Saturday, August 27, 2011

This week - Vyazma 1812

This weeks game at the SESWC was a 28mm Napoleonic game based on the Battle of Vyazma 3 November 1812. Hugh Wilson, Colin Jack, Angus Konstam and Bart commanded the Russian Army with Dougie Trail, Dave Marks and Ian Gale commanding the French. I designed the scenario whilst Angus, Ian, Dougie and myself provided the figures.
Russian Cuirassiers prepare to charge home...


Scenario/Setup
The game of this Retreat from Moscow action was fought across a 8ft by 6ft table using the Black Powder rules.
A French force initially of 2 infantry brigades rising to a total force of 5 infantry brigades and 2 cavalry brigades had to break through a Russian detachment to join the rest of the retreating Grand Army at Vyazma. The French could try to order 2 additional brigades onto the table each turn from turn 2.
The Russians initially had an infantry brigade and 2 cavalry brigades on the table with a further 3 infantry brigades approaching from the southern flank with a force of 2 Cossack brigades and an infantry brigade approaching from the north. The southern force of Wurtemburg/Ostermann Tolstoy could try to bring a brigade onto the table each turn starting from turn 4 whilst Platov’s Cossacks could bring a unit on each turn from turn 2 but their last brigade could not appear until after the last French unit had appeared on the table.
We used the 66% scale version of Black Powder with the alternate turn sequence proposed in Blenheim Palace.


Having beaten the Dragoons they sweeping advance into their French counterparts

How the Game played
The Russians started with their infantry split by the road with 2 battalions deployed to defend a redoubt on their left centre and 2 others committed across the road covering the small hamlet of Seleevo. The Cuirassier brigade was deployed on the Russian left flank with the Hussars deployed to the right of Seleevo.
The French started with 2 infantry brigades on the table. Their largest unit the 4 battalion 1st Brigade they committed against the troops covering Seleevo whilst the 2nd Brigade based on the Irish Legion occupied the hamlet of Podelki and covered the area to towards the road. The French committed their first 2 arriving units the 3rd Brigade and the Heavy Cavalry Brigade on their centre and right. The Heavy Cavalry Brigade had just emerged around Podelki when their dragoons were charged by the Russian cuirassiers who broke them at once. The cuirassiers then exploited this success by charging the French cuirassiers who could not respond to the sweeping advance. The impetuous cuirassiers were forced to retire by the French cuirassiers who became shaken. They were then charged by the other cuiarssier regiment and in subsequent turns by 2 arriving units of Cossacks all of whom they forced to retire. A third Cossack unit were finally successful in forcing the cuirassiers to retire but they had by then done their job by absorbing the attention of 3 Russian cavalry brigades. They were the French heroes of the day!

Rapid advance of 1st French Brigade - note supplies in background!
On the French left the 1st Brigade advanced rapidly, put their left flank battalion into square to contain the very inactive Russian hussars whilst the other 3 battalions charged the 2 Russian battalions and a gun in front of Seelevo. Their charge fell short - one battalion was broken by close range artillery fire and the other 2 battalions broke in hand to hand combat with the 2 Russian battalions who charged them. In their first 3 break tests the 1st brigade did not throw more than 4 with 2 D6s! The Russians swept on and were forcing back the 4th French Brigade who had advanced in support of the 1st.
In the centre the 2nd French Brigade simply refused to obey orders and advance. The French commanders leapfrogged them with the 3rd and 5th Brigades and advanced on the Russian redoubt. They suffered heavy casualties and were not making much headway when the game ended. In the last 2 turns the Russians had got 2 Brigades onto the table from the south threatening the already seriously weakened French left flank.

Pretty but cautious the Mariupol Hussars...
We concluded that the result was a Russian victory. An enjoyable game with 3 visiting players 2 of whom had never played Black Powder.
Below is the full background, briefing and order of battle for the 2 sides.

