This post of the latest WW1 campaign game is using for the most part the battle report (or AAR) structure I mentioned in a previous post (see here). I have deviated from the structure when it comes to photos which have easily exceed the constraint of 4 which I had originally had placed upon myself. Other than that it certainly got me thinking about providing more background to the game which is why I do enjoy campaigns, even simple ladder type campaigns like this one (campaign rules).
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| The assault on Magdhaba |
Background
In September 1916 the Egyptian Expeditionary Force (EEF) having received fresh troops and having extended both the light rail and water pipes supply infrastructure, was in a position to make its second advance across the Sinai Desert. The original EEF HQ plan was to launch an offensive in October, thereby providing another month for the new troops to become acclimatised to the harsh conditions, but London was insistent on a new offensive as soon as possible to follow up on their previous successes earlier in teh year (June 1916). The objective was to push on to the Palestine border. Turkish forces for the most part were being withdrawn to their defences around Gaza and their HQ opted for a limited counter offensive in an attempt to delay the anticipated advance by destroying key water supplies. An encounter of both forces unexpectedly occurred near the town of Magdhaba where both sides were trying to secure the water wells.
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| The EEF advance across the Sinai |
Order of Battle
The One-Hour Wargames force composition table was used to determine the units. Campaign event cards meant the EEF also had an armoured car unit and the Turks a mountain artillery unit. Both forces would benefit from a single aircraft sortie as part of their chance cards used in the game.
Egyptian Expeditionary Force (EEF)
- 4 Infantry units
- 1 Infantry unit with supporting machine guns
- 1 Artillery unit
- 1 Armoured Car unit
- 1 Aircraft (once during a game an aircraft sortie can be carried out)
Turkish Force
- 4 Infantry units
- 1 Cavalry unit
- 1 Artillery unit
- 1 Mountain Artillery unit
- 1 Aircraft (once during a game an aircraft sortie can be carried out)
The Plans
The EEF was advancing towards the town of Magdhaba when an early aircraft sortie alerted them to a nearby Turkish force also moving on Magdhaba.
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| Both forces are advancing on the town of Magdhaba. |
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| An early morning sortie by EEF aircraft spots the advancing Turks. |
The Turkish force was the first to gain entry to the town of Magdhaba and quickly took up defensive positions behind the town ready to feed in reserves as required. In response the EEF quickly deployed its units with the armoured car unit providing protection on the left flank to deter any interference from the Turkish cavalry. Their artillery moved onto the nearby hill and prepared to provide supporting fire. Although they were initially bombed by Turkish aircraft. The attack on Magdhaba then began in earnest...
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The Turks are able to gain control of the town and both sides deploy their units.
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| EEF units attempt to out flank the Turkish units positioned around Magdhaba. |
The Battle
The EEF made multiple and sustained assaults throughout the day and moved units around on both town flanks. These actions were not without loss, the Turkish artillery units were able to destroy the armoured car and inflict casualties on the flanking units. The Turk plan to hold the town was proving to be successful until those supporting forces came under fire from the flanking EEF units supported by their artillery, which the Turks had failed to suppress. As evening was beginning to close in (turn 13 of a 15 turn day) the Turkish infantry vacated the town and it was open for the EEF to occupy.
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| Turkish forces struggle to reinforce the town as EEF units assault from three sides. |
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| The EEF finally manage to take control of Magdhara. |
An EEF victory, which will allow them to consolidate their capture of the Sinai and move up to the Palestinian border were the Turks wait in prepared defences.
The rules used were a variant of One-Hour Wargames (OHW) Machine Age rules where units have to pass activation tests to move and shoot. A draft version of the OHW rules and modifications are written up here.