenge that JR brings to a game. It was a small battle, two divisions it didn't matter who won or lost, Joe and I had a great time. My propensity for rolling low when I need high and high when I need low is still with me and Joe's habit of rolling snake eyes twice in a row for morale rolls is still with him too. Here are a few pictures of the table and battle. Please excuse the quality I am learning how to take pictures of a new scale.

            After Action Report
            Callahan's Bridge
            August 1861

            Johnny Reb is back at MEGA!

            The Confederate general, Terry Callahan had been given the mission of securing a pair of crossroads and the bridge that divided them. He had only a division and while the Union commander (Joe Shaffer) also had only three brigades the defender had too much territory to cover and poor ground in which to anchor his flanks. It also helped that the Federals had artillery superiority and they had recently received 600 of the new Henry Repeaters. The Illinois regiment armed with these accounted for the destruction of three enemy regiments and the crew of an entire artillery battery during the action.

            The Rebel made his biggest error in his deployment as he tried to garrison the length of his line when his best hope (in hindsight) had been to establish a couple of strongpoints and maintain a strong reserve which could have taken advantage of his excellent lateral road. The
            Union troops massed on the confederate right flank and easily turned the enemy while the brigade led by the repeaters attacked the center of the position preventing swift reinforcement. The Union right was held by the third brigade supported by a battery of 20 pound Parrots which inflicted telling counter-battery damage and also a significant number of infantry casualties on the Confederate left. The Union suffered modest casualties, but three officers, including the division commander were killed in the battle.

            All in all the action was quite enjoyable from the Union perspective. Joe has retained his talent for critical "snake-eye routs". (Two in a row during the climax of his attack delayed the decision by four or five turns.) Terry remains an expert at rolling miserable fire combat at critical moments. (Tripled musket fire from a 600 man regiment only to roll a 'four' for effect.)

            Terry Callahan has spent considerable time building the armies from the Battle of Shiloh and his choice of 6mm figures promises to really enhance the sense of a corps command with Johnny Reb (2.5)

            • Union
              • Joe Shaffer
              • Confederate
                • Terry Callahan
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            • August 25, 2001 Battle of Peterson's Creek - Civil War 6mm JR

              After Action Report
              August 26, 2001


              Fresh off a swift victory the week before, Union forces in Corps strength pushed to force the crossings of
              Peterson's Creek. Opposing them was a smaller Confederate Corps. Opposing forces totaled some 18,000 against 11,000. Neither side was certain of the condition of the fords, so the initial stages of the battle saw a headlong rush for the opposite banks to identify crossing points. A bridge carried the main road cross the creek on the Union right at Warren's Mill and the Confederate moved to block the Federal advance there. The Confederates were outgunned in terms of both artillery and rifles (The Union troops were equipped with breech loading rifles, courtesy of effective die rolls by Terry and Warren.), and the Confederate commander on the left held his ground at great loss. When that bridge was inevitably taken, the Rebels had one less brigade and the Union had suffered only modest losses.

              On the Federal right, the opposite bank was heavily wooded and the only two fords in the vicinity crossed there. The Confederates had managed to get a Division into the area and hastily formed defenses just inside the forest. Union firepower and numbers once again held sway, although the Confederates gave as good as they got, especially as Union regiments charged across the fords into concentrated musket fire. A brigade-size chargefinally succeeded in driving a hole into the woods which threatened to provide an avenue into the Confederate center.

              Just arrived on the battlefield, however were two elite Confederate brigades one of which stabilized the Confederate line on the left, about 500 yards from the bridge, inflicting serious casualties on the Federals advancing from there. The second brigade had formed and was advancing toward the trees on the Confederate right as night fell.

