Saturday, 31 August 2024

D-Day Dodgers : Rapid Fire at Monte Lucedelsole

Having been 'getting round to it' for ages, I thought I'd better finally have a go at putting on a game using some of my 'D-Day Dodgers' WW2 Italian campaign troops, and try out the basic  Rapid Fire Reloaded rules.  Previously I had staged a British  assault on the (entirely fictional) hamlet of  Monte Lucedelsole, somewhere in 'Sunny Italy' - hard to believe that was in June 2020!  On that occasion Colonel Badger's force had failed to capture the position, so it seemed logical for the Tommies to have another go. 

This time the perhaps dubious honour of attacking will be given to the 1st Battalion West Suffolk Regiment, and the defence provided by the 1st Battalion, 960th Grenadier regiment of the Wehrmacht - the glorious exploits of both outfits being again mysteriously absent from any official records of the conflict. 

First, a view of the position, perhaps as seen by a British airborne observer ( North is at the top ): 

Monte Lucedelsole defences  from a British view

First of all, I should admit that it doesn't look too much like Italy! My next move in this project must be to acquire or make some more appropriate scenery - Cypress trees, olive groves, vineyards, perhaps? And maybe a less green and lush table covering too - a little more Mediterranean style. But for now, let's imagine it is rainy autumn in Italy, and try to ignore those rather Northern-looking trees.    

The German battalion has three infantry companies and have deployed No. 3 Kompanie divided between  the Western wood and hedge behind it,  No.2 Kompanie holding  the central hedgeline and the scrub-covered  hill, and No.1 Kompanie in  the Eastern wood ( on right of picture). Meanwhile  the Battalion HQ, and the 4th (Heavy) Kompanie with its MMGs and 81mm mortar are entrenched on the hill along with their Infantry Gun Kompanie with its 75mm gun - a useful piece of kit. Finally the A/T Kompanie with its PAK 40 gun is secreted behind the Western wood, in case British armour advances up the road. The latter is unlikely to see much use, however as the West Suffolks have no tank support today - I am keeping it simple in my first game, this is pretty much a straight infantry fight. With the Heavy Kompanie and the Infantry gun, the German commander must be confident of giving good account to any attacking formation - and all his troops are initially concealed from the view of any intruders advancing from the South ( I have made some of them visible in the picture of course,just for convenience ), 

Without further ado, here come the West Suffolks on Turn 1: 

Enter the West Suffolks..
The British know that the position will be defended, so are not simply charging up the road, and approach fairly cautiously, rifle companies deployed and ready for combat.  On their left (West) is 'A' Company, with the battalion's Carrier Platoon advancing boldly to the hedge-line, from where they can automatically 'spot' German 3 Kompanie in the West wood (spotting is automatic at 6 inches distance, even in cover such as a wood). In the centre, 'B'  Company footslog forward, while the Support Company's 3-inch mortar crew have dismounted from their carrier in the stone-walled enclosure.  On the right, 'C' Company moves up on foot, along with the  Battalion HQ's PIAT Team and 2-inch mortar. The Battalion Commander and his aides are also quite adventurous (rash, as it turned out), moving up to the hedgeline in their carrier and thus also able to 'spot' German 1st Kompanie in the Eastern wood.  The West Suffolks' 'D' Company is held in reserve off the board at the start.  

It looks quite a challenge for the West Suffolks, essentially assaulting a postion held by a force at least equal to theirs, but I think this does reflect the reality in Italy 1943-45, where the Allies often did not  have overwhelming numbers to throw at the Germans.  What they did have was good artillery support, so accordingly I have allocated a Battery of 'off-board'  25-pounders, with a Forward Observer unit mounted in a Bren Carrier.  I seem to have forgotten to place the FO in this picture(!) - they arrived just behind 'C' Company. Many of the  British will have been seen immediately by the defenders, but are as yet out of range of their infantry weapons and/or using some of the  hedges etc  to block line-of-sight. 


With British Bren Carriers approaching pretty close to both woods - in fact within 6 inches, which meant that the rules allowed the British to automatically 'spot' any troops there -  could the German infantry lurking at the treeline let rip at them? The rules have a useful mechanism which provides for just that - as long as they have not already moved/fired in their turn, the defenders may interrupt their opponents turn with Ambush Firing .    Therefore, the first shots were fired as both 3 Kompanie and 1 Kompanie let rip at close range - using both normal infantry weapons and Panzerfaust ( a 'one shot' weapon, but this was as good  a time as any ).  At the West wood, 3 Kompanie's Panzerfaust managed to miss, but their rifle and LMG fire scored a hit which (rather crucially) disabled the Carrier Platoon's vehicle-mounted machine gun (VMG)   - so it could not return fire. At the East wood, 1 Kompanie's Panzerfaust operators aimed better, scored a hit and damaged the Battalion HQ Bren, but did not destroy it - I imagine the Panzerfaust round must have glanced off the armour somehow! The riflemen and LMGs did better, inflicting one hit and thus also disabling the Bren's VMG.  All good fun,  and a learning process with the rules - the British carriers got close to the woods to  spot the German troops within, and got into the cover of hedges, but in the process were rather shot up, and lost their VMGs, and therefore their ability to return fire!  Perhaps it would have been better to have advanced a little more slowly - at up to 12 inches they could have taken a test, rolling 1D6 (needing a 5 or 6 to succeed ) to spot the Germans in the woods.  Probably the latter would have opened fire anyway. but would not have been able to use Panzerfausts - the British carriers would most likely have got off more lightly, and may have been able to return fire, the Germans having revealed themselves by firing. A nice lesson on tactics, and a bit of 'learning the ropes' of Rapid Fire Reloaded.

