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kustenjaeger
United Kingdom
Joined 19/11/04
Last Visit 24/03/16
104 Posts
Posted on 21 March 2010 at 20:02:36 GMT
Greetings

Today we played part 2 of our 6mm game of Operation Jupiter on 10 July 1944 near Caen using each unit/stand representing a platoon. I'll do a full write up in due course when I've got the umpire's notes (he kept a record by turn). A briefish summary follows.

The 6' x 4' table was set up to play lengthways with the British FUP at one end and their initial objective (the line of the current D8 road) about half way up the board. The slopes of Hill 112 rose beyond that to the orchards and fields of what historically was to become Cornwall Wood to the 43rd Wessex Division and Calvary Hill to 9 and 10.SS Panzer divisions. Beyond the crest the table sloped down to the Avenay - Eterville road more or less on the German baseline. The west side of the table rose to slightly lower elevations than Hill 112.

I commanded SS-Pz-Gren-Regt.21 (less the gepanzert battalion detached off table to my left around Esquay) with the forward companies of my two motorised Panzergrenadier battalions and their two PAK40 platoons (stands) dug in along the Etterville-Evrecy road (the current D8). Each battalion's reserve company (each rifle company was only 2 stands), the supporting 8cm mortars, 7.5cm infaltry guns and battalion pionier platoons (stands) were dug in on Hill 112 with the CO and HQs. The regimental pionier company was dug in at the back of the hedged field on the hill as a backstop. An FAO - dug in on the crest of Hill 112 - had the SP artillery of I/SS-Pz-Div.10 on call (a Hummel and 2 Wespe batteries). The gepanzert battalion and armour from SS-Panzer-Regiment.10 was potentially available as reinforcements.

The British commander had the three battalions of 129 Infantry Brigade ($ and 5 Wiltshires, 4 Somerset Light Infantry (SLI) and two squadrons of Churchills of 7 RTR as well as a Crocodile squadron of 141 RAC. Three FAOs could call on the three battery 94 Field Regiment and there was one turn's scheduled fire from 8 AGRA (23 dice). Brigadier Mole also had the potential to call on elements of 214 Brigade in divisional reserve.

The British orders - to take Hill 112 - started with all the three battalions plus the tanks being massed toward their right (west) in order to take the road on that flank and roll up other defences east along the line of the road before pressing up the ridge.

British progress was initially slow (until the British player changed his dice Smile ) with Lt Col Lipscomb of 4 Somerset Light Infantry initially seeming a candidate for replacement. Luckily he found his mettle later on and 4 SLI actually did the most with least casualties of all the infantry.

The initial AGRA barrage stunned the defenders along the road (which was the German MLR) but not for long. British smoke was used to blank out the line of the road to mask enemy AT guns and observers (though this did not always arrive owing to some failed FAO rolls). The British advance in the open was punished by the German artillery when the FAO saw gaps in the smoke - they were firing 10 dice concentrations - and in early turns the dice were producing 5-8 hits, wiping out whole infantry companies at a time.

The Churchills moved on regardless, helping their weakened infantry onto the first objective which was cleared as much by tank fire and Crocodiles as by the infantry - Panzerschrecks merely delayed the inevitable. However German mortars and infantry guns were used to pour more killing fire onto advancing British infantry already caught by the artillery.

Meanwhile I (as the German regimental commander) prudently called for reinforcements against the mass of infantry and tanks in the valley below. I was not to see any until the beginning of the last turn we played when a number of Panzer IVs appeared behind Hill 112 having been released by division following Allied slow progress around Eterville (see last game) - my infantry reinforcement were apparently still held up by Jabos.

Having finally reached and largely cleared the line of the D8 the British player realised that he needed more infantry if Hill 112 was to be taken and 7 SLI [historically it was 5 DCLI] was brought forward in trucks however these lost about 5 platoons from an accurate German stonk before they debussed.

The game ended (at about 11.30 am on 10 July, after 14 30-minute turns) with the Germans still in place, unmolested, on the upper slopes of Hill 112, though smoke was being used to blind their FAO. The British were in force on the old German MLR, with AT guns being positioned against any potential counter-attack - but their main prize loomed above them.

The Germans had lost 7 infantry stands and 2 PAK40 - all from their MLR along the line of the road. The British armour was untouched (apart from some paint damage) but their infantry was in tatters with the main killer being artillery, infantry guns and mortars - the four British battalions could more or less field six or so companies between them compared to the sixteen they started with - 4 and 5 Wiltshires were down to a company each having taken 75% casualties in infantry.

