MEGA Game Log

Game List - January to June, 2003

Jan 4 - Assault on a Farm Apr 5 - World in Flames
Jan 11 - No Game Apr 12 - Vacation No Game
Jan 18 - Stoumont Station
(KampfGruppe Pieper Mini Campaign) -
Apr 19 -Vacation No Game
Jan 25 - Stoumont Station continued Apr 26 - Raid on Abbeville-
Feb 1 - Stoumont Station continued May 3 - World in Flames A False Start -
Feb 8- Stoumont Station conclusion May 10 World in Flames Turn 1-
Feb 15 - Lots of Snow - No Game May 17 - Attack on Convoy AM10
Feb 22 - ACW Holding the Crossroads- May 24 - WiF Turn 1 End
Mar 1 - No game May 31 - DiCon III
Mar 8 - Blue - 17 Jun 7 - WiF
Mar 15 - - No Game Barracks Battle Con Jun 14 - No Game
Mar 22 - ACW Johnny Reb Jun 21 - Assualt on Ft. Shaffer
Mar 29 - World in Flames Jun 28 - Sink the Ark Royal

  1. January 4, 2003 -Assualt on a Farm
    • American
      • Terry Callahan
      • Warren Peterson
      • German
        • Pat McGarrity
        • Joe Shaffer
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    • January 11, 2003 - No Game
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    • January 18, 2003 - Stoumont Station (KampfGruppe Pieper Mini Campaign)
      See
      February 8, 2003 for final campaign report.

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    • January 25, 2003 Stoumont Station Continued
      See
      February 8, 2003 for final campaign report.

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    • February 1, 2003 Stoumont Station Continued
      See
      February 8, 2003 for final campaign report.

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    • February 8, 2003 Stoumont Station Conclusion

      This is a combined Game Report for the KampfGruppe Pieper (KGP) mini campaign. From Jan. 18 to Feb. 8, we played out the last part of the campaign at Stomount Station. The battle began at 0930 with the remnants of the American infantry battalion retreating onto the table. The individual units were disordered and needed to pass a morale check to stop. One unit almost made the length of the table before finally making its check.

      The fog made visibility miserable, with ranges of 50 meters (1") to 600 meters (12") early on. This lasted until 1000 or so when the fog partially lifted to 1000(20") meters and finally after 1030 visibility was 1500 meters(30"). Visibility changed every phase during the early morning turns.

      The American plan was a defense in depth using the small farmhouse and barn, a small wood and the village of Taragon. The defending forces made up of the retreating infantry battalion, a company of infantry that arrived in trucks, some additional anti tank guns and a battery of M7 105mm Priests.

      The German plan was to bring on its armor first followed in succession by the Engineer Company, the Paratroop Company and lastly the Panzer Grenadier Battalion with its support. The German plan was to use the heavy PZ Company of Tiger II's supported by two companies of PzV's and PzIV's. The idea was to put the heaviest firepower in the front. (This is the opposite of what happened in the real battle). The American did a good job of delaying the German column for several hours until they received reinforcements around 1100. This was in 740th Tank Battalion. This was a mix of equipment out of the repair depot further to the west. They had no radio and more importantly no HVAP! This was crucial to the out come of the battle.

      The Germans pushed aside the forward defense with the flammtracks and tanks. They lost two PzIV's and PzV's. The American has lost three ATG's, two that never got a shot off at the German column. This was to be the story for the American's for the rest of the game. An ATG would get a shot off sometimes damaging or immobilizing a tank. Then the German armor would take out the ATG the next turn. The German line of march was strewn with wrecked of immobilized tanks, but at this point of the battle, they could afford to lose a few tanks and still win the battle.

      On the approach to Taragon, the Germans figured out a method to drive the American infantry out of the buildings. They would approach a building and fire several rounds of HE into the building collapsing the building or using the flammtracks burn the structure. The US lost three ATG's on this assault and were driven out of four buildings on the east edge of town. The Germans had split their armor to each side of town with a platoon of Tiger II's leading the way. At this point they were bring up the Panzer Grenadier companies to support the armor on the final push through the town.

