The first D-Day scenario I did was the first scenario from Where The Hell Have You Been, Boys?:  US Rangers try to find hidden guns protected by German troops.

Ranger D and E Companies advanced from a trench and took fire from sniper and MG42 from the farm. The Rangers took some hits, drove on, and close assaulted the building, taking out the MG42. They then moved down the road, found the sniper, and took him out. 

Then MG42 fire started from the south side as the Rangers advanced down the road. The MG42 causes some casualties, and pinned the advancing rangers, who are trying to spot the hard pavement road where the guns might be.

Some Ranger reinforcements from Company F luckily arrive to the east of the town of Le Guay. This draws the attention of the MG42 for a few turns, allowing the Ranger D and E Companies to advance and run across the road to the left using bocage as cover. They move off the table to the south, find and blow the guns.

Rangers win but the Germans but cost the Rangers 18 men.

George Gouveia

 
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My first game — “Find The Guns” — saw me playing as the defending Germans looking to hold off the Allied advance from Pointe du Hoc with a couple heavy machine guns, snipers and some off-board artillery. One of the remarkable things about IABSM is the vast amount of space represented on the table, making decisions of movement and firing very important. My artillery was also very unreliable, representing some of the German communication challenges come alive. That said, with only a few men at my disposal, I was able to stave off and force the Americans to redirect through constant harassing fire until their reinforcements entered under a blind at my rear. With one of my machine guns and both snipers finally destroyed, the last of my Germans found themselves pinched on two sides of more-skilled US troops who took the game.

Brooklyn Wargaming

 
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The Set Up

Still WIP and …… I know there is not a Martello tower up north but I am no longer calling this Bridlington it is simply my ‘British Seaside Town’. Still lots to do and buildings to add in the background and then more details.

Yes. That is the Iranian Embassy minus a floor . It was always intended to double up as a seaside hotel.

Day One

Terrific first day at 1st Corps HQ:

The Germans managed to establish a foothold in Bridlington although suffering heavy casualties. Tomorrow is the British counter attack.

Great fun!

Day Two

Second day at 1st Corps HQ , Snaith:

The British put in a counter attack to drive the invaders back and recapture the harbour area to prevent second and subsequent German assault wave landings. .

A very even fight took place over nine turns but eventually the Brits pushed the Krauts back into the sea to secure a firm hold on the main and dominating feature of the hotel.

A terrific weekend was had. We sorted out lots of points concerning the forthcoming games weekend at South Yorkshire Air Museum the last weekend in November.

Salutes to Cookie who gets a Mention In Despatches for retrieving 10 x 4 sheets of our terrain base from three lanes of the M5 motorway! ( dont go there !!) . Fusilier Chris for all his efforts especially his ‘sausage surprise’ on Saturday and Sunday mornings! Michael , another Mention In Despatches for 3D printing throughout the last week, into Saturday night and for having no sleep over the next week or two either! Simon , as always for talking sense and sorting out lunch over two days.

Mercian Miniatures

 
 

Tomorrow Cooky and I are refighting Market Garden .

This scenario is based on 1st Parachute Brigade trying to reach the bridge at Arnhem. In their way is the blocking force set up by Sepp Kraft and his SS training school troops.

We are using I Ain’t Been Shot Mum rules and dusting off my 20mm collection that I painted thirty years ago.

Marcian Miniatures

 
 

This was a fictitious scenario that was based on some units of the 21 Panzer Division moving closer to the Sword Beach landing area than they did historically on June 6th.

A very open area (no buildings) wiith a low ridge in the center of the table, 8th Company and Panzer Grenadiers of the 192 Panzergrenadiers Regiment were tasked with meeting the British advance from Hermanville sur Mer as far forward as possible.

This game was one that the Germans could not reasonably win, but presented a plausible action with neither side knowing what was on the other side of the hill.

Overall the Germans lost every Panzerjaeger halftrack and the platoon leader, along with the command halftrack and two Big Men, and four of 24 grenadiers. The KSLI had a total of 20 casualties in its three platoons and one platoon leader killed One troop of the Staffordshire Yeomanry was destroyed by the halftrack PaKs.

A simple game that had some interesting kit for a June 6 scenario.

Mark Luther

 
 

This scenario takes place on the south bulge of the Kursk battle on July 12, 1943.

