Saturday 18 April 2020

WW2 Western Desert - campaign turn 3

From a gaming perspective I will be playing a couple of American War of Independence (AWI) games this weekend. Possibly more of that in another post.

This post is however about the next WW2 Western Desert campaign turn. In the last turn, turn 2, we had the Allies win two of the three games played to decide the winner of the campaign turn.

AWI game setup for play.
Because Axis forces were the attacking in turn 2, the Allies do not move forward a zone on the map. Armies can only move forward if they were the ones launching an attack, and win two of the three games. (A bit like the sport Badminton where you can only score a point on your serve.)

Campaign map at the end of turn 2. Axis attacks were defeated. Their one win was by the 21st Panzer division.
Having failed to make a breakthrough in the last turn, the Axis army was in need of resupply and a refit. Unfortunately the supply D6 dice roll was a 2 and no supplies arrive at the front line. The Allies were more fortunate and a roll of 2 has them supplied. They can now choose to attack, and do so rather than direct their supplies to refitting or preparing defences.

Note - this approach has been modified from my original idea to use a D10 dice and a quick reminder of the choices for directing supplies (when they arrive):

  1. Prepare defences - No battles occur for the month other than when battle comes the defending player’s units will have prepared positions and minefields.
  2. Reequip units - No battles occur for the month. Players attempt to recover lost units and refit  all their divisions.
  3. Launch attacks - When both players decide to attack roll the dice to decide which player attacks, if drawn the Axis player is the attacker. The losing player’s supplies will instead be directed to reequipping units.

Map set up for turn 3 and first attack decided.
The Axis counters are mixed up and placed face down on the map. Allied forces can reposition their counters and select their first attack. After the attack is declared the Axis counter is revealed.

The defender is revealed.
The ORBATs for each side is a representation of the forces involved and not the whole division, and the games are key engagements which decide a campaign turn's outcome. A list of these ORBATs can be found later in this post.

I had originally though about recorded the individual units status for each division, but soon found this level of bookkeeping too finicky for my wargaming tastes, and I lost the sheet of paper I wa tracking them. An alternative and simpler approach was needed to reflect the general wear and tear, battle loses and refits.

A unit receives a -1 for each game loss and a +1 for each supply refit. When preparing for a battle the units are setup as per their ORBATs and a D6 is rolled for each of the units. On a score of 1 or less they are removed and do not take part in the battle. For example, a division which has lost a battle and has not benefited from a supply refit will remove any units scoring a 1 or 2. However, if the army had chosen a supply refit then the refit would eliminate the impact of a recent loss. A score of 1, regardless of the number of refits, always removes a unit.

The campaign map in full.

ORBATs

German Panzer Armoured Force
3 x Reconnaissance -(2 x AC and M/C Infantry)
6 x Tank (1 x PzII, 4 x PzIII, 1 x PzIV)
2 x Armoured Infantry
2 x AT Guns (one SPG)
1 x Artillery (SPG)
1 x 88mm Gun

Italian Armoured Force
2 x AC
8 x Tanks (1 x L6/40, 5 x M13/40, 2 x Simovente)
2 x Infantry
2 x AT
1 x Artillery (1 x 105mm, 1 x 150mm)

Italian Infantry Force
2 x AC
4 x Tanks
4 x Infantry
3 x AT (2 x SPG)
2 x Artillery

Allied Armoured Force
2 x Reconnaissance (Stuart tanks and Carrier)
6 x Tanks (A13, Crusaders, Valentines, Stuarts, or Grants)
3 x Infantry
2 x AT (Portee)
2 Artillery (2 x 25 Pounders which can be used as AT)

Allied Infantry Force
2 x Reconnaissance Units (A/C and Carriers)
4 x Infantry
3 x AT (no more than half can be 6 pounders)
4 x Matilda and Valentine Tanks
2 x Artillery (25 Pounder and 5.5” Gun)

Notes:
As a general rule I allow 3 HQs for German forces and 2 for British and Italian forces to represent the better coordination of armour, AT and infantry.

20 comments:

  1. Looking closely at your supply implications/variant.
    I'm convinced your system is perfect for a Market Garden campaign.
    Excellent as always.

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    1. Agree with your Market Garden suggestion. I do have a box of Paratroopers somewhere.

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  2. Very much enjoying this campaign of yours! And thanks for showing us the rules, map, OOB examples, etc. I have been so impressed I just order a batch of 3mm Pico WW2 stuff to take a whack at this kind of campaign myself.

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    1. Thank you kindly, and good luck with your 3mm armies.

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  3. Looks good, Peter. It will be interesting to see what decision the allies make in this turn.

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    1. An attack, or I should say counterattack, is on the cards.

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  4. Look great, Peter, and very interesting how you're going about this. You've got me working on some Western Desert stuff now, too.

    V/R,
    Jack

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    1. Thank you, and good luck with your project.

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  5. If the Allies counter-attack, this oculd be interesting indeed. As always looking forward to the next instalment.

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    1. A couple of their armoured divisions are a full strength and could lead teh counter attack.

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  6. Hi Pete - thanks for the ORBATS - now a nice distraction to decide on what toys to buy! Could I just check that I have the up to date thinking right for some aspects of the campaign and battle set-up:

    D6 and not D10 to check supply at start of campaign. 1 for Allies and 1 or 2 for Axis means out of supply and so unable to choose either prepare defences, re-equip or attack. Is it right that we are no longer thowing a D6 at this stage if re-equip is chosen to replace killed units on a 4+? This is now done by throwing for units at the beginning of the battle with 1 meaning the unit is lost, -1 if lost last battle, +1 if re-equipped option taken at start of campaign?

    For the pre-battle events, is a D6 rolled for each side or just one for both armies?

    Many thanks,

    Simon

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  7. Hi Simon, Yes I changed my original thinking on re-equip and likelihood of supplies. The re-equip change was to simplify bookkeeping. It is much easier to know whether a division has lost or been refitted, then track individual units. This is me being lazy. As you wrote: lost minus 1 from dice score and plus 1 for refit. A 1 is always a unit removal.
    The move from D10 to D6 was more to do with increasing the chances to supply failure. So the campaign does not go on for too long. Thanks, Peter

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  8. Thanks Peter - and for the pre-battle events, is it one D6 to cover both armies or does each army throw a D6?

    Thanks

    Simon

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    1. Hi Simon, Yes, both sides roll for battle events. I will be writing these rules/guides up at some point. Regards, Peter

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  9. Like Simon I shall be checking your ORBATS against my 1:200 stuff to see if I have enough, although I know I'm short on Italians as my forces are intended for Tunisia.
    I was also amused to see the Desert War in North Africa likened to a game of Badminton, Pimm's anyone?

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    1. The original ORBATs I had were 18 unit sized, but I ended up with a crowded tabletop. So they got trimmed back to 15 units.

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    2. Armour piercing shuttlecocks?

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    3. The boffins were at work.

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  10. I agree that resupply by division keeps it manageable. You want a wargame, not a logistics game. I like the low-vis counters too, and the simple campaign system..

    Regards, Chris.

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    1. Thanks, sometimes it is difficult to find the right balance and it is all too easy for me to add an unnecessary complications. Which is why I am simplifying some campaign rules as I progress with the campaign.

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