A couple of weeks back Phil and I got together to push some 6mm tanks around the table using Charlie Don’t Surf. He expressed a desire to play with some Israeli "Super Shermans" so I painted up some Jordanians and devised a basic scenario loosely based around the Battle of Dothan Valley on the West Bank at the start of the June/Six Day War of 1967...

Historically the Israelis launched a pre-emptive strike on Egypt and then, following some artillery exchanges, Jordan. The IDF's 45th Armoured Brigade formed the vanguard of the Israeli attack pushing into northern Samaria. tasked with eliminating the Jordanian 155mm ‘Long Tom’ howitzers threatening Ramat David airbase across the border in Israel.

On the night of the 5/6th June the 45th took the town of Jenin after fierce fighting against the Jordanian 47th Tank Battalion, however the next day saw the Jordanians commit their armour reserves of the 40th Armoured Brigade to the battle, with its 2nd Battalion threatening to envelope the reconnaissance company of the IDF 45th Armoured Brigade.

The scenario was inspired by the Jordanian 40th's counter-attack and the IDF trying to stop them cutting off the recce unit.

Well that was a (very) bloody battle - and reflecting the historical result (at a couple of points the Jordanians ran low on ammo and fuel as happened in 1967). As the Jordanian commander I was probably a little too rash in closing with the Israelis and maybe a more conservative approach engaging the poorly armoured IDF tanks at long range would have served me better.

At some stage I need to get some infantry and support weapons on the table for my Arab-Israeli Charlie Don't Surf games, but as a set of rules for pure tank battles (not uncommon in 1967 and '73) it provides a fun and engaging game with lots of tanks going boom!

Steve Blease

 
 
 
 
 

Steve Blease played his Valley of Tears Golan Heights game at Winter Wonderlard 2023 using Charlie Don’t Surf. Here are the pictures from the day:

Morning Session

In the first game the Syrians came close to a minor victory but just fell short of reaching the victory conditions...

Afternoon Session

Other Shots of the Game (from Wargames, Soldiers & Strategy Magazine)

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

The second game of the Wyvern Lardy Day was a meeting engagement between a Soviet recce company of BMPs and T64s and a similarly-sized West German force of Marders and Leopards. The object of the game was to seize the crossroads near to the small village of Lardsburg.

A view of the table from the south with the Soviets entering from the right as the two sides read their briefings and concoct cunning plans:

The Soviets entered first but the West Germans sent a platoon to grab a vantage point on a small hill where they quickly deployed:

The Soviet direct thrust for the crossroads was spotted and the Germans poured fire into the BMPs and infantry. The Marders' cannons made quick work of the BMPs while small arms failed to inflict casualties but caused shock on the infantry:

A Soviet recce section had managed to infiltrate the village undetected and sprung a surprise on the Germans:

.... destroying a Marder with an RPG and inflicting casualties:

The Soviet platoon left its wrecked BMPs behind and moved through the village to engage its ambushers:

Making use of local knowledge, the Germans move through the wood to the south:

The Soviets engage the Germans in a firefight from the cover of the buildings:

The German outflanking move clears the wood but is concerned about the possibility of Soviet forces in the wood in front:

The effect of the Soviet fire is felt as 3 Marders are hit and the infantry take shock:

The main Soviet attack develops to the north of the village as the tanks platoon advances with the other motor rifle platoon:

The Soviet commander observes the action from a vantage point:

Deciding that there is nothing to worry about in the woods, the German tanks move towards the objective:

It's a game of cat and cat as the Soviet tanks move to engage:

...and inflict 2 kills:

Although a T64 is immobilised in return:

The Soviet infantry advances from the village:

.....as the Germans withdraw from the hill. To their right the other German mechanised platoon pours fire into the village, the 20mms inflicting major casualties and forcing a Soviet withdrawal from the buildings:

By the end the Soviet infantry had suffered crippling losses but they had 2 tanks fully operational, while the Germans had lost one of their mechanised platoons and their tanks. Control of the crossroads was disputed with both sides needing reinforcements to succeed in their missions. it was another hard fought action in the best spirit of the day. Thanks to Noddy and Elton for commanding the Soviets and to Nathan for leading the West Germans.

Maxim to Milan

 
 
 
 
 

Last Saturday I was privileged to attend the Operation Market Larden games day hosted by the Wyvern Wargames Club in Bishampton near Evesham. There was a good selection of excellently presented games using TooFat Lardies rules - both released and under development - covering the Russo-Japanese War, WW2 (both company and platoon level), Arthurian Britain, the Napoleonic Wars, the Wild West and Diesel Punk air combat, in addition to my latest playtests of IABNM. There were about 30 attendees and a good time was had by all, so hopefully it will become a regular event. Thanks again to the Wyvern lads for a well-organised day, and some great cupcakes.

