This is the first of a planned series of WW2 historical scenarios based on the operations of the Hampshire Regiment (7th Battalion) of the 130th Brigade, 43rd (Wessex) Division in Europe July 1944 to April 1945. The scenarios will be a mix of a battalion and company level, with maybe some platoon/skirmish if the detail is available. These will be based on their War History with further research where necessary. At the moment this is a side project, so not sure when I may get to the rest.
Background (or why a company level scenario and AAR when I prefer a battalion)
Feel free to skip this this section, just personal musing on why I created the scenario and the rules.
I wanted to run a campaign for a British Infantry Company in
1944 in Europe. My Dad is from Portsmouth so I decided to use the Hampshire Regiment (of the 130th Brigade, 43rd (Wessex) Division) as a basis for the campaign. The 7th Battalion fits well into my criteria and I got fairly involved in reading their history, and even went as far as ordering their history that was published recently. Do not ask
the cost of shipping to Australia but it was more than the book itself. I
think it was worth it. I thought about creating some historical scenarios (as that is what I like playing) but decided for a campaign I would run some fictional scenarios loosely based on some of the 7th Battalion actions.
In parallel to this I created some things I would need for
a company level campaign. I had written
some solo friendly rules for infantry skirmish, played a few games and found
they worked quite well. So I thought I
would use them as a basis for some company level rules. So I spent many hours combining my battalion level
rules with the infantry skirmish rules until I had a set to test out. In parallel, I also spent many hours on randomly generating scenarios in Excel
spreadsheet based on Platoon Forward (not quite finished).
My moment of crisis came a month ago in mid-November.
I became more interested in creating and playing scenarios
on the battles in the War History and much less enthused in playing fictional
scenarios. Many will be company based,
but some will be battalion. I was also disillusioned
with the company level rules I had created (although I had fun writing them – I
find it enjoyable writing rules). I had moved from card based activation to dice
based, and also gone for a 2 step process for infantry combat (a d6 to hit and d6
for the level of result). I really like
a single d6 as it speeds it up a lot, or multiple dice is OK so long as it is
not a 2 step process (e.g. FiveCore rifle firing is 2d6 – Kill and Shock - but rolled
at the same time, not sequentially). I find card based provides enough solo friendliness rather than resorting to
reactions ( the rules were full of reactions, similar-ish to NUTS!). So I shelved the rules and moved on. I
tailored my battalion level rules slightly to work for company level. I kept the scale the same but modified the
die roll result slightly so that infantry don’t die as fast (as there are much
less bases on the table e.g. a battalion level game may about 30-40 bases (each
a section) while the company one has about 10-15). That was about it! Much happier.
I picked one of the early company level battles in the War History to attempt to create a scenario. I was not counting, but I spent at least 20 hours do so, likely closer to 30. Finding
a map of the area from WW2 took many hours on the internet and then resolving
the terrain took longer. And then working out the
forces involved.
But I have done a scenario based on D company’s attack on a
farm complex on July 31st 1944.
And also played it in 6mm, hence this blog post..
Background
As part of Operation Bluecoat the 130 Brigade is to head from Caumont to Jurques. On 30th July, 4th Dorsets (a battalion in the 130 Brigade) advanced down the left of the road from Caumont to Jurques to take a location known as Le Londe farm. They ran into difficulties with a minefield and then, for unknown reasons, never cleared the farm. The 7th Battalion advanced down the road and dug in for the night. D Company was attacked in the flank from the direction of Le Londe. On the 31st July, realising that La Londe was still in enemy hands, D Company was given the task of clearing the La Londe farm complex prior to assisting B and C Company with their attack further down the road. Much of Battalion support is not available as it was left behind at Caumont to come forward during the 31st.
Note that the War History calls it La Londe but all the maps I found online called it La Londres. But I finally discovered the general area is La Londe.
Map
Map of LeLondres farm complex and surrounds |
- Each grid is 100m by 100m.
- British starts deployed in red sector, German deployment is in blue.
- Germans may be in shell scrapes but there are no specific fortifications or engineering works.
- All buildings are stone (hard cover).
- Tress represent orchards but the trees are not close and are not bushes but low trees.
- Hedges are not bocage but tall enough not to see over.
- Wheatfields are waist-high and should have no effect on moving or firing. All roads are one lane.
- Germans start the game hidden.
British (7th Battalion)
Mission: Attack and clear the farm complex (the two main clusters of buildings). You have 10 turns as you are required to then assist with the Battalion attack further south-east.
Victory:
Score 5 points for being the last to occupy the right farm buildings.
Score 5 points for being the last to occupy the left farm buildings.
0 - lose
5 points - draw
10 points - win.
D Company:
D Company HQ
1 HQ infantry rifle stand
3 PIAT teams (may be allocated to Platoons)
16 Platoon
1 2” mortar
3 infantry rifle stands
17 Platoon
1 2” mortar
3 infantry rifle stands
18 Platoon
1 2” mortar
3 infantry rifle stands
Support
2 3” Mortars not in direct support (5+ on a d6 to call)
Initial artillery:
One call of 4 4.2" Mortar pre game bombardment.
