Archive for the 'Surprised Stare Games' Category

Politics By Other Means – a Serious Game for Education?

I’m off to the Glasgow School of Art in mid-week for a Workshop on History & Games. The Workshop has the stated main goal “to give a state-of-the-art picture of Serious Games in Education, in particular in the learning domain of history, and to identify further opportunities of using digital or analogue games as a teaching tool in this domain, but also more widely.”

Although Politics By Other Means wasn’t specifically designed as a Serious Game in Education (and neither was Mission Command, the WW2 miniatures rules mentioned elsewhere in this blog), I wonder if it could be. Previously I said about the game, that it “would attempt to show the tendency to extremes that Clausewitz mentions, and that [it] might also introduce variants to show the limitations of more realistic warfare, such as 18th century so-called “limited” war, Napoleonic wars, even WW1 and WW2″. The current design does a lot of that, I think, though I’m having a bit of trouble with the WW2 variant.

There are two key issues for me with creating a Serious Game in Education. One is the extent, if any, of the compromises within the design that might need to be made to fulfil its educational purposes, and the other is how to wrap any information supporting the educational purposes around it. I am not a teacher.

The first issue is a vital one to me as a game designer. My original design for the Basic Game of Politics By Other Means had a potentially very abstract aim for the players. You won by having the most VPs at the end of the game, but “The game ends when both players agree to end the game.” My purpose in this original version was to get players to engage with the relationship between the end of a war and “winning” a war, particularly by looking at a typical end-state of the game. For example I have occasionally had games with this version, where a peace agreement was suggested on the basis that, although one side had more VPs, the other side had possession of the neutral country, and therefore both sides could claim some form of ‘win’. Or a draw might be offered and accepted, if both sides were under significant doubt about victory. Importantly, in the vast majority of games the end-state was very obvious devastation of each country (usually down to 0 VP-generating capacity) and very powerful armies (usually the ‘winner’ would have army strength increased from the starting 1 up to 5 or 6).

This notion of a messy end condition might work well in a philosophy or war studies class, so might be appropriate for an educational version, but isn’t so great when in a conventional gaming context, where two players are simply playing a “filler” wargame. Therefore, the current version of the Basic Game has more classical, readily understood end game and victory conditions: “The game ends at the end of any turn that both players agree to end the game, or when one player has gained 21 VPs. The winner is the player with most VPs.” The players’ aim in this version is to get the most VPs of the pool of 40 VPs available, so it avoids the messiness about the meaning of winning. The design gains by having a clear cut aim and outcome, which I consider quite important for a “filler” wargame, but loses the potential for discussion about what the aim and outcome might represent, when applied to the real world.

The second issue about the educational wrapping is critical, if I decide to make more progress with the game as a Serious Game in Education. This also applies to an extent with Mission Command. What do I need to put in the “educational wrapper”, and how do I wrap it?

I confess I haven’t got any ready answers yet. I’m open to suggestions and hoping to learn a lot at Thursday’s workshop!

Politics By Other Means – Variants

Continuing on from my previous two posts about my microgame project, based on Clausewitz’ On War.

I omitted to put in a piccy of the Basic Game setup for the edification of potential readers, so here it is.
SetupBasic2
The Basic Game is abstract. It’s all about getting the drop on your opponent, so you can either take their Home Country or ensure you can get more than half the available VPs – although there is the philosophical side to the game too. Once you’ve played the Basic Game, the idea is that you experiment with variants, either by tweaking the rules yourself, or by cracking on with a pre-set variant, as follows.

18th Century so-called Limited War

Here we provide 2 neutral provinces with VPs varying between 1 and 3, representing possible targets for positional warfare. You can’t reduce your Home Country’s VPs dice to less than 2 (king’s tended not to want to devastate their own countries). You can’t score VPs for your home country, if you have no armies there when an enemy army is also there. The intention here is to force players to defend their core logistical area. As it’s limited war, the game ends when the first player reaches 13 points, compared with effectively 25 in the Basic Game. It’s possible in this variant to play a delaying and obstructing game, focusing on scoring points, rather than committing to battles.

Napoleonic Wars

Representing the French conscription and war footing, Blue starts with 2 armies in France, strength of 2 and home country of only 2, as it has already suffered from previous invasions. The Allies (Orange) don’t have their ATK+1 card, representing their lack of tactical flair, but can buy it for later with VPs. However, they have 2 armies in the neutral country, presumably Belgium and / or German states – but these are weaker than the French. Occupation of the capital ends the game, and the French have the early advantage, which may slip away.

