Showing posts with label 7th Armoured Division. Show all posts
Showing posts with label 7th Armoured Division. Show all posts

Sunday, 12 December 2021

A13 Mk II British Cruiser Tank: 10mm Pendrakon

Time to see how this little fella paints up. Recently picked up from the Battleground 2021 Stockton Show from Pendrakon miniatures(see below, the early war Western Desert Force, the precursor to the famous 8th Army): 


I am keen to build up an early war British force to face against my painted Italians, probably using Sam Mustafa's Rommel as a set of rules. I also have some 8th Army Infantry to paint up. First I should check out what tanks were with the 7th Armoured at this time.

Additional source of inspiration for this Western Desert Force project scenarios courtesy of Bob Mackenzie's website:
Orders of Battle and Command Decision Websites:


Wednesday, 26 June 2019

WWII 20mm British Crusader II Cruiser Tank ArmourFast

While picking up the M18 Hellcat I decided that the early 8th Army needed some beefing up, well I say beefing up (see below, either the Command Squadron or the start of a third Medium Company - he said talking in Command Decision OoB terms):


Again as there are two in the packet it is a bargain IMHO and so "two by two" I should finish off that early 1941 7th Armoured Division Tank Battalion!

Sunday, 11 September 2011

Normandy Breakout Tutorial: Part III

The British assault reaches its zenith.

The intense German defensive fire created mayhem on the foot-slogging companies of the armoured infantry, the left hand side assault force (see below). Two companies are raging in a pitched battle (in front of the smokescreen), while there is a  "mounted" armoured company is behind it, resting its rear on the RTR backed up like a "beached whale" waiting for its "exploitation opportunity to come". (Note: On the tabletop, no model half-tracks just the infantry stands facing in a different direction, we'll have to sort this out as 1/300 kit is quite economical). Sadly the white square in front of the Germans denotes a dead British platoon.  



Never under  estimate the staying power of regular German infantry in 1944. Another space in the British infantry line again denotes the loss of another British platoon.


The British commander throws in his "ace in the hole", an armoured over-run attack from the rear. Note the RTR is now "fighting" with the Cromwell's winning the tank versus anti-tank (PAK) duel in the wood, sterling work by the 7th Armoured. This meant the half-tracks avoided a nasty "PAK-trap". On the down side the artillery had to stop because of the danger of "friendly-fire" taking out the attackers.


The British infantry in front of the Germans had reorganised into a static firing line but is rather a "depleted" five from an original of eight fighting stands, but at long last this reinforced German infantry company with supporting PAK company. has been cracked. However it took too long, instead of a sudden break-through it turned into a costly war of attrition. Time up: a defensive tactical win for the Germans as they had time to reorganise another defensive line a mile back, strategically the British push on as ordered by Monty.

A good learning game though and I'm look forward to the next one.

Review and Lessons Learned:

Although successful the plan was more WWI than WWII, the reliance on artillery followed by an infantry attack then with a mobile armoured punch for the exploitation phase. I tinkered with but lacked true "combined arms" that could have ousted and upset a strong defensive position much quicker. It let the German infantry position show a text-book "graceful degradation" instead of creating a "nexus of failure/fear", a critical point where everything looked bleak for them that the Battalion morale cracks. The German battalion with "average dice rolls" stayed on to the bitter end, with a respectable 50% effective strength (Note: 'effective strength' does not necessarily mean "battlefield casualties" but rather active fighting units).   

The main plan was sound in principle, concentration in force over a narrow frontage with an identified main thrust and a soak-off force guarding its flank. However the plan included a fragile timing element which presupposed a battle event (not needing to take a wood), when a more ambitious plan would have unhinged the German front - "take the wood if possible". In old Spearhead terms it was an arrow drawn too short on the map, in BGC is was too short an "Op Zone" with a near objective chosen instead of a faraway objective. If the faraway objective was impossible then a command order could have reassigned a "rally point" for the battalion to consolidate on. I think I have learned my lesson here, Keep It Simple Stupid (KISS)!

The greatest failing was the force mix. The frontage could still have been reduced into three mutually supporting parallel columns, each with their own individual track of attack. In total two thirds (twelve stands wide) of the frontage of eighteen that I used (wider frontage implies more incoming fire can be directed on you). With hindsight: On the left I would have set the armoured infantry, in the middle the RTR to get it into the action right from the start and finally the foot-sloggers to the RHS. In this way the PAK would have had to shoot at the tanks, the infantry at the infantry and by mixing up the armoured infantry dismounting and moving a fluid attack could have dislocated a fairly standard German defense. It must be noted that this flank did not have to contend with the likes of a Stug III and Stug IV company. I look forward to that day coming soon.

