A little bit of prep for Airfix Battles happened over the hols. Only a little, but the objective is to get a whole set of figures and minis in Airfix for use in Airfix Battles.
A blog about games by Alan Paull, alias BenthamFish
A little bit of prep for Airfix Battles happened over the hols. Only a little, but the objective is to get a whole set of figures and minis in Airfix for use in Airfix Battles.
I’ve been reading shed-loads of books and articles about Normandy ’44 over the past few months, as I stumble forward (and occasionally back) with the design and development of Mission Command: Normandy beta version. Sometimes a little snippet of “new” information comes to light that seems to have been overlooked by many a professional historian (or, indeed, gamer). My latest read is Ben Kite’s 2014 book “Stout Hearts, The British and Canadians in Normandy 1944”, now available in weighty paperback from Helion & Co.
For best credibility of scenarios in historical games like Mission Command: Normandy, it’s important to do careful research, lest you get held to account by, shall we say, “gamers who have great attention to detail”. I’ve been researching and playing a set of scenario variants for the 6th Airborne Division’s actions north of Caen for some while. One thing that’s struck me is the amount of firepower available to our paras. Apart from the naval gunfire support from a cruiser and a destroyer for each parachute brigade, they had 9x 6 pounder and 2x 17 pounder AT guns.
It’s often assumed that the AT guns, particularly the 17 pounders carried by Hamilcar gliders, were not available when the main para drop arrived early in the morning, because the principal glider landing was famously at 21:00 in the evening of D-Day. Hence the particular danger of the potential counter-attack by 21st Panzer Division during D-Day.
Ben Kite mentions this in his book: “Sergeant ‘Jock’ Simpson was a second pilot on a Hamilcar which landed on Phase three [the 21:00 landing] of operation TONGA with a 17-pounder anti-tank gun..”. However, a reading of Ben Kite’s quote from Sergeant Simpson shows that he landed with the Phase one gliders in the early morning: “A short time after midnight we rolled down the runway and took off…”. As the crossing by towed glider was only a tad more than 2 hours, it’s clear that Sergeant Simpson was not going to land at 21:00, but round about 03:30. Moreover, it’s recorded in 5 Para Brigade’s diary that 4 Airlanding AT battery, including attached 17 pounders, arrived safely (as ordered) about 03:30, confirming its operational orders. So, assuming it might take a couple of hours to deploy the guns, from around 05:30 in the morning of 6 June, 5 Para Brigade had 11 AT guns, including 17 pounders capable of dealing with Panthers and Tigers, more or less ready for action. Our Mission Command scenario variants take this into account.
This information is nowadays happily available online, but this type of potential error does show the importance of double-checking the evidence.
Last post focused on the narrative, this post will focus more on what we learned, in particular, tweaks required in the Mission Command: Normandy documents.
As you’ll know if you’ve been following my Mission Command posts, we’ve not yet reached the final version of the game. All sessions so far have been play tests, resulting in various tweaks or more far-reaching changes. I’m hopeful that we’re nearing the end of that particular road, and we’ll have a stable beta version later this year. This session threw up a small number of points.
Artillery control boards worked very well. Jerry ran them for the Germans, John for the Canadians. From their notations and looking over their shoulders during play, the boards helped to ensure that time delays for comms and for prep were appropriately handled. John’s thought was to make sure that the C-in-C was centrally involved and received communications, so he ran the artillery himself. This was particularly necessary for the Canadians, who had 6 batteries each, plus 3x 3” mortar batteries. While we didn’t make inclusion of company level mortars compulsory, we’re coming round to that view, especially with a view to controlling the type of ammunition, and possibly a bit more delay when tubes are not ‘on call’.
There were a couple of “umpire glitches” that I find it worth recording, so it doesn’t happen again. Smoke was used a lot in this scenario (our slogan “smoke is your friend” seems to be working!). I was allowing smoke to lift at the end of a whole turn, which, when you think on’t, gives one side quite a big advantage. Our mechanics actually have each smoke screen lifting at the end of either *turn* (even friendly, odd enemy), so that neither side knows exactly when it will lift. Much more equitable, especially on a calm, still day. Secondly I foolishly allowed German counter-battery fire at a rather long range; it’s quite possible this was beyond the range of the German field artillery, so let’s just say this was a battery of mediums.
