Pokazywanie postów oznaczonych etykietą Germans. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą Germans. Pokaż wszystkie posty

31 maja 2026

Pike and Shotte: Peasant War.

This time, it’s the game we played last Thursday. It had been a while since we depicted the Renaissance on our tabletop, so it was time for another one. Michael prepared a scenario and used his collection of miniatures for this game. It was wonderful to see this colourful variety on the table again. We used Warlord’s Pike & Shotte rules for the game.





SCENARIO: Michael Schneider
UMPIRING
Michael Schneider
SCENERYMichael Schneider, Bartek Żynda, SESWC
FIGURES & MODELSMichael Schneider


1. Forces.



Der Schwäbische Bund
(Bartek)

Georg, Truchsess von Waldburg (9)

1 x Mounted Nobles
1 x Mounted Light Horses

2 x Pike Block
2 x Arquebusiers

1 x Light Horse gun
1 x Medium Gun

4 x Wagons





The “Raubritter” (Robber baron), The Black Mob
(Tim)

Goetz v. Berlichingen  (9)
Captain Florian Geyer  (8)

1 x Pike Block
1 x Light Horse Gun





The “Schwyzer” (The Swiss)
(Jimmy)

Georg Heppenstedt  (8)

2 x Arquebusiers
2 x Halberdiers
1 x Gun Light Hackbut 



 



The Monks
(Michael)

Abbot (7)

1 x Monks





The Peasants
(Alasdair, Andy, Ben)

Thomas Muentzer (9)

1st Peasant Brigade

Faehnlein Monk 1  (7)

1 x Slingers

1 x Archers 


2nd Peasant Brigade

Faehnlein Captain 2 (7)

2 x Peasants with Double Handed Weapons

 3rd Peasant Brigade


Faehnlein Captain 3 (7)

2 x Peasants with Halberdies

4th Peasant Brigade

Faehnlein Captain 4 (7)

2 x Peasants with Handweapons

5th Peasant Brigade

Faehnlein Captain 5 (7)

2 x Peasants with Improvised Weapons

6th Peasant Brigade

Faehnlein Captain 6 (7)

2 x Peasants with Improvised Weapons 







2. The Game.


In our game, there were four main factions: a German count, who was transporting supplies to a nearby fortress and was also responsible for protecting the local abbot and the village next to the abbey; German and Swiss mercenaries, who hated each other; and a large host of peasant rebels.





The German count could form an alliance with either group of mercenaries, but not with both, as their mutual hatred made that impossible. The count faced a very difficult task: to win, he had to hold on to his possessions. Points could be earned for wagons, cannons, and buildings.






My column advanced across the table, but unfortunately at a very slow pace. The problem was the excessive number of units under my command. The probability of a failed order was very high, and that was my Achilles’ heel. I quickly formed an alliance with Tim, which meant I now had to keep an eye on Jimmy. While Tim always honours his alliance commitments, Jimmy is like me: he can’t be trusted. Therefore, I decided to watch him closely and direct additional military forces toward his position.






Meanwhile, the peasants sprang into action. Alasdair attacked Tim but was driven back, while Andy began plundering the abbey. Afterwards, he decided to sack the village. I could not allow this, and my noble cavalry intercepted his unit. In hand-to-hand combat, the peasants not only managed to hold their ground through three consecutive melee engagements, but also forced the cavalry to withdraw. The village, however, was temporarily secured.







My suspicions about Jimmy proved correct. At one point, he turned toward me and launched an attack. He managed to destroy one of my pike blocks with arquebus fire, but the determined charge of my noble cavalry and the accurate fire of my arquebusiers put his units in serious danger. Furthermore, an attack by the monks on his cannon caused him to lose it. Unfortunately, in the meantime, Jimmy attacked my convoy and managed to hijack one of my wagons, a move that proved decisive in the game.





The final chapter of this game concerned the fate of Tim’s battalia. For most of the game, it stayed in a hedgehog formation, which effectively protected its flanks. At one point, Tim decided to attack Andi’s peasants, forcing him to change formation. Alasdair seized the opportunity, attacking the pikemen with his peasants from the flank and rear. Tim’s entire battalia was destroyed in the ensuing melee, but this had no impact on the outcome of the game.

