Tuesday 3 January 2023

D-Day Dodgers : Operation Ponte Natale

Happy New Year to one and all.  Now let's go back to just before Xmas - 1943, that is, 'somewhere in Italy'.  British forces launch an operation to secure a vital ( yet entirely fictitious ) river crossing at Ponte Natale; German forces mount a hasty defence. 

The explanation for this: I fancied to do a quick and simple game before Xmas, and I thought it was time the 'D-Day Dodgers'  WW2 Italian campaign forces had an outing. I thought Bob Cordery and friends 'Fast Play 3X3' version of The Portable Wargame might  offer something very simple, so I consulted his recent book The Portable Wargame Compendium.  I was in luck: see page 47 for 'Fast Play 3X3 Portable WW2 Operational-Level Wargame Rules' by Mark Cordone - for fighting the major battles of World War Two.  Essentially a combination of the '3 X 3' system  and the WW2 rules in Bob's  Developing the Portable Wargame book.  That should do nicely. 

The Compendium also has a chapter containing a selection of '3X3'  terrain set-up suggestions - I chose number 20, which features a river with a bridge,  and hills overlooking them, which seemed suitably Italian and a good defensive position for the Axis forces. I kept it very simple, as you can see:

The Bridge at Ponte Natale

Armies in this variant are of 6 units plus an HQ each side, available  unit types being Airborne, Armoured, Artillery and  Infantry all with 2 Strength Points (SP)  each ,  plus some special units:  Assault Guns/Tank Destroyers, Self-Propelled Guns and Heavy Armour which have just 1 SP each. ( I am assuming that the basic (2SP) units represent Brigades, or perhaps Divisions? )  There must be at least three Infantry units in each  army. 

With that in mind, I selected an attacking British Force : 

General Badger and 'Badger Corps'

Three Infantry units, 1 Armour, 1 Artillery, 1 Self-Propelled Gun  : total 11 SP

and a defending German Force :    

Her General Von Kleist and Kampfgruppe Kleist
 

Four Infantry Units,  1 Artillery, 1 Assault Gun : total 11 SP.

Each side also has its HQ, of course, and the ability to conduct airstrikes, for which the model aircraft make a rather extravagant 'marker' (all that is required by the rules, simply to mark the grid area under air attack) . I decided that all units would be 'Average' quaility, just for simplicity (  if 'Airborne' had been in use by either side, it would have been only fair to make them 'Elite' ).

Allowing 6 SP for each side's HQ, the total strength was 17 SP each, therefore 'Exhaustion Point' would be reached at a loss of 6 SP. 

Deployment is Defender first, in his baseline or middle row grid areas ( or Reserve ),then Attacker in his baseline or Reserve areas only ( both sides' Artillery units are placed in 'Reserve' area  ). I duly deployed both sides: 

Iniital Deployments

Notice a single brave German infantry deployed in front of the bridge, the other three remaining behind the river. Perhaps unfortunately for the defenders, I forgot to allow any of them to be 'dug in' at the start - perhaps the defensive position was only a very hasty one, having just rushed to the area in response to the British advance! And so to battle. 

The  sequence of each turn starts with initiative die rolls (1D6) - highest roll  moves first, and the die score gives the number of units that can move. Then 'Airstrikes' : again 1D6 each, highest score gets an airstrike - if a tie, both get strikes. If one side is deemed to have air superiority, they get two dice and use the highest score - I gave this advantage to the British, as befits Italy in 1943. A nice touch was that the 'Initiative' die rolls could give a result which indicated bad weather - so no airstrikes. Then both sides Artillery get to fire simultaneously, followed by the player who won the initiative moving his units, then combat, then the other player moving, and combat again.   That's the end of the turn, and we go again for the next turn.  