French Background
The French departed Moscow on 18 October, and after having a southern route to Smolensk denied them as a result of the Battle of Maloyaroslavets 24 October, they were compelled to backtrack and retreat along the same road used in their earlier advance on Moscow. Because the territory alongside this road had been ravaged by earlier campaigning, the retreat imposed on the Grande Armée extreme conditions of privation and attrition. Lack of foodstuffs soon led to demoralization and disorder in the French ranks.
By 2 November the retreating Grande Armée was stretched out in a column 60 miles long. The front of the column, Junot's VIII Corps, was at Dorogobuzh, with Davout's I Corps, serving as the army's rearguard, located east of Vyazma. The French retreat at this point was harassed by Cossack attacks at every juncture, Davout's rearguard in particular being beleaguered by Russian attacks.
A gap had developed between Davout's troops camped to the east at Fedorovskoye, and the troops of Eugene and Poniatowski, located just outside of Vyazma. Recognizing an opportunity to isolate and destroy Davout's corps, the aggressive Russians decided to attack early the next morning.
This game is based on that action starting at 8:00AM.

Russian column charges with the bayonet....scattering the French..
Wurtemburgs infantry finally arrives..delayed by Vodka stops..
French Briefing
The Russian forces have setup a roadblock on the Fedorovskoye to Vyazma road. They also have control of a nearby redoubt that was built to cover the approaches to Vyazma. Your objective is to break thru to join the French troops at Vyazma remembering always that the dangerous Cossacks and other Russian troops are operating to your flanks and rear.

French OB
1ST Corps DAVOUT 7

1ST Inf Brigade MORAND
4 Infantry Battalions ea 24 figures
1 Ft gun

2ND Inf Brigade FRIANT
3 Infantry Battalions ea 24 figures
1 Ft gun

3RD Inf Brigade GERARD
3 Infantry Battalions ea 24 figures
1 Ft gun

4TH Inf Brigade DESAIX
3 Infantry Battalions ea 24 figures
1 Ft gun

5th Inf Brigade COMPANS
3 Infantry Battalions ea 24 figures
1 Ft gun

Lt Cav Brigade
Hussar regiment of 12 figures
Chasseur regiment of 12 figures
1 HA gun

Hvy Cav Brigade
Dragoon regiment of 12 figures
Cuirassier Regt of 12 figures
1 HA gun

Russian Background
The French departed Moscow on 18 October, and after having a southern route to Smolensk denied them as a result of the Battle of Maloyaroslavets 24 October, they were compelled to backtrack and retreat along the same road used in their earlier advance on Moscow. Because the territory alongside this road had been ravaged by earlier campaigning, the retreat imposed on the Grande Armée extreme conditions of privation and attrition. Lack of foodstuffs soon led to demoralization and disorder in the French ranks.
By 2 November the retreating Grande Armée was stretched out in a column 60 miles long. The front of the column, Junot's VIII Corps, was at Dorogobuzh, with Davout's I Corps, serving as the army's rearguard, located at Fedorovskoyejust east of Vyazma. The French retreat at this point was harassed by Cossack attacks at every juncture, Davout's rearguard in particular being beleaguered by Russian attacks.
The Russians organized themselves into three groups while pursuing the French. First, following Davout closely were 5,000 Cossacks commanded by Ataman Platov. This group was supported by General Paskevich's 26th Division, with 4,000 troops. Marching slightly to the south was General Miloradovich with the II and IV Infantry Corps, some 14,000 troops in all, and the II and III Cavalry Corps, which amounted to 3,500 soldiers. Miloradovich coordinated the activity of all of these troops, including those of Platov and Paskevich. The main Russian army led by Kutuzov, some 70,000 troops in all, marched further to the south.
On the evening of November 2, while conducting reconnaissance south of the Smolensk-Moscow road, Miloradovich, together with his cavalry commanders General Korff and General Sievers, noticed a gap between Davout's troops, situated to the east at Fedorovskoye, and the troops of Eugene and Poniatowski, located to the west just outside of Vyazma. Recognizing an opportunity to isolate and destroy Davout's corps, the aggressive Miloradovich decided to attack early the next morning.
This game is based on that action starting at 8:00AM.

Russian Briefing
The troops of the II and IV Cavalry Corps have setup a roadblock on the Fedorovskoye to Vyazma road. They also have control of a redoubt that was built by the French to cover the approaches to Vyazma.
Only the II and IV Cav Corps are available at 8:am on the field. The Troops of the II and IV Corps are approaching from the south but may not be here until 10:00AM. Platov’s command will cooperate at once and can appear from the North and/or the East.
Your objective is to destroy Davout’s Corp or at the very least prevent them joining with the other French troops in Vyazma.

