Showing posts with label BGC. Show all posts
Showing posts with label BGC. Show all posts

Saturday, 9 March 2013

WWII Battle: German Panzer Grenadier Attack (Breakthrough) Part V

The hard working British artillery crews manning the RHA 25 pounders paused and looked up. High above them a distracting sound came looming and booming, becoming louder and louder. The noise turned into a high pitched wail as the gunners recognised their foe to be the deadly German aerial artillery, "Stukas"! (see below): 


The first attack of cannon was sufficient to disrupt and suppress both of the guns (see below):


Then the bombs landed with pinpoint accuracy and blew the 25 pounders, limbers, trucks and crews apart. There would be no more friendly artillery support for the British commander (see below):


On the front-line the morale of the beleaguered British infantry battalion collapsed and as the situation had threatened it would do. The battalion ceased to exist as an effective fighting force. The German formation, supported in its attack with a battalion behind it, suffering only minor causalities and having no suppressions, having a regimental commander screaming for immediate exploitation of these favourable developments, not to mention the battalion's own veteran status 'passed' its status check with flying colours. The British linear defensive position had been completely turned. The only British stand in camera shot below is the British FOO who had just lost his artillery and was about to be removed from play (see below, top middle [white based counter]):


The German third infantry formation advanced with the intention of becoming the support battalion to the veteran Panzer Grenadiers, while the 'spent' German battalion would recover its suppressions and push on to the enemy baseline to secure the off table bridges (see below):


The German 'veteran' battalion mounted back up into their half tracks and pushed on into the British defensive vacuum (see below):


The game was called at this point as a major German "strategic victory".

Technically the Germans still had to clear a wood in the middle of the table that overlooked a portion of the "road to the sea", however the British forces were now: out of artillery support, had also started taking "regimental status checks", were outflanked, out numbered [at best 2:1 but possibly as bad as 3:1 depending on the tactical situation], were fighting with a 'green' battalion [as in the 'weak' battalion in the woods] versus 'veteran' Germans, were also facing the prospect of receiving Stuka dive bombing attacks now the British artillery had been taken out (and their low/crumbling morale would certainly not like that), they (the British) would be hit by a divisional concentration of German artillery and at last, at very last, the German regimental infantry gun should get a chance to fire at them (something I had attached to the third battalion as opposed to what I should have done, namely having it being called in to fire indirect all game as a regimental asset). 


It was a 'very good' (if not frightening) game to play, certainty having the feel of France 1940. It lasted some three and a half hours and was the most 'conclusive game' of WWII combat using the Battle Group Commander rules I have yet played. There were two players and an umpire. I have to thanks the BGC lads at Hartlepool for putting on a great little scenario.

:)

And I am looking forward to the next one!

Friday, 8 March 2013

WWII Battle: German Panzer Grenadier Attack (Send in the Support Battalion) Part IV

Unfolding events and serious consequences ...

Events across the other side of the table had a precipitous effect on the British player morale as another infantry battalion (this time the one furthest from the Germans) "retired" in a disorderly state (with their backs to the enemy) towards its own (or was that the the French) baseline. The British commander  (with his hand caught in camera shot "Gotcha") 'lagged back' as many of his stands as possible within the confines of his operational zone and command radius to HQ . I could see the logic but also its ultimate futility as 'if' the half tracks broke through on the other side PIB "two legs" could not hope to catch "tracks and wheels" (see below):


The 'retreat' continued as far back as possible leaving their HQ as the 'advanced picket'. I'd like to see this one explained to the members of the Imperial Staff College and Monty (see below): 

Note: Please observe that the stands are all facing the wrong way!


The middle British battalion also felt obliged to go to the "Teddy Bears' Picnic" in the woods (see below):

Note: Please observe that again the stands are all facing the wrong way! 


Meanwhile the 'faltering' (i.e. its morale state, as it was still fighting hard) British battalion bore the brunt of a mechanised infantry attack from a fresh (veteran) German infantry battalion, the 'crack' unit of the German infantry regiment was being thrown in against the vulnerable 'wavering' British battalion.

