Rules

Tuesday, 24 November 2020

WW2 Western Desert campaign turn 9 - game 2

Hurray! I have finally got around to writing the battle report for game 2 of my WW2 Western Desert campaign turn 9. Axis forces having successfully driven back Allied armoured forces previously were now looking to capitalise on their momentum as the 21st Panzer division launches an attack on the New Zealand infantry division. The 21st Panzer division has been supplied whereas the New Zealand division was not supplied to replace previous losses, but had been able to dig-in and lay a minefield for defence.

Campaign map activity

Both divisions had lost units from the wear and tear of operating in the harsh desert conditions. The orders of battle are:

New Zealand Infantry Division:

  • 3 x tank units (Matildas and Valentines)
  • 1 x armoured car unit
  • 1 x Bren gun carrier unit
  • 3 x Infantry units
  • 2 x AT units (2 Pounder Portee and towed 6 Pounder)
  • 2 x Artillery units (25 Pounder and 5.5 Inch)

21st Panzer:

  • 5 x tank units (PzII, PzIII, and PzIV)
  • 1 x armoured car unit
  • 2 x armoured infantry units
  • 1 x mobile artillery (Wespe)
  • 2 x AT units (Marder and towed 50mm)
  • 1 x 88mm unit
The dice decided the 21st Panzer would be able to undertake a flanking attack as they tried to secure 2 of the 3 possible objectives. Their flanking move would appear on their right as the New Zealanders had setup the minefield on the opposite flank which would limit movement. Additionally, three units were dug-in an attempt to bolster the defensive line.

Opening positions and objectives

Both forces would benefit from air support on two occasions during the game. Their arrival would be determined by event (chance) cards which are drawn each turn. I have been using the cards in games during this campaign turn. In attrition for this game I am testing some rule modifications to distinguish the effectiveness of anti-tank and artillery against armoured and personnel units. Anti-tank being less effective against personnel units and artillery less effective against armour. There will be more on these rule changes in later posts.

Axis forces push forward along their lines of attack. The flanking force is yet to arrive.

An early air attack failed to halt the advance

As Panzer forces pushed froward the Allied defensive line was holding until flanking units started to arrive with air support. As the defensive line began to buckle under the pressure an event card "repairs" was drawn and allowed an Allied frontline workshop repair a tank unit and return it to the battle.

Flanking forces begin to arrive

Air support aids the flank attack

A repaired tank unit returns back into the defensive line

Gaps start to appear in the defensive line

With time running out a last push by the Panzer forces supported by a second air attack was able to secure two of the three objectives and a victory.

A final push attempts to grab the two hill objectives.

Air support helps to seal an Axis victory

This is the second victory for the Axis forces. A third victory this campaign term will mean they will advance two map zones pushing the Allies back to El Alamein. The rule modifications and event cards are working well and will be used again the next game.

15 comments:

  1. Excellent stuff, Peter! Game table looks superb as always. Not surprised by the result but was surprised by the allies ability to refit a tank unit during battle.

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    1. Thanks Jonathan. Both sides have the repairs event card. Arguably the Germans were more effective at front line repairs and had their workshops closer to the front line, even recovering tanks during a battle. The event cards are adding to making an enjoyable game.

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  2. Looks great, beautiful terrain and minis, and smoke markers add a lot!

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    1. Thanks Phil. The smoke markers certainly do add to the look and do also influence the play of the game.

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  3. Interesting do you thing the artillery / AT changes had much impact?

    I do like your fort, I think it's worth being on a pedestal (a hill) to make the most of it.

    So all waiting now to see if the Axis manage to make a major advance.

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    1. The rule changes on AT and Artillery did have an influence. Probably not on the result, but it stops AT units easily attacking infantry units and forces more combined arms attacks.
      I am please the way the fort turned out. It is made from just balsa wood and card. Thanks.

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  4. It’s looking tough for the 8th Army. Can they stop Rommel before that obscure railway stop?

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    1. It is looking a bit precarious for the Allies.

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  5. A good win for the Axis and campaign wise, they're certainly in a strong position to push on towards Cairo, assuming they can get past El Alamein of course! The event cards are a nice touch and as always the game looks great.

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    1. The event cards are working out well. After the next game report I will post on the cards and their contents. A victory is desperately needed by the Allies.

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  6. Peter,
    Always look forward to your reports on the Western Desert.
    I've struggled to find a concise record of your rules for the campaign moves. Does it exist and if so can you please provide direction to it?

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    1. Hi Dave, the rules have been tweaked as the campaign progressed. I have on my list to post the rules which are presently hand written notes. This will most likely happen over the Christmas holidays. Regards, Peter

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    2. Peter,
      Great, look forward to an additional Yuletide gift!
      I'm currently trying to piece something together from your posts. Can you please summarise how you determine how many and when air support is available?
      Regards, Dave

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    3. Hi Dave, The current setup allows one air support attack in a game with a second attack permitted when campaign supply points are used. Regards, Peter

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    4. Peter, many thanks. Regards, Dave

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