|Commandos start their assault.|
This game is focused on the commandos and their actions in destroying their targets, and starts with the successful ramming of the dock and landing of the commandos.
|Dock layout on a 6x4 foot tabletop|
- 3 demolition parties with no limit on the number of attempts at demolition.
- 9 assault parties used to form a bridgehead and put out of action: searchlights, gun emplacements, and pillboxes.
During a number of test games I have reduced the number of demolition parties to just three. trying to get the balance right between forming a protective parameter and running around blowing things up.
|Targets for demolition|
|A series of pillboxes, gun emplacements, and searchlights which can be put out of action by any commando unit.|
The game assumes the naval component follows history. Where the attacking force is able to move down the estuary unobserved and passed the main gun batteries before the final run in lasting few minutes under fire from lighter gun batteries.
The game preparation begins with determining casualties to the commando landing forces from those lighter gun batteries. One dice is rolled for each motor launch and HMS Campbeltown. On a score of 6 one of the commando parties is lost (players choice).
|Commando units and ships lined up.|
|Two hits causing the loss of two assault units.|
|German troops arrive|
|Commandos attack a pillbox as they attempt to secure the Old Mole.|
|Landed commando parties fan out through the docks.|
The commandos were able to quickly blow up their initial targets: the pump house, outer winding house and caisson. All close to the dock entrance. Progress was slow against the pillboxes defending the oil tanks and Old Mole. Meanwhile German units were starting to appear in greater numbers at the top of the dock.
|Initial successes with the inner gate winding house and pump house destroyed.|
|Defenders start to arrive and head towards the commando parties|
|Assault parties move into the warehouses to set up a beach head.|
At the main target area the outer set of caisson and dock gates are demolished. With time against them, demolition parties dashed down the length of the dock towards the second set of caisson and dock gates. Nearby assault parties are engaged in combat with defending units in and amongst the warehouses.
|The outer Caisson and lock gate is blown up.|
|Demolition parties scurry past the fighting amongst the warehouses as they head towards the far end of the dock. In the foreground the pillbox is proving to be a real impediment.|
|The Old Mole pillbox is finally put out of action.|
|Demolition parties start preparing to demolish the inner gates and winding house, and in the background the other pillbox is put out of action. The arrival of an armoured car may make things a bit sticky for the commando parties.|
|Another armoured car arrives. The continual arrival of defending units is starting to take its toll.|
|Searchlights are put out of action.|
|Commandos in close combat as the explosives go off destroying the inner caisson and gates.|
|Defenders pressure the defenders around the Old Mole.|
|A few commando parties are able to re-embark and make their escape.|
Overall the game played well with simple rules and set moves by the defenders. One change I made was to the defender movement rules to allow for the situation when other defending units are blocking the way, then they would move around to attempt a flanking move.
This will not be the last we see of the commando units. I will be building some landing craft for some further attacks on costal defences.