Note: See how the initial attacking infantry unit fell back a half move facing the enemy (allowing it count 'in support of the attack'), this left enough space for the half tracks to plough through to be within an inch of the British rifle platoons to enable them to first 'see' the concealed enemy and fire on them during their 'moving fire phase' (see below): 


As the defended hill crest was not suitable (as it counted as cover) for an armoured 'overrun' attack, the Panzer Grenadiers dismounted out of their half-tracks and awaited the inevitable incoming defensive fire (see below):


The third fresh German infantry battalion also now moved up, from the 'operational sphere' to make a 'tactical' contribution (see below):


The infantry combat is bitter and brutal.

Despite the odds against them the British still manage to kill a German rifle "Platoon" (and again this will cause an annoying 'status check', that if failed would derail the strict assault time table"), but in return the German 'veterans' (with their dreaded +1 combat bonus) 'cull' a whole British infantry "Company". This means the British battalion will face an extreme "status check" and in its current dire morale state it could mean a complete morale disintegration (see below):


Next: "Status Check" time and "Who will rid me of those troublesome 25 pounders?"

Thursday, 7 March 2013

WWII Battle: German Panzer Grenadier Attack (Smoke Screen and the Infantry Assault) Part III

The defending British Battalion was suffering under successive rounds of artillery bombardment. The good news (for the British) was that the German XXX assets were now expended, but the German XX assets were still making his life hell. The British Battalion HQ was suppressed and an already suppressed rifle platoon died under a second suppression (see below). This death would trigger a British "status check" so the emphasis for the German now was to 'get in' and add to the dead tally to break the battalion's "fighting will to continue" (see below):


The Germans now switched to laying a "Smoke Screen" to restrict British incoming fire and isolate the British middle (see below, good plan but it all depends if the smoke screen actually "takes"):


Meanwhile the British unilaterally started to pull back (nay retreat) from their "middle" operational sector. This was to avoid their linear defence being outflanked and perhaps allow their regimental commander time to allocate a new defensive objective and form a second line of defence. However the British player was caught between the horns of a nasty dilemma; by concentrating on making a new defence line the first line would inevitably crumble quicker; but bolstering the beleaguered battalion with command emphasis would leave the other British battalions without new (relevant) orders and effectively become dead sticks stuck in the mud. The Brish commander chose the latter option, to concentrate in fighting on with the front line (which made the best sense).


The German infantry moved in for the attack under cover of the "smoke" (see below).

Note: I had made a mistake here as the lower smoke screen (see photograph below, bottom middle) was rendered useless by my troops attacking through it (it does obscure movement behind it but it did not count as cover, as in it does not stop bullets). I wanted to attack as opposed to just move into position behind it. I should have used these artillery battery as either in straight forward indirect fire mode or by doubling my chances for an effective smoke screen at the top (see photograph below, top middle)


The Germans pick up a couple more suppressions in the fire-fight, but manage to kill another British rifle platoon (and make that "status check" for the British harder to pass, see below):


However the "smoke screen" does not fully develop (in fact fails pitifully) and the extra incoming British fire takes out another German rifle platoon, thus making the German formation take a "status check" (see below): 


The British take a morale check (rolling low when high was desperately needed) and the Tommies "falter". This means no forward motion allowed (which saves a German FOO from being 'close assaulted by a British rifle stand) and leaves the battalion's morale just to say 'hanging on' to their 'confidence' in its original orders. The Germans pass comfortably and stand ready to exploit their gains (see below):


Until that is the British FOO bring the 25 pounders back into play suppressing another two stands in the German assault battalion. Now it has taken one third casualties and has another third suppressed (see below). Perhaps it is time to play "tag you're up" with the Veteran Panzer Grenadiers in the Hanomag 251 half tracks "supporting" the lead battalion.    


Next: Close quarters infantry combat

Tuesday, 5 March 2013

WWII Battle: German Panzer Grenadier Attack (Artillery Bombardment and Assault) Part II

Before the British player deployed his troops I (aka the German player) had to elect where my preplanned artillery was going to land. I decided to centre the attached XXX assets (150mm x three artillery templates) on the known position of a British infantry platoon, one template directly on it and one template either side of it hoping to catch a "linear defence". As it happened this came up trumps, suppressing five out of eight defending infantry stands (see black markers below).