The Little Russia grenadiers defend the redoubt...
Russian OB
CinC MA MILORADOVICH 7

II & IV Cav Corps Korff and Sievers
Hussar Brigade
2 Hussar Regts ea 12 figures
HA gun

Cuirassier Brigade
2 Cuirassier Regts ea 12 figures
HA gun

27th Infantry Brigade
4 Infantry Battalions ea 24 figures
2 Ft guns

II & IV Corps Wurtemburg/Ostermann Tolstoy
4th Infantry Brigade
4 Infantry Battalions ea 24 figures
2 Ft guns

11th Infantry Brigade
4 Infantry Battalions ea 24 figures
2 Ft gun

17th Infantry Brigade
4 Infantry Battalions ea 24 figures
2 Ft guns
Sotna of 1st Cossack Brigade charges cuirassiers....
Platov’s Command
1st Cossack brigade
2 Cossack Regts ea 12 figures

2nd Cossack brigade
2 Cossack Regts ea 12 figures
HA gun

23rd Infantry Brigade
4 Infantry Battalions ea 24 figures
2 Ft guns

Sunday, August 21, 2011

This week 1866 and some Napoleonic Reinforcements...

This weeks game at the SESWC was something different. Gerry Henry is working on another refight of an 1866-70 battle. Last year he produced a refight of Worth 1870 with detailed contoured terrain and this year’s project is Nachod 1866.  Gerry is testing out new rules and we tried a practice game of the Piquet rules using 10mm Prussian and Austrian figures. Gerry provided all the figures and worked as the hard pressed umpire.  As this was a trial game our normal scenery was dispensed with and we used very basic scenery.


Massed Austrian infantry advance on thin Prussian left flank
A full report of the game is on Angus Konstam’s Edinburgh Wargames site see link below.

http://www.edinburghwargames.com/Journal%2061.htm

The rules worked but some obvious issues came up with the card based initiative - order system. As an example the Austrian side in the last 5 turns of the game never got an opportunity to unlimber their guns or change their formations. Hence my infantry were easily ridden down by the Prussian cavalry.

This week I have completed some more new units for my Napoleonic collection.  A regiment of the British 1st Kings Dragoon Guards and 2 battalions of the Chasseurs a Pied of the French Imperial Guard.  The Chasseurs may well be appearing in next weeks 1812 Russian campaign game.


Chasseurs a Pied of the Guard - Foundry Figures


1st Kings Dragoon Guards - Front Rank figures

Sunday, August 14, 2011

Falaise Mini-Campaign Part 2.......German counter-attack

This weeks game at the SESWC was a 28mm WWII game of an action in Normandy in 1944. This was the second game of a mini campaign that we are playing adapted by Colin from the Falaise Campaign available on the Flames of War website complete with excellent maps. Colin Jack supplied all the figures for this game. I supplied some of the terrain. Once again the terrain mat we used for this game was a large sheet of faux (teddy bear) fur which gives the look of sunny wheat fields.
Out of control MK IV crushes truck...
Background and Player Briefing

FALAISE CAMPAIGN
Allied Briefing
On 16 August, Montgomery insistently demanded that First Canadian Army drive south and east to close the Falaise Gap and link up with the Americans moving north. Closing the gap would allow the destruction in detail or force the surrender of the remaining German forces in Normandy, and weaken the formation of a new defensive line further east in the direction of the river Seine. The American drive led by the 90th Infantry Division has been stopped at Argentan by confused orders and a change of command. 
From 17-20 August, the Canadians and Poles have little additional support despite the local availability of British armoured divisions, and they are the only forces actively driving a wedge into the retreating stream of Germans. The Canadians’ goal is to cut off the German retreat by seizing and holding the line of the D13 highway behind the river Dives towards Chambois, and particularly to secure the bridges at St. Lambert-sur-Dives. Second, to establish a blocking position along this line to contain the German retreat until sufficient forces arrive to annihilate the pocket.
The Argyll and Sutherland Highlanders of Canada successfully held on to Moissy village and now anticipate a German counter-attack towards the D13 highway. They have support from an armoured troop from the South Alberta Regiment.
Marder supported by Pz Grenadiers presses on...
Allied Forces
Platoon HQ (upgraded with one Sniper and Piat section)
3 Rifle Sections (3 man bren group + 7 man rifle group)
all with M3 half tracks
1 Mortar Section
1 Machine-gun Section
1 Armoured Troop (with 3 Sherman V tanks + 1 Firefly each with .50" AA MG)