It was part of the counter offensive by the 18th Tank Corps of the 5th Guards Tank Army. The LSSAH's SS Panzer Grenadier Regiment 'T Eicke' and the 3/SS StuG Abteilung along with a pair of Tigers from the 13/ SS Panzer Regiment are holding the hill and village of Andreevka

Lend lease Churchills from the 39th Guards Heavy Tank Regiment, infantry of the 32 Motor Rifle Brigade and the 181 Tank Brigade are tasked with taking the position.

Five of the eight T70s were knocked out. Five of the Churchills were also destroyed and two had turret and gun damage. The Russian infantry had only 17 casualties at this point (out of 64 troopers) so was in decent shape, but one platoon was pinned down on the right and would have to retreat soon.

The Grenadiers lost one MMG team and seven other men. The only damage to the German armor was a StuG out in the center.

The game was designed to have at least one more company of T34s. There was another company of infantry available also. The Germans were lucky to be on the receiving end of an uncoordinated attack.

Mark Lutherr

 
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Earlier this year with Winter Wonder Lard V then creeping up very quickly, Phil and Jen recruited Andy and I to play-test their new I Ain't Been Shot Mum scenario which featured a change of scene for them being set during Operation Barbarossa where a German reconnaissance unit was tasked with capturing a strategically important bridge...

Near the bridge was a Kv-1, unfortunately it had broken down and the crew were trying to fix it by banging it with spanners...

Starmaskaya village was a nondescript little hovel but had a nice church - and a Soviet supply dump.

The German reconnaissance unit, commanded by Andreas von Krähe, aggressively advanced down the main road to the bridge a Schwerer Panzerspähwagen leading the way.

Not realising the Soviets, commanded by the legendary Bolshevik Krasnyy Stiv, were lying in wait!

But before the Soviets could meaningful react Von Krähe gunned his BMW motorbike combinations down the road to the bridge, though some Germans were caught in the rear by Soviet rifle fire.

The Kv-1 crew manfully fought off the first assault by the now dismounted motorcyclists - more than one fascist receiving a dent in his helmet from a quality Workers spanner - but they were soon machine-gunned down. 

Heroes of the Soviet Union to a man, their sacrifice for the Motherland will not be forgotten and even as their still warm blood seeped into the soil of the Rodina, their noble delaying action allowed the Soviets to bring up more armour in the form of two T-70's!

Pikiruyushchiy Bombardirovshchik!!! With the German advance stalling on the outskirts of Starmaskaya a dreaded Stuka appeared and rained hell on the defenders inflicting casualties and shock!

On the opposing flank German armour appeared over the hill a second Soviet 45mm 53-K anti-tank gun (Sorokapyatka) engaged the panzers, though it soon fell victim to another Stuka attack!

However despite several of its crew lying dead around it the other Sorokapyatka fought bravely on...

An Sd.Kfz.231 falling victim to the deadly "little 45"!

Meanwhile with the Soviets no longer having any anti-tank capability to protect the other flank, Von Krähe aggressively pushed his jack-booted force forward...

The Soviets on the outskirts of the village put up an valiant resistance against the superior numbers of fascist invaders but were pinned under the weight of enemy fire and eventually pushed back into the village itself.

However with dusk starting to fall and the Sorokapyatka AT gun, now down to just one crewman, taking out a Sd.Kfz.222 (another Hero of the Soviet Union here!), Von Krähe realised he was not going to able to complete his mission despite the crumbling Soviet defence and would have to try again another day (assuming he was not sent to a Strafbatallion for his incompetent failings).

Another fun IABSM game owing a lot to Phil's running of it and Jenny's lovely terrain, it went down well at Winter Wonder Lard V and subsequent Lardy Days were P&J ran it - hopefully I'll get a chance to play the follow up 'Return to Starmaskaya' at some point and remove all traces of the fascist from the Motherland!

Steve

 
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Defence of Calais 1940 fought between the same group of players including 1st Corps, Jerry Cook , Mark Wilson , Vince Noir , and Chris ‘Fusilier’ Keeber.

A very close game with the British Carrier Plattoon and armour creating high casualties to the Germans whilst at Calais the British defenders stood to at their defences and created a narrow British victory allowing British Forces to slip away to fight another day . 🫡

A great weekend , exciting games, awesome kit and fellowship. All of this possible because of our ancestors bravery and their sacrifice. We Will Remember.

Mercian Miniatures

 
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My second game at this year’s Operation Market Larden was a superb looking I Ain’t Been Shot Mum battle set during Operation Barbarossa, the German invasion of the Soviet Union in June 1941.