I ran 2 games, this first was the battle for a village appropriately named 'Lardsdorf' defended by a company of West German Panzergrenadiers who had dismounted from their M113s and swapped a platoon for a pair of Leopards. They could also call upon some helicopters lurking off-table.

The attacking force was a Soviet BTR Motor Rifle Company supported by a platoon of T64BVs.

The quiet before the storm. A view of the table from the south, the Soviets will enter from the east (right):

And from the north:

A close-up of Lardsdorf (In the rush to escape the approaching red horde someone forgot his Porsche):

The attack is preceded by an artillery bombardment and a smokescreen:

Soviet forces move on blinds to outflank Lardsdorf from the north:

West German forces stay hidden waiting for a glimpse of a target:

A Soviet platoon is spotted making thrust for the northern edge of the village:

West Germans prepare for to repel the attack:

As the smokescreen thins the Soviet platoon runs into an ambush.....

.....and quickly sustains casualties. All three BTRs are destroyed and the infantry are either killed or put to flight. The first Big Man casualty of the day is suffered:

The Soviet artillery observer sees the fighting at the edge of the town and calls for support:

A second platoon dismounts and attempts to roll up the defenders outside the village. Some good shooting wipes out one West German section quickly and the rest of the platoon falls back to the village:

A BO105P spots a BTR in the open and destroys it with a HOT:

The Soviet commander sends in his tanks:

Which is what the West German tank commander is waiting for:

Firing from hull down a T64 is hit and knocked out. The Leopards also account for the BTRs that survived the helicopter attack. A standoff develops as the remaining T64s dare not advance into the sights of the Leopards:

With the attack faltering in the north, the Soviets attempt a move to the south:

Spotting the danger, the Leopards move to deal with the threat:

One tank is a bit slow to move....

and the Soviet tanks see a chance.....

...that they take:

The Soviet tanks advance on the village pouring high explosive into the village as they go taking advantage of their stabilised guns to offset their movement:

The Soviet move to the south is recognised as the remaining 2 platoons:

The remaining Leopard drives through the village to provide some extra firepower:

The Soviet third and support platoons dismount using a wood for cover from the defenders in Lardsdorf....

....and advance through the wood:

The West Germans take up new positions along the south side of the village:

The T64s get to the village....

where one receives a nasty surprise.....

...from the Leopard:

The Leopard quickly turns round and heads back through Lardsdorf.

With a perfect display of driving and shooting it is thrown around 2 corners and claims a third T64:

The remaining T64 draws a bead on the Leopard's side along the street and takes it out:

The fighting is getting desperate as the result is in the balance and a West German section throws itself at the Soviet tank to no avail:

The West Germans need help and get it. A BO105P spots the T64.....

......and delivers a HOT into its side. The reactive armour saves the tank from being destroyed but it loses its main armament and shakes the crew:

At this point we called an end to the fighting. The Germans held the village although they'd lost their tanks and most of one infantry platoon. Thanks to Noddy and Elton for ably commanding the 2 sides and making it an exciting and hard-fought game.

Maxim to Milan

 
 
 
 
 

Last week I went to Leighton Buzzard where Martin, a veteran of TooFatLardies’ rules, had agreed to be a guinea pig. It was the debut for some of my new 4Ground buildings, although neither my new trees or road arrived in time

The scenario was based (very) loosely on an action from the Vyazma or Bust! supplement for IABSM, with one change being that the Germans were defending against the Krasny Armii.

The West German force consisted of a weakened Jaeger company supported by a pair of Leopards, facing a Soviet recce company of 2 platoons of BMPs, a platoon of T62s an AOO who could call on higher level artillery.

A quick view of the table with the Soviet from the north:

The first Soviet blinds entered the table while the Germans sensibly stayed hidden:

One of the mechanised platoons advanced quickly along the road. Despite using a wood and building for cover it was spotted and placed on the table:

The leading vehicle was targeted by a Milan

and, despite making a desperate dash to put the wood between it and the launcher, was hit. The infantry successfully baled out taking 2 points of shock:

Meanwhile the company commander had moved to a position covered by a wood and dismount from his armoured car to walk through the trees:

The tank platoon deployed off blinds and went onto overwatch

to cover the advance of the other BMP platoon as they sought to envelope suspected enemy positions from the south:

In the centre the surviving 2 BMPs avoided further hits and unloaded their passengers

to clear the wood in order to secure the northern edge of the road. They came under fire from a defending German section but used their full platoon firepower to make headway.

To the south the Soviets met determined resistance and incredibly accurate fire! One tank was destroyed by a Milan (a double 6 on the damage result left no doubt as to the effect!):

A tactical error led to the remaining 2 tanks leaving overwatch to pour HE into the Jaegers defending the edge of a wood which gave the hitherto hidden Leopards their chance to move in and take them out with a pair of well-placed fin-stabilised rounds. With the attack faltering it was left only for the Soviet commander to fall back and book his place in the gulag.