The British are of Average/Regular quality. Although the 7th Battalion took many casualties in the Battle for Maltot on the 10th-11th July, reinforcements from the 12 Battalion filled the gaps.
Note: D company, like most in a British infantry battalion, had platoons numbered 16, 17 and 18.
I have assumed that the Battalion 3” mortars would be available to call on for indirect support. The other three 7th Battalion companies were also conducting their own attacks on the 31st, so the mortar support is not guaranteed.
Options:
It is documented that D Company participated in the attack, but not what other support units may have been involved. Other possible support units are a Carrier Section, Honey tank, Sherman or Heavy mortar support.
While it is likely that the Carrier support platoon was with the Battalion AT guns, they did move forwards on the morning of the 31st. The recon Honey tanks were in the area (thinking it had been cleared) and Shermans were also in the area later in the morning. 4.2" Mortars and an MMG platoon were allocated to the 7th Battalion and so are also a possibility. If you do not want to roll for the optional units, then the 4.2" Mortar support or MMG is the most likely to have been available.
Random support (2d6):
2
|
One M4 Sherman
|
3-4
|
One Honey (Sherwood Rangers recon)
|
5-6
|
Carrier Section (3 Carriers, 1 rifle section, 1 PIAT)
|
7-8
|
One MMG stand (representing 2 MMGs with crew)
|
9-12
|
Four 4.2" Mortar support (6+ required)
|
German (elements of the 326th Infantry Division)
Mission: Defend the farm complex (the two main cluster of buildings). If you last at least 10 turns you have successfully delayed the advance of the British.Victory:
Score 5 points for being the last to occupy the right farm buildings.
Score 5 points for being the last to occupy the left farm buildings.
0 - lose
5 points - draw
10 points - win.
Company HQ
1 Rifle stand
1st Zug
3 Rifle Stands
2st Zug
3 Rifle Stands
Support Zug
1 MMG stand (representing 2 MMGs)
Average quality. Panzerfausts can be allocated as much or as little as required but assume each stand has Panzerfaust capability.
Options
None.
The German unit designation is correct, but not much else. From the histories, it seemed that average motivated troops were defending the farm and were at near organisational strength. I created a generic infantry force that would be sufficient to hold onto a farm and create difficulties for D Company to take.
Aftermath
After a hard fought battle, D Company cleared the farm in time and continued along the way to Cahagnes in time to support the other companies.
Notes
I did use an aerial map from 1944 to assist in creating the terrain features for the scenario but the terrain is not an exact match, mostly the hedges on the top right of the map. But the farms, roads, orchards and most hedgerows are in the right place.
Replay
The whole idea of researching the battle was to create a scenario to play. Here is the first play test of it.
Scale
I am going to be playing the battles on a 30”x20” table using 6mm miniatures. Distance scale is 1:800. Bases represent squads/sections/gruppe. It is a company level game.
Rules
I tweaked my own rules I use for battalion based games to be used for companies. Card based unit activation with a joker to end the turn (I counted each flipped joker as equating to 1/2 a turn, so 20 jokers is the same as the end of turn 10). Most things stay the same except the unit scale has been reduced slightly from 1 vehicle is 2-5 vehicles to 1 vehicle = 1 vehicle and support weapons are closer to 1:1. Distance scale stayed the same. Some support weapon and HE values needed to change to reflect this change in unit representation. I have not posted the company level rules up on my WW2 rules page as they are not yet in a ready state to do so, but they play very similar to my latest battalion level rules.
Deployment
The British forces, optional force was an MMG stand. |
The defending Germans |
Where the units deployed |
German deployment |
The British deployed |
The British aim is to have 16 and 17 platoon come down the edge of the table. MMG down the centre to lend support. 18 platoon to come down the right of the road as a reserve.
British orders of advance |
British pre-game bombardment. 12 dice (4 heavy mortars at 3 dice each. a 6 will suppress, two 6s will KO) on farm 1. No 6's out of the 12. Rolled again just to be a little fair on the Brits. No 6s in the next 12 rolls either. I will call that destiny. They are all shaken (-1 to fire) as being under HE fire, but that will only last a turn.
The main British forces continue to advance and are spotted by the Germans who hold their fire. They have the advantage of not being seen in the farm, and will be much harder to dig out by close combat that being fire on.
The British 16 and 17 Platoon advance. |
German MMG opens fire of the advancing British platoon. |
The British MMG was on overwatch, spots the German MMG, fires and routs them |
Retreating defenders |
But...it is turn 4 already. Only another 6 turns to clear the other farm. And that other farm has a gruppe that can see the British infantry 16 Platoon in the field so fire on them - one routed, one retreats.
...and the morale check for 16 Platoon is a 1! and they also rout.
One platoon down on each side (German right hand farm defenders, British 16 Platoon that advanced over the field) |
A few more moves sees the Brits move closer to the second farm.