I would play the Soviets, advancing onto the table to expel the Germans from Starmerskaya, securing the two bridges over the river in the process.

My plan was fairly simple. With three companies of infantry at my disposal, I decided to advance forward on three mutually supporting axies: left up the railway line, right up the road, and then threading their way through the fields in the centre.

I had two units of armour: a very weak unit of three T-26’s and, later on, five T-28s. The T-26s would also advance along the railway line, and we’d see where the T-28s were most needed when they eventually arrived.

The plan was to advance quickly forward until the infantry made contact, then bring up the armour to help, with each column free to help the others if required. I also wanted to get my one decent 75mm tank gun into a position where it could shoot at anything coming over a bridge.

The first action was on the left hand side of the field, near the railway tracks. #1 Platoon advanced forward quickly, supported by my single T-26 with a proper gun, and ran into a German recce section of three armoured cars.

A shot from the T-26 blew one apart, with another being close enough to get damaged as well. My infantry then swarmed the armoured cars and dispatched them and/or their occupants with grenades and sticky bombs. The only fly in the ointment was that a shot from one armoured car knocked the track off the T-26 so that although it was still operational, it couldn’t move.

Next contact was in the centre, where #2 platoon ran into a strong German position in the town square: a platoon of infantry and a couple of MMGs.

This proved a tough nut to crack, with one squad taking significant casualties (enough to send them flying from the field) before troops from #1 platoon, marching to the sound of the guns, arrived on the Germans’ flank and shot them to bits.

Meanwhile, one of my T-28s had arrived, taking position to cover the bridge at the other end of the road. It was lucky that it did, as a German panzer platoon had just started to cross.

A couple of shells from the T-28 winged their way towards the enemy tanks and was lucky enough to not only hit the lead tank but blow it to bits, utterly blocking the bridge. The ‘corpse’ was also still on fire, so its fellow tanks couldn’t even get close enough to shunt it out of the way. That bridge was firmly blocked, and would be for some time. The rest of the German tanks therefore retreated back to their side of the river and began making their way to the other bridge.

Meanwhile, platoons #1 and #2 had finished off the Germans in the main square and kocked out an anti-tank gun ‘guarding’ the central road. This would prove important later in tne game as I had two T-28’s heading towards that road.

The Soivet infantry then wanted to head over to the far road in order to take out the last German pocket of resistance (another anti-tank gun, another platoon of infantry) but couldn’t get across the square as it was still covered by the last of the recce armoured cars that had retreated away from platoon #1’s advance.

This last Sdkfz-222 proved a real pain to take out: I had to wait several turns until a tank arrived and then the 222 took out one of my HMG-armed T-26s. I needed more armour there!

Back on the elft flank, where the German panzers were now trying to cross the other bridge.

Fortunately by this time I had managed to get another two T-28s onto the table, and fire from them and the original T-26 hit and destroyed the lead Panzer IV.

It didn’t blow up, however, so one of the following tanks managed to push it out of the way…only to be hit and destroyed in turn.

There would be no Panzer IV reinforcements for the Germans!

Back to the right, and I was now in a position to send heavier armour up the central road to deal with the Sdkfz-222.

At the same time, my lead T-28 was now exchanging fire with a German anti-tank gun covering the road, only really surviving because of the intervention of the Soviet airforce who had pinned the gun crew with a strafing attack.

A T-28 then arrived in the main square and blew the German armoured car to bits.

This allowed platoon #1 to advance towards the bridges, and platoon #2 to both advance forward and help suppress the last pocket of German resistance around the anti-tank gun on the right. With another T-28 to help, that wouldn’t be taking very long!

Mindful of the fact that I needed to secure the bridges, I now had infantry from platoons #1 and #2 on the river road, shooting up the last German infantry platoon who had arrived from the right hand bridge after a hair-raising traverse past the burning panzer.

Soon they would be supported by the T-28’s who were just turning onto the river road from the left, past the smoking remains of three Panzer IVs.

Job done!

A great game of IABSM superbly set up and run by Phil and Jen.

I did have the luck of the devil in my initial firing, blowing armoured cars and tanks to pieces with ease, but I also succeeded by keeping the initiative and making my opponent react to my movements rather than vice versa. As ex-army man himself, he was kind enough to say that I had delivered a masterclass in how to play IABSM.