              The battle was declared a stalemate at nightfall. The Federals had secured at least two crossing points, and contested a third, but the Confederates still held the major road junctions. Casualties numbered about 1,500-2,000 on each side. Terry and Warren conducted able assaults in difficult situations, on the bridge and against the woods, respectively. The novice commander on the Confederate left, Cliff showed his mettle and learned a few things as he stood in the face of superior firepower. Joe commanded the Confederate right and conducted a tenacious defense in the woods, and Pat served as the commander of the reinforcing column, directing his brigades to critical positions with celerity. Moderator: None Victory:Draw

              • Union
                • Terry Callahan
                • Warren Peterson
                • Confederate
                  • Joe Shaffer
                  • Cliff Martin
                  • Pat McGarrity
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              • September 1, 2001 - Sherman's Junction ACW

                Had another Game of Johnny Reb tonight. Matt Sherman as Rebel Commander had a few (actually more than a just a few) spectacular dice rolls. His dice rolling for snake-eyes and box-cars at the most unfortunate times has put Joe into second for this catagory. Matt had five routes in two turns and killed three general in one turn. Here is the after action report submitted by Warren Peterson of the Battle at Sherman's Junction. I will add pictures later this week.

                After Action Report
                Sherman's Junction
                September 1863

                With the delay of Union forces in crossing Peterson's Creek, two Confederate divisions under the command of Generals Cliff Martin and Matt Sherman converged on a small village to secure several important road junctions. By controlling these road junctions, Rebel forces hoped to prevent and contain further Union incursions.

                The Union Commander also recognized the importance of the road junctions and dispatched two Union divisions under the command of Generals Terry Callahan and Warren Peterson to the scene. Both sides' missions were to control 3-out-of-4 objectives. The Union forces experienced problems while marching and entered battle separated into two strong wings (i.e., two flanks with no center). Confederate forces entered the battle more evenly distributed (i.e., two flanks with a center).

                Marching quickly down the road on Turns 1 and 2, Warren (on the Union right flank) immediately seized the first road junction (one objective secured for the Union). Matt arriving on the scene saw the Union forces already in position, and decided to launch an immediate charge. The annals of history are replete with hasty military actions sometimes being successful. However, Matt's troops were inexperienced and fatigued from their march (sounds like a good excuse anyway). The Union regiment formed into line and fired a volley into the charging Rebels causing some casualties (one figure). With the spilling of blood, the Rebels loss their morale and ran away (got to love those "snake eyes"). As the Rebs retreated down the road into their own units advancing up behind them, two more routs ensued (you guessed it, more "snake eyes"!) and a couple of other regiments were thrown into disorder. The entire Confederate left had effectively disappeared. Matt's problems were not over, as forces under his command on the Union left flank experienced similar problems. All told, at the end of Turn 3 four Rebel regiments were routed (three in one brigade).

                Terry advanced Union forces on the left flank and seized the next road junction (score another objective for the Union), meanwhile, Confederate forces controlled two objectives in the middle of the battlefield. Neither of which could be contested because of the initial deployment of Union forces. One was a road junction, the other was a small hill. Current score is Union 2 vs. Confederate 2.

                On Turns 4 and 5, the Confederates managed to stabilize conditions. On the Union left, Terry setup a formidable defensive line along a small ridge, which controlled the objective. Although out numbered by the Rebs, Terry's boys were equipped with repeating rifles. More fire was exchanged as both forces maneuvered for position. Matt once again showed his skill by killing the Rebel Corps Commander, a brigade commander, and stunning another brigade commander (how many "box cars" can this guy roll?). Cliff at this point asked for and received reassignment (i.e., he went home).

                On Turn 6, Warren attempted a charge to force the remaining Rebel regiment on the Union right flank out of the way and continue his advance toward the center of the battlefield. This charge was thrown back on impact. A Rebel charge was initiated by Matt on the Union left flank. The Union regiment receiving the charge was thrown back. However, a second Union regiment in a blocking position was able to fire and destroy the Rebel chargers. Matt killed another brigade commander at the completion of this turn.

                The battle continued through Turn 7 wherein, the Rebels continued to take heavy losses at the hands of Terry's repeating rifles. On Turn 8, Warren again charged the Rebels hoping to force passage towards the center of the battlefield and that key third objective. This time a second regiment supported the charge. A melee ensued. The Rebel unit was completely wiped out. Desperate advances by Rebels on the Union left flank were decimated by well placed canister rounds. Two more brigade commanders were stunned in the action.