Overall a decent try out for the rules with most of the after-match chat concerning tactical matters as opposed to rules issues. Of course there will be a few tweaks before the next game.

Maxim to Milan

 
 
 
 
 

This was the first playtest using Version 0.2 of the rules which incorporated changes from my first playtest and one by Derk in the Netherlands. It was another attack by a Soviet force against a West German held position. The table is below and incorporates a hamlet astride a road bordered by three small woods. On one side of the table was a ridge while the other held corn fields.

The Bundeswehr force was a deployed on blinds and consisted of dismounted Panzergrenadiers:

  • Company HQ

    • Level 3 Big Man

    • Level 1 Big Man

    • Infantry section of 9 men, Carl Gustav SG550, Pzf44, Handflammpatrone

  • Platoon 1

    • Level 2 Big Man

    • 1 Infantry section of 9 men, Carl Gustav SG550, Pzf44, sniper, Handflammpatrone

    • 2 Infantry sections of 9 men, Milan, Pzf44, sniper, Handflammpatrone

  • Platoon 2

    • Level 2 Big Man

    • 1 Infantry section of 9 men, Carl Gustav SG550, Pzf44, sniper, Handflammpatrone

    • 2 Infantry sections of 9 men, Milan, Pzf44, sniper, Handflammpatrone

  • Panzer Platoon Detachment

    • Level 2 Big Man

    • 2 Leopard 1A4

  • Off-Table ATGM (BO105P)

Orders were to prevent any Warsaw Pact advance.

The Soviet force was a reinforced Motor Rifle company:

  • Company HQ

    • Level 3 Big Man

    • One BTR70

    • Infantry section of 7 men, RPG 18, sniper

  • Platoon 1

    • Level 2 Big Man

    • Three BTR70

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16, sniper

  • Platoon 2

    • Level 2 Big Man

    • Three BTR70

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16, sniper

  • Platoon 3

    • Level 2 Big Man

    • Three BTR70

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16

    • Infantry section of 7 men, RPG 18, RPG 16, sniper

  • Machine-gun / Anti-tank Platoon

    • Level 1 Big Man

    • Two BTR70

    • One machine-gun section of 6 men

    • Three AT4B Spigot teams of 2 men

  • Tank Platoon

    • Level 2 Big Man

    • 4 T62MV

The Soviet commander was told that capitalist forces had been detected ahead of the advance and he was to attack their expected position so as to ensure unimpeded progress along the road. Two pre-planned stonks hit the German forces causing casualties and shock on the second platoon that was holding the wood in front of the hamlet and the German left. This softening up was accompanied by a smoke screen that blinded most of the defenders.

The Soviets entered and immediately came off blinds. The MR company was concentrated in the centre with the infantry dismounted and the BTRs following in a mixture of close and distant support. The tank platoon was kept intact instead of being broken up to add intimate support to the MR platoons and carried out a rapid advance on the right flank.

The Soviet advance was rapid making the most of the effects of the initial bombardment

Making use of bonus moves the tank platoon and an infantry platoon advanced rapidly around the German left flank losing one BTR to a lurking anti-tank helicopter that appeared in the right part of the table.

The 2 Leopards had been hidden behind a wood at the rear of the German right flank and moved to engage the Soviet flank attack.

The German 2nd platoon came off blinds and opened fire on the advancing communists. One Soviet section was pit out of the battle in the initial exchange. Concentrated Soviet fire from 2 platoons and their supporting BTRs destroyed one German section but not before the Soviet company HQ section was devestated, the Big Man being amogst the dead.

The Leopards engaged the T62s helped by a Milan from the 1st infantry platoon. One T62 took a hit from a tank and an ATGM losing its gun sight and being immobilsed whilst taking out one Leopard. The other Leopard finished off the T62 and destroyed another before making full use of its gun stabilisation to move away from possible retaliation.

The game ended with one German platoon smashed and sufficient Soviet forces remaining to make life difficult of the other. So a Soviet win was declared.

It was quite a quick game consisting mainly of one big firefight . Flaws in the German deployment meant that their forces struggled to support each other so a rapid Soviet attack carried the position. The Soviet player took a big risk as even a limited amount of German artillery (he was not aware that there was none available) could have casued carnage.

There were a few areas to review in the rules, a lesson in scenario design and I really need to get some better terrain done for the next game!

Maxim to Milan

 
 
 
 
 

Last Thursday was my first chance to playtest IABNM. It was also the baptism of fire for my 15mm Cold War West Germans and Soviets.