My thanks to everyone for the game: a cracking afternoon’s wargaming.

 
 
 
 

Brilliant test of the rules as loads of kit in table.

Massive effort by the boys at 1st Corps . Massively appreciated. Great fun as always.

Mercian Miniatures

 
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Towards the end of September 1939, the remnants of the Polish army fighting in the North fought the Germans for control of the city of Tomaszow Lubelski, but their attacks arrived piecemeal rather than as a co-ordinated effort.

This scenario is a brawl in one of the outskirts of the city, where both sides fight for control of the centre of the table, represented by four objectives, three of which have to be taken to get a win. Two are at either end of the main road bisecting the table, and two are in each of the more built up areas.

Things began well for the Poles, and my Blinds were soon dominating the table (the left hand photo, below).

Unfortunately, I had expected more German Blinds to arrive before I could deploy, so had used a Dummy Blind on the left to scout forward. Had that been an actual unit, then I would have won the game almost immediately, as that and the advance of more of my Blinds into the main town would have given me control of the three objective markers I needed.

As it was, when the Germans de-cloaked their single Blind in the centre of the table to reveal their Panzer platoon, I was a bit stuffed: I didn’t have anything on the table apart from infantry and cavalry, neither of which (at this stage of the war) were particularly good at taking on tanks, especially not tanks armed with 20mm auto-cannon!

Almost as bad, the Germans had also advanced an infantry platoon right up to the edge of the main town, forcing my cavalry to deploy on the narrow main street and then shooting this inviting target to significant effect, forcing the survivors to make a rapid retreat into the graveyard!

By this stage I had amanged to get one of my infantry guns into action and had destroyed a Panzer II, but the cornfields were preventing me getting a clear shot off at the others.

Meanwhile, the Germans had taken the smaller village and were moving in on the main town. Cleverly, they were using internal lines to concentrate their forces, whereas I had split mine into two parts…and was now paying the price.

With half my infantry tied up on the other side of the battlefield, I just couldn’t stop the Germans moving in on the main town. Yes, I damaged then as they advanced, but not enough to stop them: there were just too many of them: effectively two platoons and a platoon of medium MGs versus my single platoon, remnants of the cavalry, and a single taczanka!

Meanwhile, I had received a platoon of armoured cars as reinforcements, and was well on the way to finally eliminating the Panzers that had so successfuly held up my southern advance.

This was, however, far too late to make a difference to the battle and, as my men were forced to pull back from the larger town, the Germans captured the third objective they needed and the game!

Well that had been a neat lesson in the tactics of using internal lines and concentrating your forces from the Germans!

I really lost the game the moment I deployed one of my platoons of infantry to the south of the battlefield and was forced onto the defensive there by Rob’s five Panzers. Without those tanks, I would have had three objectives early on in the encounter, but as rushing infantry acorss open ground in the face of mass autocannon fire is not a wise thing to do, they effectively held me up for long enough for the rest of the Germans to arrive and win the battle.

A great game of I Ain’t BeenShot Mum.

Robert Avery

 
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Playtesting our IABSM game for “Operation Market Larden” at Evesham this weekend. The Germans held off the Russians with massive casualties to both sides.

Phil Turner

 
 
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This scenario was directly from Rob Avery's Anzio: Wildcat to Whale book. It is Game 5 - The Huts, an action that took place January 26th, 1944.

I wanted a basic setup to use as a teaching game. The table is flat. The forces are small with mainly a weak British company from the Grenadier Guards and an attacking company of Germans from 29th Panzer Grenadier Division.

The Brits were overwhelmed and the survivors made it back to the heavy cover.

Mark Luther

We ended the game at this stage since there was no hope of the Brits recovering the Huts. The German MMG team hadn't even been committed and the 2 Tigers were a pretty effective deterent.Final casualties were 29 out of 72 German infantry hit along with 2 Big Men The Grenadier Guards had 14 of the 28 men down.Not the best learning game for Bill P but everyone enjoyed it.

 
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6mm I Ain't Been Shot Mum game played at Gigabites Cafe in November 2024.

Mark Luther

 
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Fantastic game over two days on 16 x 6 table at 1st Corps Miniatures HQ.

Terrific scenario and play using IABSM rules with the superb 28mm collection of Michael and Simon.

The game went to the wire with the German advance reaching the Russisn entrenched positions on the high ground . Having taken those they reorganised having taken heavy casualties before continuing the advance.