Victory is achieved by one side if they can occupy one of the opposing side's baseline grid areas at the end of the opponent's combat phase - so obviously the British needed to cross the river to win. If neither side achieves victory that way, battle continues until Exhaustion Point(s) are reached.  There can also be a designated terrain objective that must be taken to achieve victory - though  in effect that would be the same, the British would need to cross the river and reach the German baseline. By default I assumed  the Germans would win if the British did not reach their baseline - it seemed unlikely that the Germans would try to counter-attack to reach the British baseline!


Airstrike! First blood to the R.A.F..

I won't give a blow-by-blow account, partly because despite the simplicity of the rules, I still managed to miss vital points on several occasions, so I may have played them completely wrong at many points! Suffice it to say it lasted eight turns, and was pretty 'ding-dong' back and forth stuff. Airstrikes and Artillery had a big role right from the start, on Turn 1 a British airstrike hit the German  infantry defending  the bridge, taking 1 SP and 'pinning' it,  only for the German artillery to mete out the same treatment to the British infantry advancing to attack the bridge, and forcing the supporting Self-propelled guns to retire!

The British made a general advance to  keep pressure on the defenders across the board, even though the bridge was obviouly going to be the focal point ( I decided that the river could only be crossed there).  The Germans hastily 'dug in' their infantry where possible, and brought up their Assault Guns to back-up the bridge defenders. British airstrikes wiped out the forward defending  infantry unit as early as Turn 2, while British artillery concentrated on counter-battery fire on the German artillery - without  much success, it has to be said.  German artillery focussed on trying to break up the British attacking formations, with quite destructive effects. This was lucky for the Germans, as  they knew they would have fewer opportunities for airstikes.

British SP guns go 'up in smoke'
 

The British central  thrust at the bridge struggled from the start, with their Self-Propelled Gun unit destroyed  by defending Assault Guns  quite early on, but their infantry fire kept the pressure on by destoying a second German infantry unit - at the end of Turn 3 losses were British 3SP, Germans 4SP.

Turn 6: the Luftwaffe makes an appearance
 

Inevitably the British armour had to move to the centre to spearhead the attack on the bridge - probably should have done so from the start!  British armour and infantry repeatedly tried to advance to assault the bridge, but defensive fire from the German infantry and Assault Guns kept knocking them back. Finally the British armour and Infantry attacked across the bridge on Turn 7, taking 1 SP and 'pinning' the defending infantry, but themselves having their infantry forced back - attack stalled! 

Turn 8: the final British 'push'

 

In the next turn, the British won the initiative and pushed forward again for another assault - defensive fire damaged the British armour, but in the ensuing close combat the British finally prevailed, the defending  German infantry and Assault Guns both being destroyed. The British infantry was forced to retreat, however, leaving their Armour, with only 1SP left, sat unsupported on the German baseline... thus the Germans on their turn had to kill the British armour to save the game. They brought their last Infantry unit down from the hill, attacking the British tanks from the flank - and just couldn't kill them. The infantry lost 1SP and ended up pinned down, the British armour held position on the defenders' baseline, and the day was won. 

German Infantry's desperate counter-attack ( 2p coin for 'pinned', 1p for 1SP lost )
 

Final losses totals : British 5 SP,  Germans 9 SP  - only 1 German infantry unit and their Artillery remained in position, both having only 1SP each remaining.  So, a pretty thorough bashing received by the Germans, but they made it pretty tough for the attacking Brits.  As I've said, I think I managed to play the rules wrong in several ways - a salutory lesson in just how easy it is to overlook or misinterpret even the simplest rules! In paricular I got the characteristics of the 'special units' (SP Guns and Assault Guns)  wrong, and even worse I only allowed firing to occur about half as much as it should! I think if played correctly, it would have been a much more 'quick and dirty' battle, but all the same I had a throughly enjoyable time, and the balance of the game  swayed back and forth throughout before that decisive last assault over the river.  A nice simple little game for a pre-Xmas afternoon, before the eating, drinking and gifting took over - and it gave the D-Day Dodgers some table time, of which there needs to be much more, I like these 'old-school' forces.  I plan to review them and organise them  a bit more formally - probably making formations suitable for the 'Rapid Fire Reloaded' rules. does that count as a New Year's Resolution? 