Next, the British could fire - but those carriers were no longer able to! Only a couple of figures of  'A' Compamy were able to 'draw a bead' on 3rd Kompanie in West Wood, but their shooting was good: they rolled a 6, inflicting the first figure loss on the defenders ( old school figure removal - I rather like it!), and that completed the Britsh turnOver to the Germans, who moved no units but were able to let rip with a small storm of fire.  3rd Kompanie shifted their attention to the West Suffolks'  A Company and did well (rolled 5 and 6 on 2D6) , removing 2 figures.  From the hill the Heavy Kompanie's 81mm joined in, zeroing-in on their British 3-in mortar counterparts. With HE 'direct fire' you roll 1D6 to hit, then for an 81mm mortar it's 3D6 for effect against hard cover, 5 or 6 to 'kill' - they inflicted 2 kills. BUT a crewed weapon with 3 crew has to lose all 3 in one turn to be eliminated, so Gerry needed another hit - at which point, I realised later, I didn't notice that mortars fire twice per turn... oops! The German infantry gun joined in, but rather crucially missed, and the British mortar crew lived to fight another turn - to make things fair, I allowed them only one shot in their next turn. At  the East wood, German 1st Kompanie kept up their fire on the damaged Battalion HQ Bren carrier, but could score only 1 hit, not enough to knock it out  - an open-topped AFV requires 3 hits from infantry weapons to be eliminated.  

So battle is joined, with those rather hasty Bren Carriers having taken a bit of a pasting, but at least establishing that the two woods were defended! To be continued - I'll leave you with a picture from Turn 2, the West Suffolks  continuing  forward, with the Carrier Platoon and Battalion HQ unsurprisingly dismounting from their battered carriers:


 I have probably given far too much information here, having covered only the opening turn(!), but I am treaiing this as a sort of revision aid/discussion document  for the RFR rules : which so far, I find I like well enough.  Everything is very simple and seems pretty logical: you are rolling one or more D6 to hit, and with artillery/mortars you then roll variable numbers of dice for 'kills'. Mortars with 2 shots per turn should be pretty deadly, as was indeed the case - I  just need to remember that rule!  The spotting rules made sense too- and I  think  this is crucual in a WW2 game. You aren't allowed to speculatively fire at say, a wood, but if you get close enough to see any occupants, or if they fire first, you can let them have it - that simple rule works for me.  

That's where things stand at the moment - 'real life' has intruded rather, but I hope to get the game finished tomorrow. Will the West Suffolks be able to prevail, given their artillery support? Or will the   960th Grenadiers stand firm? I hope to  report the outcome in the next few days. Until then I hope this has been of interest to those who haven't tried these rules - and in the meantime keep well, everyone.   

18 comments:

  1. Nice opening to the action report (assume there will be a future piece). At a guess, only a miracle can help the West Suffolks achieve their objective.

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    1. Thanks Chris, yes there will be a conclusion - though not actually played to the finish yet, so no spoilers! I think the West Suffolks indeed have a stiff challenge here; they may not be vey happy to be sacrificed just so that their high command can learn the rules!

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  2. Riveting battle account, David. You leave your readers with a cliffhanger.

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    1. Thannks Jon, glad you enjoyed that. I had better dial down the details a bit now, or it will be more like watching paint dry..

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  3. Enjoyable battle report. I look forward to seeing how things proceed.
    Alan Tradgardland

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    1. Thanks Alan, glad you enjoyed that. I was aiming to finish the game today, but I admit I am loath to be indoors on a sunny late summer day, so there may be a slight delay..

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  4. David,
    You can get many very nice Mediterranean mats these days. I'd suggest the fleece type (if you want to put hills under it) of if you just want flat, the mousepad type.
    FoW even do a double sided which can be had fairly cheaply:

    https://www.flamesofwar.com/hobby.aspx?art_id=5447

    Other than that it's DIY...

    Neil

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    1. Thanks for the tip, very interesting! I also have a book on making Mediterranean terrain from the 'Setting the Scene' series, which includes making a mat but is pretty 'heavy-duty' DIY, so I think buying one is indeed more likely.. The book is good on Olive Groves, Vineyards etc, and I may have a go at those.

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    2. Hi David, I just remembered that Peter over at Gridded Wargames Almost but not Always made a Mediterranean mat out of one of those decorating covers, and it didn’t involve too much work if I remember correctly.
      Chris

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    3. thanks Chris, I will take a look for that. Peter's scenery ideas are uually well worth knowing about!

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  5. Seems to me like a typical Italian campaign attack. Nasty place but luckily for me, my dad made it from Sicily, up the boot and finally to Holland then home, fixing field telephone lines under fire the whole way.

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    1. Thanks Ross, indeed lucky for you, in a pretty existential way..
      My partner's uncle was also in Italy, with the Royal Corps of Signals. We are slowly deciphering (pun intended!) his service record, and it looks like he had a much more cushy time, attached to various Air Force HQs - I suspect no line-laying under fire for him!

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  6. Good to see you getting a game in, even though are chaps are having a tricky time of it. Looking forward to the next instalment:)!

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    1. Thanks Steve, yes I am glad to finally set up game! Admittedly the Brits have a tough job here, but it's mainly about me learning the rules. The little plastic casualties will 'live' to fight another day!

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  7. Super report David. Looks like a uphill struggle for the Brits. Looking forward to the next installment.

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    1. Thanks Richard, glad you liked that! Hard going for the Tommies , but their mortar team seems to have a charmed life so far at least.... It's mainly about learning the rules really!

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  8. Enjoyable battle report and good to see them in action.
    Alan Tradgardland

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    1. Thanks Alan, glad you enjoyed the report ( I think you probably meant the 'after action' report in the next post? ) . It was fun and I will keep going with this project!

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