Time for another game of I Ain’t Been Shot, Mum! with John and Dave…but what to play? Dave has requested an early war encounter, so a quick look back through my library of scenarios and I settle on one of Richard Clarke’s games: Lille.
The premise is simple: Rommel’s Germans are advancing rapidly on Lille, aiming for the village of Lomme, whose capture will seal off the escape route of all English and French forces in the area. The Allies have realised what the Germans are up to, and have dispatched a small force to hold Lomme for as long as possible. The scene is set for an epic clash!
The regular TooFatLardies specials are a fantastic source of scenarios for all the TFL products, including that hardy perennial, I Ain’t Been Shot, Mum!
With John coming round for a game, I needed a quick bit of inspiration (sometimes you need a change from playing your own scenarios all the time) so quickly flicked through Derek’s excellent index to the Specials’ content, available for free in the files section of the TFL Yahoo Group. It had been a long time since the Italians had graced the tabletop, so I decided to play the An Affair at Gazala scenario written by fellow Lardy Klaus-Dieter Fritsch from the Christmas 2017 special.
The scenario takes place in June 1942 during the Gazala battles, but is entirely fictitious apart from the general setting.
The British are occupying a position atop a ridge. On the ridge are three hills and a few ruined buildings. Each hill represents an Italian objective: their aim being to either take at least two of the objectives or force the Brits to retreat through breaking their Force Morale (a rule “borrowed” from Chain of Command).
The situation is complicated by the conditions. The whole table is considered rough terrain, with wheeled vehicles limited to the track running up the centre. Even tracked vehicles have a chance of bogging down if traversing the rough ground, and both sides had a Vehicle Breakdown card in their deck. On top of that, the remains of a khamsin sandstorm were still around: visibility was limited to 36”, all fire at Effective and Long range was reduced, and the dust kicked up by moving vehicles a factor as well. In other words, just another day up in the Blue!
A lot of Italians!
John would play the Italians. His choice, I hasten to add!
At his disposal, he had a three-platoon company of infantry consisting of a total of fourteen truck-mounted infantry squads and three AT rifle teams. These were supported by two platoons of tanks, with each platoon consisting of three M14/41 tanks, one Semovente 75/18 assault gun, and one L6/40 light tank. The Italians also had no particular shortage of Big Men or radios.
The British (or rather Scots!)
The Scots Guards holding the hills consisted of a three-platoon company of top class, stubborn, aggressive infantry (I shall refrain from commenting any further - the mother-in-law is from the Granite City - but there was no way the Italians were having our hills!) with plenty of Big Men, light mortars and anti-tank rifles.
Supporting them was a single Vickers MMG and a single 2pdr anti-tank gun (I think I was supposed to have two of these, but settled for one gun with a Bonus Fire card) plus an attached tank platoon of two M3 Grants, two A15 Crusaders and an M3 Stuart “Honey”. We’ll dispense with this last: the Honey spent just about the entire game Bogged Down, never getting to fire a shot and barely even catching sight of the enemy!
I decided to keep my armour in reserve, positioning them on the track, out of sight just behind the ridge.
It’s quiet…too quiet!
The Game Begins
As the sun rose over the British position, Italian Blinds began snaking their way onto the battlefield along the narrow track. Despite their elevated position, the khamsin prevented the Scots from spotting anything until the Italian column had passed a rocky outcrop near the track.
The Italian Armour Leads the Way
The lead Blind proved to be a platoon of tanks, so I deployed my single anti-tank gun (in a sangar) and opened fire. I also summoned my armour up onto the ridge: if the Italian tanks headed for the infantry platoon holding the hill on the right of my line, I wanted to have more than one 2lb and a Boys AT Rifle to face them!
Preparing for the Advance of the Italian Armour
The combined fire of the Grants, Crusaders and anti-tank gun proved effective: with the crews of the two lead Italian M14/41 tanks quickly bailing out as a fusillade of shells knocked holes in their vehicles.
