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Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Saturday, 22 August 2026

Bir el Gubi, 19th November 1941 - 'O' Group

The Background


Our engagement took place at Bir el Gubi, Libya, on 19th November 1941. The action was fought as part of Operation Crusader, a major British offensive in North Africa which aimed to recapture Cyrenaica, and to relieve the besieged port of Tobruk.


The British Eighth Army advanced westwards out of Egypt on 18th November 1941, with the XIII Corps operating in the north. The XXX Corps, centred around the 7th Armoured Division, moved south through the Libyan desert in an attempt to outflank and engage the Axis armoured forces, before advancing towards Tobruk.



The inexperienced British 22nd Armoured Brigade, equipped with new Crusader tanks, was initially part of the force advancing on the airfield at Sidi Rezegh. Having identified the presence of the Italian 132nd Armored Division "Ariete", but perhaps underestimating its capabilities, Major-General William Gott, the commander of the 7th Armoured Division, redirected the 22nd towards Bir el Gubi. Contact was made with the Italians on the morning of 19th November, with British forces preparing to advance against well-prepared defensive positions.

The Rules


The engagement was fought using the ‘O’ Group ruleset, published by Reisswitz Press . The rules are designed for battalion level actions and above, and feature some clever resource management mechanisms, with a variable number of “orders” allocated to both sides at the beginning of each game round. 

Invariably, the commanders found themselves with a shortage of orders, when compared to the number of actions they wanted to take. In addition to this, the commanders needed to decide whether they wished to keep a cache of orders “unspent” during their turn - these orders could then be used to interrupt and react to enemy actions. We found that this helped to maintain a level of uncertainty and excitement throughout our game.

Of the four players, three of us were relative ‘O’ Group novices and were reliant on the game organiser, Steve, to guide us through the intricacies of the rules. Thankfully, I found ‘O’ Group to be relatively easy to pick up - we quickly nailed down the basics, and the gameplay flowed nicely throughout.

The Forces

The battle was represented using Steve’s beautiful 15mm collection. The British forces consisted of three companies, two of Crusader tanks* (3 pairs in each company), and the third consisting of infantry with two armoured cars.

*The commander of each company was represented using a Stuart tank, both because Steve didn’t quite have enough Crusader miniatures, and to make them easier to spot on the tabletop.

The Italian forces also comprised three companies. Two of the companies each contained two platoons of infantry, with one adding a pair of 47mm anti-tank guns, and a 20mm anti-tank rifle, while the second had a pair of heavier 75mm guns. The third company was made up of two platoons of M13/40, and a single platoon of M11/39 tanks.

The Battle

Ken and I volunteered to lead the brave Italian defence of Bir el Gubi, while Dave and Owen took control of the perfidious British.

As the defenders, the Italians were first asked to mark their dispositions on a map in secret, with both infantry companies beginning on the table, and the armoured company to arrive later as reinforcements. The Italian artillery, and one platoon of infantry from each company, was able to begin the battle “dug in”.

Not knowing how the British would decide to direct their attack, we opted to place our heavy 75mm guns, along with two platoons of infantry, on a hill overlooking our right flank. Our 47mm guns, and one platoon of infantry (with the 20mm anti-tank rifle) were deployed on our left flank, with the final platoon of infantry deployed in the village itself.

With the Italian dispositions secretly noted, Dave and Owen were able to deploy their forces, and decided to roll the dice - focussing solely on their own left flank (the Italian right).


The British won the initiative roll, and decided to take the first turn for themselves. Desperately needing intelligence on the location of the Italian forces, they rushed forward with their armoured car, while their tanks followed behind more cautiously.

The armoured car quickly discovered the Italian 75mm guns, which opted to open fire - destroying the car on the second attempt.



Having located their quarry, but lacking High Explosive ammunition, the British Crusader tanks rumbled onward, hoping to close on the Italians before the guns took their toll. An infantry platoon deployed from a “jumping off” point, just in front of their tanks, and opened fire on the Italian forces on the hill.