Russian counter attacking forces were robust in grinding down the Germans with heavy losses on both sides.

Both sides had valid reasons to claim a victory .

Mercian Miniatures

And here’s a few more pictures of the game from Michael Curtis:

 
 
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This scenario is based upon the Dec 2, 1941 Soviet counterattack on the leading edge of the German drive towards Moscow.

The German 258 Infantry Division had punched through the Russian 222 Rifle Division and was only 27 miles west of the capital. At this point, with the weather down to -30C, the Russians launched an attack at the point of the German spear. Meanwhile tanks of the 136th and 140th Tank Battalions came in from the South East to cut off the Germans. This is the basis of this game.

We decided to call it at this point. Bryan was out of infantry to support his three Valentines. With two +1 Tank Aces in the StuGs, they would probably take out those survivors.

However the German defenders were out of PaKs and there was another unit of Russian tanks coming: T-34s from the 140th Tank Battalion, so that would be interesting. At least the Germans would have a chance to get into some defensive positions and hope for reinforcements.

Final casualties were:

  • All five T-60s KO'd and four of the Valentines were gone. Only a third of the Russian infantry was left and they were considered ineffective.

  • The Germans lost only five infantry but also both PaK 38s and the 2cm AA.

This was small but fun game with some interesting kit.

Mark Luther

 
 
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We played “Citadel:the Breakthrough”, scenario 4, CoC PSC, biggered up to company-size with Des Darkin’s CoC dice activation at Bruce Ross’s.

In the Grossdeutschland sector of Kursk, Soviets fell back to Syrtsevo after managing to force a new Tiger to bail on the outskirts in the last game. This time, GD brought a platoon of Panthers (with the teething issues) along with MkIVs and a PG kompanie. While the Reds got two T-34 platoons and a battery of ZIS-3s(bonus support from last win) and a battered rifle company.

It started with a stonk that forced a bail out of a Red tank, while the German tank platoons approached the village on the short side. The T-34s showed themselves on each village end, and the cannons revealed in the center, just as the Panthers pulled out of an orchard.

Only one PG platoon revealed, and Red inf. stayed under blinds, so very much a tank game. Another T-34 was immobilized. German losses were a brewed Mk. 4, a bailed Panther (“Ronson” rule made them -1 to morale, from 4) with possibly more later from the Zis-3s being only 12in. away.

So GD pulled back, giving the Soviets a win to defend this table again. Thanks, Bruce! IABSM with CoC dice is becoming the 15mm go-to ruleset for the close-in segments of Kursk tank fighting.

Wil Depusoy

 
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Friend Rob fancied a go at I Ain’t Been Shot Mum so what better way to start than to play the first scenario of the two Polish campaign books: Chojnice.

This game is set on 1st September 1939, and involves the Poles (played by me) trying to hold a vital railway bridge for long enough to blow it up whilst Rob, playing the Germans, attempts to take the bridge and defuse any charges that have been laid.

The start of the game, viewed from the German end of the table

Polish spotting forced the deployment of the first wave of Germans: a zug of light armoured cars heading up the right of the railway line, and a zug of machine guns deploying right on the edge of the wood just by the bridge.

Likewise German spotting revealed a platoon of Polish infantry in trenches just by the bridge. The die in the middle of the bridge shows how many times the Turn Card has appeared: once it reaches a certain number, the Polish engineers may try and blow the bridge up.

The action then switched to the small road bridge on one edge of the table, with a German kradschutzen (motorbike-mounted) platoon trying to get over the otherwise impassable river. They were trying to get to the small copse of woods at the far end of the table where a couple of Polish mortars had deployed and were busy ranging in on the German machine guns in the centre.

Unfortunately, the homestead near the road bridge was packed full of another Polish platoon, one squad of which opened fire on the lead element of kradschutzen and, with a cracking roll of the dice, wiped them out!

By now the Polish mortars were properly ranged in, and had started dropping shells onto the German machine guns. These had, however, already managed to severeky damage one squad of the Polish platoon protecting the bridge. The German armoured cars were also now in a position to blast away: their 20mm autocannon keeping Polish heads firmly down.

In return, however, off-table Polish artillery fire had also now begun to rain down on the Germans in the central wood.

Although the Poles were taking casualties, so were the advancing Germans, and it wouldn’t be long before a platoon of taczanka horse-drawn machine guns also added their weight to Polish firepower.

