Battle of Britain

Battle of Britain
Junkers 88 Returning To France With Escort

Sunday, September 25, 2011

The Box At El Bartar

Date: December 1940 (24 September 2011)
Situation: Italian Defense of the El Bartar Box
Location: Northwest Egypt Below Mersa Matruh
Rules: Blitzkrieg Commander II
--------------------

ROYAL AIR FORCE HEADING WEST TO BOMBARD EL BARTAR
A Blenheim Bomber overtakes a slower Gloster Gladiator biplane. Below a Royal Horse Artillery battery prepares to commence firing into the El Bartar Box off image.

Looking westward we see the distant El Bartar Box from the cockpit of the Blenheim. The lower right corner sides of the box have been bombarded with prodigious smoke to afford cover to two advancing British Battlegroups. Each battlegroup had orders to assault the corner sides under the smoke. (Smoke = white cotton) The battlegroup on the right is nearly at the defenses. (Four command blunders amazingly confounded it's attack.)

Luckily wind direction cooperated so dust kicked up further retarded Italian fire into the Battlegroup above.  Infantry and engineers rode into battle aboard British AFVs. Note three small stands of engineers dismounting to successfully clear the four base minefield directly ahead of them. In seconds the Blenheim would drop its bombs at the top center of the photo causing ineffectual damage within unseen Italian trenches.

After the minefield was cleared, the barbed wire (removed in the photo) was trampled and the A9 and Matilda II tanks fought their way into the fortification. And....
--------------------

CLOSING REMARKS

1. We were only able to play four turns. In spite of an apparent British success, General Pettygree had unsolvable problems. These were:

2. Half of the infantry and all the mortars assigned to attack the BOX in the last photo had a Blunder and retreated taking them out of action for the time we had to play the game. They were returning but were still quite far away.

3. The other British Battlegroup suffered four Blunders suffering most cruely as a result. It's mission was to help collapse and exploit the rupture of the above corner of the BOX.

4. There were considerable Italians in the BOX;  AFVs, artillery and infantry which eventually would have been very troublesome.

5. We ran out of time deciding the British should withdraw awarding victory to the Italians.

6. RAF aircraft painted and decaled artfully by Chuck.
--------------------
What We Learned:
1. Buy a lot of smoke to cover attacks across open ground. The Battlegroup under the Blenheim bomber luckily suffered no losses on the approach though a few rounds came in to an exposed AFV poking its front out of the dust it kicked up.

2. The House Rule upgrading COs and HQs +1 helps player morale. Historically 
British officers at this time in The Western Desert were highly skilled and energetic.

3. We forgot to make it easier to hit units in shallow trenches. See house rules on our Quick Reference Chart for hits and saves. We were using our more difficult die throws for tougher defenses.
--------------------
Losses:

Italians: 95 points adjusted x 50% as the winner to only -48 points.
Winners recover 50%.

British: 310 points adjusted x 75% as the loser to -233 points.
Loser recovers 25%.
--------------------
What's Next?
Todd as the Italian CinC decides:
(A) Stay in the El Bartar Box and in others nearby.
(B) Advance eastward again to attack the British.
(C) Retreat into Libya defending Halfaya Pass, Fort Capuzzo and Bardia.
------------------
Thank you Todd and George as the Italian Tenth Army and to my fellow British player Jim H. Lots of fun.
------------------
Comments?
--------------------

Saturday, March 19, 2011

Maaten Baggush Coastal Battle

Game Date: March 19, 2011
Historical Date: Late November 1940
Location: North Of The Escarpment To The Seacoast
Situation: Coastal Plain Battle For Maaten Baggush
Double Click Images
----------


After the Italian I Corps won The Battle of Mersa Matruh, Commonwealth Forces retreated to defensive works at the Port of Maaten Baggush, Egypt. The port is not shown. It is located under the 4th Indian Division north of the word 4th on the coast.

The Italian II Motor Corps swung out into the desert and was checked by 7th Armoured Division in our game on 8 January 2011. The battle along the coastal plain occurred 19 March 2011. However, both battles occurred on the same campaign day sometime in late November 1940 though played more than two months apart.

The 4th Indian Division was tasked with improving the works in a one mile wide coastal plain south of Maaten Baggush to the escarpment.

The plain was made wider out to the escarpment than it really was. Ditto for a narrow band of beach near the seacoast. For the former any unit moving there bogged down on a throw of 1D6 = 1/unit. Along the seacoast bogging occurred on a 1 or 2. Bogging automatically ended in the next turn.

