Sunday, May 5, 2024

Breakout

Yesterday's game was a snapshot of the Anzio breakout, May 1944, as run by Oriskany Jim under Battlegroup rules. Like Mark Ritchie's Tactical Combat, these are one-to-one rules, but a little more abstracted. Like Seven Days to the River Rhine, there is an emphasis on pinning rather than killing.

My opponent was Devon as the Germans, while Mark and Jim helped me out with the Americans (Mark arrived late and left early). Having placed most of the infantry and artillery to my left and tanks to my right, I took the former and my partners the latter.

The field had very rolling terrain, primarily obscuring but I was able to block Devon's biggest AT guns from seeing my own tanks.

As usual with Jim's tables, very crowded and tons of detail.




US:

A platoon each of Sherman tanks and armored infantry in M3 halftracks
One mortar and two machine gun teams.
A forward air controller with access to a P-38 Lightning.
An artillery observer which I misplaced almost at once among the terrain.
Three artillery pieces - one M3 with 75mm, and two M7 Priests with 105s.
An M10 tank destroyer.

Some American units:






Germans:

Artillery observer team
Four Mk IV panzers
Two StuGs
Panzer Grenadier platoon with MGs and 37mms on their halftracks
37mm flak gun on truck
88mm on cruciform base
Two off-table guns

Some German units:



Each vehicle had seven to ten shells available and we had to choose between high-explosive and armor-piercing.

Loss is based on drawing token when a unit is destroyed;
after a given amount, the side bottles out.
However, it's also possible to draw tokens for mines and airstrikes.

Tracking ammo. Order choices are at the bottom.

Sides must roll for the number of units they can activate - this is based on a roll of dice plus the number of available officers. Shooting requires an observation roll before the attempt to shoot. Players must choose to fire to pin or for effect - and pinning is likelier. Artillery fire always scatters, but given an observer this can be minimized.

Some of the setup - I didn't take many battle photos:






Turn 1: I moved up the board and fired smoke with my artillery - it mostly missed. I scored a direct hit on the 88, with minimum scatter, but you also have to roll for kill or pin, then the opponent gets to save. He saved easily against the pin check. Not much use!

In his turn, the smoke helped a bit as it increased difficulty both to observe and hit - Devon's light AT gun missed a loaded M3 halftrack, but his 88 took out one of my M7 Priests.

Turn 2: With so many rolls to make a single shot "stick," it was hard to do much damage. I kept advancing towards the rail line (and turned over the armor to Mark who arrived at this point). Our M10 tank destroyer killed an STuG, but otherwise little result, while the Germans pinned a few of our units and otherwise selected overwatch for next turn.

My infantry starts to debus.

Turn 3: My dismounts started exchanging fire with his, and dropped artillery on their heads, but much like in our River Rhine games, we mostly pinned each other a lot. Each American squad had a bazooka, so we also got hits on enemy armor, particularly in ...

Turn 4, when the P-38 finally turned up - and then was shot down by multiple rolls of 6 from a truck-mounted flak gun!

Note the mess of exploded tanks - part victims of 5" rockets,
part tank fire, part bazooka from that squad on the left.

In Turn 5, the Germans resurged on my side of the table and ultimately destroyed two squads with a combination of tank fire and infantry close assault. Our tank destroyer narrowly escaped a mine when Devon needed a four on 2d6 - and rolled a three.

All the tanks rolled poorly to fire into
the church - but then I rolled poorly on
my saves!

My infantry behind the hill at top, his infantry and a Pzkw
with 37mm about to take me out. The ACW-style fences,
btw, are cunningly made of toothpicks!

By Turn 6, we'd taken out the 88 and a couple adjacent units, and US armor was pincering the Germans. We were both nearing our "break-points" as determined by token draws, and Devon hit his this turn. While on the tabletop it was certainly an American victory - Germans down to a handful of pinned units and the nearly unhurt American tanks swarming over their left flank - late dice rolls could easily have gone either way. When destroyed, a unit with an officer draws two tokens (numbered 1-5, with break point at 32), and given the mix in the box the Americans would likely have bottled out earlier. As it was, all five American lieutenants survived the game, which also provided a significant bonus to the rolls for how many units we could activate. We never had to make a decision about which units to leave out of a turn, although Devon eventually had so few units that he didn't either.