German Briefing
While Rommel’s goal of containing the Allies in their beach-heads and destroying them before they could break out has failed, a layered defensive position leading back to the river Seine is still in place, strongly held by German forces including the 12. SS-Panzer Division and the Tigers of the 101. SS-Heavy Tank Battalion. 
Amid the retreat from Normandy, continuous Allied armoured attacks, artillery bombardment, and air attacks from fighters and bombers have shattered unit cohesion, but individual officers are still able to enforce discipline amid the developing rout, reassembling some effective units on the kampfgruppe model, with infantry forces of platoon-size supported by the surviving tanks and assault guns. 
Having failed to drive back the Canadians with infantry alone you have now been given some significant armour support to try to recapture the D13 highway.

Firefly burns - actually an M4A3E8 in disguise
German Forces

Panzer HQ (with one Panzer IV + one Marder II)
1 Panzer platoon (with one Panther + one Tiger tanks)
1 Falschirmjager platoon (with two sections + HQ)
1 Motorised Panzergrenadier platoon (with two sections in 3-ton trucks, HQ, HMG section, Panzerfaust section)


Terrain
The road between St. Lambert-sur-Dives and Argentan winds southwest-northeast across the table. The road is lined with hedges, walls and small copses of trees.
Flanking German heavy armour moves cross country
Setup
This Platoon level action was played across a 8ft by 6ft table using the Rules of Engagement rules. Hugh Wilson and Colin Jack commanded the Germans whilst Dougie Trail and I commanded the Canadian forces. The Canadians set up with their infantry holding Moissy village and its approaches with a section of 2 Shermans in ambush behind a hill to the flank with the Firefly and the other Sherman and a M3 halftrack with a section of infantry in reserve of table down the D13 highway.


How the game played
The German paras struck across country towards Moissy but came under fire from the Vickers Mg in the end house. The Panzer IV and Marder led the main German assault down the D13. They came under fire from the Firefly which was committed from reserve. The Firefly scored an early success stunning the driver of the Mk IV which veered of the road and crushed the leading german truck! The tank duel continued as the Mk IV and Marder came on down the road. The firefly managed to stun both the enemy drivers but was then blown up by the first German hit.
The paras tried to rush Moissy but were cut down by the hidden Canadian infantry. The MK IV and the Marder then came under fire from PIATS. To the left of the main German advance the Panther and Tiger moved cross country to bring Moissy under fire. I then sprung the trap with the 2 Shermans emerging from cover over the hill on their flank. In 3 rounds of shooting neither side scored a hit. In the last round the Shermans needed anything but a 1 to hit and both rolled 1s!!!!
At this note the game ended being declared a major allied victory.

Shermans move up from cover...
Once again Rules of Engagement seem to work well for this scale of action. We discovered that we had missed an entire section of the small arms shooting rules in the first game so that the casualties in that game had been much higher than they should have been. I am now reading the rules from cover to cover.
Shermans keep missing flank of jerry armour...

Sunday, August 7, 2011

Claymore 2011.....and Life on Mars

Claymore the highlight of the Scottish wargaming calendar has come and gone again.  As usual I spent most of the day working on the bring and buy but had time to go round and look at the show.  Telford College is further from the centre of Edinburgh but is a far better venue than old Meadowbank.  Modern building,  good facilities and free car parking for all.  The 2 main halls seemed busy but at times the bring and buy was quiet compared with previous years.  The theme of the B&B this year seemd to be plastic takeaway food containers filled with unpainted figures!   Not that many big armies for sale and those did not go.  Sold some troops on the B&B but spent more than I made on Silflor tufts, scenery from Last Valley and unpainted Napoleonic cavalry.

Enjoyed talking with all the usual visitors.  I have added some photos on my FlickR site see the link above.

Great ship and quayside from the VBCW Vickers works raid game

There are loads more good photos at this site as well

http://www.flickr.com/photos/46755253@N00/sets/72157627246275615/


Last weeks game at the SESWC was something different a 28mm 19th century science fiction game.  Ray Neal suggested to Colin Jack that it was a long time since we had played one of our 19th century science fiction games and as it was Ray’s last game at the SESWC before he returns to New Haven Connecticut Colin agreed to put it on.  Colin supplied the scenario - given below, the scenery and all the figures from his extensive collection.