Unfortunately, the abandoned vehicles then provided a neat shield for the other three Italian tanks, who would spend the next portion of the game shelling the Scots infantry in front of them with, fortunately, little effect.
The two tanks at the back are bailed!
“Keep your heids down, lads!”
Stymied on that axis of attack, the Italians now switched their entire effort to their right flank, advancing two platoons of infantry, their HQ platoon, and their other platoon of armour towards the left of the Scottish position as fast as they could go.
With so many units going forward together, there was a bit of confusion as the advance began, but the Italians soon sorted themselves out and began to threaten the Scottish line.
The Italian infantry advance by rushes, protected by a screen of tanks and the Khamsin
Although fire from the Scottish infantry proved ineffective due to the effects of the khamsin, the British tanks again enjoyed an initial success: knocking out the three Italian AT Rifle teams and taking a few chunks out of the advancing infantry.
All was looking good: with the Italian Force Morale reduced down to  in exchange for only a few casualties. Then, suddenly, the British tanks lost their mojo. All their shots at the advancing Italian tanks missed or bounced off armour, and return fire caused the crews of both Grants to bail: running for home chased by the jeers of their Scottish comrades!
I looked at my Force Morale: the loss of the tanks and a Big Man had dropped me down to , enough that if the Italians, despite their precarious hold on their own morale, managed to knock out a couple more tanks or infantry squads, then I was Gone (with a capital G), the Scots being ordered to retreat.
Correction: it was a Grant and a Crusader that bailed, not the two Grants
All now depended on who managed to land the first decent blow. Incredibly (in my opinion) it was the Italians who took the initiative: their tanks storming forward to burst through the British line and threaten to shoot everything up from behind!
Two Italian tanks burst through the line. Note the Bogged Down Honey!
A close up of the same situation
Both of the Italian tanks now turned their fire onto the Crusader: one shooting it from the flank, one from behind.
Much to my surprise, the Crusader survived this onslaught, its gunner returning fire, but with no effect, and the first of the Italian infantry was now getting ominously close to the Scottish sangars.
Things were desperate, but the crew of the Crusader kept their nerve, reversing up onto the hill to keep their front armour towards the Italian tanks. The gunner calmly targeted one of the Italian tanks…BOOM!
At this point, the Italian Force Morale hit  and I had won!
Well that was a bit close!
If the Italian tanks had managed to dispatch the Crusader that they had got the drop on (more than possible given the situation) they would have been in the perfect position to start taking out my infantry from behind, with their own infantry poised to attack simultaneously from the front. A narrow escape for the Scots: who had just not been able to do enough damage to the khamsin-covered Italian advance.
An amazing game that all came down to the last few minutes of the action. Thanks, Klaus-Dieter, for a great scenario.
This game was a small fictitious battle from a free scenario designed by Richard Clarke using IABSM. The scenario recreates what must have been one of many similar struggles going on in the closing days of the Normandy campaign in late summer of 1944 as the allies fought hard to close what became known to history as the 'Falaise Pocket'.
The last week of September 1939 saw a combined “Northern Front” Polish army join the attack towards Tomaszow Lubelski. Due to bad communications between the different Polish divisions, the result was a series of largely uncoordinated attacks by Polish unis arriving from the north-east, launched in the direction of the city only to be shattered wave-by-wave by the German defenders.
This scenario would represent one such attack: with Polish and German forces brawling for control of the centre of the table. Four objectives would be placed there, with each side entering the table and attempting to take and hold them. The game would end after ten appearances of the Turn Card, at which point victory would go to the side that held the most objectives. If, however, one side managed to hold at any point three of the four objectives, then the game would end immediately, with that side wining the battle.
Click on the picture below to see the extraordinary events that followed…
Derek put on a game if IABSM set in France in May 1940, using his excellent 10mm figures.
That's not me with Derek btw but my opponent!
I played the French: commanding seven H-39 tanks (good armour, but armed with a pop gun), two 25mm anti tank guns (good panzer killers!) and a platoon of infantry.