Off-table artillery fire proved effective for both sides - some excellent rolling allowed the British heavy artillery to maul the Italian units on the hill. This, combined with fire from the infantry and the tanks’ machine guns, managed to knock out both Italian 75’s in short order. 

Noticing that the British infantry and tanks had bunched together, the Italians replied with their own artillery, slowly chipping away at the British forces. 

With their guns disabled, the Italian infantry deployed on the hilltop, hoping to slow the British advance long enough for their reinforcements to arrive on the battlefield.


Effective Italian mortar fire checked the inexorable British advance, giving the Italian company on their left flank precious time to attempt to re-deploy into the town, where they could be of more use. 

This respite was short-lived, however, with some poor Italian rolling causing their lefthand company commander to become “hesitant”, and to refuse to move into a position where his guns could be brought to bear. The British, meanwhile, finally managed to overrun the Italian infantry on the hill, leaving the second Italian infantry platoon hiding in rough ground on the extreme flank.


With a British victory looking certain, the Italian defenders morale was boosted by the rumble of approaching reinforcements. The Italian tanks were split, with their less capable M11/39’s deployed into the settlement, and the M13/40’s rolling directly toward the British and immediately scoring a kill.


The battle for the Italian right flank was on a knife edge, with heavy damage being taken on both sides as the British continued to commit more tanks to the engagement.

It was at this moment that the M11/39 tanks moved out of the village, to the Italian centre. Some very lucky rolling, and thinner side armour, helped them to knock out a pair of Crusader tanks.


With the tide of the battle turning, and with a burning desire to test Steve’s knowledge of the rules, Ken decided that the platoon of Italian infantry, stranded in rough terrain on their extreme right flank, would attempt to assault the closest British tank unit. 


The assault was (against expectations) a success, and proved to be the last straw for the British. With their forward momentum arrested, and with several tanks disabled, the British commanders decided that the time was right to withdraw, leaving the bloodied Italian forces with possession of the battlefield. 

Aftermath

With three new players, I want to give special thanks to Steve M, who did a fantastic job of umpiring what turned out to be a very close game, and to my co-commanders David, Owen and Ken for playing in the right spirit and making it a thoroughly enjoyable experience.

The impression of the rules amongst us newbies was overwhelmingly positive - we found them quick to pick up, but with enough flavour and uncertainty to give an interesting game.

I look forward to playing some more ‘O’ Group in the near future!


Saturday, 15 November 2025

O Group - Arras 1940 Scenario updated to 1944.

 
Because the Club had it’s AGM this month I decided that it would be easier to use a scenario that did not require huge amounts of terrain. I looked at this one and remembered the fun we had playing in it’s correct format. However, all my toys are 1944 onwards. So, using my spreadsheet skills, I updated the equipment to what I have. As it is 1944, I had to give the British a few extra toys (aircraft) and both sides had unrestricted mortars, and the artillery was more balanced for the period.

O-Group has become a firm favourite battalion-level game with
several members of the club and Steve has developed his 15mm collection around them. 
https://toofatlardies.co.uk/product/o-group-rule-set/

The British launch a surprise attack which catches the Germans with their trousers around their ankles, so to speak.


The games started in the usual manner with combat patrols (CP’s)being deployed all over the place by both sides. After a couple of turns the British decided to convert their CP’s, to physical platoons on the table. The reason being to shoot away the German CP’s thus preventing them from deploying. Pretty sound you would think, but the victory conditions were to inflict three FUBARS (12 Sections) on the Germans. This was all in the briefing handed to the players.


From turn 4, the Germans were able to dice to reinforcements. So there appeared on the German left
flank a pair of StuGs. Now this had the effect of forcing the British to bring on their armour. Consequently, there appeared on each flank a pair of Cromwell’s. This caused the Germans to attempt an artillery strike. No luck. Those damned radios!!


Eventually the Germans managed to deploy on CP’s and infantry actions took place with exchanges of killed sections. The Germans kept trying for their artillery strike and eventually it happened, with a vengeance. Rocket attack that incorporated two Cromwell’s and an infantry section. The first Cromwell was damaged, the second, after some great saving throws only had shock. As did the infantry platoon.


