Showing posts with label Drum fire. Show all posts
Showing posts with label Drum fire. Show all posts

Thursday, 18 March 2010

To the Green Fields Beyond

Well, perhaps not quite the green fields... Ran another game of Drumfire last night, Spring 1917 this time (so Arras/Vimy Ridge sort of thing). A smaller game than before, one British and one French division against the new 1917 style German defence in depth.

More lavish support assets were available, and the Allies are definately learning how to do it right. Some 300 guns were available for an attack on a two mile front including some 15" rail guns, as well as gas shells, mines, British tanks and the first outing of some French Schneider CA-1s. The Allies had a very brief bombardment, concentrating on counter battery fire and wire cutting, and most important, leaving the ground relatively uncratered. The short bombardment surprised the Germans who did not have time to move up any significant reserves, but left the chains of concrete pillboxes intact.

Lt General Elsmore set some quite ambitious objectives, planning to break right through the Germans second line positions and into the field gun lines around a hill in the centre. There was a bit of grumbling about this from the division commanders, but the sheer masses of guns and other equipment on such a narrow front brought their grudging acceptance.

The initial assault went swimmingly, shrouded by the morning fog, and the entire German outpost line fell with fairly light casualties as the Allies maintained a tremendous barrage against the German positions and field guns. A pause ensued while the Allies reorganised, and then pressed on through the German pillbox line. This image is the German front line after mines had detonated, the gas had landed and the barrage lifted.



The next advance was a little more ragged as the Allies still hadn't quite got the hang of advancing with successive fresh waves to maintain the momentum of the advance. Some of their reserves had been delayed by the fog as well. The French tanks outran their infantry, forcing a number of blockhouses to surrender and then the Germans rather hesitently attempted to counterattack. Half the Germans didn't leave their positions and the rest were mown down or surrendered. On the other flank the British also easily repulsed a German attack but their advance in the centre had stalled as it hadn't proved possible to regroup the mopping up parties. In this image the French infantry have stalled still clearing the trenches and tanks have driven on ahead, detachments of British and French infantry have pushed on each flank but the British mass is delayed by some pillboxes still holding out.

The French attacked the German second line, driving back the defending battalion at some cost to themselves, but the retreating Germans were mown down in the open as they ran back. The British far right reached is zenith however, as the attack faltered on uncut wire. The British are here seen massed in front of the German second line and French infantry are forming up for an assault too, but in the centre a handful of poilus and thesurviving Schneiders hav ecarried the second line and are preparing to attack the village. Unfortunately this is out of range of the French 75s, so the barrage has ended in this sector. More heavy guns could have continued to support the attack.


As the day dwindled, there was a final magnificent effort. The French infantry on the extreme left managed to advance right through the German reserve line, but their tank attack on the defended village faltered as the last tanks broke down and the leading waves of infantry failed to penetrate the defences and were shot down. The survivors huddled in the captured German positions to hold their gains. In the centre however, the British cavalry came galloping up and a combined infantry/cavalry/tank attack crashed through the German reserve line, ending at the foot of the hill. This the high water mark as the French and British push through the gaps between the defended villages, there is very little left in front of the French as most of the German field batteries in this sector have been destroyed by counter-battery fire. Sadly, time had run out at this point.

As night fell, the Allies were left having taken the entire German front line and comms line, penetrated the second line on a front of one and a half miles and had pushed two thrusts right the the reserve line up to the German gun positions. A glorious victory! The French in particular had excelled themselves, considerably exceeding their assigned objectives, although the Britsh had fallen short. The only problem was that although the French flank was secure, the British right was hanging in the air, and they were forced to withdraw from their salient in the centre, leaving the new front line running diagonally back to the southwest.

So, a pretty historical result, certainly in line with Bullecourt. The game seemed to work OK for this form the Allied point of view, but I need to have a further think about the German counterattacks as my plan for them to use heavy weapons for suppression etc just didn't work.

