Rules

Tuesday, 19 December 2023

A hasty defence - a WW2 battle report

This battle report is of a game to test some WW2 rules (see the previous post for full details). In summary, combat possibilities are categorised as poor, average, or good. A D6 to hit roll of 6+ is required for poor odds, 5+ for average, and 4+ for good opportunities. The advantages and disadvantages are tallied up. If there are more advantages than disadvantages, it's a good combat opportunity. If it's the reverse, it's poor. When they balance each other out, it's considered an average opportunity. 

During the movement phase, any unit that stays still or moves less than half of its designated movement allowance can engage in combat. Units permitted to shoot are assigned a face-down playing card beside them during the movement phase. In the combat phase the card's are revealed and determine the shooting order of units.

Scenario - A Hasty Defence

Background

In the autumn of 1944, amidst the sweeping retreat of German forces through Northern France. A small rear guard was hastily assembled, their mission to defend the crucial bridges and impede the advancing Allies relentlessly chasing them.

Order of Battle 

German forces:

  • 105mm artillery and Forward Observation Officer (FOO)
  • Company of two platoons with 75mm AT gun
  • Company of two platoons
  • Stug III

British forces:

  • Mortar and FOO
  • Tank troop (Sherman and Firefly)
  • Tank troop (two Shermans)
  • Company of three platoons
  • Company of three platoons with 6 Pdr. AT gun
  • Mechanised company of three platoons

Battle Report

Two British companies advanced along the roads with both tank troops in the centre, while a mechanised company manoeuvres behind a wooded hill in the southern flank. Their progress, however, is faced with an immediate disruption when one of the Shermans comes to an abrupt stop, struck by an anti-tank round from the northern farm. Simultaneously, the German Forward Observation Officer (FOO) stationed in the central wood directed artillery fire, inflicting casualties on the advancing infantry. The southern flank fares no better, the lead platoon of the mechanised infantry company encounters heavy fire from the farm, resulting in it being put out of action and its vehicles ablaze amidst the chaos.

An overview of the tabletop in the opening turns of the game. The units and their bases are circled.

An early setback for the flanking mechanised infantry company.

The British continue to press forward, focusing their advance on the centre and targeting the Stug III, which erupts, and begins to billow oily smoke. Yet, their initial triumph was swiftly dampened as another of their tanks was disabled, accompanied by heavy losses to the northernmost platoon. The German Forward Observation Officer is seen hastily withdrawing as the British infantry advanced toward their position in the central wood.

The British press forward with their attack towards the northern farm and bridge.

The loss of the Stug III was a set back for the defending Germans, but they were inflicting casualties of the attacking British infantry and tanks.

A veteran crew manning the German AT gun target the two remaining Sherman tanks which become engulfed in flames, and the infantry company make a hasty retreat from the scene. The northern assault which had looked promising, falters and fails. However, the southern advance proves to be more fruitful. The mechanised company pushes on with mortar support guided by their FOO and successfully seizes control of the southern farm and secures a river crossing.

The advance on the north bridge and nearby farm are called off with heavy losses.

Success for the flanking mechanised infantry who capture the southern bridge. Support from their mortars was critical to their success.

With one bridge now in British hands, the remaining German units withdrew. However, the success of gaining a crossing point came at a steep cost for the advancing British forces, necessitating a pause as they await reinforcements before resuming their march forward.

Rule Amendments

The draft rules provided a quick and enjoyable game. Potential enhancements for the next game I am thinking about are to give an advantage when the shooter is within close range (4 inches) of the target.

Additionally, other additions I aim to incorporate are rules for smoke deployment and minefields.


12 comments:

  1. A nice looking game on a lovely terrain!

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    1. Thanks, it is mostly home made other than some of the trees.

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  2. That all seemed to work out well Peter.
    Chris/Nundanket

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    1. I am pleased with the progress and looking forward to a few more test games and adding to the rules.

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  3. That the British forces seem to have been barely sufficient for success suggests that you have the game balance pretty well right!

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    1. The attack was almost an over-reach with a 2-to-1 advantage for the attackers.

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  4. Great report…and looking back, that shooting sequence by playing card idea seems perfect for ‘modern’ warfare, and especially for solo. Love it πŸ‘πŸΌπŸ‘πŸΌ

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    1. Thanks. The uncertainty of shooting order does add unpredictability and makes for an enjoyable game.

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  5. Looks like the rules worked really well Peter. I do like the cards for determining the shooting order.

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    1. I just need to write the rules up with my notes before adding other rules for smoke and mines.

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