This carnage upset the British so they called in an airstrike. From the cab rank in the sky a Typhoon appeared and attacked the two StuGs. As with the German artillery the result was mixed. One Stug was destroyed whilst the other only received one shock. 


From their reinforcements the Germans the received two PzIV’s and a Flak 36 88mm. Eventually the British managed to inflict a FUBAR on the Germans. There followed a series of exchanges between the remaining StuG, plus the 88mm and the British remaining armour. This then forced the British to bring on the Churchill’s they had kept back. They pushed forward on the right flank. On the German right flank there appeared the two PZIV’s 


Time was running because of the AGM. The battle was called as a German victory as they prevented the British victory conditions.


We then retired to the pub, as all good wargamers should. There was an exchanged of emails later when all the things we had missed were highlighted.. As we hadn’t played for nearly 12 months, we didn’t do too bad. We do have a couple of games planned so hopefully they will be better. Any omissions or errors were down to me. It was my game.

My thanks to Bob and Vince, our Germans, and Steve M and Matt, our British. The game was played without fisticuffs or handbags being wielded, and I enjoyed the power of the umpire despite the errors.

Steve L

Friday, 10 October 2025

American Civil War Action using Pickett's Charge.


As is usually the case with me the scenario is not from a Civil War battle but from Napoleon vs the Russians. The Union taking the French and the Confederates taking the Russians.


The objective of the game was to take either the village on the T junction or the redoubt on the hill on the Rebel right flank.

Potential ADC’s were allocated, five to the Rebels and six to the Union requiring 4 to 6 to be in command and 1 to 2 Hesitant. Hesitant Brigades are limited in what they can do. I also set the game up as two divisions and made the players take it in turns dicing, hoping to instil a little friction between them when it came to allocate the ADC’s on their throw.

https://toofatlardies.co.uk/product/picketts-charge/

To start the game the Rebels set up first. This was to signify the union recce. I have to put it out there now that things took a bit longer for this game because only myself and Nathan have played these or 
General d’Armee II (GDA2). Steve M, Matt and Tom were Picketts Charge virgins. Some amendments such as the skirmishers (plus my own take as well) and the casualties were taken from GDA2. I hope Mr Brown is not too offended. I may incorporate others at a later date, perhaps he’ll offer me a job, hee, hee.


Anyway, The Rebels deployed along the entire front with their cavalry on the left. Due to the recce the Union forces were able to deploy as they wished. They decided to keep the Rebel right flank in place by putting their cavalry brigade, which included a battery of 12-pdrs and dismounted cavalry. I had decided that dismounted cavalry would be treated as skirmishers.

For information - each skirmisher stand had one D6, at effective range 4,5 and 6’s were required. At long range 5 and 6, less any modifiers for cover etc. Two hits were required for one casualty. It seemed to work OK.

Onwards. The Union main thrust was in the centre and they pushed up along the road in column. They used their ADC’s to reroll Brigade activation and to Double quick their movement. Meanwhile on the flanks the Union forces were holding the Rebels in place with probing attacks.


The lead Regiment on the road was taking a pounding as the rebels in the centre used their ADC’s to ensure the centre brigade remained active by using one ADC for a Command reroll. Hoping that the activation would take place they also added two ADC’s for Artillery Assault Fire. I can’t go into all the different options available for your ADC’s, you’ll have to buy the rules.

A note about the use of Artillery Assault fire. Neither Nathan nor myself could find any restriction on its use. I am inclined to amend the use to every other turn or low on ammo, or fatigue casualties for continued use. More things to think about.


Needless to say, casualties mounted on the front regiment, and after a few turns of abuse, it was forced to disperse. This caused a Faltering Brigade test on the next turn (my interpretation and my game). Adding a command reroll, Matt, our union commander threw a 2, Withdraw. Thinking he couldn’t do any worse he rerolled, and you’ve guessed it got a 1. Catawamptiously Chewed Up, the whole Brigade was forced back 300mm and took two casualties per regiment in the brigade.

