Showing posts with label Gembloux Gap. Show all posts
Showing posts with label Gembloux Gap. Show all posts

Thursday, 25 February 2021

Georgetown University Wargaming Society: YouTube Channel

Bookmark this or whatever, just remember where this is - these wargaming talks are brilliant!

The last four talks in particular were spectacular: 

Why and how games work so well in educational settings! (Jared Fishman) Brilliant! I just wish I was a student in a class like that, in a school that taught like that .. heck to be on the faculty teaching this way would be a dream job! Serious envy!


https://www.youtube.com/watch?v=VPtyNCPzYhk

War Plan Orange (Peter Pellegrino) - Myth Busting the NWC in the development of War Plan but emphasizing the cadre of naval commanders it created via its intensive wargaming teaching methods (that lead to the eventual victory over Japan): 


https://www.youtube.com/watch?v=PzwDWX8oQn8

Designing Modern Operational Naval Games (Paul Vebber), the scope of this talk is amazing!


https://www.youtube.com/watch?v=5JbSn5bevnI

The Battle of France 1940 (Peter Perla) - this campaign hold so much interest for me, in particular the first tank battle at the Gembloux Gap:


https://www.youtube.com/watch?v=aknHj_6a2RM

And there are many more great talks in the pipeline!

Thursday, 16 May 2019

France 1940 - Panzer Blitz Rules (Play Test) - Hexes and Models (Part 3 of 3) The Germans Pull Back

The French seem to be having the run of the Random Number Generator today (see below, following the laws of statistics this top end result means another burning Panzer):


A last futile attacking gesture is made on the flank of the S-35s but to no avail (see below, the German numbers just don't seem to be coming up today):


In return a burning Pz II lights up the battlefield (see below, the S-35 Company seems to be a mobile part of the Maginot Line ensconced on the hill top):


The German Commander decides to gather the surviving German Panzers and retire behind a hastily constructed PAK screen (see below, getting what you can out of the fire is what counts now):


Even in this manoeuvre the German strength is frittered away by lucky parting French shots (see below, the German armour being hindered as there is no effective cover to use):


A German Panzer Grenadier Company occupies a French village so at least the Germans have a secure "jumping off point" for next time and a good FOO position (see below, it is reassuring to know armour is very poor at wrinkling out infantry from solid cover - but this time the German PAK gun line  suffers from the French 75mm back in its indirect fire role):


With one Panzer Grenadier Company holding the town the German Motorcycle Company mounts up to hold a wood on the flank of the town [off camera] and protect itself from being overrun by the French armour (see below, the German "high point" is strewn with burnt out German Panzers):


In hindsight the French were a far superior force with good tank and artillery. The Germans took on too tough a nut and did not back away pouring "good money after bad" into what was a lost cause. The only consolation the German player can take from the battle is that the French are now in fixed known defensive positions. The Luftwaffe and Heavy/Medium Artillery should soon pay them a visit. Battle honours go to the French here!

Wednesday, 15 May 2019

France 1940 - Panzer Blitz Rules (Play Test) - Hexes and Models (Part 2 of 3) A Hail of Fire

The Germans regroup and rally from the devastating 75mm artillery barrage (see below, the Medium Panzer Company is the on;y unit on the German OoB that can take on the French S-35 Company):


All German tanks within range assault the hill with the S-35 Company, Mediums (Pz III, Pz IV) to the front and Light (Pz I, Pz II) to the flank  (see below, this head on attack will be a "all or nothing" - no damage as the armour of the S-35's is simply too tough):


The return fire from the S-35's is effective (see below, the clanking of the German shells on the S-35 turret sides at short range is off putting to the French Commander):


The French counterattack with all their armour for an almighty gang-bang of a battle (see below, French Panhards and R-35s move into combat range - no firing after a full move):


The last German Light Panzer Company along with teh Battalion Command is committed in hope of forcing the S-35s off the hill (see below, this head-on tactic seems doomed to failure):


