Rules

Saturday, 8 May 2021

WW2 Western Desert Campaign Turn 11 - Game 1

The plan for the 21st Panzer division is to capture and hold the centre hills and strike on their right flank to capture the wadi then move along the line of hills. The understrength NZ Infantry division chose not to defend the centre hill, but instead hold a defensive line along the hills and wadi, close to the baseline where a few precious are available. 

(Note - preparation and set up activities for this game can be found in the previous post.)

Plans

Opening Moves

In the opening game moves 21st Panzer units quickly advanced and occupied the centre hills which would be used to support the flanking attack on the right. To counter this Allied reserves quickly arrived and rather than sit idly back and wait for the onslaught, they pushed forward with two tank sorties. One along the road on their right flank, and another with the heavily armoured a Matilda tank unit against the centre hills.

The sortie by tanks along the road is stopped with the help of an 88mm unit

A Matilda tank unit attack against the centre hills proves to be very successful and causing difficulties for the 21st Panzer and their plans

The swift advance by the 21st Panzer was stymied somewhat by Allied tank sorties

Flank Attack

Having dealt with the tank sorties down the road, the Axis begin their attack through the wadi and on to the hills. In the centre they were struggling to contain and suppress the Matilda tank unit which was stubbornly hanging on. This meant their centre were unable to provide support for the flank attack on the hills.

The flank attack begins without support from the centre hills who are occupied trying to suppress a Matilda tank unit.

The wadi is secured and the attack on the hills begins

Getting a Foothold

The 21st Panzer units finally gain a foothold on the hill, prompting the Allies to move their last tank unit across to counter the treat. The Allied units were perilously thin on the ground. Their sortie on the centre hills had ended and this meant Panzer forces, while also short of armour, were able to coordinate with their AT and artillery to finally secure their second objective and securing a victory.

Having destroyed the Allied tank sortie Axis forces are able to coordinate their AT and artillery  to support the attack gain a foothold on the hills. The last Allied tank unit attempts a counter attack.

The hills are finally captured after the Allied counter attack fails.

Game End

An Axis victory, they are now well positioned to win the campaign by winning one more of the next two games.

18 comments:

  1. Excellent battle! Looks like the Axis may reach Cairo soon.

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    1. Thinks are looking pretty grim for the Allies.

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  2. This is looking really grim for the Allies.

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    1. They certainly are. The chances of winning the next two games are very unlikely.

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  3. Bad luck for the Allies all round.

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    1. Yes, it is looking a bit inevitable they will lose the campaign.

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  4. Great fight, Peter, thanks for sharing. It looked like the New Zealanders were in for a rough time, and unfortunately that’s how it played out. The campaign is looking a bit gloomy at this point as well, time for Monty to arrive?

    V/R,
    Jack

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    1. Hi Jack, Alas, the campaign end is looking rather inevitable. Cheers, Peter

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    2. Hey, anything can happen! Either way, it's been a ton of fun and sets up the next campaign ;)

      On a side note, it's really weird but I've been having a really hard time getting comments to post on your blog. I've tried about six times over the past few days, glad to see it's finally working, not sure what the deal is...

      V/R,
      Jack

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    3. Thanks for letting me know. I am not sure what is happening with comments as I have not made any changes to my settings. Hmmm quite perplexing?

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    4. Peter,

      Yes, I’m certain it’s nothing you’ve done, just having a hard time. It’s looking like I can’t post comments from my phone (even though it works on other blogs), have to use my laptop.

      V/R,
      Jack

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    5. Thanks for the update.

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  5. Well I fear the Axis will be dining in Cairo soon:(

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    1. Even with the newly arrived Shermans I think it will be curtains for the Allies.

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  6. Another fascinating AAR! A question: do you now feel after considerable play testing that the D6 version of your rules is definitely the best? Or do you consider that the increased nuancing of your D10 version also has its merits?

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    1. I have flipped and flopped on D6, 2D6 and D10 dice for the rules. In the last couple of games I have veered back towards rules much closer to the original tank on tank rules.

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    2. If I recall correctly the T on T rules go with 2x D6s? So are you finding that the best at the moment? I think when playing at the level of representing different individual tank types, eg with each base representing a company or platoon, perhaps a 2D6 or D10 is necessary.

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    3. Your memory is correct. I do like the original rules.

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