The Americans also made the mistake of firing about twice as many artillery shells as the rules said we had in stock; a combination of me forgetting to track in later turns and Jim thinking we were using reloading rules (with a couple supply trucks off the table) really should have made the US assault more difficult towards the end.

That and both sides rolled badly a lot. There were times early on when we both should have taken critical losses that would have made a difference - if we had had average rolls. But c'est la guerre, I guess...

A good view of the very nice 88 team.
These rubber wildlife are doubtless traumatized.

Still, an interesting set of rules, a lovely table and miniatures led to a fun game. Sometimes the end result is not the point. At least that's my perspective, but it should be remembered that my side maybe shouldn't have won!

Jim had trouble with his recording; hopefully there will be enough for a video in around three weeks. I  also kept rolling dice when he didn't have the camera on ... sorry.

I am hoping to get in one of Jon Freitag's remote games next. Schedules will have to be juggled... see you next time.

9 comments:

  1. Thanks very much, Jennifer! A great writeup and a great set of photos!
    Yes, this was part of the Anzio Breakout, specifically the latter stages of Plan Buffalo.
    US forces included elements, Combat Command “A”, 1st US Armored Division.
    Includes elements of:
    Able Company, 3rd Bn / 1st Armored Regiment
    13th Armored Infantry Regiment, 26th RCT
    M10 GMC from “D” Company, 701st Tank Destroyer Battalion
    M7 HMCs from 33rd Field Artillery Battalion
    (sources: ANZIO BEACHHEAD 22 JANUARY - 25 MAY 1944. U.S. Army Center of Military History, Publication 72-19 and 100-10)

    German Forces:
    Remnants, 3rd Panzergrenadier Division, to include:
    Panzergrenadier-Regiment 29, Panzer-Bataillon 103
    Panzerjäger-Abteilung 3, Artillerie-Rgt 3 (mot)
    (sources: Feldgrau, German Armed Forces Research 1918-1945)

    While I would agree the Battlegroup system contains some abstract elements, I feel this is only because the system strives to include many of the more psychological aspects of tactical combat. Your units can get scared, confused, or simply not “see” what’s happening because they don’t share your god’s-eye view of a miniature game table. Furthermore, your small individual battle can be overshadowed by larger-scale victory or defeat in the much broader engagement currently in progress alongside your own skirmish. In short, your little plastic men don’t always do what you want just because you “tell” them to like we see in more “point-and-click” systems like Flames of War, Bolt Action, or Team Yankee.

    While such elements are critical to any system that wants to approximate the realities of combat, they are somewhat subjective and this require a more “abstract” system to track and resolve them.

    And yes in Battlegroup, pinning units is often just as important as killing units. This facilitates actual combat tactics of 1930-present, to which I can personally attest as a former NCO in the United States Marine Corps. So-called “Fire and maneuver” is literally infantry tactics 101, where a base of fire or overwatch element must PIN the enemy position before a maneuver or assault element flanks or rushes that same position without taking catastrophic losses to enemy opportunity fire, ambush fire, or counter fire. Without such suppressive fire, any advance becomes suicidal in just about any era with breach loading weapons, and a game has to reflect this at least to some degree.

    The table was indeed very dense, by design. This was the Albano road and Campoleone rail line in Italy, where the terrain was very mountainous, cut sideways with innumerable small rivers and creeks, and jammed with small stone villages with fields of wheat, grapes, olives, dates, and pomegranates. Such terrain is part of why it took US 5th and British 8th Armies (15th Army Group) the better part of two years to advance halfway up the Italian Peninsula, almost twice as long as it took 12th, 21st, and 6th Army Groups to advance from the coast of France almost all the way to Berlin and into what is now the Czech Republic.

    In regards to American artillery, we wound up firing one M7 HMC (105mm) actually only one time too many. The game ended on Turn 6, we didn’t fire them on Turn 6, so we fired them 5 turns, and the first turn was smoke. So they had seven units of fire on board, and we really only fired eight. The T-30 might have fired three extra units of fire, but that’s a smaller gun.