Point Comparison
Italian I Corps: 6,805 pts. (Todd B., John B. and Chuck L.)
versus
4th Indian Division: 3,543 pts. (Jim H. and Bill P.)
----------

4th Indian Right Flank: Jim commanded here. Chuck's Italian Infantry Battlegroup approaches. Off to the right is the sea. Chuck's mission was to pin Jim in place and "keep him honest" - meaning to keep him busy here while the Italian attack pushed hard elsewhere.

4th Indian Center: Jim mostly commanded here. The trenches are not empty. Troops are hunkered down. Bill commanded the left where the MGs are seen. No serious Italian attack developed. A troop of four Matildas was stationed hull-down off screen bottom.

4th Indian Left Flank: Bill commanded here. John's Italian Infantry Battlegroup advanced to the minefield (grey felt) and began to skirt between it and the habitation not shown off screen to the upper left. His Engineers cleared a path in the minefield but did not survive to continue their work. Note smoke laid down by Italian artillery to block the 4th Indian firing to the left of the photo because....

Todd's Armour Battlegroup swung wide into the desert to take the 4th Indian in the flank. To this point there was not much stopping either John or Todd. Todd however suffered several command failures and a "blunder" or two which slowed his armour considerably.

The last turn is pictured. Before this over several turns, the tide slowly turned.

Commonwealth artillery assisted by MGs and infantry concentrated fire on the Italian infantry. Meanwhile, Italian smoke discombobulated an already slow to arrive troop of Matildas. The latter were seconded by a pair of 2 Pdrs. which combined to take out leading Italian tanks. It was lucky for 4th Indian that the Italian armour did not penetrate even deeper into the rear area. Had that occurred, the Commonwealth left flank would have been lost. The Matildas were tough nuts to crack - especially aided by better than average saving throws.

Chuck's Battlegroup reached break point and was forced to retire.
John's Battlegroup could not continue and electively retired.
Todd elected to voluntarily retire too.
-------------------
CLOSING REMARKS & THANK YOU Chuck, Todd, John and Jim!
1. Game Start/Finish: Noon/3:30pm. Great chow! Thanks for that too!
2. Super hard for an attacker to overcome strong defensive works.
3. Italian losses: 6,805 - 2,171 losses + 543 (25%) recovered = 5,177 left.
4. 4th Indian losses: 3,543 - 0 losses = 3,543 left.
5. We discussed ideas to better balance the lopsided result above. Such as:
~~
Attackers in this situation need 3:1 odds at least. Our attackers almost had 2:1 odds.

Engineers now clear obstacles in the "Initiative Phase" only. We discussed allowing them to continue in the "Command Phase" for one extra opportunity to clear obstacles.

Return to the rules where hitting inside hasty trenches and pits occurs on a 5 or 6 and saves on a 6. This is apparently is what the author has in mind. On reflection, we should have used these principles.

Exceptions: Mersa Matruh, Maaten Baggush, Bardia, Tobruk and the Mareth Line in Tunisia. Hits occur on a 6. Saves occur on a 5 or 6. Super hard to crack.

The consensus was to continue using Auto Suppression on non-AFV targets.

British artillery:
I (Bill) usually fired two batteries (two units) each consisting of 8x25 Pdrs.  It is inexpensive, has lots more tubes than others and was highly effective with 12 D6s thrown causing 2-5 hits per infantry stand. This was not enough to knock out a stand outright. When immediately followed up by MG, mortar and rfle fire, stands can thereafter be taken to six or more hits. Six hits generally removes a stand of infantry.

More conversation is welcome.
--------------------
What's Next?

Next is December 1940 when the initiative swung to Commonwealth Forces.

Italian I Infantry (5,177 pts.) and II Motor Corps (2,653 pts.) have retreated to defensive boxes west of Mersa Matruh. The III Italian Infantry Corps (6,000 pts. second line soldiers) has been busy building hasty works for four "boxes."

The British 7th Armoured (2,628 pts.) and 4th Indian (3,543 pts.) Divisions will follow and take the initiative adding undetermined forces to the Western Desert Force.
--------------------

Monday, March 7, 2011

Italian Military Language

From Michael Mathews --------------------
In the spirit of adding flavor to the North Africa campaign, a friend of mine in Italy has provided me with a list of terms in the military. His name is Arturo Lorioli and I "know" him through the Command Decision mailer group and served under him in a PBEM campaign once. (My battlegroup, starting lost behind the fluid front line was erased from play fairly quickly.)


Anyway, some proper names for Italian units or weapons.