With the centre in disarray Tom was forced to reroute his infantry brigade to the centre. Luckily his cavalry was strong enough to keep Nathan occupied. Matt used his other brigade to pressure Steve on the Rebel left pushing him back.


With the Judicious use Of ADC’s, One for command reroll and three for Rally. Matt threw a 6, well in command, and then another 6, so three casualties removed from each of the regiments. This put them into a good state.

The damage had been done though, and despite getting back into the fray and all the pressing now in the centre by two brigades, and the flanks, the Union attack just wasn’t in a state to carry out the mission.


Attacking forces will always take more casualties than the defenders and if the dice had gone better for Matt this could well have been a closer thing. The joys of throwing dice. Some you get and some you don’t. For Matt, he wanted to try the rules as he has figures, and this was an opportunity to try them, even with my amendment’s.

He said he liked them and went home with a copy of the QRS and other stuff I had written. A convert. I like them and will play them again.

A note about David Brown’s scenarios. I have played various sets of his rules from WW2 to ACW and things in between and his scenarios have always left me thinking, I may have lost or I may have won, but if something had happened differently, or someone had done this rather than that, then the result could have been very different. In short you seem to be ensured a balanced battle.


My thanks to our Union commanders, Tom and Matt (who took the ribbing in good heart. He did come back to the pub after all), and Nathan and Steve M who fought valiantly to keep the Rebels in place. Also cheers Nathan for helping go through things with some whilst I was explaining things to other players.

Any misinterpretation or misuse of the rules were entirely my fault. It was my game.

Steve L

For those who may be interested.

Rule Set – Picketts Charge (mostly)
Figures – AB and Blue Moon. As always, I would like to thank Nick S and Mr Steve who painted my figures for me.
Trees were from Buffers near Axminster, and Amazon
Roads and Rivers – Search Fat Frank on EBay.
Snake Fences – also on EBay. Search 15mm snake fence.
Walls – I’m pretty sure they came from Pendraken and came ready painted but I can’t remember the link.
Hills –totalsystemscenic.com.
Battle Cloth – the now defunct Tinywargames

Friday, 25 April 2025

Albuera, Part Two - Carnage & Glory II


We were fortunate enough to be allowed to have a second try at fighting the battle of Albuera in18mm (fence sitter scale) to "Carnage & Glory" run by David Hedges. In the first battle the British and Portuguese managed to fight off the French attack despite a few surprises along the way.

Devon Wargames Group - Positively no Badgers at Albuera

For the next refight we all agreed to randomise the commands assigned, so we all had different problems to solve. Some changes in personnel playing the game made the outcome of the random assignments quite surprising as three of us previously allied commanders (there being four players a side) ended up as French commanders. I am sure this gave us an advantage. Plans were made. When dawn broke over a crowded battlefield, I was put in command of the cavalry division and it is from this perspective that I have made my report. My apologies to those battling on the other flank as I have less to report on in that area.


As General de Division Andre Francois Moineau woke covered in a cold sweat, he recalled the massed French troops marching into the withering volleys of the British troops holed up in the seemingly impregnable fortress that was the village of El Tejon and his cavalry command rendered ineffective by the cramped terrain and the sudden collapse of the whole French army. Relieved to discover that the nightmare was simply a fever dream, probably brought on by some bad mussels, he hurried to the pre-battle briefing determined to avoid the mistakes made in his imagination.


Marshal Soult had sent orders for General Renard to take the main east west road that passed through the village of Tejon. The village was protected by a river to its front and a walled orchard on its right flank. Sited on some low hills it was an excellent defensive position, and the British commander was bound to take advantage of this. There were two narrow bridges over the river, suitable for artillery or cavalry crossing but otherwise only the infantry could ford the river. 

Forward planning had allowed General Renard to push up to two divisions across the river on his right flank to avoid having to cross the river. The decisions here would be vital to avoid mistakes made in Moineau’s dreams (likely all new mistakes could be made instead). The battle planning meeting was quite lively as each brigade and division commander put forward their demands for the place of honour, and reasons why they should probably not just charge towards the enemy guns.