Tim Gow has published some nice photos of the game, which have come out rather better than mine:

http://megablitzandmore.blogspot.com/2010/03/1917-big-push.html

Friday, 22 January 2010

Drumfire report

A brief report on the Dumfire playest game we played on 21st Jan. The game was set in late 1916 (so, around the Battle of the Ancre) which meant that German defences were fairly light as they were hastily constructed, however the weather was awful with thick mud constricting movement and fog and rain grounding aircraft and obscuring vision. The Allies had been given a limited objective attack, just to push up the German second line, capturing the Germans front line and communications zone.
The Allies had two British and one French infantry divisions with fairly limited support outside divisional resources. Five brigades of heavy artillery, one of field artillery, an extra infantry brigade, a company of Mk 1 tanks and a brigade of cavalry in Corps reserves. Both British Divisions had one mile frontages and the bulk of the support assets, whereas the French had a rather sticky wicket with a one and half mile frontage but only one extra groupe each of 75s and 155s. They also had a strongly fortifed redoubt on their front. In the foreground above you can see General Gows newly arrived division with its company of tanks, formed up two brigades up, two back. Beyond that is General Ellsemores experienced division formed up tow up one back with the Corps cavalry deep in the rear. In the far distance is General Armatys French division, three up one back and with distinctly thin artillery support (one gun per 24 yards, the British had one gun per 13 yards). Much of the Allied air arm was grounded by bad weather, and the British have cruelly grabbed all the available spotter planes.


The German defences look rather thin, but are typical for 1916. Two wired trench systems a few kilometres apart with the front line strongly held. Each regimental sector (approx one mile) is held with two infantry battalions and the regimental machineguns in concreted emplacements in the front line, suported by the regimental mortar detachment (36 minenwerfers and granatenwerfers) from entrenchments to the rear and the second line thinly held by one infantry battalion. The immediate tactical reserves are the regimental stormtroop companies, but amply warned by the week long bombardment, in operational reserve are three eingrif regiments ready to counterattack and regain any lost ground 'at all costs' (as the manual says). This brings the defenders close to the recommended strength of one division per 5km supported by another in reserve. Defensive artillery density is one gun per 26 yards, quite sufficient to lay down a devastating SOS barrage in nomansland unless suppressed.

The British offensive opened with a week long barrage. This utterly devastated the German second line, and also succeeded in smashing up the infantry, mortars and pillboxes in the front line although not decisively. Wire cutting was patchy, in some areas it was cleared altgother, but in most sectors it was partially cut. Importantly for the French, the dense wire in front of the enemy redoubt facing them was at least reduced. The ground was heavily cratered throughout the depth of the defences, which didn't please the tank commanders.
In the picture (view north to south) the first wave rolls across Nomansland covered by the creeping barrage as Germans lay down their own defensive SOS barrage. In this case, fog greatly aided the attack. In the south the French chose to delay the assault until they had thoroughly suppressed the defenders, but in the north the British attacked. General Ellsmores troops lay out in Nomansland and by and large managed to surprise the German defenders, as did General Gows men although with further to move they suffered heavily from the barrage and their tanks lagged behind the infantry in the cratered ground, also losing vehicles to the intense defensive barrage.
After a pause for regrouping, the British pressed on in the south behind the barrage. In some sectors the troops began to straggle quite badly, hampered by the mud. In the south the French assault had limited success, although they managed to break thruogh in the centre, the German defences on each side held and the French infantry were massacred in nomansland. In the picture Generla Gows right wing and General Ellsmores left wing have managed to take the German communications zone against patchy resistance while the rest of their troops are stuck trench clearing or straggling up in the mud. In the far distance the big blue mass is the French preparing to press on in their centre.
Initially the German reaction was limited to local counterattacks by the stormtroop companies, but as they day wore on, the Eingrif regiments began to arrive. The British were quite content to push up to the German second line and hang on to their gains covered by the barrage. There was some talk about trying to push into the devastated German second line, but this came to nothing. In the final positions above both British divisions have consolidated in front of the German second line and in the far south a lonely French infantry battalion has also pushed forward, but its flanks are hanging in the air and it will have to withdraw at nightfall. One German regiment is massing in the centre, but faced with the British barrage, its attack is likely to fail. Astonishingly there are still some tanks left in action at this late stage. The German artillery position is also looking quite ragged, counterbattery fire during the bombardment and in direct support of the attack having taken its toll, and the Allied fighters have swept the German airforce from the sky.
In the end, quite a succesful operation for a limited attack. Allied losses were quite steep, particularly as they pushed their massed infantry brigades right through the unsuppressed German artillery, some 16 battalions being rendered ineffective (out of the 36 they started with). The Germans also suffered heavily as they lost almost all their infantry and most of their heavy weapons, in the line holding division at any rate, the Eingrif division never really got into action. Historically that was the major problem with this form of defence. It formed a very tough crust for the Allies to pierce, but by massing their forces forward in the trench system, they presented an excellent static artillery target and by the end of 1916 the Germans decided the losses suffered were unsustainable and adopted new methods.
On to spring 1917 next, when the Allies will fin dout waht the new system of defence entails!