Infantry - Fanteria
Cavalry - Cavalleria
Artillery - Artiglieria
Anti-air - Contraerea
Anti-tank - Controcarro
Field - Campale
Heavy - Pesante
Mountain - da Montagna
Coastal - Costiera
Engineers - Genieri
Assault Eng. - Guastatori
Blackshirts - Camicie Nere (CCNN)
Parachutist - Paracadutisti
Marines - Fanteria di Marina
Motorcyclists - Motociclisti
Motor - Motorizzato (pl, bn, regt) or Motorizzata (coy, brig, div)
Armor
- A) Corazzato (regt) or Carazzata (coy, brig, div)
- B) Carri (pl, coy, bn)

MG - Mitraglieri
SMG - Mochetti Automatici
Mortars - Mortai
Howitzers - Obici
Flamethrowers - Lanciafiamme
Anti-tank rifles - Fuciloni Controcarro
Aromored Cars - Autoblindo
Self-propelled - Semovente
Trucks - Autocarri, Heavy, medium, light = Pesanti, Medi or Leggeri)
Cars - Automobili
Prime movers - Trattori d'Artiglieria
Command - Comando
Staff - Stato Maggiore
Forward observer - Osservatore d'Artiglieria
-----
Platoon - Plotone (Section for art., Manipolo for CCNN)
Compay - Compagnia (Squadrone for cav., Batteria for art., Centuria for CCNN)
Battalion - Battaglione (Gruppor Squadroni for cav., Gruppo for art., coorte for CCNN)
(Note: anti-tank guns used Plotone, Compagnia and Battaglione terms like infantry)
Regiment - Reggimento (Legione for CCNN)
Brigade - Brigata
Division - Divisione
Corps - Corp d'Armata
Army - Armata
?? - Raggruppamento (a brigade level artillery command, usually the holding unit for corps artillery assets)
Task force - Gruppo Tattico
Detachment - Distaccamento

That pretty well covers it. Note that in Italian the level of the units (platoon, regiment) is always placed before the branch of service. So an infantry division is called a Divisione Fanteria. The type of unit (motor, motorcycle) is after the branch. So a motorcycle MMG stand would be a Mitraglieri Motociclisti. Hope this is entertaining and/or interesting. Makes the order writing more fun. Share with anyone who might be interested.

Michael
----------

Saturday, January 8, 2011

Maaten Baggush Battle In The Desert

Game Date: January 8, 2011
Historical Date: Late November 1940
Location: South Of The Escarpment
Situation: Desert Battle For Maaten Baggush
All Right Then. Double Click Your Images!
----------
After the Italian I Corps won The Battle of Mersa Matruh, Commonwealth Forces retreated to defensive works at the Port of Maaten Baggush, Egypt. The port is not shown. It is located under the 4th Indian Division north of the word 4th on the coast.

The 4th Indian Division was tasked with improving the works in a one mile wide coastal plain south of Maaten Baggush to the escarpment. The 7th Armoured took up a flank position south of the escarpment in the wide-open desert.

The Italian I Corps followed the coastal road (red line) preparing to assault the 4th Indian Division while the II Motor Corps ascended the escarpment to drive eastward and later turn north to take Maaten Baggush in the flank or rear. The 7th Armoured positioned itself to block Italian mechanized forces.

Order of Battle Before The Battle
I Corps (6,805 pts.) vs 4th Indian (3,543 pts.)
II Motor Corps (3,266 pts.) vs 7th Armoured (2,855 pts.)

The tabletop game of 8 January featured only the mechanized battle between the II Motor Corps and the 7th Armoured Division. We will do the I Corps assault on the 4th Indian Division in February or March 2011.

The II Motor Corps drove east into 7th Armoured mostly posted hull down. The 7th held its ground and won the battle.

II Motor Corps
Michael M., Chuck L. and Todd B. 
3,266 - 818 pts. lost = 2,448 + (Pts. recovered 818 x 25% = 205) = 2,653.

7th Armoured Division
George R., Jim H. and Bill P.
2,855 - 455 pts. lost = 2,400 + (Pts. recovered 455 x 50% = 228) = 2,628
--------------------
NEXT GAME: THE ASSAULT ON MAATEN BAGGUSH 
Date? February or March 2011.
Jim H. assisted by Bill P. will command the 4th Indian's 3,543 pts. incl, field-works.
Todd assisted by Chuck will command the I Italian Corps and its 6,805 pts.
--------------------
MICHAEL M'S PHOTOGRAPHS
Thank you Michael!
Italian II Motor Corps arrives on the field heading east toward the 7th Armoured. The II Motor Corps consisted of four Battle Groups. The 3rd (foreground) commanded by Michael and the 4th (farther out) commanded by Chuck L. raised some dust!

Michael and Chuck continue their advance. Far FAR away the hand of Todd B. moves the 1st and 2nd Battle Groups into the arena. He was positioned the most southerly.