SetupThis was played across down a 8ft by 6ft table using an adapted version of the Darkest Africa rules by Chris Pears.   Hugh Wilson and I commanded the brave Martian forces and their alien overlords whilst Ray and Colin commanded the earthling invaders and their Martian allies.  The  terrain mat we used for this game was a large sheet of red Martian felt.
Weapon of Mars Destruction powers up.....

How the game playedPlaying the part of the alien overlord I took command of the good alien equipment and their trusty Martian allies whilst letting Hugh lead the Martian levies in a wild charge on the earth base. Though taking heavy losses Hugh’s levies backed up by more who steadily came onto table managed to destroy the 1st Martian infantry and most of one unit of the earthmen.
On my side the Tripods and heat rays duelled with the Belgian steam tanks and destroyed both of them but at the loss of one of the tripods.  The most effective unit was the flying US Rocketeers armed with mini gatling guns who wiped out the Canal Priest regulars and the crews of the heat rays.  The Martian rocket launcher and the earthmen weapons of mars destruction proved completely ineffective throughout the game.
Here is the complete background notes and player briefings for what proved to be a fun game.

WAR OF THE WORLDS - MISSION TO MARS
BACKGROUND
The Martians came to Earth, saw and conquered.  Then at the eleventh hour mankind was saved by an unlikely ally, a virus, a simple disease of humanity for which the invaders had no immunity.
After giving due thanks to God for their deliverance, the humans set about planning revenge in the form of a counter invasion of Mars.  Unless the Martians could be defeated on their own ground, it would only be a matter of time before they invaded Earth again, equipped perhaps with some biological defences.
In truth the invaders were not natives of Mars but were usurpers from a more distant planet who had enslaved the Martians.  These usurpers were known as the Overlords.  During their first (and indeed only) visit to Mars many, many months ago, the international mission from Earth met with native Martians who assured them that there was a well organised resistance movement on the planet.  Any invasion would certainly meet with a considerable amount of support.  When the mission left again it took one Martian scientist back to Earth and left a Belgian diplomat behind in exchange.

What has been happening since then?Construction yards on every continent on Earth have been working around the clock to construct the planetary transport ships to carry the invasion force.  Scientists have been working on the design of new weapons based upon their studies of captured or abandoned Overlord technology.
On Mars itself, the Belgian diplomat, left behind by the first mission has been helping to train native Martians using the few rifles left behind with him.  He has also been working with some of the resistance leaders to select suitable landing sites, to learn the ways of the Overlords and to carry out selective acts of sabotage.
Overlord minitripods.......

What are the chances of success?The actual numbers of Overlords and their distribution are not precisely known and.  Scientists cannot guarantee that the new technology, which the invasion force is taking with it, will be adequate to deal with the formidable Overlord fighting machines.
It is quite possible that many native Martians may be no happier about invaders from Earth than they are about the Overlords.  The invaders have no way of knowing how many allies they can expect.

The Allied force has landed near what appears to be an abandoned temple complex and a supply base has been set up inside a convenient crater.  They have set up their prototype “Weapons of Mars Destruction” and are patiently waiting for a target to test them out on.  While the Belgians and their new Martian recruits defend the landing site the German and American components of this initial force have gone off scouting in opposite directions.

The Opposing Forces
Belgians and Female Martians by Foundry, Germans by Pulp and Eureka, Americans by Pulp, “Weapons” by Scheltrum, Tanks by Ground Zero, Battlesuit and Friendly Martians by Parroom Station.  Martians by Parroom Station, RAFM, Marauder.  Buildings by Hovels, Monolith, Grendel.