      An attempt by two platoons of Sherman M4A3 attacking the King Tigers failed with the loss of four M4 DD's and three M4A3's. The Americans had fallen back into the center of the town and were being pushed on the flanks. It was 1430 in the afternoon and there was three hours of daylight left.

      The American's at this point said they could not prevent the Germans from surrounding the town and exiting some of its force off the western edge of the table. The Germans had to exit KGP off the western edge of the table before sunset. During the night, their supply line would be cut and fuel would be limited to 1500 meters of travel and ammunition supplies would limit action against the Americans.

      Conclusions:
      Early in the campaign, the Germans did not use their armor to reduce the building effectively. Thus preventing reestablishing its supply line at Stavlot. The blown bridge there also slowed the attempts to drive the US infantry battalion out. Other tactical miscues prevented the Germans from succeeding early in the campaign. At Stoumont, the more mobile Germans began to learn how to use its heavier firepower to its advantage, especially the flammtracks. At Stoumont Station, they used the heavy Tank Company with the flammtracks to drive the Americans back. They did not let up always pushing the Americans. The two most significant weapons were the Tiger II's supported by the flammtracks. There was nothing to penetrate the frontal armor of the Tigers and the Americans did not attempt to move its armor to the German flanks. (American orders were to counter attack with the 740th Tank Battalion).

      Rules Comments:
      We used Mein Panzer for our rules. We modified the kill table to lessen the impact and prevent 100 percent of all hits being an automatic kill. This change inadvertently lessened the impact of HE, which we corrected later. This change in direct fire of HE around noon on the last day helped the Germans drive the Americans out of Taragon by reducing the buildings to rubble. While movement and tactics were fine, we neglected the command control issues and morale to the units. Rally was and morale comand and control was applied only on hits and suppressions. That was my failure to make sure I included them in play. In Mein Panzer's Rules revision many of these problems looked like they were eliminated or at least moderated.

      Victors:
      I would have to give the early game, around Stavlot to the Americans and give the victory to the Germans in the late game around Stoumont and Stoumont Station.

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    • February 15, 2003 No Game - Snow Storm
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    • February 22, 2003 - ACW Holding the Crossroads


      Played JR2.5 tonight. Two Confederate cavalry brigade held a crossroads against three Union divisions. The Confederate reinforcements would hopefully be along soon.

      The Union advanced on an even front using long range artillery to soften up the Rebels. Two US brigades flanked the town while the rest of the its division was on the other side of the river advancing on the town.

      One Confederate Corps came in on the right flank road. This corps had two divisions of two brigades. They quickly advanced up the road and deployed for battle pushing aside a cavalry regiment. On the other side of the battle another corps came in on two different roads its advance was on the left flank and center.

      The Federal pushed the CS cavalry further back into the town. A few charges by both sides caused losses and routes on both sides. When it looked like the cavalry was going to be pushed out of the town the CS corps on the left arrived and began to deploy for battle.

      On the right the Union commander pulled back a regiment opening up his flank to a charge. The CS commander had two brigades in place for a charge and another two to the left to exploit any success. A charge would be costly as there was a battery of 6 pounder SB and battery of 24 pound howitzers on the flank. They were backed up by a green brigade and dismounted cavalry.

      At this point we had to call it a night. As much as we wanted to leave the game for next week I needed the table to test run a couple games for Barracks Battles Con coming in three weeks.

      • Union
        • Joe Shaffer
        • Bob Gallaban
        • Confederate
          • Warren Peterson
          • Dave Harrison
          • Terry Callahan
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      • March 1, 2003 - No Game
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      • March 8, 2003

        We played a new game tonight. Actually, it was two old games combined into a new game. The games are White Star and Blue Sky by John Stanoch and B-17 Queen of the Shies by Avalon Hill. This combination was authored by Tom Sparhawk a member of this group who lives in Virginia.

        Tom combined the movement and miniatures and combat from the Blue-Sky rules with the damage to weaponry, airframe, engines and crew from B-17 Queen of the Skies (B17QoS). Some of the rules were simplified and to help with the game mechanics. Those really helped move the games along. Tom sent me the information and data sheets on Friday. We ran a play test of the rules on Saturday night.