It’s probably worth noting the effect of our spotting rules, which rely on distance and circumstances, rather than dice rolls. The Puma armoured cars pre-positioned in light woods near Bretteville were able to see advancing infantry at 500m, whereas the Pumas themselves were only visible at 250m (halted in partially obscuring terrain) – of course, when they fired they were visible to all and sundry. It’s worth remembering this kind of thing for effective recce.
The most major point that arose, I think, was illustrated by Si’s panzer force versus the Canadian Regina Rifles. The panzers had skilfully advanced under cover of some light woods to the west of Putot and were confronted by a company of the Regina Rifles retiring from attacking the village, having just been beaten off by the German recce troops there. As the panzers had just moved up, the tanks couldn’t fire in that bound, even though they were very close to the enemy infantry. The Canadian infantry fell back in their bound. While the tanks could then have fired and advanced, there was a little mix up with movement and spotting ranges, I think, and the opportunity was missed or handled incorrectly.
It seems reasonable to assume that in this type of situation, the tanks would conduct some form of overrun attack (getting in amongst or even through the infantry), but current rules don’t permit any friendly element to move onto or through an enemy element. We don’t have a different mechanic for melee or overrun, largely because at very short ranges the normal firing is very bloody. Reaction tests with close up enemy AFVs (within 100m) are taken at -3, and a Retreat result within 100m of enemy AFVs is surrender instead, so it seemed OK on the surface. However, infantry will normally get to move (possibly using both their action) before their reaction check, so they may well move out of sight, or at least out of the 100m range for the “100m of enemy AFV” modifier. Even if they fail a reaction test, they may simply retire and continue to block AFV movement. So this doesn’t quite work.
We have had many discussions about overrun mechanics now, including at our meal on Saturday evening after the game, when toothpicks were taking the place of infantry and tanks. Our current position is perhaps best illustrated by a couple of illustrations:
This example shows a Panzer IV company overrunning some retiring British, much like our failed op during the game. Here the Panzers are carrying out the proposed new “overrun” special action that enables them to move through infantry in the open, then fire at them with MGs. It’s the rough equivalent of a Move Once action followed by a restricted Shoot action (only MGs and only at the overrun element). The overrun also suppresses the target element and any infantry element behind that might have to be displaced. The Panzers have to survive any opportunity fire from overwatching elements – in this case a PIAT team shoots up the left hand tanks. After this, the Brits have an unenviable reaction test at lots of minuses (that’s -1 for each of 5 suppressed elements, -2 for the element lost (3 casualties), -3 for being shot at by AFVs within 300m (changed from 100m to make it more effective), for a total of -10, though they do get +1 for knocking out the vehicles). In Mission Command you roll a d10, then make adjustments. 6 is Obey Orders, 1 is Halt / move to cover, 0 or less is bad. So the British are going to be in a bad way.
This one is even worse for the British. Here the overrunning force is a mixed group of panzergrenadiers and tanks, utilizing the German joint activation capability. Direct area fire has further suppressed the bottom British element. In this case the PIATs were not on overwatch, so the Germans don’t take fire. The British reaction test is further reduced by enemy infantry advancing within 100m, so Retreat or Rout immediately followed by surrender is the likely result. A couple of useful tactical notes: always back up your infantry line with proper depth, including AT guns, to hinder this type of tactic; also, in attack, you can use smoke behind the target line to attempt to isolate it – co-ordination of planning and implementation is essential though.
Finally, we had another breakthrough on the hidden units front. For this game I provided large printed maps of the playing area, upon which teams were encouraged to place the HQ elements of units not yet visible to the enemy – the HQ representing the forward position of the company. This mechanism (with the printouts oriented the same way as the playing tables) worked very very well to indicate the position of hidden units without having to show every single element. As long as you have a spare table for each side, this mechanism is less cumbersome than using dummy markers, and more efficient and accurate than scribbling on small maps.
On 7 May 2016 the Abbeywood Irregulars gathered for our monthly Big Battle – Mission Command: Normandy, The Day After D-Day. For those not in the know, Mission Command: Normandy is a set of World War Two wargaming rules for use with miniatures. What we try to do is:
This scenario pits the advancing Canadian 7th Brigade, 3rd Division, with supports against a hasty attack by elements of Panzer Lehr. It’s a pseudo-historical scenario, presuming that Panzer Lehr was further forward than it was in reality. It is designed to challenge both sides with roughly equal forces (though the Canadians have more artillery and the Germans more tanks), and a similar operational and tactical situation to that experienced by Canadian 9th Brigade and 12 SS Panzer Division further east. This situation has been displaced west, so that players cannot know exactly what will transpire by reading the history books.
