This post covers three games from turn 8 of the WW2 Western Desert campaign. All these games were played using the updated rules mentioned in last weeks post (see here). Where I have moved to using a combat resolution table for determining outcomes and included a disordered status for units, rather than just no effect and elimination.
The campaign turn started well for both sides, each scoring 3 with their supplies on a D3 dice. This meant all units sustaining losses in the pervious turn were able to resupply and are back to operational strength. The Allies were rather hoping for Axis supply problems as they started their counterattack after halting the Axis advance in the previous campaign turn. In terms of Allied supplies they had surplus after resupplying one unit, so I allowed them to use their supply points for intelligence gathering. Allowing them to reveal one Axis unit prior to deploying their units (the idea came from some comments on the campaign from a while ago). This intelligence gathering revealed the 15th Panzer in the centre of the Axis lines, and would be avoided in the attacks.
The first phase of the turn has two games, in the south the Allied 1st Armoured division launching attacks against the Italian Pavia infantry division and further north, along the coast, an armoured force attacking the 21st Panzer division positions.
1st Game Report
The first game report is the southern attack with the 1st Armoured division attacking the Pavia infantry division. The Italians have taken up defensive positions along a series of hills and escarpments. The Allied plan was to send the bulk of its armour towards the hills on its left flank in the first phase of the attack. The second phase would attempt to push onwards from the hills, while on the right the light armour, mainly Honeys, would move along the road. The Allied objectives are the road exit, escarpment, and hills.
|
Allies planned attacks, the palm trees indicate objectives. |
|
The first objective, the hills, are easily taken by the main Allied attack.
|
|
The second phase of the Allied attack was successful pushing along the road, but the left flank attack was unable to push on to the escarpment and had to retire back to the hills. |
An Allied victory with the capture two of the three objectives.
2nd Game Report
Elements if the 21st Panzer have taken up positions on hills around a small town, and left a small reconnaissance force out by the escarpment. The Allied plan is to sweep around the right towards the hills to the left of the town, while a second force pushs down the road.
|
Allied attacking plans. The objectives are the two sets of hills and town (all objectives are marked with palm trees)
|
|
An early and unwelcomed arrival of German air support greeted the first Allied moves along the road.
|
|
The attack progresses along the road. |
|
A timely air attack for the Allies causes disorder in the defending German units.
|
|
In the centre German tanks counterattack and stymie the right-hand Allied attack.
|
|
Allied forces fail to make any headway in the centre and retire. |
|
The assault down the road after good progress fails to dislodge the defenders. |
A victory to Axis forces with the Allies failing to capture any objectives.
Final Campaign Turn 8 Move
|
After the setback to the north the final Allied attack follows up on the success in the south. |
I sure enjoy the look of these games and your campaigning. Always great stuff.
ReplyDeleteThank you kindly. As much as I am enjoying the campaign I think some modifications will be required o the supply rules as the campaign may never end.
DeleteI am sure you will come up with a logistics solution. Many operational wargames have rules and processes for supply accrual and usage. For example, The Gamers (Now Multi-Man Publishing)
Deletepublished a game (1993) on the Afrika campaign that has an abstract supply system. I recall it working very well and might fit your needs. I believe the rules are online either at CSW or MMP. Something is bound to work for your situation.
I will check this out.
DeleteI'm beginning to suspect you are partial to the Italian units as they always seem to do well - not sure I could overcome my prejudices in a solo game... ;o)
ReplyDeleteHow are the rules working? Does the less decisive combat outcome make thw games slower?
I like all the armies and particularly the tanks of this period, so no favourites when solo wargaming. The rules are working well and do not appear to have noticably slowed down the game.
DeleteNice looking games and campaign, and this mat is just perfect!
ReplyDeleteThank you, I was very pleased the way the mat and terrain has worked out.
DeleteThree lovely looking games that really capture the look and feel of the Western Desert. Playing them as part of a campaign really makes each one count, with a loss here offset by wins elsewhere. Really looking forward to more of the same.
ReplyDeleteThank you. I do really enjoy campaigns, even simple ones, as they provide context to the games and as you say each game counts.
DeleteMost wW2 gaming systems produce games that are too fiddly and slow. Your brilliant rules design has overcome that problem. Your models are superb, and your terrain is very practical as well. I love your rules and site. I will continue to visit regularly!
ReplyDeleteThank you. Lock n Load's Tank on Tank rules were a good basis for these rules. I have enjoyed creating the terrain for my first foray into 1/300th scale.
Delete