        Each player has three B-17 bombers (B-24 data coming soon) and two German fighters, BF109, FW190 or ME110. The movement is the same as in White Star – Blue-Sky (WSBS) bombers move first then the fighters. All machine guns have a range of 10 hexes and the levels within a band are five hexes. All attacks by fighters or bombers are simultaneous, as is damage. Hits to the bombers depend on the direction the fighter's attack as is done in B17QoS. A number of dice are rolled and the number of hexes determines hits similarly to WS-BS. At first, it is a little intimidating to see eight or ten dice rolled for hits. Direction and level of attack determine the damage location. After the hit locations are determined then the damage is worked out. These last two use 2D6 to determine how much, where and how bad. The damage range from superficial damage to bombs hit plane blows up.

        The game started slowly as our fighters had to approach and fire from head on. A quick burst and I dove under the flight of bombers and turned toward the other flight. Warren attempted to roll and loop his way behind the bombers. It took him almost the length of the table to catch up with the bombers because the level speeds were the same. My fighters on the other hand ended up between the two flights of bombers and at the same level as Warren's bombers. This was a big time mistake on my part. I was within range of 5 of the six bombers, that would be nineteen guns. The planes got blown away or lost a morale check. A consolation was I got the first kill of the night when a hit on the bomb bay resulted in the plane blowing up from exploding bombs. After that I brought in two more FW190's and Warren and I played catch up down the table. I began tailing his flight and by the end of the table I had downed on more. After turning them Warren got the next bomber. It had lost its tail gunner, was down to two engines, port and starboard fuel tanks were leaking, landing gear shot away, rudder shot up, autopilot gone, top turret inoperable, ball turret inoperable and other assorted damage. It takes a lot of shooting to get one bomber. The plane took seventy-six hits before going down.

        We moved on to my flight of bombers and these were a lot tougher. Here is the damage it sustained: both port engines out, port inboard fuel leaking, starboard fuel tank leaking, Speed down to three and turn up one to eight. Autopilot out, rudder shot away, tail gunner KIA and replaced by the navigator and he is KIA, ball gunner trapped in ball turret and serious wound, radio out, ball turret inoperable, cables shot away, Heat in the pilot compartment out, tail planes shot to pieces and ready to fall off. We the last German fighter was driven off the B-17 had taken 79 hits and it was still flying.

        We had a good time and I immediately changed one of my games at Barracks Battles to this. BTW BB is this weekend March 14th to 16th.

        This was s great game to play and added a lot of excitement to a good game.I will be adding the rules and charts to the website as soon as I or Tom can get the HTML done.

        • Players
          • Warren Peterson
          • Terry Callahan
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      • March 15, 2003 - Barraks Battles March 14 to 16


        Barrack Battles convention report.

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      • March 22, 2003 - ACW Johnny Reb

        We played JR tonight. A meeting engagement between two Union Divisions and two Confederate Corps. Each player had to roll for his entrance point which was one six roads placed around the table. The roads met at the center and the battle was for control of the cross roads. It was short and sweet for the Union which lost pretty quickly. The ratio of briagers was nice to six and without some very lucky rolls by the federals and bad rolls by the Rebels it was going to be no contest. It was! The Rebels charged cavalry into the Union position and threw back an infantry regiment. Tow other regeiments seeing the route decided to leave at the same time. This opened a large hole in the Union line. Mean while in the Union right the three brigades manuvered to charge the Confederate Center which had exposed several flanks. This was accomplished but the ensuing hole was quickly filled but freash Confederate infantry newly arrievd on the battlefield. The Union left and Confederate right charged simultanously and though a couple Rebel regiments were routed it wasn't enough for the Union to control that flank as two Union regiments were destroyed in the charges and another routed away. on the Union Right is as the Union commander was getting into position the Southern Corps Commander charged a brigade into the arriving Union units. It was at this point the Union divisions began to withdraw conceding the crossroads to the Confederates an vowing to come back again with more.