The idea on both sides is that their forces are part of broader advances covering their flanks. The purpose of structuring the scenario in this way was to limit the inevitable nervousness about edge-of-table flanks, which in this game were not compromised. An additional restriction (unknown to the players) was ‘no air power or naval guns’, simply to limit our attention with literally no overheads.
The area consists of mainly flat fields with occasional villages, woods and hedges. The terrain in front of us is cut by the main railway line from Bayeux to Caen. All built-up areas have some 2-storey town houses. Hedges are all normal hedges not bocage. Owing to standing corn, and bumps and lumps in the fields, visibility along the flat open terrain is a maximum of 1,000m. However, from ridges, buildings or trees, you’ll be able to see out to normal distances. All wooded areas are open woods. Roads are metalled and are supplemented by tracks that aren’t indicated specifically. Open ground counts as firm and level. The playing area is about 3km wide by 3.5 long.
The orders for the Canadians are roughly historical. 7th Brigade is to continue to carry out its D-Day orders to establish a ‘fortress’ defensive zone around Putot-en-Bessin and Bretteville l’Orgueilleuse, linking up with 9th Brigade on the left and British 50th Division on the right. Contact was made with 50th Division at Creully yesterday evening, and 50th Division will be moving forward in parallel to 7th Brigade. Supports are in the form of AT guns, most of which will be coming up over the next 48 hours, and artillery, 2 regiments of field guns being already available.
The Canadians were led by John, a highly experienced player, with Richard, Mat, Pete (resiling from umpiring this time), Toby and Alex. Both our teams this day were slightly larger than expected, which meant we went with the full regimental / brigade groups, rather than toning it down. We usually estimate that a team of 3 or 4 can handle a brigade group, but it’s a squeeze, so more is better, especially as most units on both sides were at full strength with a fair few supports. The Canadians had 3 infantry regiments (note: regiments = battalions) with half a battalion of tanks, supported by 12 and 13 RCA Field Artillery Regiments with M7 Priests (105mm howitzers), plus a battery of Achilles SP anti-tank.
3rd Canadian Division has successfully landed on Juno Beach and penetrated inland about 4 kilometres to a line stretching from Creully in the west to Anguerny in the east. 8th Brigade is to the left (east). According to the Allies overall plan, the division’s fresh 9th Brigade will pass through 8th Brigade and advance to its ‘fortress position’ in and around Carpiquet. In concert with this, 7th Brigade (Canadian team’s forces) will advance to its ‘fortress position’ in and around Putot-en-Bessin and Bretteville-l’Orgueilleuse to the west of Carpiquet. The object of the Division’s defensive plan is to prevent the enemy exploiting the open ground to the west and east of the Mue valley, the Mue being a stream that runs south to north, spilling into the sea at Courseulles-sur-Mer, which the Canadian’s own 7th Brigade took yesterday. 9th Brigade will advance today to their position almost due west of Caen, so as to defend the east of the Mue valley, while 7th brigade will advance in line with them to defend the west of the Mue valley. When in position, the German panzer attack will break on the Canadian’s overwhelming anti-tank and artillery fire power, supported by mobile armoured forces, while strong infantry holds the covering line.
To the right is the British 50th Infantry Division. The Canadians met up with elements of their 69th Brigade at about 18:00 on D-Day at Creully. To the left is 9th Brigade, who will be advancing up the other side of the Mue. Behind are the rest of the artillery and anti-tank supports landed or due to land and come up from the beaches over the next couple of days.
The Germans have a combined force of roughly half a panzer division in size (perhaps slightly smaller) – bearing in mind that Panzer Lehr was missing its Panther battalion and a battalion of field artillery. The idea is that this force forms the right-hand side of an attack by the whole division, coupled with 12 SS to the right. So the kampfgruppe’s left is secured by the attack of the other half of the division, and the right by 12 SS. The Germans’ orders are to advance quickly, find gaps in the Allied deployment and penetrate as rapidly as possible northwards towards the coast with armoured forces. Infantry are to secure the gaps, to mask resistance initially and then to mop up. The whole corps (Panzer Lehr, 12 SS and 21 Panzer) is being committed, and every unit will have to show flexibility in supporting the most favourable opportunities.