Defenders take note: It pays to stagger your defensive line when you know or expect to attract incoming artillery attention. 


For my three attached divisional (XX) assets I chose a similar tactic but this time took a poke at British battalion HQ. Here I was not as successful in "quantity" but the notion of putting a command function directly under fire is a sound one. One template was sadly wasted but five out of six templates were hitting something useful. The cover bonus of the woods came to the rescue of the HQ (for this turn, see below):  


The German attack battalions (one attack and one supporting) tried to 'close the distance' to the enemy front line and get into an attack position while their artillery was causing havoc on the British defenders (see below):


The mystery of where the remaining German third battalion was going to come in was solved (much to the alarm of the British Brigadier) as it steamed on behind the other two German battalions in the Green operational zone (see below). At least the guessing game was over for the British commander but he could see two thirds of the British force was clearly "out of position". The German player was happy as I (first person) had created a local tactical 2:1 odds attack (supported by artillery) and was reinforcing it operationally to 3:1 odds. I was assuming one battalion was likely to become "spent" in the initial attack but would 'hopefully' it would hang around for 'support status' afterwards. Best made plans of mice and men or is it pride coming before a mighty big fall?


As the lead German battalion closed to with in shooting range (six inches on the table top) I soon found out that the British were not going to simply 'roll over' as I lost two platoons to very accurate rifle fire from the non-suppressed stands (see below). Even more annoyingly as they fired from crest line cover and were low visibility stationary targets I could not as yet see them (yet) to return fire. This meant I would have to endure another 'advance to contact movement phase' and take 'more' incoming fire.


The German casualties meant an unwelcome "status check" (basically asking the question, "Does the battalion still want to attack?"). The higher regimental commander was on the net (adding his bonus) stressing the need to press on with the attack regardless. The test was passed and the battalion would continue its attack (for at least another turn). I was still relieved that 'only' half the defending British stands were firing at me (see below, black markers mean suppressed infantry stands):


Just as I (the German player) had thoughts of "getting a move on", I discovered that the British had an active FOO (Forward Observation Officer) and that RHA 25 pounders have a nasty sting in their tail (see below). The resulting additional suppressions meant that the German attack battalion would only be able to put two thirds of its strength into the attack. I just hope the rest of the British battalion doesn't "wake up" and recover in the 'suppression removal stage'.


Next: Pressing home the attack

Monday, 4 March 2013

WWII Battle: German Panzer Grenadier Attack (Planning) Part I

Scenario:

"You" (aka me in this specific case) are part of a German Panzer Division. It is an 'early war' scenario (France 1940) being played with late war kit (1944 Orders of Battle) forced out of necessity, as in we used the only kit/models available to us. The Panzers have been pushing hard and have exploited a gap in the British defences. Only a British Territorial Infantry Brigade stands between a vital set of bridges (off table) and the the Panzer Division turning the flank of the Allied Army in this sector. The tanks are resting today so the infantry (Panzer Grenadiers) must open the way.

Planning Stage I: Deciding the Operational Zones:

Looking at the map I broke the problem down into three operational areas. Working on the principle that I would have to clear a route all the way off table, the terrain fell into two categories: Defensible and Exploitable (see below).
  • Red (Left Hand Side): Exploitable.
  • White (Middle): Defensible
  • Green (Right Hand Side): Exploitable.

Note: This was the sober assessment phase hence the pint glass of coca-cola to the right of the map (see above).

'Preliminary force' assignment and the German "Order of Battle": 
  • Motorised Infantry Battalion: Force #1 (Red)
  • Panzer Grenadier Battalion: Force #2 (Reserve: Veteran)
  • Motorised Infantry Battalion Force #3 (Green)
  • Regimental Assets (Unallocated to a battalion as of yet)
Reconnaissance Allocation (Four Recon Companies to Allocate):
  • Red (Left Hand Side):(2 Companies)
  • White (Middle): (1 Company)
  • Green (Right Hand Side): (1 Company)
The underlying logic here is that I need to information "across the whole front", with the left (Red) zone looking slightly more promising than the right so it warrants a "reinforced reconnaissance" probe,i.e.two companies instead of one.