In the end General Belette’s brigade of six regiments was placed on our left flank opposite the walled orchard. Furet with slightly better troops was our centre. Blaireau with all three combined grenadier battalions and three line regiments was pushed across the river on the right flank. My division of dragoons, hussars and horse artillery led the right flank across the river. The divisional artillery remained in the centre with Furet.


The British placed their best troops in and around the walled orchard and only lightly defended the village on their left flank. They kept a large mobile defence in their centre where their artillery had an excellent view of the slopes in front of them.


The attack started with a general advance of all units. The cavalry was split into two brigades. The Hussars and the horse artillery on our extreme right flank and the Dragoons towards the centre on the other flank of the grenadiers.


Surprisingly the initial French advance made rapid progress without great opposition. The British fired their artillery at long range, to little effect and sent out a swarm of skirmishers to contest the ground between the river and their initial positions. The French set up with an expectation that the river crossing would be contested and so the divisional artillery was unlimbered and fired a few rounds. The British and Portuguese made some small adjustments in their reserves.


Then the rain came. Visibility became very poor, and it was a chance for the Imperial forces to advance without being destroyed by defensive firing.


On the left flank Belette was holding up very well against the British elite forces. Skirmishers were protecting the line units, and the greater numbers of the French brigade were sufficient to maintain cohesion despite some losses. The elite British forces started pushing forwards to contend with Belette’s forces and there was some concern that the Portuguese cavalry could make an appearance. Belette had pushed forward over the river and was now under a lot of pressure. Allied horse artillery was sending round shot into his right flank and some French units were starting to falter. Despite this, Belette was holding the cream of the allied army and stopping them from reinforcing the centre.


In the centre Furet became involved in a furious firefight. He pushed forward with great resolution. His skirmishers battled with the swarm of Portuguese skirmishers sent out from the village and from allied units supporting the British artillery in the centre. The French divisional artillery moved over the river, unlimbered and was shooting at any available target switching between round shot and canister as targets appeared. The advancing French line regiments had taken insults from the skirmishers, the artillery and the defenders of the village but were now pouring their own shot into the troops in front of them.


On the far right the horse artillery had unlimbered as close to the allied troops as they dared. Supported by two troops of hussars they braved the skirmish fire and pushed their guns forwards up a small slope. Anticipating the next order the Portuguese troops formed square to defend themselves from the  inevitable cavalry charge. Pushing their guns out of a declivity the horse artillery were rewarded with the gift of two battalions of Portuguese line infantry in square formation (skirmishers called back in) and in canister range. The first case of cannister staggered the first square and the French Hussars prepared to charge the remains. Without fuss (and without skirmishers) the grenadiers advanced in attack columns upon the village of Tejon.


The Allied commander responded by moving another brigade of Portuguese into the village. The elite cacadores having the speed to secure the edge of the village before the Grenadiers could just march in unopposed, the cacadores proceeded to pour shots into the grenadiers. Two troops of Portuguese cavalry followed on their heels ready to charge any troops in the open.


The focus of the battle was now firmly in the centre. Skirmishers from both sides had been driven in, and the artillery were shooting at close range. The French trying to blast an opening into the village and the allies concentrated on trying to bounce round shot through as many French battalions as possible. The Portuguese in the village were gradually losing cohesion. Exhausted by their constant firing and the buildup of casualties. 

Much to everyone’s surprise (other than the enterprising officer in command) a French line battalion (3/64e Ligne Reg) charged. They caught the British artillery who were still busily pouring round shot into the flanks of the French battalions. The British artillery were caught out of position and never had a chance to evade. Six guns were captured and it seemed that the simple frontal assault that everyone had feared would win the day.


Then the Portuguese cavalry arrived (1st Portuguese Dragoons). They had pushed through some rough ground and found themselves on the flank of the celebrating French battalion. This was the moment that all cavalry dream of. In the flank of a line of an enemy Infantry battalion on a gentle slope, with fresh horses and an enthusiastic body of troopers, led by their general. The command to charge went up. The Bugles rang out and the Portuguese broke into a fabulous slow trot. 