Two Pz Is break off and flank the French hill top running into a French infantry Platoon and overrunning it (see below, the overrun assault shifts the combat heavily in the armour's favour): 


The French Infantry is no more (see below, triumphant Pz Is, not a sight you see everyday): 


With plenty of movement left the Pz Is execute another attack on an unfortunate French Infantry Platoon (see below, the war will be over in a matter of hours at this rate): 


Again the result is a devastating loss for the French Infantry Platoon (see below, if only there was a propaganda film crew were to hand):


The downside is that the tanks are now in direct line of sight to the French 75mm Field Guns which open fire on their turn (see below, the French 75mm gun is equally effective in the direct fire capacity):


The result is predictable and results in two burning Pz Is (see below, one of the perils of being alone in the enemy's back field is that you can be picked off):


Elsewhere the Light German Panzers fight it out with the Light French Armour trading blows (see below, French Panhards and Pz IIs burn):


The remaining German armour regroup and gather their strength outside the effective gun range of the S-35s (see below, three German Panzer companies have been reduced to a composite Panzer Company):


The S-35 seems to be a "super tank" - a Stuka or artillery barrage will be required to shift them.

Tuesday, 14 May 2019

France 1940 - Panzer Blitz Rules (Play Test) - Hexes and Models (Part 1 of 3) Advance to Contact

Historically 69 years ago it was all kicking off in France. The Phoney war had ended and the shooting war had started. I had previously played a Panzer Blitz (Avalon Hill - General Magazine Supplement that covered the period) Gembloux Gap scenario, but was dissatisfied with the results. It was posted as a meeting encounter - whereas in history it was more like a recon in force by a Panzer Division (expecting trouble) hitting a 'hasty' defence. With fellow conspirators we re-jigged the original scenario and played it with my Skytrex and Pendrokon miniatures on Kallistra hexes. We stuck to the original AH premise that "two motorised" columns hit each other in a meeting engagement (see below, Germans top and French bottom - raise hexes represent gentle hills, green prints on MDF represent forests and brown MDF roads):



The German column (see below, Armoured Cars, Light Panzers, Motor Cycle Infantry followed by Medium Panzers):


The French get the initiative and grab the crest-line with tanks and armoured cars. They de-bus infantry (motor cyclists) to the right hand side forest and hills, backed up with Medium armour (the excellent S-35s). Additional French infantry dimount in to teh Grey village/town [BUA] and a French 'cavalry' unit mills around to the left flank of the town (see below, the IGoUGo really hurts the Germans here):


The French also unlimber their field artillery near their baseline (see below, the still impressive French 75mm FG and horse drawn transport - I suppose it is questionable if they could have kept up with the speed of the advance, let's say I had the models and wanted to use them):


The Panzers bounce to the French right. They do not like what they see down the middle of the table and try to 'overrun' the dismounted French motor cyclists (see below, the German armoured cars lead the way, AC 221, AC 222 and AC 232 - with MGs and light 20mm cannon are not bad against infantry):


A close up of the action (see below, even though both units are on the same gentle hill the armoured cars cannot conduct an overrun attack as the movement cost was too great to get there - had the French contested the slope they would gained a defensive bonus - halving the attackers FP. Unfortunately the French player (me) did not see the German attack coming so fast or have the movement required to get into the best position):


The French infantry take a battering and lose an infantry platoon, but are forced to retreat into the perilous open which is "tank fright" [albeit with ACs posing the danger] in the open and 'overrun territory' (see below, the French infantry will need the S-35 support soon, as it has to rally [to remove the smoke marker] or remain effectively useless to the French Commander):


French Rally Phase: The MG Platoon rallies but the normal French Infantry platoons keep on running (see below, the French MG platoon best hide quick):



The French Armour [Company] counter-attacks the German ACs as the French MG Platoon takes up a defensive position (hides) in the woods (see below, the S-35 should totally out class the German AC 221, AC 222 and AC 232 here):


As predicted carnage. The French can move half and fire half but even so the point blank range doubles their AT factor - which for the German ACs started off as "thinner than thin" (see below, the excellent French 47mm AT gun makes punishing holes in the German ACs):