The German team has almost the whole of 901st Panzergrenadier Regiment (2 battalions with almost all of their transport and support vehicles intact), half of 2nd Battalion, 130 Panzer Regiment (46 Panzer IVs – represented by about a dozen models), 2 companies of the 130 Aufklarungs Battalion, a company of 130 Panzerjager, a battalion of Field Artillery (3 batteries), and a flak Battalion.
D-Day has happened. The Allies have a lodgement on the coast and a shallow bridgehead. Little detail is known, except that Americans have established themselves to the west, threatening to cut off the Cotentin peninsula, while British and Canadians have landed north of Bayeux and Caen. Most of the German coastal defence forces have been wiped out in the overwhelming air, naval and artillery bombardments, and there has been significant disruption to command caused by paratroopers all over the immediate rear areas of the Atlantic Wall in Normandy. Immediate counter-attack by 21st Panzer Division to the north of Caen has not been entirely successful, but that Division has created the basis of a new line of resistance north of Caen. The original main line of resistance from the Cotentin to the Orne has effectively been destroyed and overrun, with only some pockets surviving, and the Germans had to put in hasty reinforcements in dribs and drabs from Brittany and even a battalion or two from 15th Army.
Even though the Atlantic Wall has not proven tough enough to stop the Allies cold, Rommel’s primary Army Group B reserves are, except for 21st Panzer Division, intact and in position. It was fortunate that Rommel was able to persuade OKW and Hitler to move the Panzer Lehr Division forward before the Allies could launch their invasion, so that it can now join with 12 SS Panzer Division in an armoured Corps attack. Both Divisions have reached their assembly areas between Bayeux and Caen in good time to counter-attack this morning (7 June), utilising the open ground on both sides of the Mue valley, as previously wargamed. The overall intention is to strike north hard and fast, so as to reach the sea, then to exploit as the situation suggests to east or west.
A classic 2-up 1-back advance with a gap in the centre for the Shermans of the Hussars of Ontario to use and exploit as they came up (they were delayed, so not available at game start). The Canadian objectives were Bretteville and Putot, with (I’m guessing) permission to push on to give more depth if opportunities arose. Finally the Canadian Scottish were to push through behind the Hussars of Ontario and move on Le Chateau and Le Mesnil-Patry. Support from their massive artillery was to be provided at each stage.
Focused on getting tanks and supporting infantry rapidly down the left flank through Putot, primarily using all the tanks (2 companies) and 1st battalion of the panzergrenadiers, with the 2nd battalion supporting from the centre between Le Chateau and the railway farm. This rapid advance was possible because Panzer Lehr 130 had a couple of companies of recce at the railway line at game start. These were able to scout forward rapidly and report back.
The engagement began at 07:00 with the German recce already at the railway line in the hope of seeing the direction of the Allied movement. The Canadians started with heavy smoke screens to shield the advance of the Regina Rifles on the right towards Putot and the Royal Winnipegs on the left towards Bretteville. The Germans put down a brief barrage on Bretteville and Putot, covering the advance of their recce, in case either of those villages had been occupied.
German 2nd company 130 recce (infantry in Sdkfz 250s) pushed into Putot to have a look-see, initially only seeing a smoke screen. Similarly the Pumas of 1st company, only seeing smoke, took up a position in light woods near Bretteville. The lifting smoke revealed leading companies of both Canadian battalions (Royal Winnipegs 2-up, Regina Rifles 3-up). Each German recce company left single elements to cover the withdrawal of their main body. HE from the Puma damaged the 6 pounders of the Winnipeg’s Support Company, but the armoured cars were rapidly dealt with. Spotting: Pumas hidden in the woods were able to spot the advancing infantry and AT guns, while remaining unseen themselves, *but* of course as soon as they fired, they could be seen and picked off by the 17 pounders of the supporting Achilles (would have been tempting for the Pumas to simply Fire-then-Move, and reverse out of trouble, I’m thinking).
The Royal Winnipegs used classic fire-and-movement by companies – one on overwatch while the others advanced – and were well supported by properly cautious Achilles SP guns. Caution was definitely important in this scenario. Almost the entire ground was flat with occasional open woods and villages, so cover was at a premium. Standing crops meant that spotting from flat ground to flat ground was a maximum of 1,000 metres, so no long-range sparring here. With most AT weapons being long 75mm guns, pretty much any hit was a kill – there being only Panzer IVs and Shermans, no Panthers and Tigers. Despite not having much opposition to start with, the Royal Winnipeg advance to Bretteville seemed very much by-the-book, resulting in complete success and little loss (a 6 pounder, a carrier and only very light casualties, if I recall correctly). There was some Puma activity, a little artillery fire, but nothing too troubling.