Todds's Battle Groups advance also kicking up dust especially in the foreground.

Opposite Todd's right hand Battle Group, a portion of Bill P's 7th Armoured took up positions at the Oasis of El Bartar. The Italian right-hand Battle Group might have gotten there first but for command control troubles. The 7th got there first and would hold this position for the duration of the battle in cover and/or hull-down.

We shift north just a little for another view of El Bartar.

Meanwhile Todd's left-hand Battle Group surged forward ruining 7th Armoured hull-down A13s and a Matilda. (By Jove!) Italian AFVs also suffered heavily when Bill had a turn with 4-5 successful command throws to shoot including one with a double fire.

More northerly Chuck's Battle Group moves ahead to be engaged by AFVs of 7th Armoured commanded by Jim H. and George R. The two Italian Battle Groups on the northern end of the arena did not break through suffering heavily.

CLOSING REMARKS
1. Officer command value upgrades (COs and HQs only - not Observers) helped keep things moving better though there were some continuous failures. Was it enough? Not sure especially when one force has to cover a large distance as did the Italians.
2. ??
--------------------
Comments welcome.
 

Monday, December 6, 2010

January 8, 2011 Game Details

JANUARY 8, 2011 GAME
THE ARMOUR BATTLE OUT IN THE DESERT

WHEN FORMING BATTLE GROUPS
Use November 1940.
Add +50% movement. This automatically adds +50 to weapon ranges.
But it won't increase command distance +50%. Do that on your own.

Check: "Ignore random points modifier."

Don't Check: "Ignore Battlegroup selection rules." (Keeps us historical)
Don't Check: "Ignore point limits." Unless you have an odd amount of points left over for a Battle Group. For example, 855 pts.
Don't Check: "Convert to inches." (Stay metric)
-----
OPTIONAL RULES (See p. 134)
Defensive Smoke
Auto Suppression but not applicable to AFVs (House Rule)
AFV Smoke
Final Defensive Fire
Reduced Artillery Fire-Zones (For us this means the normal size as printed in the rules not increased by our former +50%.
-----
HOUSE RULES:
Turn 1 first command throws will all succeed. Second throw deduct -1 as usual.
No command failures moving back and forth from Back to Main Table.
All COs upgraded +1 free. For example, CO8 becomes a CO9.
All HQs upgraded +1 free. For example, HQ7 becomes a HQ8.
Upgrades do not apply to observers.

Each Battle Group may have two free scout or armoured cars.
Each Battle Group may have one free air observer with vehicle free.
COs and HQs have free vehicles.
-----
Italian II Motor Corps (Todd CinC)

1. 3,266 pts.
2. Form 1-2 Battle Groups.
-----
7th Armoured Division (Bill CinC)
1. 2,855 pts.
2. Form 1-2 Battle Groups.
3. One free fighter aircraft per Battle Group.
4. Hasty Works allowed.
5. One command failure DO OVER per Battle Group.
6. BKCII author now gives a Saving Throw for Rolls Royce ACs. Throw a 6 to save.
-----
AND..........................!!!!!!!!!!!!!!!!!!!!!!
If ---- we have enough players, we'll also do the attack on the British works on the seacoast.
To be decided later.

Thursday, October 21, 2010

Next Game Idea?

Next Game Idea? Comments Welcome.

Divide the MAIN TABLE into two battlefields with a mostly impassable escarpment separating the two. There were apparently ways to go up and down the escarpment. We might consider having trails going up/down on back tables. Each battlefield will fight independent of the other. So if one battlefield is doing Turn 3 and the other is on Turn 5, that's okay, even if somebody finds a way up/down the escarpment on a back table. Any time warps in turns being played at that point will be ignored.


North Battlefield:
Seacoast Plain 6' wide, field works or box, coastal road and tiny village port of Maaten Baggush. (4th Indian Div.) (I Italian Corps)

ESCARPMENT (It is 500' tall)

South Battlefield:
Desert 15-18' wide, palm trees, undulating terrain and a building here or there. (7th Armoured Div.) (II Italian Motor Corps)
----------

And before this game, have several test sessions on weeknights to assault field works so we all learn the rules better for same.
----------

Tuesday, September 14, 2010

Tenth Army Attacks Mersa Matruh Box in November 1940

Changes in Bold Red below effective 14 September. Scroll down.