Ultimately, the game concluded with a victory for the peasant–Swiss alliance, largely due to the Swiss capturing and hijacking one of my wagons.


3. Summary


After the game was over, I concluded that I shouldn’t have moved the wagons forward at all, since crossing the table’s long diagonal was impossible. Instead, I could have formed a wagon train, deployed the heavy artillery, and established a solid defensive line with some of my units. The cavalry could have played a similar role to the one it had in the game, only more effectively, keeping all potential enemies at bay. Perhaps one of the units could have captured the village, but with so many enemies, it would likely have been defeated. And then I would simply have had to let the German and Swiss mercenaries slaughter each other in peace...


4. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720333943172

26 kwietnia 2026

Battlegroup Blitzkrieg: Defence Line.

We played another game using the Blitzkrieg expansion for the Battlegroup rules. This time, Mike, with Mark's support, commanded the Poles, while Alasdair and I led the Germans. We used the Defence Line scenario, with the Poles on the defensive and the Germans attacking.




SCENARIO: Defence Line
UMPIRING
Bartek Żynda
SCENERY: Michael Schneider, Bartek Żynda, SESWC
FIGURES & MODELS: Mike Evans, Bartek Żynda


1. Forces.





POLES:
(Mark, Mike)

Forward Headquarters

1 x Infantry Squad
1 x ATR team
2 x Light Mortar
ATG + Medium Truck

2 x 75mm Schneider Gun (Halftruck)
3 x Timed 75mm Barrage

Tankeetee Platoon (2 x TKS(20mm), 1 x TKS(MG))
1 x 7TP

1 x Wz.34 (Gun) (Scout)
1 x Wz.34(MG) (Scout)

1 x Command Bunker
2 x HMG Dug in
1 x Improvised Barricade

Officers: 1
BR: 23





GERMANS:
(Alasdair, Bartek)

1 x Forward Headquarters (heavy car)
1 x Luftwaffe Officer (heavy car)
1 x Forward Observer (car)

2 x Infantry Squad (Truck)

Panzer 35(t) Platoon (4 x Pz.Kpfw.35(t))
Panzer II Platoon (3 x Pz.Kpfw.II)
Pz.Kpfw IV

Sd.Kfz.222 (Scout)
Sd,Kfz.231 (Scout)

Officers: 5
BR: 24





2. The Game.


The Poles deployed eight units along the front line, while the Germans were allowed to place five units in the first round. The Poles chose their commander, machine guns, an anti-tank rifle, a 7TP tank, and both infantry squads.





In the first phase of the attack, the Germans deployed both armoured cars, two Pz. 35 tanks, and their main commander. Their plan was to advance on both flanks to force the Poles to withdraw from their positions. Time was also critical: the Germans aimed to quickly gain numerical superiority over the Polish forces and call in Luftwaffe support at the right moment to turn the tide of battle in their favour.





Mike designated three objectives—three farms. According to our plan, we were to capture the one closest to us using Alasdair's armoured cars, while I was to achieve a breakthrough on our right flank. That was also where I encountered the heaviest resistance: one of the Schneider guns opened fire on my tanks, effectively pinning my vehicles and significantly hampering my operations.







That 75 mm gun was a real problem for me, and when it finally managed to destroy one of my tanks, I knew I had to do something about it. First, I destroyed the car towing it, mainly thanks to Mike's mistake in not having enough orders to get the car out of the line of fire. Then I directed the tank's machine-gun fire at the gun, but to no avail. Next came a barrage of artillery from Polish guns off the table, but it only put a few pins on our units, temporarily slowing our advance. The Germans eventually pushed forward on our left flank.






The attack on the left flank ran into an obstacle: an anti-tank rifle, which, fortunately, proved ineffective, and a 7TP tank. The latter was far more dangerous. Its salvo destroyed an Sd.Kfz.231, depriving us of one of our reconnaissance vehicles. Alasdair, however, remained unconcerned and pressed forward with his vehicles, now reinforced by a platoon of Pz.II tanks. This action forced the Poles to retreat, and we also managed to disable the 7TP tank thanks to a randomly drawn breakdown token.