World War 1 in the West

Getting to grips with trench warfare and potential stalemate is the objective here. In this variant, you can’t move past an enemy fortified army, so it’s possible to have a war of manoeuvre only until both realise the importance of fortification. The defender can discard a movement card to add 1 to their combat strength – representing reserves moving up to block threatened breakthroughs. In battle only one army is destroyed per engagement. While this looks like less casualties, in fact the dynamic means that armies have to be quickly re-cycled back into the meat grinder. If you score and pull your action cards back to hand without having attacked, you lose a VP – there’s an expectation on both sides that you have to attack the enemy to win. Finally there are game end conditions for a negotiated peace (by agreement), a peace as a result of revolutionary collapse (no VPs), and a peace from military defeat and exhaustion (all VPs claimed, most wins).

World War 2 in the West

This final variant for now hasn’t yet been played, and I’m not yet certain how many of the changes should be in it. Various changes reflect blitzkrieg, the forward defensive of the Allies into Belgium, German initiative, and the gradual increasing strength of the Allies. Using VPs as resources for increasing army strength represents industrial and manpower strength.

Conclusions so far

It’s been a lot of fun so far. I’ve learned that a surprising amount can be accomplished by very small tweaks. I think this shows the framework is robust (at least according to me, and play testing seems to bear it out). I’m hoping that this will be a fun game to play, as well as providing some insights for those that have a more academic perspective.

Mission Command: The Joy of Research

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.

Airfix Battles: A sneak peak at Operation Cobra

Airfix Battles, The Introductory Wargame, has now hit the shops.  If you’ve not yet seen it, have a look here: https://www.modiphius.net/collections/airfix-battles.

The basic game has 10 scenarios, many of which are geared to teaching you how to play the game.  We thought it would be a great idea to present a whole campaign of scenarios to test out our more advanced players – enter Operation Cobra, the US offensive at the end of the Normandy Campaign that resulted in the (almost) encirclement of the German’s 7th Army and 5th Panzer Army.

The Operation Cobra Airfix Battles campaign is made up of 10 linked scenarios.  At the end of each scenario the winner earns Cobra Campaign Points (CCPs).  Most points wins at the end of the campaign.  However, you’re unlikely to play all 10 scenarios, because the outcome of a scenario presents some choices about which one to play next.  Some of the scenarios are not necessarily balanced, but rather they might favour one side or the other – or your style of play may suit you to one type of scenario, but not another.  So, if you think the next scenario is maybe a bit too demanding for your side, you may be able to opt to skip it, and move to a more palatable option.  In this way the path through the campaign can be different each time.

We’ve also introduced a few new bits and pieces for building your forces, setting up the scenarios and ending them.  Typically the Germans during Operation Cobra were scrabbling to keep up with the movement and materiel of the US advance.  To reflect the German losses, in most scenarios German squads will start with less than their full complement, but they’ll still cost the normal stars to buy.  Your Grenadiers may have only 7 or 8 men, instead of the normal 10.  Sometimes the German tanks are not fully repaired, so may have to start the game with 1 pip less on their Hit Dice, while at the end “The Last Throw of the Dice”, German tanks cost an extra star each to purchase.  In compensation, and because they’re on the defensive, the Germans frequently get to place terrain where they want it to be, so their relatively smaller force sometimes has the advantage of the ground.

As Operation Cobra was an offensive of rapid manoeuvre, both sides will face having to split their troops.  In Scenario 3, “Armoured Breakthrough”, the US side has a main and a flanking force and tries to take an on-road objective worth a large number of points.  In this scenario the Germans don’t have any tanks, so their problem is how to shift infantry around to block a flank attack, while also parrying a frontal force.  In Scenario 5, “Encircled!”, the Germans attempt to break out or rescue a trapped force by running the gauntlet of the attacking Americans.

We’ve included a lot of variation in the scenario designs.  The number of troops ranges from 10 Stars to 25, and many scenarios use both maps, so you’ll have a lot of ground to fight over.  We’ve also provided some very different end game and victory conditions.  For example, in Scenario 2, “Opening Attacks”, the Americans can choose to end the battle at the end of any round, thereby allowing them to limit their loss, take a quick victory, or go for broke by staying in the fight.  On the other hand, Scenario 4, “Panzer Counter-attack” is a do or die that only ends when one side has been destroyed, routed or withdrawn.