        Union Victory - no moderator

        • Union
          • Joe Shaffer
          • Zac Votrain

          • Confederate
            • Warren Peterson
            • Mike Richards
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        • March 29, 2003 - World in Flames

          Last year I picked up a two copies of the board game World in Flames(WiF) by Australian Design Group. joe Shaffer and I ahd been wanting to learn and eventualy play a campaign game. Tonight we began learning set up for "Operation Barbarosa" scenario. It took up two hours to get set up, reading and rereading the rules and we played two impulses. Joe played German and i played Russian. He pushed me back hard on the southern front which I had not defended as well as my northern front. We learned land and air movement and combat portion of the rules. The night was spent pretty much going thrugh the rules sorting out movement, resources, combat and production. We made several mistakes and errors always going back to the rules to clarification. We were playing World in Flames Final Edition.
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        • April 5, 2003 World In Flames "Operation Barbarosa"

          Joe Shaffer and continued playing WiF tonight, "Operation Barbarsoa". We began with the third impulse of the first turn. Joe playing the Germans introduced naval combat and rail movemenmt. I was being pressed on my southern front hard by Joe. A pair of Russian infantry armies were isolated and surrounded, causing Joe some headaches as they were in his rear. He attacked at 2-1 and failed losing an army for the effort. In the North he pushed on Riga and the naval base there. I was attempting to redeploy some armies to teh southern front to shore up against a possible breakout by the Germans. Joe eliminated my isolated units with a 6-1 attack and captured Riga. He flanked my southern front in the Ukraine. End of turn was rolled and made and we stopped for the night. Since this was practice game we were not going to continue. I made several crucial misatkes in set up. I did not garrison Svebestpol in the south which would have drawn off German units to besiege the port. I did not set up enough units to defend properly in the Ukraine. It was going to be a glorious German victory as Joe was preparing to turn my southern flank in the Ukraine and breakout his panzer armies to east toward Stalingrad and north to Moscow.

          WiF Map as of end of Turn One

          We will begin playing a real campaign game around Easter when everyone is back from vacations and holidays.

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        • April 12, 2003 No Game Vacation in Florida
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        • April 19, 2003 No game Vacation
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        • April 26, 2003 - Raid on Abbeville

          We played Blue-17 now called Bomber by Tom Sparhawk. Bomber is a combination of Avalon Hill's B-17 Queen of the Skies (B-17QoS) and the Blue Sky air combat miniatures rules. The game is includes the damage of B-17QoS on a sheet of paper detailing the hits and the locations. Movement is handled similarly to Blue-Sky miniature rules with some minor and major changes.

          We began a mini campaign with a bombing mission to France to bomb the German AirField at Abbeville. The four bomber formations three of B-17s and one B-24 moved into German fighter range with an escort of four P-38D Lightning's. The bombers took damage but the fighter escort kept the German fighters at bay. The 93rd Bombardment Group(BG) took the brunt of the German attack losing two planes. One plane was down two engines and beginning to straggle behind the rest of the formation. The group also lost another plane. The 91st BG was attacked by several of the German fighters and lost two planes. One of the planes, with an unfeathered prop and another engine out of action, was last seen losing altitude as the group approached the French coastline.

          As the formation crossed over the coastline the escorts broke off, they will pick up the formation on the return to England. Soon after the escorts left, The Germans jumped the formation with 10 fighters. Over matched the American bombers tried to hold off the fighters, long enough to make the target. The 100th BG was hit hard quickly losing three planes to German pilots. On of the planes blew up when the bomb bay was hit with 20mm cannon. Another went down when a fuel tank on the port wing was hit and the fuel caught fire. While this was going on the 91st BG and 93rd BG were losing another plane easch to the interceptors. Only the 306th BG had escaped the German attention.

          To be continued……

          • Eighth Air Force
            • 91st BG Warren Peterson
            • 93nd BG Pat McGarrity
            • 100th BG Joe Shaffer
            • 306rd BG Terry Callahan
            • 448th BG Bob Gallavan (grounded for fog)

          • Fighters
            • Zac Votrain
            • Mike Richards
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        • May 3, 2003- World in Flames - False Start

          We began to play World in Flames (WiF) tonight. This will be an ongoing game that may take several months to complete. It something that a few of us had been wanting to play for awhile so when the opportunity arose we went for it.

          We will be playing the Lebensraum scenario. This scenario begins in May June 1941 before the German invasion of Russia. It is thirty-six turns long and has seven major countries.