I hope everyone had a good festive season, and are not too downcast by the return to normality and (for those in the Northern Hemisphere ) dreer January.  The answer is of course, to cheer ourselves up with hobby activities... Meanwhile, keep well, everyone. 

 


22 comments:

  1. Excellent report. My wine glass gets too much "proper" use to ever be turned upside down to hold a plane... but inventive idea.

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    1. Thanks Richard, glad you liked it! I confess it's a plastic picnic wineglass that I have appropriated for gaming. Can't claim to be original - I suspect Trebian at Wargaming for Grown-Ups may have given me the idea.

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    2. Yes, Graham ("Trebian") regularly uses a turned-over wine glass as an aircraft stand in his RCW and RCW games.

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  2. A fine way to start the gaming year. The glass with the aircraft on is a neat trick.

    With mistakes, I find two things, firstly they often apply to both sides so their effect is slightly mitigated and really, we roll so many dice in a game, that the randomness and variables we introduce often dampens down the impact of the mistakes.

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    1. Thanks Norm. I agree, the errors probably balance out if they affect both sides, I was just a bit shocked at some of the things I had missed, even in a pretty short set of rules! In particular, in each side's combat phase ALL eligible units from both sides may fire - I was only firing the 'active player' units. So there should have been twice as much firing, which would have sped things up quite a lot! Of course as you say, that would have applied to both sides equally.

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  3. Always good to get the models on the table for a quick game and nice to see aircraft in the game.

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    1. Thanks Peter - I agree entirely! Indeed, good to get the aircraft involved.

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  4. A great battle report, and one that will spur me to get some more work done on my own Eastern Front/Great Patriotic War PW rules.

    All the best,

    Bob

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    1. Thanks Bob, glad you enjoyed it! Very glad to have inspired you to work on those rules - I look forward to seeing them published.

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  5. I didn't think the British would make it given the balance of forces. I've got the D-Day Dodgers song going around my head now!

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    1. Thanks, Chris. Admittedly the '6 units per side', effectively equal forces could make it hard for an attacker against a strong position. The British benefited from their Armour unit, and by having air superiority. 'We are the D-Day Dodgers, way out in Italy',,

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  6. Looks like it was a great game, and any errors applied to both sides will even out. There isn't really a wrong way to play, the Portable Wargame is really more of a tool kit easily adapted to whatever type of game one wants to play. The only important thing is that you had fun.

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    1. Thanks Mark - yes, a thoroughly enjoyable game and it went 'down to the wire'. I will make sure to read the rules more carefully next time, though! I am now thinking I could do 'real' Operational level games,assuming units are Brigades/Divisions. The Allied landings on Sicily might be a start..

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    2. That sounds really interesting. By the way I often play unbalanced 3x3 games, 7vs6, 7vs5 and 6vs5. Sometimes with the extra units as late arrivals. I have found that a difference greater than two units between armies is too one sided, and you really need at least five units to give enough tactical options. I'm looking forward to seeing where this goes from bere.

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    3. Thanks Mark, yes interesting about 'unbalanced' forces, which are probably more 'realistic' ( carrying out an attack without numerical superiority is actually quite rare? ) but also the need to avoid a foregone conclusion. My game gave the attackers some advantage by allowing them air superiority, and 'forgetting' to have the Germans dug-in at the start! As you have said, these rules are made for tinkering with...

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  7. Looks like a good game for a small space.

    Happy New Year!

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    1. Thanks Jon, indeed it was! And it was a really quick and simple way to get a game on the table 'on impulse' so to speak. I am a bit pushed for space and time ( while not necessarily a 'skirmish' gamer ), so this sort of thing is interesting.

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  8. An interesting report although I can't quite get myself into 3x3 PW. I spotted the original Airfix Germans - unfortunately mine are succumbing to brittle plastic disease.