Earth Invaders Player Briefing 1You command one of the primary invasion forces which has landed successfully and has set up its “Weapons of Mars Destruction” near an apparently disused temple complex. While the new US and German rocketeers of the force have set off to see if they can locate the nearest Martians, friendly or otherwise, the US Regulars and their new Martian recruits are remaining behind to protect the “Weapons” and the supply dump.  You are hopeful that you may get reinforcements from the local Martian resistance movements.
So far everything is quiet, but it does seem rather a long time since either of the reconnaissance parties left.  A lookout reports an approaching dust cloud.  Perhaps the Germans or Americans are returning.
OB
C in C     White Man + Gun bearer + staff
USA Roughriders   8 Regulars
USA Marine Infantry  8 Regulars
1st Martian Infantry   20 Soldiers
German Aetherkorps  10 Regulars
2 Weapons of Mars Destruction (as Artillery, +1 to hit, test others within 3”)
Prototype Fighting Machine  (1d6 move, fire as MG)
2 Belgian Steam Tanks 

Boiler of steam tank explodes.....

Earth Invaders Player Briefing 2A multi-national invasion force has made a successful landing on Mars.  Two scouting parties have been sent out by the invasion force commander, one American and one German.  The landing site is being secured by the Belgians.
OB
a) American Rocket Corps 9 Regulars (movement 5xd6 minus d6 for landing or taking off)
b) German Luftjagers 9 Regulars
   
These troops are armed with new mini-gatlings.  These have a range of 12” with 3xd6 but get no shooting bonus and suffer –1 if flying.

The two nationalities have scouted in different directions and may now be alerted by flares fired by the Belgians at the landing site.  Dice for your reaction:-
1 You have come across a band of hostile Martians with whom you are skirmishing.  Your return will be hampered by wounded and by damaged equipment. Return to table on turn 6.  d6= no of wounded.
2 You have scouted a long way out and will return on turn 4.
3 You don’t see the first flares at all.  Re-roll next turn.
4 Seen and understood.  Return on turn 3.
5 Seen and understood.  Return on turn 3.
6 You have come across a band of friendly Martians.  Return on turn 2 with your new friends arriving on turn 4.

Artillery is either Large, Medium or Small, causing 1, 2 or 3 damage points against vehicles.  Vehicles have a Damage rating which can be reduced to zero by artillery hits.
The powerful Overlord Quadrapod...

OVERLORDS BRIEFING
You command a small Overlord garrison which has recently witnessed the arrival of an invasion force, presumably from the planet Earth.  This has been anticipated but is earlier than expected.  You have kept the landing site under discreet observation while trying to raise militia from the surrounding areas.  The only troops that you can really count on apart from your own soldiers are the priests of the Canal Cult.  The militia will have to be inspired by fear - they must fear you more than the enemy.
The invaders have sent out scouting parties so this must be the moment to attack the landing site when the defenders are at their weakest.
OB
2 Mini Tripods (as mountain artillery but with +1 to hit & test others within 1” only)
3 Mobile Heat Rays (Do.)
6 Soldiers (count as regulars)
2 Advisers (unarmed, may encourage Martians, any unit they are with may ignore its first morale test)
10 Canal Priest Fanatics Warriors
20 Canal Priest Regulars Askaris
1 Rocket Batter  (count as artillery but roll artillery and scatter dice for impact)

Native Martian Militia - 3 units on turn 1 from following table. 0/1/2 units on every subsequent turn.


Rocketeers to the rescue - Old Glory over Mars...
 NATIVE MARTIANS
2 Overlord Quadrapod    1 (count as artillery, +1 to hit and test others within 3”)
3 Regulars with muskets 20 Askaris
4 Shooter/cutter unit 16 Musketeers/Spearmen(+2 in CC)
5 Shooter/cutter unit 16 Musketeers/Spearmen(+2 in CC)
6 Shooter/cutter unit 12 Musketeers/Spearmen(+2 in CC)
7 Militia    20 Archers/Spearmen
8 Militia   20 Archers/Spearmen
9 Militia   12 Warriors
10 Armoured musketeers 10 Askaris
11 Artillery    Warrior crew
12 Air Ship     1 Gun (count as mountain artillery)

If there are no units in the category left you get no unit.
If any of these units (apart from the tripod) fail their morale they may decide to change sides.  On an even d6 roll they will change sides with full morale.  On an odd d6 roll the failed morale will stand.  Militia units with an Overlord adviser will not have to make this test. 
Rocketeers engage last of the heat rays

Tuesday, August 2, 2011

This week - Action in Normandy.....

This weeks game at the SESWC was a 28mm WWII game of an action in Normandy in 1944. My WWII collection is now entirely 20mm so all the figures for this game were supplied by Colin Jack. Colin and I supplied the terrain. The scenario was adapted by Colin from the Falaise Campaign available on the Flames of War website complete with excellent maps.