GAME DATE  =  SATURDAY OCTOBER 9, 2010
 Come back from time to time for changes.
----------
Optional Rules  (See p. 134)
Defensive Smoke
Auto Suppression but not applicable to AFVs (House Rule)
AFV Smoke
Final Defensive Fire
Reduced Artillery Fire-Zones (For us this means the normal size as printed in the rules not increased by our usual +50%.
House Rule: Off table artillery must be represented by a model.
----------
Please Bring For Todd:
Jim H.
18 stands of Polish Infantry to be used as Italians.
12 various kinds of trucks. 

Bill P.
18 stands of Fucilleri Infantry being painted by Jim H. 
9 Italian trucks

Chuck L.
(?) stands of Italian Infantry.
----------
ORDERS FOR TENTH ARMY
Todd:
1. Attack the 4th Indian Box at Mersa Matruh.
2. You move first in every turn in November.
~~
TENTH ARMY ORBAT
CinC = Todd.
Chuck L., Dan E. and Morgan E.
I Corps: 8,000 pts. will assault the Mersa Matruh box.
II Motor Corps: 3,266 pts. in reserve west and southwest of Mersa Matruh.
III Corps: ?? pts. rear echelon from Sidi Baranni back to Benghazi.
~~~
I CORPS AT MERSA MATRUH
1. Form 3-4 Battle Groups from 8,000 pts.
2. All officers upgraded +1 for free. (Not observers)
3. Each Battle Group has one Forward Air Controller with vehicle free but not a free fighter aircraft because you can buy them on the website army builder.
4. Turn 1 first command throws will all succeed. Second throw deduct -1 as usual.
5. No command failures moving from Back Table onto Main Table.
6. When forming Battlegroups:
        November 1940.
        Add +50% movement. This will automatically add +50 to weapon ranges.
        Check (Select)
          "Ignore random points modifier."
          Increase command distance +50% on your own. The website won't do this.
          Leave these options alone: (Don't check them.)
              "Ignore Battlegroup selection rules." (Stay historical)
              "Ignore point limits."
              "Ignore convert to inches." (Stay metric)
~~~
II MOTOR CORPS NEAR MERSA MATRUH
1. In reserve and on the flank with 3,266 pts. (2-3 Battle Groups)
2. Will not be active in Mersa Matruh Game.
3. If for some reason we do a second Mersa Matruh Game, perhaps II Motor Corps would be involved.
4. All officers upgraded +1 for free. (not observers)
5. Each Battle Group has one Forward Air Controller with vehicle free but not a free fighter aircraft because you can buy them on the website army builder.
6. Each Battle Group has two armoured cars free.
----------
----------
ORDERS FOR WESTERN DESERT FORCE
~~
ORBAT
CinC = Bill
2inC = Jim
~~
4th INDIAN DIVISION AT MERSA MATRUH:
CinC = Jim:
4,000 pts. within Mersa Matruh Box.
Up to 25% of the 4,000 may be used for fixed defenses.
Form 2-3 Battle Groups
Build a three-sided box for 4th Indian.
All 1940 officers upgraded +1 for free. (not observers)
Each Battle Group has two command failure Do Overs.
Each Battle Group has one fighter aricraft and observer with vehicle free.
When forming Battlegroups:
        November 1940.
        Add +50% movement. This will automatically add +50 to weapon ranges.
        Check (Select)
          "Ignore the random points modifier."
          Increase command distance +50% on your own. The website won't do this.
          Leave these options alone: (Don't check them.)
              "Ignore Battlegroup selection rules." (Stay historical)
              "Ignore point limits."
              "Ignore convert to inches." (Stay metric)
~~
7th ARMOURED DIVISION NEAR MERSA MATRUH
CinC = Bill
2,855 pts.
Two Battle Groups.
All 1940 officers upgraded +1 for free. (not observers)
Each Battle Group has two command failure Do Overs.
Each Battle Group has one fighter aricraft and observer with vehicle free.
Each Battle Group has two armoured cars free.
In reserve east and southeast of Mersa Matruh.
Will not be active in Mersa Matruh Game.
If for some reason we do a second Mersa Matruh Game, perhaps 7th Armoured would be involved.
----------
Bill's Remarks:
In almost fifteen games there has been insufficient motion. Though command failures simulate history in BKCII well enough, as a game, too many command failures are a "game" negative. All of us have been grumbly about this and I want us to have more fun. This is why all CO and HQ officers are upgraded +1 for free. (Not observers)

One national modifier is allowed for the well-trained 1940 Commonwealth crop of officers. Each Battle Group is allowed two command failure Do Overs. This also helps a bit with being outnumbered 8,000 to 4,000 in pts.

At the last campaign game a consensus arose that the optional rule, "automatic suppression" should not apply to AFVs. Let's try this.

I have a bias about artillery. Too much of it ruins games. I don't want this turning into WWI combat being unable to maneuver.
----------