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    1. Thanks Jim - I can see that '3X3' is not going to be to everyone's taste, it is very much simplified and that may make it a bit too 'gamey' for some? But it was at least a very quick and easy way to just get the models on the table and get back into the habit of gaming, so to speak - and that has made me think about and start planning what else I can do. The 'Operational' level looks quite interesting - see other comments from Mark Cordone and Bob Cordery.
      Yes they are my Airfix Germans, which I have had since I was a child, luckily the 'rot' has not set in! I always liked them, and they bring back memories of Charles Grant's 'Battle', which is where I started with all this, so I made a point of re-furbing them for my WW2 forces. Mind you, as veterans of at least 50 years old, they may have to have their movement rates reduced a bit..

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  9. David,

    What I’m thinking about is a 3 x 3 (or even a 5 x 5 or 6 x 6) game where units represent regiments/brigades.

    Examples:

    Conscript Russian Rifle Division might have:
    3 x Rifle units (Rifle Regiments) 3 x 2 SPs
    1 x Artillery unit (Artillery Regiment) 1 x 2 SPs
    1 x Recce unit (Recce Regiment) 1 x 1 SP
    1 x HQ unit 1 x 2 SPs

    Trained Russian Tank Corps might have:
    3 x Tank units (Tank Brigades) 3 x 3 SPs
    1 x Motor Rifle unit (Motor Rifle Regiment) 1 x 3 SPs
    1 x Artillery unit (Artillery Regiment) 1 x 2 SPs
    1 x Recce unit (Recce Regiment) 1 x 1 SP
    1 x HQ unit 1 x 2 SPs

    Veteran German Infantry Division might have:
    3 x Infantry units (Infantry Regiments) 3 x 4 SPs
    1 x Artillery unit (Artillery Regiment) 1 x 2 SPs
    1 x Recce unit (Recce Regiment) 1 x 1 SP
    1 x HQ unit 1 x 2 SPs

    Veteran German Panzer Grenadier Division might have:
    2 x Panzer Grenadier units (Panzer Grenadier Regiments) 1 x 4 SPs
    1 x StuG unit (StuG Brigade) 1 x 2 SPs
    1 x Artillery unit (Artillery Regiment) 1 x 2 SPs
    1 x Recce unit (Recce Regiment) 1 x 1 SP
    1 x HQ unit 1 x 2 SPs

    Trained German Panzer Division might have:
    2 x Panzer units (Panzer Regiments) 2 x 4 SPs
    1 x Panzer Grenadier units (Panzer Grenadier Regiment) 1 x 3 SPs
    1 x Artillery unit (Artillery Regiment) 2 x 2 SPs
    1 x Recce unit (Recce Regiment) 1 x 1 SP
    1 x HQ unit 1 x 2 SPs

    All the best,

    Bob

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    1. Thanks Bob, that is most impressive and I think may be very useful! I will have to try to come up with something similar for the Allies in Italy - an Indian Division would be fun, given the figures I have acquired, and I have a book giving OoBs for them.

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    2. I like those army lists, Bob -
      One option I might suggest for a German infantry Division of 1944 (I'm thinking of 352 Division at Utah beach). It seems that there were a series of Divisions numbered in the 350s and 360s with the same organisation. The option I suggest dispenses with or maybe adds a SP anti-tank unit.

      3 Infantry Regiments @ 4SP
      1 Artillery Regiment @ 2SP
      1 Fusilier Battalion (Recce) @2SP AND/OR
      1 Self-propelled Anti-Tank Battalion @ 1SP (StugIIIG or Marder38)
      1 HQ @ 2SP

      As far as I can recall, there was just one Division of this type at the Normandy beaches on 6 June. I think the 353rd joined the campaign later. The others lacked the SP AT Battalion, having AT guns instead, Even then those AT guns were often static - emplaced, with no means of transport. For those Divisions I'd be inclined to subsume them into the artillery.

      Not a topic I've given much thought to so far, to be honest!
      Cheers,
      Ion



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