A Soviet recce company of was scouting ahead for its parent Motor Rifle regiment

looking for trouble. It consisted of:

  • Company command - 2 BRDM2U with a Level 3 Big Man

  • 1 Light Recce Platoon - 2 BRDM2 with a Level 2 Big Man

  • 2 Mechanised Platoons - each 3 BMP1 carrying an infantry section and commanded

  • by a Level 2 Big Man

  • 1 FOO in an ACRV2 with Higher Level artillery available.

The Soviets deployed six blinds including one for being a recce force.

Facing this was a Heimatschutz Jaeger force of:

  • 1 Level 3 Big Man in command with an infantry section

  • 2 platoons - each of 3 sections (one with Milan) and a Level 2 Big Man

  • Off-table helicopter support (BO105Ps with HOT)

The West Germans player had played IABSM before. The Soviet player had not

played any Lardy game before but had been in the Royal Tank Regiment in BAOR in

the later 1980s.

The table is set. The terrain is improvised for the first game and will get better when I make some buildings and road.

The West Germans deploy their blinds, seemingly concerned about a Soviet thrust around their left.

After sending attempting to uncover German positions with some dummy blinds, a move that is quickly rumbled, the Soviets send a platoon of BRDM2s along the road. Poor convoy movement dice mean that these fail to make much headway and also fail to spot any German blinds.

The first 2 BRDMs are destroyed by well-aimed German Panzerfaust 44s. A HOT launched by an off-table helicopter soon acounts for the fourth armoured car. The Big Man directs his driver to shleter behind the nearest building.

A platoon of mechanised infantry arrives and deploys 2 of its sections who advance using thei vehicles for cover.

One of the BMPs is hit in the side by a MILAN and brews up inflicting shock on the infantry it was supporting. The infantry then come under small arms fire.

The other 2 BMPs are also hit forcing the Big Man to escape with his section.

The other mechanised infantry platoon attempts to outflank the German left flank. The first BMP is knocked out by an off-table helicopter and the infantry bail out. The other 2 BMPs continue to advance with infantry mounted.

The Soviet artillery observer arrives and takes up position in a building.

One Soviet section advances through a wood towwards the edge of the hamlet.

The Soviets storm one edge of the hamlet and, after a lengthy close combat, drives the defenders out.

One German platoon launches a counter-attack to retake the lost building.

At the end the Soviet attack had been held. It was a useful game, showing up a number of areas for attention in Version 0.1 of the rules, and the participants were keen to play again.

Maxim to Milan

 
 
 
 
 

Some eye candy from our most recent game … had a blast!

Russell Smith

 
 
 

The Milton Hundred Wargames Club took a game of Charlie Don’t Surf to the Rapture Festival last weekend; inspired by the Battle of Snoopy’s nose. Here’s a few of my snaps.

Everything here is my collection, and I think it turned out rather well!

Steve Thomas

 
 
 
 
 

Second IABNM outing. This time based on a battle in Battlegroup. In the book, four light role infantry companies (two Regular, two TAVR) clear the village Hehausen, the village covering a gap in minefield.

I do not have that many troops so it’s one Regular company and two understrength TAVR companies, all three are short of support so only one MILAN section for the regulars and one WOMBAT section for the TAVR. The MILAN team is short of missiles so only two per launcher and only two LAW per section. Their mission is to clear all long range anti-tank weapons from the south edge of village before engineers breach the minefield at dawn in two hours. Also to hold the junction of the Eastern and Northern roads.

I made a couple of changes to the rules. First the rules say each turn represents about one minute: change that to each turn is one minute of action within a 5 to 15-minute period. Each BV card roll a D6: a 1 means 5 minutes have passed; a 2,3,4 or 5 means 10 minutes have passed; a 6 means 15 minutes have passed. So dawn is somewhere between 8 and 24 turns away.

The second change is that artillery Illuminating rounds last one turn. As long as the battery commander is available, an illuminating fire mission is fired at the start of a turn. If his card then turns up and he has called an illuminating mission, the card is ignored.

First photo shows village from Eastern Edge. The buildings are 15mm: a mix of Battlefront, Sarissa, and 4Ground. The red roof are 4Ground.

Continuing the game. End of move six: 55 minutes of time gone. British seem in a strong position.. Already cleared one of the AT positions. But on the left trouble is brewing. One platoon is stuck can not move due to MG platoons and a couple of tanks. WOMBAT held in reserve moved up. The Soviet command has got most troops into cover except one platoon moving to cover the HQ position.

End of move 12 the two hours point. Things went for a ball of chalk. The BV card came up 3rd or 4th moves in a row. The British lost momentum. The Soviets were in cover and managed to push the TAVR platoons back.

Near run thing if not for BV card British might have pulled it off.

Phil Venables

 
 
 
 
 

First go with these rules. Swedish against Naval Infantry.

Phil Venables

 
 
 
 
 
 

A game using just tanks to see how the CDS rules handle them but used Bolt Action dice for activation. The US lost badly which was a surprise! (The tanks still need to be painted).

Dan Wade