                Turn 9 saw Terry launch a charge on the Union right flank. He was advancing his brigade to exploit the initial gains made by Warren. Once again it was thrown back in confusion. Terry was more successful on the left flank where charging units again meleed. Once again the Rebel unit was wiped out in the melee with several stunned survivors being captured. Another Rebel brigade commander was stunned. The Union still controlled only two objectives.

                At this point, the battle was called. Based on the control of objectives it was a draw. However, the battle cost the Confederate Army many casualties including several key commanders. Rules: Johnny Reb 2.5 Moderator: None Victory: A Draw

                • Union
                  • Terry Callahan
                  • Warren Peterson
                  • Confederate
                    • Cliff Martin
                    • Matt Sherman
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                • September 8, 2001 - No Game Aattend PK
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                • September 15, 2001 D-Day Normandy

                  All day game at Pat McGarrity's house, began at Noon and finished up around 11:00 P.M.. Play ended around 9:00 p.m. and a discussion ensued centered around the events of the last week.
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                • September 22, 2001 Meeting Engagement - ACW

                  Played Johnny Reb again tonight. A meeting engagement of a Union and Confederate forces. Each side was division strength moving up the road. Without cavalry to scout each was blind to the location of the enemy. Rebels set up a 12# Napoleon in the road that dominated the center of the battle and prevented the Union force to advance up the road to engage the Confederates. A US brigade used cover attempted to outflank the rebels on the left and charged the Rebs before they had set up defensive positions. The lead regiments lost the charge roll and routed back through the line taking another with and disordering another regiment in the process. The disaster on left prevented the Union commander from getting into a position of strength for the rest of the game. At one point an attempt to hit the Rebs when they were forming ended in a melee between an eight man regiment and a 28 man regiment. Victory Confederate, no moderator. I won't put the pictures in the battle report as many are taken of other parts of the battle.
                  Rebel Regiments Forming on the right.
                  41st Illinois moving up.
                  CS Troops advancing through the orchard. Union Line.
                  Battle on the Union Right.

                  • Union
                    • Terry Callahan
                    • Confederate
                      • Warren Peterson
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                  • September 29, 2001 Bald Nob Creek ACW
                    Played a Game of Johnny Reb, attack - defense game with six players. Two Confederate Corps attacked a Union Position held by two divisions. The game started slowly due to inexperienced commanders. The Union Left was being pressed hard by a full division of four brigades and an attached cavalry brigade. The US had two brigades, one infantry and one cavalry and an artillery battalion. The position was a high hill with a large church near the crest. Stone walls interlaced the front side hill and woods were the back side. The Rebel Commander flanked the hill with his cavalry and moved infantry with artillery support against the front and flank. A cavalry regiment learned not to get too near to infantry when it was hit by rifle fire and lost three stands and failed two morale checks. The game ended at this point. it was determined that the Union position was going to be hard pressed to remain because of the Rebel flanking of the position. No Moderator. None of the pictures turned out.

                    • Union
                      • Terry Callahan
                      • Cliff Martin
                      • Joe Shaffer
                      • Confederate
                        • Kavin Watson
                        • Annan Gross
                        • Warren Peterson
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                    • October 6, 2001 - No Game

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                    • October 13, 2001 - No Game

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                    • October 20, 2001 Atlantic Crossing WWII Naval

                      Played the "Atlantic Crossing " scenario tonight using Shipbase III computer moderated game system.. We've played this scenario before several times here and a couple times at Con's. I had always moderated the game, never played the scenario.

                      The Americans came on at the far corner of the table with their destroyers in an antisubmarine screen. The German task force enter on the opposite corner at the other end of the table, 'bout as far you can get and still be in the same room.

                      The American strategy was simple go fast and get off the table. The German strategy was to concentrate on one capital ship and sinking it before attacking any other ship. The computer was set to "tough" and engagement began.

                      It was obvious from the beginning that no one getting hits on either side even as the distances closed to less than 20,000 yards. It was at the 15,000 yard range that the Germans ships began to take damage from the American ships. The Germans changed course and launched a salvo of torpedoes. The American destroyers launched their salvos of torpedoes the nest turn. None of the German torpedoes found their mark all missing their intended targets. The American torpedoes never got close to the Germans ships. They did get close to the Iowa though, luckily no damage was sustained by the battleship from the spread of torps! At this point the New Orleans passed between the Tirpitz and the Scharnhorst at less than 5,000 yards and took successive hits from both ships, sinking under the hail of gunfire.