By the fourth round, we finally had almost all our units at our disposal—everything except the infantry—and this advantage was really starting to show. A salvo from a Pz. IV knocked out the gun that had been troubling me, even as my officer tried in vain to call in artillery support. My last hope of breaking through the Polish defences was to secure air support, as a Luftwaffe officer had just arrived on the battlefield that round. All I needed now was enough orders to carry it all out.





The Poles won the initiative in the fifth round and brought some new equipment to the table. However, it proved ineffective against us. Then it was our turn. I had nine orders to assign. The first, of course, went to a Luftwaffe officer, who successfully called in air support. A Ju-87 Stuka, indispensable in such operations, arrived and struck the central farm. The airstrike proved fatal for the Poles: the infantry unit hit by the bomb could not withstand the pressure and fled the battlefield. A second attack hit one of the Polish armoured cars, destroying it. That was enough to break Polish morale. The Germans, who also captured one of the objectives, won the game.






3. Summary


Once again, air power proved to be the decisive factor in the game, this time on the German side. The points invested in the Luftwaffe officer were well spent. In contrast, the lack of anti-aircraft support on the Polish side proved fatal and ultimately cost them the game. The outcome also offered a highly accurate historical reflection of the realities in Poland in 1939. Expect more games using these rules.


4. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720333327058

12 kwietnia 2026

Cruel Seas: Take the convoy to the port.

Some time ago, Tim devised a mini-campaign using the Cruel Seas and Blood Red Skies rules. In the first game, the Germans tried and failed to clear the approaches to the port. In the second, the Luftwaffe was equally unsuccessful in covering a convoy heading to the port. As a result, the British dispatched a rather strong force of their own boats to destroy the German convoy. At least, that was their mission. However, while covering the convoy, the Germans had a new surprise in store: a Flakship, freshly painted by Tim!





SCENARIO: Tim Chant
UMPIRING
Tim Chant
SCENERY: Michael Schneider, SESWC
FIGURES & MODELSTim Chant


1. Forces.





ROYAL NAVY
(David, Tim)

2 x Fairmile D (1 x Veteran, 1 x Regular)
2 x Vosper I  (2 x Regular)
2 x Vosper II (2 x Veteran)





KRIEGSMARINE
(Alasdair, Bartek, Jimmy)

Port Squadron:

2 x S-100 type 
2 x R-23 type 

Convoy:

1 x Vorposten Boot flakship
1 x Tanker
1 x Freighter





2. The Game.


The Germans were tasked with escorting the convoy into port. The problem was the unswept minefields on the approaches to the harbour. These were to be cleared by two teams under the command of Jimmy and Alasdair. Each team consisted of an R-23 minesweeper and an S-100 torpedo boat. Alasdair was to reach the first section very quickly, clear it, and open my route into port, while Jimmy was to provide support from the other side. The Royal Navy was scheduled to appear in the corner of the table. I thought they would only show up partially, but they arrived in full force. This proved decisive, as the boats in port had their engines shut down and could only begin moving once the British boats entered the battlefield at full speed. My Flakship was the only cover.






Since Alasdair had chosen to move very slowly in the port and Jimmy had to take a detour to reach the enemy, I decided to carry out a risky plan. I ordered my Flakship to reduce speed and open fire on the approaching British boats. The ship mounted an 88 mm gun on its bow, which proved highly effective whenever it found its mark. Meanwhile, the convoy surged ahead, racing toward the harbour at full speed—15 knots—directly into the uncleared minefield.





I managed to cripple one of the gunboats, but the British firepower was so overwhelming that my own vessel was quickly reduced to a wreck. The convoy was left without cover...





A surge of torpedoes suddenly churned the water, forcing my tanker to throttle back. The freighter somehow threaded its way through the swarm, even taking one glancing, ineffective hit. For the moment, the convoy remained safe, but the British—still unpunished, as my port security was either creeping uselessly around the harbour or too far out to strike anything—began to tighten the noose around us.






At last, the Royal Navy got down to business, abandoning its ineffective torpedo attacks and switching to artillery fire. That brought the drama to a close. First, the freighter went down, followed shortly afterwards by the tanker. The convoy was completely destroyed. Meanwhile, my harbour screen slowly began to edge out of the port. It was in vain; there was nothing left to protect.