Thanks to the lads at Hartlepool for setting this enjoyable game up.

Tuesday, 9 August 2011

BGC The 7th Armoured Division Rides Again (Part IV): Time to Tickle a Cat

"Tanks, Tanks, Tanks" comes the frantic cry from the front-line Tommies. The Allied radio net is filled with chatter. The dreaded Panther battalion lurches into view (see below), threatening the British Motorised Infantry battalion's right flank. Without AFV (i.e. armour) support to take "priority" in target selection the long barrelled 75mm guns would be used to devastating effect on the British infantry.A crisis point!


The British commander (me) is in the horns of a dilemma.The Cromwells of the RTR are obviously outclassed to the frontal armour characteristics of the Panther, but desperate time require desperate actions they must engage the threat. The Cromwell cannot stand off for a long range gunnery duel as the long barrelled 75mm is an excellent piece of kit with a BGC range of 18 inches compared to the 12 inch range of the British 75mm. The Cromwells would be pounded to pieces. The range has to be closed but the Cromwell's would prefer the opportunity to out-flank the Germans and come in from the side on the weaker flank armour of the Panthers. As the Panthers are coming across the British frontage there may be the chance of a flank shot (by one or two tanks). A tall ask really as the German player is a veteran well aware of the limitations of the Allied equipment, but can the British artillery asset come to the rescue with a protective smoke screen to hide the Cromwells behind?


Sadly no. A statistically unlikely occurrence (rolling low several times when I only wanted/needed medium-high) means that a stiff breeze blows the protective smoke away across the French countryside, causing some alarm to a herd of cows. For the Cromwells it is time to pay the piper (see above). Two troops burn and one is suppressed, for the return suppression of one Panther platoon. Meanwhile the British Infantry tears holes in the Pak line on the hill, killing one platoon and locking the other two suppressed in hand-to-hand combat.


The tutorial game draws to a close. The German front line is dented but not broken. The German armour will not move through the (next round) smoke screen into an area infested with PIAT armed British Infantry. The Panthers are ill advised to advance as they would see anything until they take a PIAT round in the flank. Their supporting German infantry is going the wrong way. However the British right flank attack was broken up, nay devastated by German artillery and accurate anti-tank fire. On the up-side British have removed a German Infantry battle from play and forced the Germans to deploy his armoured reserve, but collectively it has been a mauling for the tanks. Tomorrow Monty will order another push with two fresh RTR's to wear the German armour assets down. We have more in the larder in the long run. 

Lessons learned: 

I would do it differently next time. I would narrow my frontage even further, ignoring "Gap1" totally. Have confidence in the British Infantry in clearing "Wood1" and bring the RTR through "Wood1" with a protective infantry screen. Then I would have been in a position to take "Hill1" using the artillery better to screen off flanking shots with a smoke screen. The RTR would have been able to use the cover of the wood to mask their advance and choose their moment to emerge. I have to master the art of attacking with infantry a bit better, sometimes getting stuck in is the only way, but I could have husbanded/used my artillery better.

All in all a very good/enjoyable game

Sunday, 7 August 2011

BGC The 7th Armoured Division Rides Again (Part III): Time to Release the Cromwells of War (Almost)

Sensing a breakthrough the left flank 7th Armoured regimental tank commander was getting twitchy. He was hearing through the Allied radio net his compatriot tank commander on the right flank getting a pounding from German artillery and high velocity anti-tank guns. One-by-one familiar call signs were dropping off the net. The action seemed to be going rather one sided with ominous plumes of black smoke appearing on the "British" side of the board (not a good sign). It was time to press Fritz before he redeployed his troops sitting in the town (see below) and "other" assets.


In addition the German infantry battalion in front of the left flank was retreating. If only those damn AT guns could be neutralised. The motorised infantry were soon to be in place to storm the "Hill1" (hence known as Pak Hill) as they exploited their breakthrough. (Note: After the battle analysis revealed that the British commander (me) had missed a trick here, I was using my arty to set a useful smoke screen to stop the Cromwell's from taking incoming fire which was great, however I should have used half of it defensively and half of it offensively, I was over cooking the smoke. You live and learn, the 5.5 inch artillery would have made a lovely mess of those Paks.)


The Cromwells engines were revving eager to pitch in as the but a disturbing buzz was heard from the German radio net and the sound of enemy armour moving up was heard by the forward infantry. One feature of BGC is the 20,000 general view of the battlefield and one cannot help but get good intelligence regarding the enemy's reserves (but as it is after the planning phase there is sometimes little you can do about it, which accurately reflects a commanders dilemma). I groaned as I was a aware that the German had deployed his reserves at me (see below), which technically was a good sign as I was worrying him.