                      Alas too late for the German commanders, the US Navy Task Group steamed on past to victory. Victory American, no moderator. No Pictures

                      • American
                        • Annan Gross
                        • Cliff Martin
                        • Kavin Watson
                        • German
                          • Terry Callahan
                          • Warren Peterson
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                      • October 27, 2001 - Shaffer's Gap - ACW Johnny Reb 2.5

                        We played Johnny Reb tonight, a division scale battle. The Confederates were holding a mountain gap with three regiments of cavalry waiting for the rest of the division to arrive. They were to hold the gap against an attacking Union Division. The Confederates were rolling dice for the entry of his reinforcements.

                        The Union Attack was slow to develop. The gap was narrow with broken ground on either side of the gap and rough ground at the top of the mountains. This kept the attack focused and would slow any flank attacks made by either side.
                        As the Federal forces drew up there was some small skirmishing resulting in a few lost figures. When the Union commander had his three brigades in place he ordered a charge by two infantry regiments, on the Union Right, against a dismounted cavalry regiment. Both of which were thrown back, one in disorder and the other in routed! Both regiments recovered the next turn. The Union commander launched a single charge from the other side of the Union line. This time the Rebel cavalry routed and caused the route of the lead Confederate regiment coming up to reinforce the cavalry. This single action delayed the Rebels one turn and allowed the Union commander to occupy the gap with his three brigades.

                        The center of the Union line was held by the elite Third Brigade with repeating rifles and breech loaders. This was a deciding point of the battle. The Third Brigade began to decimate the Confederate regiments at the base on the far side of the gap. Before long the Rebel commander had lost two elite regiments and an artillery battery to small arms and another had been routed. This put the Confederates in a bad position. When the Union mounted infantry flanked the enemy line and another regiment was destroyed in the center the Confederate commander pulled his troops out of the battle and retreated back to safer locals. Loss for the Confederates was one battery of rifled guns, and three regiments of infantry and one of cavalry. Losses for the Union were two infantry stands a battery of 10# Parrotts and a battery of 20# Parrotts. No moderator, Union Victory. No Pictures

                        Note on Pictures: I used a blue matte board back drop for most of the pictures which provided a nice horizon and sky. Because the camera does not have great depth of field the ships in the distance are a bit out of focus.

                        • Confederate
                          • Joe Shaffer
                          • Union
                            • Terry Callahan

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                        • November 3, 2001- Duel Among the Ice

                          This is one of the games I will presenting at Command Con III. This is to see if the balance, mechanics, etc is good. Our conclusions will be at the end of this report. Rules used are Shipbase III.

                          Duel Among the Ice.

                          When a small convoy left Iceland for Murmansk it was ordered to take a route north along the edge of the ice packs to avoid U-boats and enemy surface ships. On the fifth day out it was spotted by a German Condor reconnaissance plane. A German surface task force was sent out to attack the Allied convoy. The heavy cruiser Prinz Eugen and four destroyers made up the task force. The Ten ship convoy was escorted by the Light cruiser H.M.S. Belfast and three destroyers.

                          German lookouts spotted telltale smoke from the convoy and approached it head on. The ice was close along the port of the fast moving ships. Convoy escorts spotted the enemy ships at about 36,000 yards. Small icebergs and ice flows dotted the ocean to starboard. The Belfast opened fire first on the lead destroyer doing no damage. Germans ships eventually opened up at closer range the results being the same, no damage.

                          Both warship forces increased speed and distances closed quickly. The British DD's began to lay down a smoke screen. Both sides launched torpedoes at about 18,000 yards. A German DD confused by the smoke screen rammed the H.M.S. Fury amidships. The Fearless sank in minutes from the collision. Z34, the German DD, suffered 60% damage. Gun fire exchange intensified with the Prinz Eugen targeting the Belfast. H.M.S. Belfast returned fire hitting the Prinz Eugen. This exchange seriously damaged both cruisers. Gun fire and torpedo took their toll and the Belfast sank as it landed more hits on the Prinz Eugen.