Reconnaissance 'dice rolls' are made (British versus German commander 1d10 +/- DRM factors) 
Intelligence Report:
  • Red (Left Hand Side): "Exploitable" (2 Companies) Reconnaissance troops were stopped at the ridge line (presumably ambushed), deployment is not allowed further forward than the "left pencil" (see below) and very disappointingly no enemy platoons are discovered. In short a bit of a disaster from what I thought was my "best looking terrain path"
  • White (Middle): "Defensible" (1 Company) Reconnaissance troops were stopped before the towns, deployment no further forward than the "middle pencil",  however a battalion HQ was discovered and the position of a fighting platoon. As expected a Tommy battalion has made the centre a tough nut to crack. Well at least fore-warned is fore-armed.
  • Green (Right Hand Side): Exploitable (1 Company) Reconnaissance troops were stopped before the second crest line, deployment no further forward than the "right pencil",  however a battalion HQ was discovered and the position of a fighting platoon. The Tommy has put a full battalion on the right (viewed as the German sees it). This looks like a promising line of attack.
Analysing the dispositions it seems very unlikely that the British player has a defensive hole to the German left as we were categorically stopped going no further than the initial ridge line. As this ridge line was obscured from the town their must be British troops in the wood. The position of the middle British HQ battalion makes it impossible to place its forces so far over to the British left, so there is probably a company+/battalion there (yes, it is all guesswork).

Therefore I conclude I am probably facing an "all barrels to the front" linear defence line of three British infantry battalions.


On the basis of these assumptions and deductions I decide to go for a right hand side end run with the whole German Order of Battle. In the words of Rommel "slap him hard don't tickle him".
  • Motorised Infantry Battalion Force #3 (Green) Deploys on table (see below) as the attacking battalion in Operational Zone (see below)
  • Panzer Grenadier Battalion: Force #2 (Move from Reserve to Green in support of Force #3, action immediate as it came from reserve, deploys behind Force #3, see below)
  • Motorised Infantry Battalion: Force #1 (Move from Red to Green, move onto table first move into its new Operational Zone, initially off table)
  • Regimental Assets (Assigned to Force#1, as Force#1 see above)


The British defender now deploys his forces. As expected I am facing a 'dug-in' British infantry battalion (see below) on my right. Interestingly the British artillery FOO has been allocated to this sector, the British Commander obviously deeming it as his "weak point".

I am glad we can concur on this mater ;)


The "British middle", again it holds a British infantry battalion in 'good cover' (town and woods) that would be extremely  hard to winkle out (see below):


On my left, again it holds a British infantry battalion in 'good cover' (woods),not as 'hard' as the middle but still a very defensible position (yes, I thought as much), although granted it does not share much mutual support overlap from the middle British infantry battalion(see below):


One implication of the British 'linear' layout was that they had no reserves (I knew there was three battalions and I had deduced where I thought they were and been proved correct) which strengthened the conviction to do an end run with the whole Panzer Grenadier Regiment down the right hand side (hugging the edge of the world as I went).

The British player knows he is facing a full Panzer Grenadier Regiment so he is still left wondering where the third German battalion is, so he has to respect this and delay any planned redeployments. I am now left to plan my initial artillery bombardment and artillery asset allocations (coming next). 

Thursday, 28 February 2013

1940 3rd/4th German Panzer Division 1/200 (Part I: The Panzer Brigade)

The Third and Fourth Panzer Divisions attacked through Belgium and Holland. They fought the French 2nd and 3rd DLM in the Gembloux Gap.They were "light" in the numbers of Pz III and Pz IV's containing a high proportion of the Pz I and Pz II models. Hearing that I knew it was a wargaming project must (in 1/200).