Thursday, 21 January 2010

Drumfire, playtest #3

Finally got to run another scenario for my latest set of WW1 rules, 'Drumfire', we had to postpone the game last week due to the bad weather. Very culturally appropriate.

This newer version went rather quicker than last time, we managed to get through both a seven day bombardment and made it into the afternoon of the assault, at which point a likely outcome could be predicted. I was a bit disappointed that we didn't make it right to the end of the day, but I am still trying pack a lot of activity into a couple of hours. The revised move and combat mechanisms are rather slicker than before, and halving both the German troop density and effectiveness of their artillery made for a slightly more enjoyable game for the attackers!

In the light of the latest playtest, there aren't really any fundamental mechanisms I want to change as I think if I strip out any more it will just end up as a newer version of my old 'Cambrai' game, which in the absence of massed 20mm tanks, will make for a very trivial game. One observation made by Jerry Ellsmore was that if the players could run more of the mechanisms themselves it would go a lot faster, and having been through so many re-writes I am tending to turn up with a great mass of notes and jottings which I have to leaf through. Unlike a lot of operational games, every unit is heavily engaged each and every turn, so the level of abstraction needs to be high to keep things moving. Things I can actively do though are:

  • Do some proper playsheets for the players.
  • Do an umpires playsheet with the information I actually need on it to run the Germans, rather than hunting through various bits of paper. Better presentation of key information will make the game run faster.
  • Get rid of even more dice rolling, particularly for movement. While this introduces plenty of friction, it is still too time consuming. I need to keep it for the assault phase though and I will keep some sort of activation roll for reserves.
  • Simplify the creeping barrage resolution even more, or at least make the mechanisms more transparent so the players can resolve it themselves.
  • The German defensive barrage strength calculations are as simple as I can make them without losing key aspects of the simulation, however I can simplify the way the barrage reacts to the British advance, as well as make it more transparent so the players can resolve it themselves.
  • Make the suppression and disorganised combat outcomes internally consistent. Essentially this means making them the same, so suppressed units will have to rally. Not such a good simulation but easier to manage.
  • Reduce or even eliminate some of the low effectiveness ranged fire. The easiest thing is to say that suppressed units can't conduct ranged fire. Similarly, don't let battalion remnants fire.
  • Make the level of unit representation more consistent, just have infantry battalions, stormtroop companies and outposts, ignoring half battalions. This will help simplify the resolution of defensive fire. Again, it isn't very realistic but it will make the game flow quicker. An alternative would be to up the ground scale to 1 square = 1 mile (which is what I did for Cambrai) but this makes a typical divisional assault frontage 1 square!
  • Aim for simultaneous resolution of movement and combat rather than one square at a time. Clear playsheets and presentation of key information will help this. The aim is to execute the assault phase in one hour, or an average of ten minutes per move. Inevitably the earlier turns will be slower than the later ones. Half an hour setup, half an hour bombardmant, one hour assault and half an hour takedown would actually be a playable game.
  • The victory points seem to be a bit screwy, so I might have another look at the scenario generator again. I'm fairly happy with the generated German setup, it is just the VPs which might need some tweaks.

I did take some photos of the game, as did Tim Gow, so when I've got time I'll upload them and do a photo report. Thanks to my long suffering playtesters for undergoing yet another trial by fire! At least none of them got sacked this time.