                          The remaining British destroyers were silenced by gun fire. The smoke screen had cleared and now the Germans began to target the convoy ships. The helpless freighters and tankers began to take hits from enemy gunfire and torpedoes. It became a slaughter. Four ships of the convoy were sunk or damage in the round of gunfire. A German DD collided with a freighter and sank in the melee of ships.

                          This was a quick game, lasting a bit less than two hours. We both felt that the British were under gunned and probably needed two more DD's. The German Z31 class destroyers, almost as big as a light cruiser, were armed with 5.9 inch guns out gunned the British DD's having only 4.7 inch guns. The effect of the icebergs was to keep the battle localized on one side of the table, though the convoy had begun to move into the ice pack at the end of the game. Victory German, no moderator.

                          Pictures
                          H.M.S Belfast with K.M. Prinz Eugen and German destroyer in distance.
                          View of S.S. Edwin Abbey taking torpedeo hits, K.M Z33 in distance about to collide with unknown freighter.
                          K.M. Prinz Eugen and H.M.S Belfast, in distance, exchanging gunfire. Note torps off bow of PE!
                          H.M.S. Fearless and K.M. Z38 exchange gunfire, Prinz Eugen afire in background.

                          • German
                            • Warren Peterson
                            • British
                              • Terry Callahan

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                          • November 10, 2001 Two Games Lots of Fun

                            We played two games tonight, both were WWII engagements, one land, the other sea. These were practice games for the upcoming Command Con in St. Louis, MO next weekend.

                            Game One

                            The first was the "Battle for Singling" we used a scenario from the Battlezone WWII Scenario Book. The battle is an American assault on a German held town in Dec. 1944. The German players placed their forces in several strong points across the map. In the town a platoon of infantry with supporting heavy weapons and nine PZVG's, at the cross roads another platoon with heavy weapons. The battalion command with a PAK40 at a small farm and finally three Pzjager IV's nearby on a small hill. The US players divided their force in three groups. The main attack with a platoon of armored infantry and tow platoon of M4A3 Sherman tanks on the left. On the right a platoon of m18 Hellcats a platoon of armored infantry with an FO. In the center a platoon of armored infantry with a platoon of M4A3E2 Jumbo Sherman in support.

                            The Americans moved to the attack on the left with the German defenders taking out a couple M4's. A
                            long shot took out a PZV. On the German left an artillery barrage destroyed an M3 half-track and suppressed an M18. The Germans opened up with three PzJgrs at the American Jumbo and bounced all three shots! The Jumbo fired in return destroying two and suppressing the third.

                            The M4 Sherman on the German right began to gang up on the Panthers taking out another two Panthers. The American FO called in smoke on their left and advanced on the town. A melee ensued and leaving several M4's and a half-track destroyed. The German's were being pressed hard and lost two more PZV's. At this point the German commander ordered a withdrawal and conceded the town and the battle to the Americans. Victory; US moderator: Terry Callahan Rules: Mien Panzer (modified).

                            • American
                              • Kevin Watson
                              • Cliff Martin
                              • Sean Richie
                              • German
                                • Joe Shaffer
                                • Kelli Richie
                                • Annon Gross
                                • Warren Peterson


                              Game Two

                              Second Game was a 1/600 Coattail Naval Game using FlakLighter Rules. In this night engagement The British had a Isle Class trawler patrolling in the center. Two other small flotillas moving up on each side. The Germans were attempting to supply an island base.

                              Sightings were made by both sides and gunfire was immediate. The fast moving boats, up to 42 knots, accelerated to full speed to gain advantage and position for torpedo launches. A collision in the darkness between a German Schnellboot and a British MBT Fairmile D result in heavy damage to both boats. The British gunners opened up their light weapons raking the boats from bow to stern. Tracers exploded a depth charge on the stern of the German boat which both boats and damaged several others. This was to be the only loss for the Brits. The German lost another Schnellboot that was attempting to support the ferries carrying the supply. The ferries narrowly missed a salvo of six torpedoes launch by three British MBT's. The ferries went on to supply the island base and the British boats drew to their base. Victory German, Moderator Warren Peterson.