Facing me were five Panzer 38(t) tanks (excellent at this time of the war), two Panzer IVs, a platoon of motorcyclists, and some other infantry that never arrived or got off their Blinds.
I deployed my tanks along the treeline and waited for Rommel's boys to attack. This they did, their motorcyclists appearing first: dumping their metal steeds as soon as I hit them with some HE, and then rushing forward towards a nearby field.
Meanwhile his P-38(t) tanks had appeared and advanced towards my line over open ground. My tanks engaged, and a firefight broke out: his five Panzers versus five of my tanks and, soon, my two anti tank guns.
His tanks were considerably better than mine, but stationary and out in the open. Mine were carefully concealed in the edge of the wood, and some lucky dice rolling meant that soon three of his were abandoned for the loss of two of mine.
When one of his Panzer IVs also succumbed to anti tank gun fire, the Germans decided that they'd had enough and retreated. Victory to the French!
All in all it was a good, if quick, game. My tanks performed much better than I was expecting (one of them proved almost indestructible despite being hit many times) and the tactics chosen by the Germans suited my deployment perfectly.
My thanks to Derek and the rest of SESWC for their hospitality, and I'm already looking forward to the next time I'm up.
As part of a counter-attack that had already thrown the Germans back some twenty kilometres, the Polish 16th and 26th Infantry Divisions crossed the Bzura river near Lowicz on the morning of 14th September 1939, and the Polish 4th Infantry Division reached the road linking Lowicz and Glowno.
At this point, however, the retreating Germans were reinforced by the 4th Panzer Division, which had been withdrawn from the fighting in the outskirts of Warsaw, and launched a counter-attack of their own against the advancing Poles. This battle would recreate the encounter battle that followed.
A cracking game of IABSM in which a bold coup de main won the day. Click on the pic below to see all:
It was back to Poland for our latest game of I Ain’t Been Shot, Mum and an extraordinarily exciting encounter that went right down to the wire.
On September 7th 1939, reconnaissance units from one of the Panzer Divisions of General Nikolaus von Falkenhorst’s XXI Army Corps captured Wizna after Polish mounted reconnaissance squads abandoned the village after a short fight and retreated to the southern bank of the Narew. When German tanks tried to cross the bridge, it was blown up by Polish engineers. This game would recreate the German attempt to force the Narew Crossing.
Our last game of IABSM was set in the Tuchole Forest in Poland, right at the beginning of the war. Today’s battle would directly follow on from that encounter, and represent the stalwart Polish defense of Grudziadz. Both scenarios were taken from The September War, Part One, one of the TooFatLardies scenario packs that I have written for I Ain’t Been Shot, Mum!
Grudziadz was a strategically important town as it housed an officer academy, a cavalry school and the several army staffs directing Polish forces in the Polish Corridor region. It was, however, only lightly defended, with its garrison made up of infantry and border protection corps (KOP) along with supporting artillery. The German attack was launched from East Prussia by 21st Corps, mainly infantry and the reserve 10th Panzer regiment (mainly Panzer I and II).
Fellow Lardy Tony Cane has sent me another IABSM AAR, but this time with a bit of a difference: the game is set on the North West Frontier in the early 1920's.
According to Tony, the mission creep away from pure WW2 is all down to the purchase of Lardie specials. The scenario itself is from the Summer 07 edition, the piece on Mussolini's Baubles is in the Summer 06 edition, and those two combined with his collection of WWI German East Africa war figures and the fact he happened to have Pathans in the lead pile...
One of our Planes is Missing
The scenario, with minor changes to the orbat, follows that printed in the Summer 07 issue of the Lardie special, and uses the Mussolini’s Baubles adaption of IABSM in the Summer 06 edition.
"It's India's North West Frontier, the early 1920’s, and the CO has just asked me to lead a small force for a rush job requested by the RAF. They want a downed plane in the tribal area destroyed, hopefully before it is stripped of useful gear by the locals. This is a bit of a blow as I was looking forward to playing polo tomorrow afternoon!
