Rules

Sunday, 28 February 2021

WW2 Western Desert Campaign Turn 10 - Game 3 Set Up

After a couple of weeks playing a number of English Civil War games and working through some rule changes, it was time to put aside the ECW rules for a couple of weeks and return to them later with a fresh set of eyes. This break gives me an opportunity to return to the WW2 Western Desert campaign. 

The campaign is currently at turn 10 with a third and deciding game to be played. Earlier in turn 10 the initial 21st Panzer division's attack had failed to make a breakthrough against the 7th Armoured division, but the 15th Panzer were, after a hard fought engagement, were able to defeat the South African Infantry division. This third attack has the Ariete Armoured division launching an attack on the 1st Armoured division.

The campaign map

Dice and terrain cards decided the type of engagement and terrain the using the approach written up here. The Ariete division are making at frontal assault on the 1st Armoured division who are defending the  town and ridge North-East of town (South is top in the photographs). A third of the Allied forces are held in reserve and can arrive one unit at a time on any turn.

Objectives and attack plans

The Italian armour is planning to push around on their right flank while attacking the town from the front with their Semovente self propelled 75mm guns using their longer range. A small force of infantry and guns will push up on the left flank to provide support, particularly artillery support for attacks on the town.

Allied units in their defensive positions on the ridge and around the town.

Italian forces move forward.

The orders of battle are:

Elements of the 1st Armour division...

  • 1 x Honey tank
  • 2 x Crusader tanks
  • 3 x Grant tanks
  • 2 x Infantry units
  • 2 x AT units (2 pounder and 6 pounder)
  • 2 x Artillery units (25 pounder and Bishop)

Elements of the Ariete Armoured division...

  • 2 x Semovente 75mm
  • 5 x M13/40 tanks
  • 2 x Autoblinda armoured car units
  • 1 x Artillery unit
  • 1 x AT unit
  • 2 x Infantry units

The game report to follow soon.

8 comments:

  1. Good to follow your logic with the campaign and rules here.
    I just played an OHW Tunisia game, and have a campaign based on the Race for Tunis in my head again. Your methodology and narrative across the campaign and games is quite epic in scope - very inspiring.

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    1. Thanks. I find keeping the campaign rules simple allows me to easily return to the campaign after a break. I still have to return to the last blogger post to remind myself were I am up to and keep the narrative going.
      Good luck with your Tunisian campaign, I do enjoy reading your game reports.

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  2. The table looks good but not for the Italians...

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    1. The Italians best hope is to attack quickly before the reserves arrive. Thanks.

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  3. I'm looking forward to seeing how the Italians fair in this one Peter, as I have a bit of a soft spot for Italian AFV's:). As always the table looks very nice.

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    1. Thank you. Italian armoured vehicles always look interesting and have character, even though in the games they are under gunned and under armoured.

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  4. Great setup Peter, and I'm really in awe how beautiful and seamless this project is, moving from the strategic map to the game table and back. Looking forward to the fight.

    V/R,
    Jack

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    1. Thank you Jack, I find keeping the campaign mechanics simple and with minimal paperwork allows me to switch without it being too much effort. Also, the blogging of the campaign allows me to refer back when my memory is a bit hazy on what had happened previously (almost acting as a campaign diary). Regards, Peter

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