                              • British
                                • Terry Callahan
                                • Joe Shaffer
                                • German
                                  • Sean Richie
                                  • Kelli Richie

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                              • November 17, 2001 Command Con III

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                              • November 24, 2001 Pumkin Pie Skirmish
                                We played 25mm American Civil War tonight. We had a new player, Carl Boyton, and we used Brother Against Brother Rules which are easy to learn.

                                A small Union force of four squads and one artillery piece, were at Mrs. Gross' farm house where she had just finished baking several pumpkin pies. A larger Confederate force of six squads, smelled the pies baking and came a runnin' down the road. They ran right into the already present Federals. A skirmish over the rights to the pies ensued.

                                The first squad of Rebels came over a small rise and ran right into a volley from the waiting Union Infantry. The Rebs took two hits and on the next turn failed to pass their morale and skeedadled from the field. The Rebs seeing that the Yanks were weak on the Union right attempted to put the remaining four squads against the two Union squads. They were slow going through the light woods and one squad held back after seeing that first squad skeedadle. Some cannon fire hit the Rebs as they moved across the road. The Yanks seeing the Rebels moving to the right shifted all the squads to their right to even up the fight. The Confederates seeing this sent one squad around their right in hopes of getting to the unprotected pies. This move was countered by a Yankee squad which went up the road a bit.

                                Gun fire was exchanged and one of the Union squads retreated, another was decimated in a Rebel charge. Another Rebel change and another Union squad was down to half its strength. It looked bad for the Yankees. Then disaster struck the Confederates. The rebel squad that had done so well in the last charge took
                                four hits on five dice and was lost! On the Rebel right the Confederate squad traded gunfire with the Union squad in the road. The Rebs lost another squad in the woods. Things began to look up for Billy Yank!

                                A Confederate charge failed to route the Yankees while gunfire in the woods left both sides with less than one squad left apiece. The Union moved its cannon over next to the farm house and waited for the final Confederate attack. It came with a volley of rifle musket fire. The Union passed their morale check and round of canister sealed the pies fate in favor of the Union. No moderator, Victory Union

                                • Confederate
                                  • Carl Bayton
                                  • Warren Peterson
                                  • Annon Gross
                                  • Federals
                                    • Kavin Watson
                                    • Terry Callahan



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                                • December 1, 2001 Baylor's Crossroads

                                  We played JRII tonight. There were six players, we drew cards to determine sides each player had two brigades. Entry onto the table was determined by rolling a d6. Each player rolled and entered on one of six roads onto the table. The roads were at 1-3-5-7-9-11 clock positions as looking length wise at the table. The CS force or for infantry brigades entered at points 11 and 1 o'clock positions, while the remaining two cavalry brigades entered at the 5 o'clock position. The US had to wait a turn and entered at the remain three positions 3, 7 and 9.

                                  The map had a forested ridge running down the right hand side and a large town in upper middle of the table at the junction of the roads. The objective for each side was to control the road between the junctions.

                                  The battle developed slowly with several newly promoted commanders leading their first attack. The two CS brigade entering in the NE were delayed waiting for another column of Rebs to clear a road junction. While this was occurring the Union quickly gained the critical crossroads objective with two regiments of cavalry. The cavalry waited from the
                                  heavier infantry to come up and hold the approaching Confederates off. The Confederates came in with three regiments their own cavalry. The result was long range firing at each line with SB muskets, with little damage to either side. When the US infantry came up the Rebs heroically held off a charge by a US regiment. Throwing it back in a rout. The US commander moved up three more regiments and this time sent in a supported charge of three regiments. The cavalry was overwhelmed and routed.

                                  On Confederate Left at battle of attrition was taking place with the CS troops getting the worse of the fight. Two 10# Parrot batteries and a battery of 20# Parrott rifles began to hit the exposed flanks of several Rebel regiments. One regiment routed when it couldn't take anymore. Another regiment seeing this decided to leave the battlefield too. The US commander was readying his Brigade to advance and wheel right to collapse the Confederate flank when disaster struck the Union Right!