The bad news was that it was a Panther battalion moving out from its safe position behind the town in front of the bridgehead. You cannot help but feel for the Cromwells'!

Next: Time to tickle a Cat

Friday, 5 August 2011

BGC: The 7th Armoured Division Rides Again (Part II)

The opening barrage hits the German in "Wood1", suppressing two German infantry platoons that have the undivided attention of the British left flank battle-group artillery (1 x 5.5inch, 3 x 25pounders). Although in good cover in a wood, the German's heads are kept well down (suppression is represented by a small "mushroom cloud" marker in the photo).
 

The British infantry surge forward (see above), two supported infantry companies with a flanking (right hand side) infantry company. Two British platoons go down in the first defensive fire from the unsuppressed German infantry platoons to the attacks left. Just showing the potential nastiness of stationary defensive infantry fire (which gets to fire twice).

The Cromwell Tank Regiment is in a rear supporting position. If the enemy had AFV or anti-tank guns spotted then in could have assisted. However the rules do not allow anti-infantry support fire to be fired through friendly infantry. If the battalions were intermingled (as in if I has a specialised Churchill Infantry tank battalion or was German) then they could have shared the front-line together.


A bloody tussle ensues that lasts for several turns the German front-line breaks after fierce close assault. The German battalion turned out to be "Green" and in addition the "suppressed" status of the German platoons meant they were down (-3) in melee factors. To the top right you see a defensive smoke screen that was needed to screen the hill (and the British armour) from long range sniping from that German Pak company covering "Gap1".


"Wood1" is taken (there is a token resistance in the rear-left side of the wood but the German battalion is in retreat) and the objective becomes "Hill1" behind the wood housing that nasty Pak company. The German mortar and AA support elements can be seen retreating across the back of "Hill1" to the left of the German Pak line top-middle above.

Next: Release the Cromwells of War

Note: BGC Yahoo Group can be found at:
Battle Group Commander

Tuesday, 2 August 2011

BGC: The 7th Armoured Division Rides Again (Part I)

I had the very enjoyable experience of being invited to a tutorial scenario for a WWII land set of rules called Battle Group Commander (BGC) with a fellow rookie player. This is a set of rules influenced by Spearhead, Command Decision, many others WWII sets and a unique operational zone concept (not just the infamous Spearhead arrow that gets HQ's into all sorts of trouble). It has benefited from many large games and many years of rule discussions, holding together as a very nice simulation/game.

This starter/tutorial game was set in 1944 Normandy breakout, by-passing a German held village (strong point), trying to seize a bridge over an important river. The players (two of us) were given identical British 7th Armoured Division forces/battle-groups (a armoured infantry battalion in half-tracks supported by a Cromwell Regiment + divisional artillery) that raced down the left and right flank respectfully.

This is my story of the left-flank.


Above: Forming up for the attack on the reverse slope of a hill, the mostly dismounted infantry battalion supported by a block of Cromwells. My frontage left to right was "Wood1", "Gap1" then "Wood2" before the "Village/Town" we were under strict umpire orders to avoid messing with at all costs (as we were not play-testing Stalingrad). Plans are drawn up after reconnaissance but before the toys were placed on the table (a general rules in BGC is that there is no hidden deployment post the planning stage).

I plan to go through "Wood1" with my infantry, capture a hill behind it, then move my armour through "Gap1", reorganise then push on to the final objective "the vital bridge". My compatriot would be doing something similar on the other flank.



Above: Reconnaissance revealed a platoon from the two Germans infantry companies (enough information to plot an opening artillery barrage that should "sting") in "Wood1".


Above: "Gap1" was covered by a nasty anti-tank company of Pak 40's. Not spotted by the pre-planning reconnaissance (and I am glad I am not charging through there on turn one).


Above: "Wood2", in the lee of the Town/Village that never shall be entered, was held by another German infantry company, a platoon and the HQ unit being revealed in the reconnaissance phase. I did not intend to toy with this feature as it was potentially supported by fire from the town and would over extend my attacking frontage.

Famous Wargaming Maxim: Don't fight where you don't have to.

Two battalions attacking to one battalion defending in cover are not what you would consider overwhelming odds but on the upside I had mixed armour and infantry force facing infantry, plus the greatest 1944 British asset (no not Churchill's speeches) but a mighty big umpf in the form of a battery of nasty 5.5 inch howitzers, plus three batteries of twenty five pounders (with two on table FOOs calling in fire - aka the white counters in my initial dispositions - see top photo).

Next: Over the top