The Regina Rifles, having suffered heavily on D-Day, also suffered today in front of Putot. Their leading company was beaten off by 2nd / 130 Recce, then subsequently struck by the leading tanks of 130 Panzer Regiment. Reinforced and rallied, the battalion eventually forced its way into Putot, thanks to its 6 pounder battery, supporting field artillery, and the late-arriving Shermans, who were able to knock out the Panzer IVs. Smoke played a big part in this action (as did a rules glitch that we’re looking at now).
The fight around Putot was the main battleground of the day. The Germans had committed all their tanks and almost the whole of the 1st battalion, 901st Panzergrenadiers here.
There was some confusion in the attack, and it was not quite clear to the 2nd echelon of 1st battalion exactly where they should be committed. By the time they’d shaken themselves out to the right of Putot, the tardy Shermans had arrived, and a tank duel around the railway line behind and around Putot ensued. PIATs from the Regina Rifles also joined in. The Germans came off badly, as the Shermans refused to over-stretch themselves – Jagdpanzers in ambush behind the railway farm languished with no targets, and eventually came forward into the general attack, only to be knocked out by 17 pounders (Achilles and / or Fireflys). The German 1st battalion 2nd echelon unwisely moved forward into the open killing ground at much the same time, and the Germans ended the game with only a handful of operational tanks, while the Canadians still had more than half of theirs remaining.
In the centre, 2nd battalion, 901st Panzergrenadiers were unable to develop their attack, in the face of withering 105mm fire directed from Bretteville. The grenadiers pushed through the shells, but were halted before they could reach the village. Many vehicles were destroyed, and by the end of the day the Germans here were effectively stopped and forced back towards the cover of Norrey. Canadian occupation of Bretteville gave them a fairly clear view from the buildings right across the German deployments behind Putot, and their artillery made this very uncomfortable. On the other hand, a German FOO, concealed in the woods to the north of Le Chateau was making life unpleasant for the Canadians advancing between Bretteville and Putot.
Towards the end of the game the German artillery switched from direct support of the German attack to counter-battery fire. During the day the Canadian field artillery batteries were intent on deploying to their proper firing positions, so they had to move up while keeping guns on call. The Germans were fortunate to catch a couple of batteries of the Royal Canadian Artillery during a period of heavy supporting fire, which enabled the German counter-battery fire to score some damage on temporarily stationary Priests. The counter-battery operation did have the disadvantage of denying the Germans artillery support for the last 30 minutes or so of the game.
The final game positions, by about 09:15 to 09:30 saw the German panzergrenadiers deployed in the hedges and woods to west of Putot, resisting the attacks of the Regina Rifles infantry, but with no effective answer to the extensive Canadian artillery. Hanging on was the best they could hope for here. The Royal Winnipegs were pushing on towards Norrey behind their artillery barrages, but it was relatively slow progress, and German infantry guns were keeping them in check. The Germans could hope to hold Norrey, Le Chateau and le Mesnil-Patry, but their attack had certainly been stopped.
WW2 – it’s an artillery war. And in that light, I’ve been addressing Mission Command’s methods for enabling players to control artillery. Forward Observation Officers, or others, who want to call in shoots of artillery batteries have to communicate (in other words “do a Communicate action”) to make it happen. The time delay between request and shells in the air depends on the efficiency of that communication, and in Mission Command we’ve previously handled it by messages with a delay in turns run by players, umpires or both, often relying on memory and the accuracy of individuals. As you might imagine, this has resulted in muddle, even with our one-message-box-per-turn experiment in our last game.
Now I’ve decided to try a lesson from the Euro game book – a ‘player board’. We have a simple artillery control board for the commander of the artillery. It lists the batteries down the side and the turns along the top, so that a very brief order can be written straight into a cell. Each battery has a wooden cube on the left hand side of the board to indicate whether the battery is Moving, Preparing or Ready/Firing; and these must be carried out in that sequence.