          Germany - Joe Shaffer Russia/France - Bob Gallavan Japan/Italy - Warren Peterson US/China Terry Callahan

          Most of the evening was taken with set up and getting through part of the first turn. A mistake in reading the rules resulted in the German and Russian players restarting the turn. Highlights of the turn one first impulse - Axis (1.1x)

          Germany attacked the Russian at the beginning and resulted in a route of the Russian army. A misunderstanding of the rules was the cause so the two players set everything back.

          An attack by Japan failed to dislodge a Chinese army but did result in losses to both sides.

          A sub attack on an Italian task force in the Med. sent the sub to the bottom and two cruisers to the repair pool.

          We broke for the night at this point.

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        • May 10, 2003 - Woprld in Flames Turn 1

          We are playing World in Flames (WiF) the Lebensraum Scenario which begins with the May/June 1941 turn. We reset the map for our previously aborted start made new deployments and began the game again.

          The Axis has taken a new direction in this game with a Southern strategy. They began moving ships, land and air forces toward the Mediterranean and toward France. The goal is to conquer North Africa and the Middle East making the Med. an Axis lake. One part of the strategy is to take Gibraltar though Spain. This will violate both Vichy France and Spain's neutrality. Germany moved the Bismarck and Hipper to the Eastern Med. in support of the Italians.

          While the Germans and Italians were moving south, the Japanese made an attack on the Chinese capturing ______. At the same time, a decision by Japan was made to move south and occupy the Dutch East Indies, gaining the resources in the area. This action did trip a US Entry Action.

          The CW moved units to the Suez to reinforce Egypt and protect the Canal. Naval forces moved to concentrate in the Western Med. protecting Gibraltar from sea invasion or bombardment. The Russian held still watching the German player move his infantry, armor and air units west and south.

          Tactically the CW lost four CA's and a BB to repairs for damage while the Italian navy lost four CA's, two sunk and two damaged. CW surprised the Axis with the transfer of two units from England to Gibraltar on the first impulse. An infantry unit from Crete was also moved to Malta. Three AA cruisers were also moved to Malta for AA support against air attack.

          We stopped at the beginning of Turn 1, Impulse 5 (1-5)

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        • May 17, 2003 - Attack on Convoy AM10

          We played a game of Blue Sky tonight. A German combined attack on a British convoy. The convoy consisted of four freighters, escorted by a CVL, a cruiser and two destroyers. The Germans attacked with six JU87D dive-bombers, a pair of JU88's armed with torpedoes and three HE111 armed with two torpedoes each. The carrier had up two Hurricane I's at high cap and at first sight of the German bombers launched three Fairey Fulmars. The Hurricanes immediately went for the dive-bombers but several of the Stukas pushed over into their vertical dive before the British flyers could close with the enemy. Once into the dive the dive-bombers out raced the fighters. Splitting up four were heading for the light carrier while another two dived on a couple hapless freighters. As the dive-bombers set up to, drop their bombs the carrier made a hard turn to the right. This changed the angle of attack and only one of the four dive-bombers got a hit on the carrier. A bomber that was targeting a freighter diverted onto the carrier caused more damage with another hit on the carriers deck. The last Stuka hit one of the freighters, which must have been carrying ammunition because it blew and sank within minutes. It should be noted one of the German pilots was unable to pull out of his dive and crashed into the sea net to the carrier as it turned.

          While Stukas dived on the convoy the Ju88's and HE111's made their approaches to the convoy. The Fulmars harassed the Germans all the way into the drop area shooting down one Ju88 and one HE111. The German pilots dropped their torpedoes and missed three times with errant torps or duds. Finally a HE11 turned towards the carrier and it was reported dropping both torps. The torps were reported to run straight and true hitting the carrier and exploding on its port side. However, as it turned out the German pilot did not have enough time to line up on the carrier and the waterspouts seen next to the carrier were bombs that missed from the dive-bombers. When the mist and water cleared the carrier and convoy steamed on. With a damaged CVL and losing only one freighter, the British figured they had a victory.