                                  The Confederates moving slowly in the broken terrain of the ridge charges a regiment supported by two others into the Union lines. Three regiments broke and ran at this attack running away and leaving the Union Left hanging in the air without support. While disaster was occurring three US regiments were in the rear of the Union Left Flank countering two CS cavalry regiments sent to harass the Union rear.

                                  The remaining CS Cavalry was holding out against a US Brigade. The US commander was called away and his replacement was closing the noose the previous commander had prepared. These rebel cavalrymen were not getting away.

                                  At this point the battle was called. Though the Union held the objective it's left flank was in shambles. Minor Union Victory, No moderator.
                                  • Confederate
                                    • Carl Bayton
                                    • Warren Peterson
                                    • Annon Gross
                                    • Federals
                                      • Kavin Watson
                                      • Terry Callahan
                                      • Cliff Martin



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                                  • December 8, 2001 No Game
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                                  • December 15, 2001 - Rescue of U-141
                                    Waiting After Acion Report from LC Peterson RN
                                    Some photos of the Action
                                    AFTER ACTION REPORT
                                    2nd TB Flotilla
                                    June 1942
                                    Somewhere near the Coast of Holland

                                    Dear Commander Riede:

                                    I am pleased to report the rescue of the disabled U-boot,
                                    U-141 along with its crew and passengers. In addition to the rescue of the stricken submarine my task force was able to severely damage and sink several British vessels. The enemy vessels were encountered during rescue operations, and I believe they were seeking to capture our submarine. I do not know how they were able to determine the status and location of our submarine in so short a time. A brief account of my encounter with the British Navy is provided for your information.

                                    Upon notification of my orders, I immediately set to sea with a task force consisting of two Elbing Class Destroyers (T22 and T23), and two Wolf Class Destroyers (Wolf and Iltis). We made good speed towards the last know position of U-141 arriving at the search zone early in the morning. Conditions were calm with hazy overcast skies.

                                    As we closed on the drifting U-141, my radar picked up an enemy force closing on our position from the west. I immediately placed all ships on alert and prepared for action. Our spotters reported British vessels consisting of two Flower Class Corvettes (Crocus and Oxlip), two Clemson Class Destroyers (Belmont and Chesterfield) and one Hunt Class Destroyer (Artherstone). Based on my observations, the British were having difficulties in spotting my force. They did not make course corrections as anticipated, but steamed directly towards us.

                                    At approximately 0600 hours, we engaged the enemy vessels. Destroyers T22 and T23 opened fire at approximately 2,000 yards. Their main target was the Artherstone. Several hits were scored and return fire from the enemy ship damaged T23. Several more rounds of gunfire resulted in both ships taking damage. Flooding started on T22 and T23 suffered damage to its engine room. Several fires were noticeable on the Artherstone. The crew of U-141 also contributed to its defense by firing the submarine's deck guns.

                                    As the two destroyer forces closed on each other, the Belmont and Chesterfield launched several torpedoes directly at my force. I likewise ordered a torpedo launch. Gunfire continued to be exchanged as my ships maneuvered to protect U-141. More hits were registered on all ships.

                                    What occurred next can only be described as extremely courageous or stupid. I think that the Captains of the Belmont and Chesterfield must have received severe injuries in the battle. From their incapacitated state they were unable to order needed course corrections, and steamed directly towards T22. Captain Fritz on T22 turned broadside to rake the enemy vessels with fire. He fired all guns at point blank point range, while the Chesterfield cut across its bow. The Belmont now rammed T22 midship. The resulting collisions wrecked havoc on all ships. Flooding and fires started. T22 and Belmont sank.

                                    Torpedoes that had been launched earlier by both forces now found their targets. The Chesterfield was struck and a huge explosion occurred. The Artherstone also received a hit. Both ships were sunk. In turn, T23 received a torpedo hit and sank. A torpedo also sank the Oxlip. At this point, U-141 radioed that it had repaired and restarted its engines. The Crocus attempted to close on U-141 but shots from the Iltis changed her Captain's mind. The British vessel withdrew. The submarine was then escorted home.

                                    Respectfully Yours,

                                    Lieutenant-Commander

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                                  • December 22, 2001 - No Game Christmas Weekend
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                                  • December 29, 2001 - No Game New Years Weekend

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