We played 14 turns using BKC II (BKC I last time). While we've got a few niggles we thought it played fast. We'd done quite a lot of preparation and all had the rules - I'd also done spreadheets for all the forces and although the forces were tweaked a little by the owner of the figures (as he didn't always have quite the right ones) it was pretty close to the historic OB.

While we used historical OBs I did add it up from a points perspective out of interest. All infantry were costed as having IATW. The British fielded at the start about 7500 points (excluding the opening AGRA barrage) and got about another 1200 with the arrival of 7 SLI. The Germans initially had about 3000 points plus roughly 160 points of field defences with the unused but on table panzer reinforcements at the end adding another 750 points.

We play with hidden deployment on a map so the attacker's job is a bit more difficult. The Germans basically avoided giving their positions away if possible - basically everything the British saw they killed with tanks or guns. So the German CO, HQs and FAO on high ground dominated the table when they weren't blanketed in smoke - the mortars and infantry guns were on reverse slopes etc and the dug in units spotting for them did not fire or move themselves. The British blanketed the line of the road with smoke - easier because the road was already a registerd target from the initial scheduled AGRA fire - but they really needed more guns to do this properly (maybe they should have had 214 Brigade's guns as well). The German FAO really benefited from the +1 he got from being on higher ground and the smaller deviation also helped when engaging targets nearer the British start line.

The next game will probably return to 130 Brigade's flank for the afternoon of 10 July. Having written down a lot of SS-PzGren-Rgt.22 can a reinforced 130 Brigade take Eterville and then jump off from the Eterville - Evrecy road to break the German defensive crust, take Maltot and release 4 Armoured Brigade to the Orne? The untaken slopes of Hill 112 will loom menacingly on the western edge of the table and the remaining armour of I SS Panzer Korps lurks the other side of the smokescreen on the eastern edge. I get to play the British next game ...

Regards

Edward
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 21 March 2010 at 20:27:17 GMT
Sounds like a great game! Hidden deployment really makes the attacker work hard - as it should be! Grin
fred12df
United Kingdom
Joined 08/12/05
Last Visit 18/05/15
260 Posts
Posted on 22 March 2010 at 07:55:22 GMT
Really good write up. Some photos would be great.

Sounds like a really well thought out historical campaign - and seems to play out like historical Normandy battles.

Do you think the German arty was perhaps a bit strong - do you need some counter battery options for the British?
kustenjaeger
United Kingdom
Joined 19/11/04
Last Visit 24/03/16
104 Posts
Posted on 22 March 2010 at 08:27:28 GMT
Greetings

A full write up and photos and probably the combined scenario will come over time.

The German artillery support was historically light in that the regiment had an artillery battalion in support and we didn't use any werfers from 8.Werfer.Brigade on the frontage (or any other divisional or corps artillery). I did suggest using the CB rules (which would have been to my detriment) but the umpire didn't want to complicate his life. In any event it would have helped my position as the Germans that (in this case) they were SP and armoured. If we use CB for the next game then the supporting artillery will be towed.

We do wonder about the template sizes although we're not necessarily convinced by the optional smaller templates either.

Regards

Edward
GavinP
United Kingdom
Joined 03/04/06
Last Visit 27/06/13
102 Posts
Posted on 22 March 2010 at 10:08:49 GMT
The answer to template size is of course to spread out though....Grin That of course comes with it's own set of problems.

How much terrain was on table? I've found that I'm putting maybe too much terrain down in order to replicate Normandy correctly, but thereby stalling the attack by increasing the numbers of command rolls required to move. Crossing Linear obstacles etc.

Sounds like you're having a whale of a time, and I look forward to more reports and pictures where possible.
kustenjaeger
United Kingdom
Joined 19/11/04
Last Visit 24/03/16
104 Posts
Posted on 22 March 2010 at 12:54:40 GMT
Greetings

Much debate about spreading out - technically the 'typical' two companies up should have a bout a 1000 yards assault frontage (so roughly 50cm) with quite a bit of depth between the assault and reserve/follow on companies. For BKC purposes to remain in optimal command distance one needs slightly narrower frontage (about 40cm).

Terrain was open from the FUP (which had concealment) up to the road which was hedge and tree lined. We didn't represent the crops which might have had a marginal effect - the fact that the Germans spotting for indirect fire were on high ground meant that they had line of sight into the low area terrain.

In terms of having a lot of dense terrain on the table (which we didn't in our case) moving through things like bocage or BUAs the overall movement rate is going to be agonisingly low and there's an argument I think for playing on smaller tables.

Regards

Edward
nikharwood
Sea
Joined 14/08/05
Last Visit 03/12/24
1472 Posts
Posted on 22 March 2010 at 22:15:11 GMT
Nice write-up: as others have said, some pics would be great Cool
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