In this example 12th Field Regiment (Self Propelled 105mm guns, known as Priests) started the game On Call to the FOO of 11th Battery. It’s now Turn 3, so the turn at the top of the board is circled. 11th Battery has been directed to fire at 026040 with 11th and 16th batteries. This order will have come in, and been written on the board, on Turn 2 at the latest, as artillery cannot fire on the turn the order is received (in Mission Command, a Shoot action is always the first action of the two actions an element does). The shoot is planned for 2 turns duration, then the two batteries will prepare for fire elsewhere. 43rd Battery has been ordered to prepare to bombard the same target. Bombarding is the most intensive, highest rate of fire and takes 2 turns to prepare. When the other two batteries Prep on Turn 5, 43rd will bombard the same target. Meanwhile the medium guns of 5th Battery, 15th Regiment have been carrying out a rolling barrage close by.
If desired, you can also control battalion mortars through the control board, as shown. Mortars don’t need a turn to prepare, so the player has crossed out the Prep box for the mortars.
The current status cubes give a quick overview of what’s happening now, and they also remind you that you have to Prep after Moving the battery.
My plan is to use this for our game on 7 May to see if it works ‘live’.
On Thursday Pete and I had a quick play test of the proposed new group activation rules for Mission Command (see the previous post). We each had about half a battalion of infantry with supporting tanks, AT, and artillery. We played fairly slowly to make sure we had the mechanics of communications and control correct. Even so, we managed 9 turns in an hour and a half of play, which is roughly game time = real time, so good pacing.
The Germans (Pete) had the first bound and advanced rapidly to the cover of a wood in the centre of the area of operations.
First Panzergrenadier company is in the woods, second panzergrenadier company is forming a single group with the Panzerjager on the German right (our left), while the Panzer IV company (with HQ company in the rear) takes up a wedge formation by a hedge for partial concealment. Note the tank formation – owing to the 1 model = 3-5 vehicles scale, the front 5 models represent a standard wedge formation, albeit they are too closed up; an artillery strike would possibly kill more than one model if they’re this close together. Width of the this tank wedge is rather less than 200m; better if it was 250m, and it could easily be double the depth for ease of later deployment. Panzergrenadier vehicles are also very vulnerable here, but then again, it does mean they were able to move up quickly.
The British advanced from the other side of the table, using the right hand side.
I also used a wedge, and mine also are rather too close together! The infantry are two companies with some depth. Note that an infantry element in a company group has to be within 100m of another group element chaining to the command element, in order to be in command. As this was a play test, I deployed from a random part of the base line, when I should have gone for the cover of the ridge (top left).
The Germans develop their position. The tanks halt and go into overwatch (they can’t see anything for the moment). On the German left, the FOO with 1st company prepares to call in artillery on the village. On the right the jagdpanzers initially form up across the ridge with 2nd company infantry, but as they see Shermans advancing just under 1000m away, they take up hull down positions at right angles to the infantry instead. Unfortunately for my Shermans, I can’t see them, as they’re partially obscured by the ridge – if only I’d had some scouting Stuarts!
I made the mistake of leading my tank squadron with the command vehicle (which was a very stupid mistake!). As I came round the right side of the village, I spotted the enemy tanks at under 500m (fortunately they weren’t yet in overwatch). My command vehicle was forced to use its second action to reverse back out of sight. Unfortunately this meant that the commander couldn’t use a communicate action to inform or re-deploy the squadron quickly, nor to inform the overall commander straight away. We’d also not seen the jagdpanzers on the ridge, and soon lost several tanks (the rear smoking turret being my sole Firefly model). Then the artillery came down on where the German FOO thought my tanks were going to be, but of course they’d backed off.
You can just see the little blue marker between the right hand Sherman and my bottom infantry element. This marks that this infantry element was separated last turn, as the infantry advanced into the Sherman company’s area splitting the infantry company. Fortunately we were able to regroup the company quickly with no particularly bad effects, as the company was not closely engaged.
The action continues. British artillery puts in a smoke screen against the flanking jagdpanzers, though it comes down a bit too far to the left and I have to supplement it with the company’s 2″ mortars.
My second (left) company had nearly reached the village, but mortar fire from the 2nd panzergrenadier company hit and destroyed the 2″ mortar element. This element had been linking to the company HQ in the rear, and the separated forward elements failed a reaction test and fell back. The leaderless Shermans meanwhile have tried to rally back to the second company HQ, but lost more tanks, this time to the Panzer IVs at just over 1000m. The few remaining Shermans call it a day, because it’s just too open to deploy here.