    What might have made a bigger difference was the erroneous inclusion of that “missing” American forward artillery observer. He wasn’t a missing figure, he wasn’t on the list. We included him anyway, a mistake totally my fault (I forgot I didn’t include him). This wound up giving the Americans an artillery advantage they really weren’t supposed to have (that +1 on spotting rounds – a house rule anyway).

    Devon also forgot to fire his off-board artillery (two 10.5cm FHbz18 howitzers) at least two turns. I retro-corrected one of these turns on the table (taking out our 60mm company mortars), but there could have been at least one more good barrage we missed.

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    1. Thanks very much for the commentary, Jim! I was very much reminded of playing Microsoft Close Combat back in the day, where victory relies very much on suppressing the opponent with fire and smoke, and morale rules that were quite innovative and realistic at the time.

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  2. I don't think the missing German artillery was TOO big of a deal, another step I was forgetting was his calling for his artillery to see if it was available. That's the trade-off between on-board artillery like your M7 105s and his off-board artillery like his 10.5 FHbz18s. On board, you alway have it and it does what you say, but you may run out of ammo. Off board, it actually belongs to a higher command echelon and you may not get it all the time, but it has "limitless" ammo. So at least one of those availability rolls Devon would have missed.

    You make a great point on how the Germans were “curb-stomped” on the table but actually came pretty close to winning on those Battle Rating Counters (final score was 34-25). For the Germans this was a defense and delaying action. A couple bad rolls or bad counter draws for the Americans could have seem them snatch defeat from the jaws of victory. This can easily happen in real combat because, for example, the two OTHER “games” on your left and right wings are making much better progress – but now they have to slow their advance because you’re not keeping up and this protecting their inside wings.

    One point where I completely disagree on is where you feel you didn’t deserve to be on the winning team. Your initial deployment of the American armor was perfect, it largely levered Devon’s better AT guns completely out of the battle, and forced his armor to redeploy against us. This completely negates what’s supposed to be HIS defensive advantage where we’re supposed to be coming to HIM. Your deployment of those tanks along the eastern road was great, as was Mark’s advance by fires. Only because Mark had to leave and I took over was I the one lucky enough to make all the actual gunnery rolls with the beautiful position you and Mark gave me, hull-down in that wheat field with five Shermans and an M-10 tank destroyer against just one German PzKpfw IVG and one StG-IIIG. Suffice it to say, that was the end of the German center.

    From there, I was able to turn his left, pivot, and roll up the wing to close the game while you kept him pinned on the right.

    But there was one shot where his 7.5cm PaK40 almost hit (and could have easily killed) my “A66” company commander. That would have been TWO counter draws, and with those counters numbered 1-5, we could have easily drawn the total of 7 needed to push us over the edge of defeat. So at least at one point, and he might not have known it at the time, Devon was within one roll of potential victory.

    But yes, I got plenty of footage despite my camera’s frustrating tendency to switch between landscape and portrait format – 84 minutes, MORE than enough for a two-part video I hope to have out on May 20 and May 27. They will be posted on the Sitrep Podcast YouTube Channel.
    https://www.youtube.com/@SITREPPodcast

    Great game, and thanks again for the great photos and writeup!

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  3. That is an amazing looking battle Jennifer, and a thoroughly enjoyable report. Thank you.

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    1. Thanks, Richard. I'm glad you liked it. All credit for the minis and terrain go to Jim; I'm always delighted by his tables!

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  4. yeah i dont think the missing OBA would have made a difference. I set up my main guns in poor positions, well the one by the barn was good. the 99 should have been on the hill over looking my left flank.
    what i did not do was use my tanks well. They got caught in a traffic jam
    your initial set up was well placed but i wasnt able to counter it like i should have.
    plus my rolling was terrible. I only took out that one tank.

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    1. Your rolling is one reason why I'm not that fussed about winning. Actually, the fact that it could have gone either way is a good sign that the scenario was balanced! But I am pleased that, luck aside, my tactics were good ones. You always want to hit the enemy where he isn't.

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  5. that should be 88 not 99 fat fingers.

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  6. Jennifer, great write up and pics. I love Devon's close up shots as well. This sounds like another awesome game I missed at Das Krieg Haus!

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