The Turn Card had also now appeared the requisite number of times, with the Poles just waiting for the right combination of cards and dice to blow the bridge: their first attempt having failed.

The pressure was therefore on the Germans to break the deadlock, and luckily for then, their missing third platoon finally found their way to the bridge and deployed in position to assault the bridge.

More Polish mortare and artillery fire rained down, severely damaging the third platoon of Germans as they waited for the order to charge the bridge.

The Poles had another go at blowing the bridge, and failed again, which gave the German commander the opportunity to send in his men.

It was carnage: the Poles were already battered by constant machine gun and autocannon fire, and just couldn’t defend themselves against frsh German infantry keen to get out from under the artillery and mortar bombardment.

The Poles were largely wiped out and the bridge was now in German hands, charges removed, and the rest of the Poles were forced to retreat.

Could the Poles have re-taken the bridge?

Possibly, although it would have been very difficult for them to do so, especially with the German armoured cars still very much in the game.

In the end we called time at this point, giving the Germans the win, although they had taken just about 50% casualties to their infantry. A victory, but a very costly victory indeed!

 
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Great Eastern front game this weekend with John and Cookie.

Russian rearguard trying to hold on while waiting for a counter attack to push the Germans back. Germans achieved their first objective by capturing the first defence line but were held by the end of the game by the Russian counter attack.

All figures , vehicles and buildings by 1st Corps on an 18 x 6 ft table. Rules used I Aint Been Shot Mum .

Michael Curtis

 
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June 16th 1940: Western Desert

The gaggle of British officers clustered on the ridge could scarcely credit their eyes, below on an open plain the lorries of the column Lieutenants Dier and Gape (11th Hussars) had attacked earlier were drawn up in some kind of wild west wagon-train laager whilst around them swirling dust clouds indicated the presence of those pathetic tin-cans the Italians called tanks.

Two thoughts crossed Lt Colonel Combe’s mind as he surveyed this remarkable scene – “Who do they think they’re fighting, and do they have any concealed artillery?” Turning to Lieutenant Seymour-Evans (7th Hussars) he ordered “Take your chaps down there and stir up a hornets’ nest but keep your eyes peeled for any concealed guns”.

Inside the Italian laager Colonello D’Avanso was in a bit of a state: since the attack by swarms of British armoured cars (valiantly chased away at some cost by the attached armour of IX Battalion) his column had fragmented into at least two, possibly more parts, with lorries requiring repairing and his Libyan troops in need of a respite he had little option but to halt and attempt to collect his scattered Raggruppamento together.

The utterly flat and featureless terrain offered no protection and in order to lend some semblance of a defendable position he formed the transport column into a laager box for his anxious and alarmed infantry to reorganise themselves behind – in reality it offered no defence whatsoever but it provided a morale boost to the Libyans. The only real defence against any renewed attack by the British was the armour of IX Battalion and the guns of 17th Battery (carefully concealed at the corners of the laager). Now he sweated and waited – who would arrive first; the rest of his column or those damned British armoured cars!

With a roar and generating the usual clouds of dust Lt Seymour-Evans tanks crested the ridge and began the descent into the plain below – to his left was B Troop (2 Mk VI light tanks), to the right C Troop (2 A9 Cruisers), in the centre his own Mk VI was accompanied by a Marmon Herrington from 11th Hussars to act as a radio net vehicle.

Reacting promptly to their appearance the Italian armour advanced to meet them, closing rapidly and then at the last moment turning and haring off again (the Italians in their L3s had been expecting more armoured cars – they advanced, spotted the heavier British tanks and sensibly immediately withdrew without being spotted in turn).

The British armour continued to advance but was making slow progress over the rough ground; visibility was poor as they bounced around at full speed, although C Troop did identify the armour to their front as 3 Italian L3 tankettes, the other mobile Italian force retired to the rear of the laager – the British HQ Troop was also spotted and placed on table.

Slowing the headlong rush, Lt Seymour-Evans peered closely at the laager wall facing him, identifying infantry flattening themselves under the trucks – no sign of any heavy weapons, B troop promptly sprayed the line of trucks and infantry (causing minor amounts of shock and some KIA among the Libyan infantry of the two CHQ squads). The lead A9 (the severe terrain had caused some straggling) opened up on the nearest L3, missed, tried again and saw it explode into flame, the other A9 opened up causing engine damage to another L3.

