Rules

Thursday, 16 April 2020

WW2 Western Desert campaign turn 2 - game 3

When I started this campaign I was wanting to minimise bookkeeping and planned to track losses and refits to divisional units in the campaign. I quickly discovered tracking this was not working for me and have changed my approach. What I track now is whether a unit has lost a battle or has had a refit.

When it is time for a game, I grab all the units for a divisions representative order of battle, which is 15 units. Then I dice for each unit (using a D6). If the division has not had any losses and is at full strength, any unit that rolls a 1 is excluded from the game. This represents the general equipment wear and tear which occurs in the harsh desert conditions.

If a unit has lost a battle and not been refitted, then when rolling for units they are excluded from the upcoming battle on a score of 1 or 2. A unit that has lost two battles without going through a refit would exclude units on a 1, 2 or 3. If it had received a refit, then unit exclusion only happens on a 1 or 2.

Essentially, lost battle +1 and -1 for a refit, and a score of 1 always excludes a unit, regardless of how many refits a division receives.

The palm trees I made last week get to see the tabletop and are used to mark objectives.
On to the game report...

There are three objectives on the map and the battle events were diced for (see rules here).

The Allied armoured force (with its units excluded) was reduced by a further 20% due to Axis interdiction, but will benefit with air support during the game.

The Axis force battle event roll has 30% of their forces arriving on the flank, and allows Allied forces  to advance 30% of their forces.

Game map and objectives. To win the game a force must control 2 of the 3 objectives.
Initial positions
As in the last game the initial German Panzer force was limited due to wear and tear and having a sizeable flanking force. The Allied tanks having an advantage in numbers moved forward to engage the German tanks in the centre.

Opening moves
Allied and German tanks advance towards the centre.
Very soon there was a confusing tank engagement occurring in the centre. Gradually with greater numbers Allied tanks were able to gain an advantage.

Allied tanks attempt the flank German tank units.
The ensuing armoured engagement takes a toll on both sides.
Just as the battle is turning the Allies way. German flanking forces start to arrive on the flank threatening the allied AT guns holding the hill (one of the objectives).

Positions midway through the game
German flanking units arrive surprising Allied AT guns holding an objective hill.
The armoured engagement in the centre was confusing as both sides tried to gain an advantage. The greater Allied numbers was beginning to tell now that tanks were at close range.
In the centre German forces started to give way. While on the flank Allied AT gun units were hanging on grimly to the hill.
German armour retires in the centre and Allied armour follows up.
Allied forces having removed German armour turn their attention to the escarpment.
German armoured car units gain a foothold on the hill and would later gain an objective against the run of play.
As evening closed in and in a last ditch effort Allied tanks were able to remove the defenders positioned on the escarpment. There was a moment in the game when it seemed the Allies might lose, after German units stubbornly hung on to the escarpment and their armoured cars succeeded in securing the hill.
Final moves see the Allies gain the escarpment objective.
A final attempt with an airstrike failed to remove the Germans from an objective.
A victory to Allied forces. This was the deciding game for campaign turn 2 and the Axis forces fail to push the Allies back a zone. We will next return to the campaign and see if the Allies immediately launch a counter attack.

18 comments:

  1. The Germans seemed hard-pressed from the beginning but the flanking force could have tipped that imbalance. Not to be. The look of your game is so pleasing and your maps add greatly to the whole experience.

    Great job!

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    1. I was wondering what would have happened if the initial German force had just defended and waited for the flanking force. But, still an enjoyable game. I am still trying to work out how best to photograph 1/300 scale models.

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  2. Wow, a very close-run thing, with a very similar course as the previous fight! Lots of fun, Peter, thanks again for sharing.

    V/R,
    Jack

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    1. Yes, lots of fun playing the game. Glad you are enjoying the reports.

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  3. Great looking game Peter, interesting system and splendid miniatures...

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    1. Thank you. The rules give a very different game to other rules I use, which I am enjoying.

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  4. Lovely looking game that had that sense of confused action in the dust and heat of the Desert. Nice to see how you've adapted the campaign as well, to make things easier.

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    1. Thank you. The campaign modifications seem to be working. The question will soon be how long will the campaign run for.

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  5. Thanks for another good chapter in the book.

    Will you be able to publish your 15 unit ORBATs for the various Divisions? Also, how do you decide that a unit gets a refit? Is it if it does not fight a battle in a campaign?

    Cheers

    Simon

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    1. I will work through the ORBATs and the refits with the a post on the next campaign move.

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  6. Continuing to enjoy this campaign, great job. I am determined to steal....errr, liberate many of your concepts and do one of these for my local gaming group when we can once get back together, sometime this summer I HOPE!

    Thanks for presenting this!

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    1. You are most welcome. Feel free to liberate.

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  7. Hi Pete,

    I wonder if it would be possible to include the distance factor when considering the impact of supply issues - the Allies would be penalised the further west they get from Alexandria and the Axis the further East from Tripoli. Unless of course, either side has Tobruk sitting neatly in the centre and so a battle for Tobruk scenario. would add a bit of extra edge! Looking forward to the next chapters. Simon

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    1. Hi Simon, the length of supply lines could be added along the lines you suggest. I am waiting to see how the current supply rules pan out after a few more games before possibly adding. Thanks, Peter

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  8. As always an enjoyable read, and I admire the clever simplicity of your campaign and battle systems!

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    1. I am glad the reports are an enjoyable read. Thanks.

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  9. Good to see those Peter Laings in action

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