Rules

Saturday, 5 December 2020

WW2 Western Desert campaign game turn 9 game 3

The first two games of campaign turn 9 were Axis victories. This third game has elements of the Italian Ariete armoured division launching an attack on an area defended by the South African infantry division. Should Axis forces win this game, they will be able to advance two zones on the campaign map. If the Allies win the game, then Axis forces only be able to advance one zone.

Campaign map

The game is an encounter game with both sides starting with two-thirds of their supporting units in reserve off table. There are three objectives to be taken and held in this game. The Allied plan is to occupy the fort and push their on-table units into the centre and take a holding position while their reserve units push up along the road to take and hold the crossroad objective.

South African infantry order of battle:

  • 1 x carrier unit
  • 1 x a/c unit
  • 1 x 25 pounder artillery unit
  • 1 x 5.5 inch artillery unit
  • 2 x Matilda units
  • 1 x Valentine unit
  • 3 x Infantry units
  • 1 x 6 pounder AT gun unit
  • 1 x 2 pounder portee unit

Ariete armour order of battle:

  • 2 x a/c units
  • 5 x M13/40 tank units
  • 2 x Semovente 75mm unit
  • 3 x Infantry units
  • 1 x AT gun unit
  • 1 x Artillery unit

Both sides will benefit from air support.

Opening positions, objectives and plans of attack.

The battle opening saw the Allies quickly secure the fort and push into the centre to taking up their planned defensive position. Their reserves were slow in deploying and moving down the road. The Italians on the other hand were quicker off the mark and had secured the hills near their starting positions, and also had sped down the road to get a tenuous hold on the crossroads objective.

Allied units quickly secure the fort and push up in the centre. Their supporting reserve is slow in moving up on the road. 

The Italian forces soon had a foothold at the crossroad objective.

The initial engagement around the crossroads quickly escalated with both forces moving all available tanks and units into the engagement. While outnumbered in tanks, the heavy Matilda tanks were proving steadfast and the more numerous M13/40 tanks were whittled down over a period of time. Allied 2-pounder anti-tank portees and infantry were able to push up in support and establish positions around the crossroad objective.

The battle at the crossroads soon escalated with both forces trying to push up reserve units as fast as they could.

The heavy Matilda tanks were proving to be a thorn in the Italian side and the Allies were able to gain control of the crossroads.

Now with few available and working tanks, Italian forces began attacking the Allied centre positions with a combination of armoured cars and infantry. Their air support arrived and soon the Allied centre was back tracking towards the fort. Italian forces were limited and they were not able to carry forward the momentum and the attack which was called off.

Out armoured the Italian tanks were unable to make headway and the attack on the crossroads was called off.

The Italian's redirected their attacks against the Allied centre.

Air support proved very timely in their attacks, but the Italians lacked sufficient units to capitalise on the success of their attacks.

This was an important win for the Allies. Allowing then to retire with some semblance of order as they give up one more zone on the campaign map. 

Allies ended the game holding two of the tree objective and won the game.




12 comments:

  1. Relying upon the Italians was always going to be a risky proposition. Great looking battle board, Peter!

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    1. I thought they were going to be in with a good change this game, but for a unit of Matilda tanks which stubbornly held on.

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  2. The fort is a lovely piece.

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    1. I like the fort too, and It certainly stands out on the tabletop.

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  3. A great looking game once again, lovely minis, terrain and smoke...always a pleasure...congrats to the allies!

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    1. Thank you, it was a much needed win by the Allies.

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  4. Good to see an Allied win and it felt 'right', with the Italians not having good enough materiel to push home their advantages. Still the Axis are on the advance, so as always it will be interesting to see what the next Campaign turns bring.

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    1. The lightly armoured Italian tanks certainly did struggle to make headway against the heavy Matilda tanks. Having written up this post I am looking forward to getting the WW2 desert games back onto the tabletop.

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  5. A close run thing, and a good job too as there probably isn't another decent defensive position to be had if the Allies had been driven back two zones. Nonetheless Allied fortunes are pretty low, hopefully this is their nadir and from now on the only way is up... baby.

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    1. The Allies certainly need to turn their fortunes around in the next couple of campaign turns. Thanks.

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  6. Great game report, and nice to see the Tillies holding fast. I'm looking forward to your next game.

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    1. Thank you. All being well the WW2 Western Desert should be setup on the tabletop this coming week.

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