The Cruisers of Troop C activated and with two shots destroyed the remaining L3s to their front, the lead A9 full of confidence charged forward towards the laager. But here the Italian Poor Fire Discipline worked in their favour, enabling them to deploy both field guns in the southern corners of the laager, needing 1 dice to reveal their position, the first gun had one aimed and one snap shot at the A9 sitting at point blank range – and missed both times, the other gun also performed poorly, failing to get a hit on the Mk VI tanks (although it did force a retirement by one). A short burst of activity – the retiring Mk VI rolled a spectacular 18 and disappeared back almost to the ridge.

An even shorter “turn”, with only three cards being drawn: on the Italian Blinds card elements of 1st platoon deployed and assaulted the close A9, forcing it back (but not very far) on its activation – the other A9 sprayed the gun crew, causing KIA and shock. The next (and final) activation was the Italian guns who between them managed finally to knock out the A9 – this was to be the high water mark for the Italians.

As is the way in IABSM two very short “turns” were followed by one where every last card had to be played through. On the Italian side more infantry were spotted or voluntarily deployed (including finally the Big Man D’Avanzo himself), some shock was removed from the gun crews, who were suffering terribly out in the open, and they were all but silenced by concentrated British MG fire. The remaining L3s emerged on the western side of the laager and opened up on the MK VI opposite (the retired MK VI was making slow progress in recovering from its head-long flight – Lt Seymour-Evans was furious at their conduct!) to no effect.

From here we played through to Tea Break Ten, when the real-life clock meant we had to bring the game to a close. The remaining L3s were shot up badly, one had a turret jam and engine damage, another was immobilised and abandoned, the third knocked out in the dual with the Mk VI’s of B Troop. The HQ MARC and Mk VI together with the remaining A9 concentrated on sweeping the enemy guns (who quickly disappeared) and infantry causing considerable losses.

Long before we actually ceased playing it had become very apparent that there was absolutely nothing the Italians could do, although it was quite surprising how long it was taking to break the Libyan infantry, even with only one D4 Big Man to assist. The armour was reluctant to close into close range as the resultant infantry fire all too often caused a retirement which ate up time and dice, so most of the engagement was conducted at effective range – the A9 though we discovered could really lay on a hideous amount of fire with all three MGs (it benefitted on several occasions from the Armour Bonus card to move and then activate and remain stationary on its own card, which allowed the third, driver’s, MG to be used).

Comments

Well it was an odd game – in that it genuinely reflected the hopelessness of the Italian situation the scenario should be considered accurate, however as a game it was less appealing – once the guns were silenced there just wasn’t a game to be played anymore and credit goes to both players for persevering through what had quickly become an academic exercise. That said the Italians did knock out an A9 thus diminishing the quality of the British Victory and with better dice when the guns were revealed could have caused acute embarrassment.

So as a historical scenario it was fine, but as a game I’m not so convinced – if (and that’s a big if!) I were to play it again I’d be seriously tempted to allow the L3s to have their normal MMG factors; this would at least allow them to engage the British armour. On the other hand the concealed field gun ploy couldn’t have worked better – and if they had hit four times instead of missing four times when revealed (it sucks not to get a single 5 or 6 on 24 dice!) this AAR would read rather differently.

Given that we played in 6mm on a 6’ x 4’ table – I do wonder (despite this being accurate scale wise) how much of a different game it would be in 15mm. Not least the footprint of the Italian laager would be very considerably larger – I managed to fit 16 trucks, 1 car, 2 field guns and 14 sections into a 6” or 7” square, which meant quite a lot of manoeuvre room. Not sure how big a square 16 15mm trucks would be but I’d expect it would comfortably fill the centre of the table!

We did make some errors, for which I take full responsibility – this mostly involved the ‘desperate straits’ small arms attacks by infantry weapons to force morale effects on armour. Given that the L3s had been degrade to LMG so had no AT capability, I had decided to allow them to roll for the morale effect at whatever range – this at least allowed them a use, and I figured the British had no way to know that the fire couldn’t penetrate...unfortunately, somehow, we managed to translate this to the infantry fire as well and it wasn’t until the after-game analysis that we realised/remembered that it should be limited to close range! And this despite several comments from all involved during the game that the effect seemed odd!

Oops, mea culpa! Not that this had a ‘major’ effect but I think it did extend the game a bit as the British armour kept having to make up unnecessary ground – anyway it wouldn’t be IABSM if we didn’t screw something up!

Zippee

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