3. Links.

SESWC:

https://www.facebook.com/groups/631841809210352

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720333041685

29 marca 2026

Battlegroup Blitzkrieg: Bridgehead Breakout.

We played another game using the Battlegroup rules, this time focusing on the Blitzkrieg expansion. Mike and I agreed to a 500-point game, with me fielding the Polish forces and Mike commanding the Germans. Michael was there to support me during the game, while Peter, who was originally supposed to support Mike, chose to observe instead.





SCENARIO: Bridgehead Breakout
UMPIRING
Bartek Żynda
SCENERYBartek Żynda, SESWC
FIGURES & MODELS: Mike Evans, Bartek Żynda


1. Forces.





POLES:
(Bartek, Michael)

Forward Headquarters
Wire Team

Infantry Platoon
ATR (Platoon Command)
Heavy Machine Gun Team
Light Mortar Team
ATR Team
ATG (Extra Loader Team + Fiat 621)

Wz.34 (MG) (Scout)
TKS (20mm) (Scout)
Sniper (Scout)

7TP Platoon (3 x 7TPjw)
FT-17 (MG)

Forward Observer Team
Timed 75mm Barrage
75mm Schneider Gun (Extra Loader Team, C4P tow)
100mm Howitzer (Extra Loader Team, C4P tow)

Bofors 40mm AAG (Fiat 621)

2 Officers
32 BR





GERMANS:
(Mike)

Forward Headquarters (car)

Infantry Platoon
ATR Team
37mm ATG (Truck)
4 x Truck

3x80mm Mortar battery (off table)

Panzer II Platoon (1 x Pz.Kpfw. II (Officer) + 4 x Pz.Kpfw.II)
PzKpfw.IV

Sd.Kfz. 223 (Officer, Scout)
Sniper Team (Scout)
Kfz. 13 (Scout)
Sd.Kfz. 231 (Scout)
Motorised Panzerjaeger 37mm ATG (Scout)

4 Officers
34 BR







2. The Game.


This time, we played the Bridgehead Breakout scenario from the main rulebook. I won the roll to decide who would defend the crossing and randomly selected six units for my deployment. I chose a TKS tank, both of guns, a sniper, an artillery observer, and a wz. 34 armoured car. 





Mike had to deploy all his scout units, which totalled five, along with his senior officer. Additionally, Mike made slight modifications to the table I had prepared, creating an open space on the upper side. I planned to aim my 75mm gun barrage at that area during the third round. There were four objectives on the table: the bridge and three farms.






It started with a successful barrage from my 100mm howitzer directed at the German vehicles. I was able to target one of the vehicles with fire, pin it, and ultimately force the crew to abandon it. Soon after, reinforcements began to arrive for both sides, with tanks arriving first, followed by infantry. I called in my officers at the first available opportunity.





My artillery and tanks opened fire on the German armoured cars. The Polish forces delivered very accurate fire, and my 75mm gun battery performed remarkably well. At the perfect moment, a horde of Panzer II tanks appeared as the target. The entire line was pinned down, temporarily halting the German advance and allowing me to move my tanks closer to the front line.




Unfortunately for us, the more mobile German forces eventually broke through to my positions. The German infantry engaged my howitzer crew in hand-to-hand combat. During the encounter, they came under fire from the Polish tanks' machine guns, which proved fatal for them. As a result, the German infantry was unable to continue its attack.








The massive German tank attack was repelled by fire from Michael's TKS tankette and 75mm gun, with support from my third 7TP tank. The Polish defences proved to be much more effective, successfully holding off the Germans. It's important to note that throughout the game, I was unable to connect with command for additional artillery support, and Mike, despite drawing two aircraft tokens, received no air support. Surprisingly, Mike didn't capture any of the objectives, despite the opportunity to do so. Ultimately, the game ended 29-21 in favour of the Poles, who claimed victory.






After playing, we concluded that the 500-point game was too large for a club night, and we'll try to make future games smaller. We also raised a few questions that we'll try to resolve with the game developers, who are very helpful in such situations.


3. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720332797263