The Armoured Element:

The 1940 German Panzer Brigade of a Panzer Division, see below reading from top to bottom:
  • Panzer Brigade HQ
  • Panzer Regiment HQ x 2
  • Panzer Battalions x 4

The Panzer Brigade's fighting "manoeuvre elements", the Panzer Battalions (x 4), see below reading left to right:
  • Light Company x 2 [4 Tanks each, total 8]
  • HQ Element x 1 [2 Tanks]
  • Medium Company x 1 [4 Tanks]
14 Tanks in total

Panzer Regiment HQ (1) see below:
  • Pz Bef I x 1
  • Pz II (Recon) x 1

Panzer Regiment HQ (2) see below:
  • Pz Bef I x 1
  • Pz II (Recon) x 1

The anatomy of the Panzer Battalion (Note: All "company" formations multiplied by four):

The Medium Company (see below):
  • Pz IIIE (37mm) x 2
  • Pz IVD (short 75mm) x 2

Light Company (1) see below:
  • Pz I x 2
  • Pz II x 2

Light Company (2) see below:
  • Pz I x 2
  • Pz II x 2

Battalion HQ Company (see below):
  • Pz I Bef
  • Pz II (Recon)

Back up at the top of the food chain the Panzer Brigade HQ:
  • Command HQ Stand x 1
  • Hanomag 251/10 x 1 

In total 60 Tanks (each stand represents between 4-6 actual tanks, about a fighting strength of 300+) which in 1940 is a lot of armoured fire power!

Sunday, 6 January 2013

"Books Read over Xmas" and new Projects Spawned

Over the Xmas break I also finished reading a very interesting book (see below):


But now the real work begins as although teh content itself was interesting, it also contained seven games (which although designated board games in my eyes should be taken to the tabletop) that simply set up and beg to be played. In particular two WWII era infantry games:
  • Fire and Movement (A rural infantry battle: "an attacking battalion versus two defending companies")
  • Blockbusting (An urban battle: "an attacking company versus two defending platoons")
Maps can be found at: Phil Sabin's King's College Website Link
Half way down the page you will see an "Infantry Combat" Link which gives a useful PDF to Print Out

The intention is to take them to the tabletop and play them over and over again, then contrast them with some of my many existing WWII rule sets (Command Decision, Spearhead, BGC, Great Battles of WWII, Squad Leader to name but a few) to 'compare and contrast' and see what comes out in the mix. If I had a new years resolution it would have been to make more use of my WWII assets (er, I mean toys).

That's not to say I am forgoing the ancients as Strategos II, BBDBA and Phil Sabin's book on "Lost Battles" figure highly on my radar screen. 


Oh and I have also to paint the Bismarck (again) and finish off my 1/72 Mosquito and Westland Whirlwind

Tuesday, 19 June 2012

Stopped by the Weather

The German attack on the right grinds to a halt. With the smoke cover gone the German infantry casualties mount (nine platoons all told), the German battalion command stand even goes down. The gambit of engaging the British "trucks" hurriedly redeploying the 17 pounder battery backfires with the indirect fire missing and being ineffectual. Only through a bitter hand-to-hand close combat in the woods do the German infantry force a platoon casualty on the British battalion. It was a tough bitter attack that in the end came to naught (see below). Oh the senselessness of war!   


Meanwhile the German attack on the left is still very, very menacing. The German attack bleeds its infantry support away, but the Stug IV's and Panther manage to silence (though not destroy) a deadly British 17 pounder ATG support company (how many of these exist as they are quite frightening?). The Panzer IVH battalion looks poised for a breakthrough push (see below):     


Then the weather forecast turns bad. Light rains turn into heavy "Typhoons" as the RAF tactical fighter wing pays Jerry a visit. Note the God-like hands of the FAC (see below):


The rocket firing Typhoons make a big bang or two, disrupting the advance of the Panzer IVH battalion, stalling the German preparations (see below). Despite the devastation from above a second British infantry platoon bites the dust, but again the morale test is passed and the Brits are still up for it.   


Although not a killer blow the prospect of serial air and artillery attacks, backed on by further British infantry/armour reinforcements dent the German counterattacks prospects of success. Attacking well dug in infantry backed with good indirect, artillery and air assets at only 2:1 odds, despite having armour looks too tough a task for the Germans. Interestedly historically it played out to the same outcome, the infantry and armour assaults were beaten off after a limited success (I didn't even manage that!). Good Club game, I made my request for the next assault to go in at at least 3:1 odds ;)

The right hand part of the assault may pay benefit of closer examination as I think the German infantry could get a localised superiority. Sounds like a future solo game for my "man-cave".