General Situation: A small Canadian armoured company with some infantry, artillery and light tank support is ordered to take a village in France during the German retreat and destroy an isolated German HQ element there. However, the Germans have actually established a supply depot in the village, and the Germans are trying to evacuate their precious supplies before the Canadians take them.
The Forces:
Canadians:
1 x Armd Coy (6 x Sherman Is, 2 x Fireflys)
1 x Motor Platoon (Inf Pl in 4 x M5 half-tracks)
1 x Recce Platoon (3 x Honeys)
Battery of 4 x 25pdrs in support, with FOO in Bren carrier.
Germans:
1 x Pz Gr Coy (2 x Pz Gr Pls with 3 x 251/1, 3 x trucks for transport)
1 x AT Pl (3 x Pak40 + movers)
Battery of 3 x 105mm howitzers in support, with FOO in Kubelwagen
10 x (captured British!) trucks used for moving supplies
German Deployment:
The position from the South - German units marked on. The Canadians with be coming from the top-left (Northwest) |
Sorry for the horrendous photo; anyway, the anti-tank gun covering the approach road destroys the oblivious lead Honey. |
Same position, just slightly moved round for another view. |
On balance, a Canadian victory - they had taken the town and destroyed/captured a large chunk of the supplies. It was very hard fought though; the Canadians had lost six tanks (five Shermans, one Honey) knocked out and eight infantrymen, the Germans 20 or so grenadiers, two AT guns, three trucks and a Hanomag.
Game Notes:
Thanks very much to my two commanders - I played this game solo using orders provided for each side by two very kind volunteers, who both really got into the spirit of it and sent detailed, realistic and clear orders (at least I hope they were clear and I followed them more-or-less correctly!!). As I'd hoped, using this method enabled me to play out the battle with each side making mistakes that they wouldn't have made during a head-to-head or a typical solitaire game. Hopefully I did them both justice! I was reasonably happy with the old WRG 1925-1950 rules for company actions, but I am 'rusty' using them - hopefully play will be a bit smoother after a I start using them more regularly. There was some discussion of them and useful thoughts on TMP here.
Both plans were good, but the Germans were slightly hobbled I thought by some below-par AT shooting (although this was compensated for partially by some *very* effective artillery support!) whilst the Canadians profitted by some very good tank gunnery. The Germans opted to make a big effort to lift a large quantity of supplies quickly (using most of two platoons) which would have probably given them victory if the Canadian plan hadn't been to to advance with full-speed on that very point! The Canadians ability to concentrate their forces helped too.
The scenario itself was based on a 1940 scenario published in Miniature Wargames 001 but set in 1944 to match my model collection. If anyone wants the maps and briefings, just let me know in the comments and I'll be more than happy to pass them on,
Apologies for the (even by my standards) poor photos, and thanks once again to my two intrepid commanders!
John, thank you for allowing us to participate in your game. I've been thinking lots on how to add fog of war effects to my table top games for a little while now, and this game has given me fore food for though.
ReplyDeleteOverall an interesting tactical problem, and I'm glad to see the plan more or less worked despite the Canadian rapid advance.
- Aron Clark (California)
It was a pleasure, Aron, thank you very much for playing. It was a very different - and much better - experience for having made a stab at introducing the fog of war into the game. Tactical WW2 war games just do not feel right to me without it, locating then bringing effective fire on the enemy being one of the key tactical problems.
ReplyDeleteBest regards
John