          • British
            • Joe Shaffer
            • Warren Peterson

            • German
              • Bob Gallavan
              • Terry Calahan
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          • May 24, 2003 - WiF Turn 1 Completion
            May 24 WiF We finished turn one of World in Flames (WiF) tonight. The turn ended uneventfully with the various factions moving forces into position for planned offensives and increasing defensive positions. The Japanese occupied Canton and moved it ships and some troops into the Dutch East Indies. They solidified their position in the mid Pacific. The Germans continued to build up its forces to attack Spain with the ultimate objective of Gibraltar. The CW in the mean time reinforced Malta, Gibraltar, and Suez. Russia and the USA remained neutral though the US increased it tension pool with Japan' occupation of Canton.
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          • May 31, 2003 - DiCon III

            We all attended DiCon in nearby Collinsville, IL.

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          • June 7, 2003 WiF

            We completed Turn 1 and began to do the end of turn wrap up.

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          • June 14, 2003 - No Game

            Attended Promise Keepers in Peoria, IL

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          • June 21, 2003 - Assualt on Ft. Shaffer

            Three Union Divisions assaulted CS Ft. Shaffer attempting to wrest control of the Fort and an important waterway from the Rebels. Fort Shaffer was made up of four Bastions connected by walls with lunettes in front of each wall. To the fort's right an additional lunette covered a ford across the river that approached the fort from the right flank. The rear of the fort was made up of one bastion in the process of construction, missing were the two connecting walls.

            The Confederates had set up in a defense in depth deploying two brigades behind a small river in front of the fortifications. The remaining two brigades were deployed in the fort along with a large number of artillery batteries. The artillery batteries comprised a wide variety of type the largest which was a 12# Napoleon.

            The Union Force was made up of two divisions reinforced with three batteries of siege artillery. The Union began the battle with a long-range bombardment of the heavy work of the fort destroying a portion of a wall and a bastion. The US brigades approached the river and pushing the Rebels back slowly. On the Unions Left the US commander exposed several flanks to CS artillery and rifle fire. Charges by both side ended all chance of a successful assault on the Union Left.

            The Union right was having better success pushing the Confederates back. Then Rebels after some initial rifle fire retired back toward the forts left flank walls. The Union siege guns began to target the opposing batteries and regiments on the walls. The Batteries held fast but over a period of several turns the infantry regiments routed from the parapets leaving only the unsupported artillery batteries. A charge by a Union infantry regiment through a hail of canister and shot gained the top of the middle bastion. This regiment was able to hold off the fort's defenders waiting reinforcements from the center and right divisions.

            The game was called at this point, as it was inevitable to be a Union victory as the Rebels were in retreat in the center and right.

            • Confederate
              • Joe Shaffer
              • Zac Votrain

              • Union
                • Warren Peterson
                • Terry Callahan
                • Mike Richards
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            • June 28, 2002 - Sink the Ark Royal

              Played a double blind game of Submarine. Had one sub commander and three British players. The sub commander had played this game once before and said later he made the same mistake as the last time entering directly in front of the convoy.

              The escorts got a sonar return within three turns and moved to the suspected sub's location. In the process two of the escorts collided and remained dead in the water. The other three escorts attacked the sub over several turns. The sub avoided damage by remaining below the depth charges. By using his emergency power the sub moved to the port side of the convoy and while moving away launched a torp from his stern tube. The torpedo went under an escort and missed the HMS Barham. The escorts seeing the torpedo attacked with a vengeance damaging the sub. The German commander used his last emergency power to try to escape the depth charge bombardment taking another hit in the process. The sub commander ordered the launching of three bow torpedoes in the spread at the convoy. The spread shot blind based on his last periscope sighting. As the three torpedoes sped on their way, a massive depth charge attack by the HMS Amazon fatally damages the German Submarine. The British stopped cheering the sinking when they looked at the three torpedoes speeding to the three ships in the convoy. The HMS Illustrious was hit with one torp taking one-third damage. The HMS Ark Royal was hit amidships and suffered one-third damage. The HMS Barham was hit in the bow and took 25% damage. Though the sub got hits on the three ships, he failed to sink any of the three.

              The sub commander said the next time he will begin his attack on one side of the convoy or the other and never directly to the front. British marginal victory

              • German
                • Joe Shaffer

                • British
                  • Warren Peterson
                  • Bob Gallavan
                  • Mike Richards
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