The commanding colonel maintained that proper formation was better preserved with a slow advance. Distant observers were heard to laugh at the so-called charge but when they hit the side of the advanced French battalion they utterly routed them captured their colours without losing a single sabre (much debate erupted about quite what their colours constituted at this point in the war, but they were definitely captured whatever they were). Their charge continued to follow the broken unit and scattered them beyond recovery. The wild shooting of nearby regiments had almost no effect on the victorious cavalry, and they advanced again filled with Elan, at their now terrifying slow trot.


Furet’s whole Brigade was shaken, and it began to look as if they battle would be lost before the Grenadiers could make their blow count. The tremendous work of the nearby officers managed to steady the brigade, some having fallen from their saddles were remounted, and rallied their troops. The French Dragoons that had been held in reserve on the right flank were moved left to either hold the line or to cover a retreat.


Back on the left flank the long-range shooting and skirmishing was degrading the British forces and even some of the elite regiments were starting to have reasons to avoid advancing. With orders to defend, they were not keen to charge in and drive off the plucky French battalions, some of whom were also starting to have their doubts about continuing the battle. Good work by the officers kept morale high enough for both sides to continue the firefight.


Back in the centre all eyes were on the victorious Portuguese cavalry spoilt for choice of targets. The colonel pointed at the artillery in the centre of the French line and despite distant cries of “that’s very brave of you”, and “charge and be damned” or “we might still win if you pull that one off”. They slowly trotted forward with grim discipline shrugging off the desultory shooting from the surrounding line troops and bore down on the tremulous gunners who kept repeating “We are loaded with canister aren’t we?”.

The crowded street fight in El Tejon required the buildings to be removed as the battle reached its crescendo.

On the right the Grenadiers were finally called upon to earn their elite status having marched up to the enemy in the village, both sides serenaded each other with volleys at short range and then the Grenadiers charged. The Portuguese outnumbered and outmatched in skill at arms gave up the protection of their houses and withdrew further into the town. The Grenadiers were now tired but exultant and readied themselves for the next challenge.


On the far right flank the horse artillery were exhausting themselves pouring canister shot into the Portuguese squares. One square gave up the challenge and retired behind their reserves, the other was starting to waver as whole files of troops were flicked away by the lethal metal sweeping across their formation. The French Hussars received orders that they were to charge after the next shot.


It seemed that that the battle was about to be decided. The left flank was a stalemate but events in the centre and the right flank would undoubtedly decide the winner.


The 1st Portuguese Dragoons finally launched themselves at the artillery. Who were definitely loaded with canister The cannons roared the Dragoons cheered and the referee (computer) was consulted. The charge of the cavalry ended in bloody ruin. Their officer had his horse shot from under him and the remains of the unit retired to a safe distance to consider how foolish it was to charge artillery.


In the village the Grenadiers were called upon to charge again, this time accompanied by the fresh line battalions who were called upon for the first time. One grenadier battalion decided that they were not yet ready to charge again, but the others (led in person by General Blaireau) were inspired to throw themselves upon the enemy regardless of their losses. The Portuguese infantry in front of them broke almost at once. 

The French battalions charged and broke multiple units and then charged into the rear of the retreating units multiple times and the entire garrison of the village began to fall back. The crowded streets forced the fleeing troops through their own formations so many times that they ceased to exist as a fighting formation. At this point the allied commander sent up the command for a general retreat as the entirety of their left flank had collapsed and there was an entire brigade of French cavalry that had yet to engage.


A major victory was declared for the French.

Despite never managing to carry out a cavalry charge I still had a great time discussing all the different options and threatening to charge was almost as effective as charging for controlling the shape of the battlefield. The lack of dice rolling gives a little disconnect to the action, but it does give a great feel for the fog of war. Only sometimes was the referee giving feedback on the effects, so you had to gauge how much you had asked of your troops previously and then decide whether to ask more, or to let other fresher troops take over. Having fresh reserves on hand, after a fierce battle, was essential for turning encounters into a lasting victory. 

A very enjoyable experience and better for having a referee to control the flow of information and to adjudicate any disputes.

My thanks go to the other players and to David for hosting such excellent fun.