"A team of engineer types has been provided for the demolition, along with motor transport for the whole force, and even an armoured car has been rustled up. So perhaps if we start early it should be just a case of motoring in, destroying the plane and then back out again. With a bit of luck I may still make the polo match, and then on to the RAF club for free drinks perhaps."
Events were to prove that Lieutenant Harrowell-Clarke was a bit optimistic about how easy things would be.
The local tribe were clearly fired up by the chance to get to grips with the forces that had bombed their village. They basically opted to prevent the enemy from even getting through the pass. First into the breach was a suicidal attempt by a small team to blow up the road as it exited the pass. The fates (cards) were not kind and two volleys from the section advancing on the road block wiped them out before the charges could be set. Still their sacrifice had caused a useful delay.
The Pathan snipers were however proving to be more effective. Repeatedly stalling attempts to remove the road block and actually causing a casualty on the MG team, and forcing it to retire. They were only overcome when chased off by the eventual advance of the Imperial forces.
Pinned down by sniper fire the lead section were not going to clear the road block any time soon.
The remainder of the force was now ordered to outflank the Pathans and, debussing from the transport, started toiling up the steep slopes.
Having organised the HQ section into firing positions on the right flank the commander returned to the troops stalled in the pass and finally got the attack moving and the road block removed.
A second Pathan band had joined those blocking the exit of the pass but caught in the open, the withering fire, of the now effectively deployed Imperial forces soon disposed of them as a fighting force.
With return fire slackening and time running out for the Imperial forces a hasty advance seemed worth the risk. First with the armoured car, then with the troops and transport of the HQ section. With this rapid progress the plane was reached in time (9 out of 12 turns allowed) and destroyed without any further interference from the Pathans. The first platoon moved up the road to cover the village but were not needed.
In the end a glowing report on a mission accomplished could be written by Lieutenant Harrowell-Clarke on the lines of, despite initial difficulties the aircraft was destroyed at the cost of only four casualties to the entire force. Though he probably did not get back in time for the polo match!
My enjoyment comes as much from working out which BoB scenario the game is taken from as reading the report itself! Blenneville or Bust! is a pyramid campaign involving five levels, so there are thirty-one possibilities in all. There's no mention of the name of the village in the report, but only the village of Chemont has a layout like that shown in the picture below. That means it's one of #5B, #5F or #5M. Only #5M involves German Fallschirmjaegers, so scenario #5M it is!
This time, The Sergeant and the Dice Demon, Steve, are playing one of the scenarios from the Bashnya or Bust! scenario pack for IABSM: scenario #4A Holm.
What's quite fun for me, as the author of Bashnya or Bust!, is working out which exact scenario they're playing from the photos. On this occasion, I knew it was Holm immediately (distinctive terrain!), but which one. Well the only one with that exact number of T-34/85s and that exact number of Panthers is 4A...so hopefully that's it!
Anyhow, click on the pic below to see all. Recommended...along with a quick visit to the two blogs this comes from as well. Excellent stuff.
As usual, I hope that neither of the gentleman mentioned above objects to me re-posting their text and pictures. It is genuinely intended as a way to spread awareness of both IABSM and their excellent blogs rather than anything else.
One of the blogs I visit regularly is that of Sergeant Steiner. He plays a variety of different games, and always writes a good battle report.
Here's a game of I Ain't Been Shot, Mum that he played recently: a scenario set in Normandy as the Shermans hunt some StuGs.
Click on the pic below to see all:
Vis Lardica is a website devoted to wargaming and military history, with a special emphasis on the company-sized rulesets produced by the TooFatLardies: I Ain't Been Shot Mum (WW2); Charlie Don't Surf (Vietnam); and Quadrant 13 (science fiction)
Welcome to Vis Lardica, a not-for-profit website mostly dedicated to the company-sized wargaming rules produced by the TooFatLardies, but encompassing my other gaming interests as well.