British 17 Platoon occupy the farm. |
British 18 Platoon wait across the road from the remaining occupied farm. |
The red Xs are former British 18 Platoon sections. The farm defenders still OK. |
Retreated and suppressed Germans on the left. On the right is 17 Platoon waiting for the right moment to charge in., |
British 16 Platoon charge into the farm complex. |
The second farm is taken and the game ends with the lone survivor routing. |
Verdict
Well, I thought it would be a rather dull game with 2 German zugs in hard cover while a British Company tries to take it. Nope. I have mentioned it before that my sweet spot is for these little vignettes of a battle. And this was one with lots of tension the whole way. At various times I thought the battle would be won by one side, and then the other. The scenario needs some more playtesting before I would put it as part of a scenario book. The homebrew rules seem to work OK for me for company level - they are quite fast and simple (for me at least) as they are based off my battalion level game. I will have to have a go and do the scenarios for the different attacks that A, B and C Companies were involved in on the same day - about a kilometre or so to the southeast of this D Company action.
Thanks, Shawn, for this. It looks like a nice little engagement. Given basing is equivalent to Battlefront WWII I might look at converting the scenario to those rues and trying it out.
ReplyDeleteThanks Bill. It would work fine with Battlefront WW2 and other company level rules with a squad/section to a base or so.
DeleteShaun,
ReplyDeleteGreat fight man, thanks for posting. That was an incredible amount of work you put into that scenario; I could never do that, I'm too lazy and impatient. But I can certainly appreciate it.
The figs looked good (Heroics and Ros, right?) looked cool, and I loved the table set up. And it looked like the rules worked out well for you; I mean, you won, right?
Sure you cheated, but you're dirty, I get it ;) Can't roll a six on 12 D6? Funny how the Brit 3" mortars kept coming up, too, but when you got a random event - barrage, we knew the fix was in buddy. ;)
Good stuff man. I know you're busy, but I wouldn't mind seeing how 7th Battalion does for the rest of the campaign around Caen.
V/R,
Jack
I believe the Germans and the Brits I have are all Heroics and Ros. I have some Russians that are a mix of Heroics and Ros and something else I have not got around to identifying.
DeleteThe 12 d6 was the only time I bent the rules (or cheated if you want to call it that!...and note it made zero changes to the actual game).
The random event really was random. Random and lucky as I do not think the Bits would have won without an additional 3" mortar barrage.
The next few battles (on the same and next day) should be easier as I have already found maps and there is slightly more description in the War History on the attacking forces. There is armour!
thanks for the musings and batrep. I like it when they're detailed and give me things to think about, not just show pics and say what happened in story terms.
ReplyDeleteI have finished the basic version of my take on Neil Thomas' WWII rules from One Hour Wargames. I've been running it for friends jaded by FoW [and not playing any 15mm WWII] and have been getting good feedback. Thanks for your input and your continuing commentary here on rules writing!
Now I just have to paint more desert Brits...
http://upthebluefow.blogspot.com/
Thanks! I love a good ramble, especially my own :-)
DeleteI have been following your 1HW modifications on your blog - an interesting journey I can relate to as most of this year has been the continuation of development of my rules for ancients and ww2. this has been almost to the exclusion of not playing with any other rules. The latter I do miss, but I am having too much fun rules writing; playing other rules has taken a bit of a back seat.
"I'll play yours if you play mine"
ReplyDelete:)
Sure, the only commercial sets I'm trying out are Chain Reaction 2015 [free] and Kings of War 2nd Ed. which is excellent, just about one of the only rules I know where the design and the final result match up perfectly.
KoW is very good - I played it about a year ago and it translates to historical ancients (i do not really play fantasy) very easily. It is on my list to use to play a historical battle replay. I like the rule mechanisms in KoW.
DeleteVery nice post thank you. I don't play WWII--very far from it. I play Star Fleet Battles--but your approach to the game is very thorough and I've been trying to be more detailed in my own approach to solo SFB. The random elements are very entertaining. Thanks again.
ReplyDeleteThanks for the kind words Sebastian. I used to play lots of SFB and still have all my SFB game stuff from the 80s. A friend and I often threaten to get it out and play again!
DeleteLOL! I know what you mean--I've threatened people in the same way.
ReplyDeleteKidding aside, SFB is essentially a naval wargame and I've always toyed with the idea of using SFB to simulate a historical WWII naval battle. The history is all there, the online resources are all there but I wasn't really sure it would work. Your efforts with this scenario interest me because you make the reenactment work. The problem with naval battles, however, is that there isn't any terrain to speak of. That makes a huge difference. I can't seem to set up scenarios with any 'bones' or structure if that makes any sense. I can set up allied ships on one side, Japanese ships on the other and maybe a small Pacific island on the map but when play begins I'm not sure how to proceed. One of the things I liked about your scenario is the detailed strategy you had plotted for the British forces. That strategy is based on terrain and so it works. In a naval battle I'm not sure how this would happen.
In any case, I'll keep working at it.
And I'll keep an eye on your blog.
Kind regards.
Yes, I see what you mean. It does seem it is a lot easier to play solo historical land battles than naval ones. I do plan out strategies for both sides in my solo games but only sometimes remember to put it in the blog post.
DeleteI wish you luck on your endeavours to finding a solution to recreating the naval historical battles!