Meanwhile the German FOO moves the German 10.5cm artillery barrage forward in 100m steps, and my 1st company manages to advance through towards the woods, taking some casualties from the artillery. These are veterans, so they don’t give up easily.
At last my infantry have closed up to engage the enemy in the woods. The German FOO drops the artillery back onto them, so it’s not going well for the Brits. Finally the tanks move forward, and it’s beginning to look like my 1st company will be overrun (though I do have a PIAT element in the right place).
German strength isn’t going to be broken this day, so we call the game at this point. I never brought on my 17pdr battery, because I needed to possess some cover to put it in.
I’m very happy with this play test. It shows that a relatively clumsy British advance without good co-ordination and reconnaissance has very little chance against a well co-ordinated opposition. In fact, the Germans would have won (on this showing) without any tanks at all. The key was to take up good positions and not get carried away. Pete, quite correctly, spent a lot of time sitting on his hands, on the grounds of “don’t interfere when the enemy is making a mistake”!
The joint group activation wasn’t crucial, but could easily have helped the Germans if I’d attacked on the left. Also the disadvantage of mixing up companies came out in the delay to 1st company and slight confusion in my 2nd company area when the Shermans fell back.
Thanks for the game, Pete!
Not a zombie game, but a new scenario for Mission Command, to be played on 7 May 2016 at Frome, Somerset. It will be a psuedo-historical affair, so that reading up on the history won’t be relevant. Set around Caen it pits the Canadians against the Germans.
Since the Canadians have more or less the same lack of doctrine as the British in this period, it’s an opportunity to see how British and Commonwealth forces and Germans fight differently, and of course, how that’s reflected in the game. The basic smallest ‘unit of command’ in Mission Command is the company-sized group, and we describe command and control via orders of battle that specify which company-sized groups are within which battalions, etc, going up the hierarchies to brigade and division. Generally each company has its own command card with details of the elements in it, plus their capabilities. Where units are within kampfgruppen, combat commands or regimental groups, these are specified in the command cards, and players have these in front of them as they play. Control on the table-as-battlefield is exercised through the activation of each group, one after the other. So, for example, a battalion of infantry may have an HQ company and 3 or 4 rifle companies, represented by 4 or 5 groups, each successively carrying out its actions during a side’s bound (or turn).
A new restriction that we’re testing is to limit company operations, so that random or convenient mixing of groups has bad effects. If a player moves one company into a position occupied by another company, some elements in the line are effectively put out of command, because their normal voice and runner communications are disrupted by the new unit. Once the offending company has gone, the company in line will have to spend actions to re-establish the normal communications between the rifle elements and their command element. Of course if these companies should be attacked while this confusion is on-going, bad stuff may well happen. What we want players to do, is to keep their companies organised and separated, as they would have been in reality, so as to avoid confusion.
Doctrine and experience affect these command and control issues. The advantage the Germans had was their more integrated combined arms training and experience within their panzer divisions in particular. So German kampfgruppen can arrange for 2 groups to work together with no penalty, typically panzergrenadier and tank or assault gun companies. Also these jointly activated companies take reaction tests (morale checks) together, ignoring the worst result. This reflects the advantage of fighting alongside familiar partners.
British and Commonwealth troops learned these practices very much later, so do not gain these advantages. I suspect, and hope, that the need to keep the companies organised and separated should focus the minds of our players on maintaining battalion and brigade-scale overviews of the fighting, rather than the minutiae of each element.
We’re also testing out a new method for handling artillery, involving simple planning sheets. Previously we’ve tried to get players to remember things and scribble notes, but using artillery requires some planning and integration with the rest of the combat – particularly for the Canadians, who’ll typically have more resources than the Germans. We’re testing a planning sheet that lists the batteries, which FOO they’re allocated to, and their planned fire by turn (if any). This is a bit like a simple Eurogame player board (yes, with black cubes!) for the artillery commander to use.
Although these developments look like added complexity, I think they’ll make the game management (by umpires and players) more streamlined. Speaking of streamlining, we’re amending armour classes, so that each vehicle element has one AC only – side armour is simply front armour -1. This reduces the need to look things up in tables and fits in better with our scale (1 vehicle equals 3 to 5).
Over the next couple of weeks I’ll be finishing off all the briefings, command cards, etc for the scenario. It’s definitely flesh on the bones time!