Canadian M3 halftrack - an excellent Corgi model

Background and Player Briefing
Allied Briefing
On 16 August, Montgomery insistently demanded that First Canadian Army drive south and east to close the Falaise Gap and link up with the Americans moving north. Closing the gap would allow the destruction in detail or force the surrender of the remaining German forces in Normandy, and weaken the formation of a new defensive line further east in the direction of the river Seine. The American drive led by the 90th Infantry Division has been stopped at Argentan by confused orders and a change of command.
From 17-20 August, the Canadians and Poles have little additional support despite the local availability of British armoured divisions, and they are the only forces actively driving a wedge into the retreating stream of Germans. The Canadians’ goal is to cut off the German retreat by seizing and holding the line of the D13 highway behind the river Dives towards Chambois, and particularly to secure the bridges at St. Lambert-sur-Dives. Second, to establish a blocking position along this line to contain the German retreat until sufficient forces arrive to annihilate the pocket.

Allied Forces
Platoon HQ from C Company, Argyll & Sutherland Highlanders of Canada 3 Sections each of 3man bren group + 6 man rifle group Mortar section and Piat section all in M3 half tracks
Limited air support may be available.


Argyle and Sutherland squad cautiously move into Moissy
German Briefing
While Rommel’s goal of containing the Allies in their beach-heads and destroying them before they could break out has failed, a layered defensive position leading back to the river Seine is still in place, strongly held by German forces including the 12. SS-Panzer Division and the Tigers of the 101. SS-Heavy Tank Battalion.
Amid the retreat from Normandy, continuous Allied armoured attacks, artillery bombardment, and air attacks from fighters and bombers have shattered unit cohesion, but individual officers are still able to enforce discipline amid the developing rout, reassembling some effective units on the kampfgruppe model, with infantry forces of platoon-size supported by the surviving tanks and assault guns.

German Forces
Platoon HQ 2 Grenadier Sections each of 3 man MG34 group + 6 man rifle group Machine Gun Section and Mortar Section
Infantry gun


Grenadiers make their fatal run towards Moissy thru the faux fur
Terrain
The D13 highway runs quite straight from the northwest of the map to exit at the southeast. The highway is lined with hedges, walls and small copses of trees. The river Dives winds north-south down the west edge of the map, lined unevenly with trees on both banks. There is one ford at the hamlet of Moissy near the north edge of the map, but otherwise the river is Very Difficult Going for all teams. Troops may not stop in the water. Troops in contact with either bank are considered Concealed. The surrounding countryside is dotted with scattered farms, standing crops and orchards separated by low walls and hedges.

SetupThis Platoon level action was played across a 8ft by 6ft table using the Rules of Engagement rules. Hugh Wilson and Ray Neal commanded the Germans whilst Colin Jack and I commanded the Canadian forces. The terrain mat we used for this game was a large sheet of faux (teddy bear) fur which gives the look of sunny wheat fields.


M3 under mortar fire - in background remains of a Canadian squad
How the game playedOn the allied side I commanded 2 rifle sections whilst Colin commanded the HQ section and the 3rd rifle section. I faced Ray whilst Colin faced Hugh. The game developed as expected into a struggle for the buildings in the hamlets.
The allies quickly won a success on their left driving back a German section making for the one of the houses in Moissy which allowed the Canadians to occupy Moissy unopposed. However the Germans in the centre heavily hit Colin’s rifle section forcing them to fall back. It then became a battle of attrition to see if the Canadians with their mortar support and limited artillery support could knock out the German tripod MG and infantry gun before they eliminated all the allied Canadian infantry. The Canadians used their M3 halftracks as decoys to attract the German fire and this then allowed them to disable the crew of both the key German weapons. Once these were gone the Germans called it a day and withdrew from the game.

This game was the first of a mini campaign that we will be playing and we will be playing and reporting on the follow up actions in the coming months. We learned 2 basic lessons in this first game:
1 - Tripod mounted MG42s are deadly!
2 - Moving across open ground is more deadly!

Rules of Engagement seem to work well for this scale of action but I think it would be better if we had more than 1 set of the rules between us. I plan to get a set at Claymore 2011 this coming Saturday.


Price of victory - a burning M3 - it went Foom!