The result is the complete and utter destruction of the German AC Company. Its primary role was recce and although the temptation was to pick-off some low hanging fruit - when 'tested' the ACs have no place in an armoured engagement with main battle tanks (see below, as worryingly for the German Commander the Company of light German tanks [Pz I, Pz II] top left is also out-classed if put into a pitched battle with the S-35s - creative tactics are now required): 


The French Commander is not done yet as his 75mm Field Guns can fire indirectly (see below, but what is there target?):


Answer: The most dangerous German unit on the table, the German Medium Armour Company - the only one that could take on the S-35s in a pitched battle (see below, they were hunkered behind a German occupied village but in direct line of sight to a French unit that could spot): 


The French fire causes a Pz III platoon to be destroyed and another to retreat. The heavier and more stubborn Pz IVs are ready to fight (see below, the retreating Pz III is displaced one square with a smoke marker to identify its retreating status):


The German advance is in a complete state of confusion and is stalled. The German Commander know he must stabilise the situation and push forwards aggressively. In meeting engagements it pays to take the initiative, be bold, take risks as necessary and not be too defensively minded. Well that is what it said in Guderian's and Rommel's books!

Tuesday, 29 May 2018

1940: Panzer Leader - Gembloux Gap Scenario

The Panzer Leader 1940 Gembloux Gap Scenario: A "meeting engagement" which was not quite historical as the Germans probed a hasty French defence.

Nevertheless we played it as per the scenario. I worked back from the maximum first moves (as per the scenario instructions to see that the columns would hit each other in the middle of the board. So in effect apart from deciding on the "order of march" the game will start on Turn 2 for the French (see below): 


Note: Please see this link for Panzer Leader Scenarios: http://gregpanzerblitz.com/scenarios.htm
The parent Web-Site contains lots of good stuff too: http://www.gregpanzerblitz.com/

This scenario is Scenario 21: Belgium Clash of Armour

Game Turn One: The march to contact (see below):


Game Turn Two: The collision of the two juggernauts. With their slight advantage in speed the French have taken the opportunity to gain the "Forrest" and lower "Hill" whereas the Germans start with a couple of "Town Hexes" (see below):


The Germans taking a page from the Biltzkrieg manual plug the "Town" as a defensive backstop with some troops and then try to outflank the French above the "Forrest" and gain possession of the larger hill (see below):


The battle fragments into two separate engagements. The French armour assaults the "Town" and manages to nick an unoccupied hex - which means they will be hard to extract. However the French troops outside the town are being "chipped" away and it looks a 'score draw' in this sector with the Germans 'pinned' and the French 'frustrated' unable to exploit their gains. Meanwhile behind the "Forest" the Germans have tried a bold outflanking move and overrun attack on the French motorised infantry column of transports (see below):


However before the overrun attacks are conducted (which would mean goodbye to a third of the French force) we need to consult the rules. In the basic game the overrun would go in despite the Germans being in clear sight of the French .. which seems unrealistic. We go with the advanced rule which allows the French to fire before they reach the overrun targets but the forgo their fire/move for the next go - although there are no modifiers for trying to hit a fast moving target. The result is a lot of burning German tanks .. definitely a French win in this sector. Overall the French have it and as the German Commander I glumly look at my wrecked Panzer Regiment (see below, not much grey left above the wood, I have infiltrated my motorised infantry to attack the French artillery in the enemy rear though):


Summary: The Germans made a beginners mistake in trying to "run through the gun". To be fair it was the first time the advanced "opportunity fire" rule really came into effect. A replay could well be on the cards although the encounter scenario seems to far away from the historical battle it was rather an opportunity (or rather only opportunity) to play with the French S35 Somua kit. A review of the Order of Battle for the scenario (see below):


The French had the better kit and some nice artillery. The Germans were faster and had more tanks but in this era (apart from moving cross country) armoured cars and tanks had comparable armament and in some cases armour! A more historical scenario would be with the French defensively deployed on the first board.