Monday 27 July 2020

WW2 Western Desert campaign turn 6 game 2

Campaign turn 6 has moved on to the second battle of a best of three battles. (Please note the campaign turn modifications mentioned in the last post will not come into effect until turn 7). The first battle had elements of the 21st Panzer division being repulsed by the South African infantry division. The second battle has the 15th Panzer division attacking the New Zealand infantry division.

Campaign turn 6 game 2 - 15th Panzer vs. NZ infantry division

The order of battle after units were removed for wear and tear...

15th Panzer elements:
  • 1 x PzII
  • 4 x PzIII
  • 1 x Armoured Infantry
  • 1 x 88mm
  • 1 x Wespe
  • 2 x Armoured Cars
  • 1 x Marder
  • 1 x 50mm AT guns towed
  • 1 x Air support
NZ Infantry elements:
  • 1 x Matilda tanks
  • 2 x Valentine tanks
  • 1 x 25 Pounder
  • 1 x 6 Pounder AT gun
  • 2 x 2 Pounder Portees
  • 1 x Armoured Cars
  • 1 x Armoured (Carriers) Infantry
  • 3 x Infantry
  • 1 x Air support
There were two objectives, both key hills considered important for the attackers to capture. The defending NZ division units are positioned across and around both groups of hills. The attacking 15th Panzer planned to focus their attack on their first objective of the central hills. A flanking force would arrive as early as possible with the aim of holding defending units in position and and not being reallocated to the support the centre hills.

Tabletop with objectives and planned attacking moves. The primary objective being the central hills. The secondary objective would be attacked after the primary objective is taken.

Initial deployments as attacking Panzer forces arrive

The initial phase of the battle had success going the way of the defending New Zealander AT guns and supporting infantry tanks who quickly blunted the attack. In an attempt to counter this the German commander called in air support which eliminated some tank units. This bought some time for the attacking units to reorganise and refocus their attack on the defending tank units which were neutralised.

AT shooting and supporting infantry tanks put a dent in the attacker's units.

German air support help eliminate some of the defending tank units.

Panzer forces reorganise and neutralise the defending tank units.

The middle phase of the battle saw the Panzer flanking units arriving and deterring the movement of any units away from their current positions to support the central hills. The main attacking force now concentrated all available units for a second attack on the hills.

Flanking Panzer units arrive

Panzer forces make a second assault on the central hills.

As flanking units gather Allied air support arrives and failed to cause any problems.

The final phase of the battle progressed very quickly with a successful attack on the central hills, and was quickly followed by an attack on the second objective. After some stubborn defence of the second objective it was finally overcome after the 88mm gun was moved up to support attacks.

The first objective is taken.

The attack on the second objectives is soon underway after the central hills are secured.

A victory to Axis forces and campaign turn 6 will continue with a third battle.


8 comments:

  1. The 15th Pz looked to be running like a well-oiled machine. Good report!

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    1. There was a bit of a shock at the beginning, but they soon got rolling.

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  2. Left hanging here... it's hard to tell just how many losses each side has taken at this point in the game. Please let's have part 2 soon.

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    1. It will be interesting to see whether the momentum changes this campaign turn and the Allies get an opportunity to counterattack.

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  3. Great AAR and lovely looking game and those air strikes really hurt the Allies.

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    Replies
    1. Thank you. The Axis air support was timely and effective, while the Allied air support failed to deliver any results alas.

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  4. The Desert Air Force didn't do such a good job this time. Swings and roundabouts. Looking forward to the next game.

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    Replies
    1. Thanks. Polar opposites for the air support in this game. The tabletop remains setup for the next and deciding game for campaign turn 6.

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