Scenario 10: Allied Briefing – “That’s it, boys, the Krauts are beaten. I doubt they have a single tank left in the whole of France! It should all be plain sailing from here on.”  Or the Axis Briefing – “General, you may demand all you want, but I cannot make tanks appear out of thin air! The whole division is destroyed! What’s that? An order from Berlin? Then I suppose we have no choice…”  Your chance to fight the enemy in Operation Cobra!

The Day After D-Day: part 2

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’.

ArtConBd_Canadian

A well-used Artillery Control Board

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:

Pic7

Overrun!

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.

IMG_1917

Ultimate overrun?

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.

The Day After D-Day: part 1

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:

  • Capture the essence of tactical and operational combat command from roughly company level to army corps level without real warfare’s bloodshed, fear, death and destruction.
  • Model the differences in how different armies fight.
  • Reflect WW2 practice of tactical and operational command, control and communications.

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.

PlayingArea

PlayingAreaCropped

Playing area looking north to south, with Putot front right, Bretteville front left, and the main Bayeux – Caen railway line bisecting the table.  Above this picture is a larger shot of our hall, the Bennett Centre, Frome.

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.

Canadians

CanadianHQ

Canadian 7th Brigade HQ, showing its command card. Non-combat troops not listed.

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.

Canadian General Synopsis

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.

Germans

GermanHQ

Some Germans, Kampfgruppe HQ at top.  M3s substituting for some (unused) Engineer vehicles in the foreground. Note the Pumas and 2nd Ko 130 Recce, deployed prior to game start.

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.

German Current Situation

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.

Plans

Canadians

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.

Germans

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.

What happened

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.

RoyalWinnipegsDeployed

Royal Winnipegs 2-up. Rest are behind the carriers and cannot be seen yet. Smoke has lifted and they’re going into overwatch.  3rd company will deploy through the front 2 companies into Bretteville (or attack it if 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).

PumasEngaged

Puma rearguard engages the 6 pounders with HE.  Canadians placed smoke in front of Bretteville, but the Germans are cannily in the woods, and Bretteville is unoccupied.

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).

ReginaRiflesBeatenOff.jpg

Regina Rifles rightmost company beaten off by recce rearguard in the woods in front of Putot.  Red pawns are casualties, purple are suppressions.  The Canadians suffered several Cease Fire and Retire results here, but no Retreat or Rout; they proved to be tough.  Note the smoke, which unfortunately has prevented supporting fire from the centre company.

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.

OverviewOfAttackOnReginas

Overview of the German attack on the Regina Rifles.  Note the Panzer IVs on the right – there’s a company of infantry behind, but not visible to the Canadians yet.  The vehicles crossing the railway line and heading south are the withdrawing recce.  The vehicles on the left are from another company of 1st battalion, 901st. German vehicle by the tree at the top is dropping off a FOO, who stayed up the trees in that wood, giving the Germans a view beyond the northern table edge.

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.

2Co_1_130Pz.jpg

2nd Company, 1/130 Panzers support 1st Company. Just after this movement, most were destroyed by Canadian Shermans and 6 pounders.

UnhealthyForTanks

Burning tanks.  Mostly German, but this pic shows that the 1st Company 130 on the right got past Putot (in fact there’s another wreck further forward to the right as well).  If they’d been able to overrun the Canadian infantry … (of which more later).  Note many casualties flagged up, mostly from artillery – see white and orange 105mm template in the background.

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.

WinnipegsInBretteville

Winnipegs in Bretteville.  Lead units have already pushed on.  This is a great pic of the Achilles that supported the Winnipegs. Shermans (Fireflies with the longer barrels) in the background are winning their tank duel.

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.

SmokeCoversNervousShermans.jpg

Smoke covers nervous Shermans facing the remains of 1st Company, 130 Panzers. PIATs of the Regina Rifles helped to finish off the last few, despite German artillery pounding the crossroads.  Note lots of blue overwatch markers – it’s important to be ready!

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.

NearlyTheEnd

Nearly the end.  Putot has been taken by the Regina Rifles, but the German landser are resisting just to the west.  The Hussars of Ontario have a commanding position in the centre, and it’s difficult to see how they’ll be shifted.  Most of the jagdpanzers in Normandy are currently burning at the top right centre by the railway farm.  Note the command cards in the strip of table to the top left.  We encourage players to put them right in front, because they have relevant lookups for moving and firing on them.

Arty Control

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.

Arty_4

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’.