Battle for Mechili – Commonwealth Reserves

Historically, the 2nd Battalion Royal Tank Regiment and its supporting units were slow to respond to the 7th Hussars’ request for support as they didn’t believe that Italian tanks could attack.

 

Reserves – Turn 2

B Squadron, 2nd Royal Tank Regiment

B Squadron, 2nd Royal Tank Regiment may be called from Turn 2 onwards. This roll is made with a 5+ TN. If the roll is failed, the B Squadron fails to arrive this turn. Another call may be made the following turn with a 4+ TN. Again, if the roll is failed, the unit fails to arrive. On each following turn, the TN is reduced by -1 until the reserves check is successful and the units arrive, or the TN drops to 1 when they arrive automatically. B Squadron may make a Reserve Move when it enters the table.

Turn 2 ReservesB Squadron, 2nd Royal Tank Regiment
B Squadron (3rd Hussars)3x Mk VIb Recon Platoons

Reserves – Turn 3

The remainder of the 2nd Royal Tank Regiment and its supporting units can only be called after B Squadron has entered the table. These checks can be made in the same turn that B Squadron arrives, but not during Turn 2. On a successful Reserve Check, a Reserve group  enters the table as a Blind and may make a Reserve Move. On a failed check, it halts at the table edge.

2nd Battalion Royal Tank Regiment

The 2nd Royal Tank Regiment enters as three groups. On a successful Reserve Check, a  group enters the table as a Blind and may make a Reserve Move, on a failed check it halts at the table edge.

Turn 3 Reserves2nd Battalion Royal Tank Regiment (-)
HQ Squadron 1x A9 Close Support Platoon
A Squadron 3x A13 Cruiser Mk III Platoons
B Squadron 3x A10 Cruiser Mk II Platoons

4th Royal Horse Artillery

The 4th Royal Horse Artillery Regiment is an off-table unit. It can only be called as a reserve unit after the HQ Squadron of the 2nd Royal Tank Regiment has entered the table. If called successfully, it may be given a fire mission that turn. Otherwise it may be given a fire mission on the following turn.

Turn 3 Reserves4th Royal Horse Artillery Regiment (-)
1x Light Direct Support Battery1x Light Battery (25-pounder)

Reserves Entry Zone

All Commonwealth Reserves enter as Blinds anywhere along their Friendly Table Edge.

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Battle for Mechili – Initial Commonwealth Forces

4th Armoured Brigade

Training: All units are experienced

UnitsCDSOMoraleRallyCommsSupply
186D5154D4D5D

Limited Doctrine

Battle groups with a Limited Doctrine cannot combine AFVs and other units in the same Command Group.

4th Armoured Brigade Initial Units

HQ Squadron1x Mk VIb Recon Platoon
A Squadron2x Mk VIb Recon Platoons
B Squadron (2nd Royal Tank Regiment)2x A9 Cruiser Mk I Platoons
C Squadron2x Mk VIb Recon Platoons

Deployment

Units are deployed as Blinds anywhere in the Commonwealth Deployment Zone.

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Battle For Mechili, January 1941, Set-Up

4th Armoured Brigade vs the Babini Armoured Group

24 January 1941

In this battle, the 7th Hussars are probing ahead of 4th Armoured Brigade as it advances to cut the Derna–Mechili track. Attacking the other way are elements of the Babini Group consisting of the Italian LX Light Tank Battalion and the III Medium Tank Battalion. As the forces clash, both sides call for reinforcements.

Dunes: Broken Ground – a unit moves at half-speed.

 

 

Rock Piles: Difficult Ground – a unit entering difficult ground loses its Fixed Move, and its Variable Move is reduced by half.

 

Deployment Zones

The Commonwealth Deployment Zone extends from the table edge to the centre of the table.

The Italian Deployment Zone extends from the table edge and 12″ into the table.

Flank Zones are 12″ wide and extend from one table edge to the other.

Deployment

The Commonwealth Player deploys his Blinds first, followed by the Italian Player.

First Turn

Each side rolls their Command Dice. The side which rolls the most 6s etc has the First Command Pulse.

Victory and Defeat

The battle continues until one side suffers a Morale Collapse.

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Charles King’s 1941 Desert War – Germans vs Commonwealth (10mm Game)

Desert War scenario played at the Guildford Wargames Club last week. Imagine A9s and A10s were still plentiful when the Afrika Korps arrived, and were used in an attack to occupy an important ridge. The few PzIIIs proved potent, though a few were forced back behind the crest. There was an overrun of some reckless Tommies by PZIIs, but a foothold was gained on the objective in the end thanks to a powerful armoured attack on the right flank. Everyone enjoyed this one, though it was a bit of a ‘learning’ game for most players. They want to play again in a couple of weeks.

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Flank Attack – Unit Losses

Soviet Losses (9)

  • 2x SMG Platoons
  • 2x Rifle Platoons
  • 1x Anti-Tank Rifle Platoon
  • 3x SU-85M Platoons
  • 1x T-34/85 Platoon

German Losses (7)

  • 6x Motorized Panzergrenadier Platoons
  • 1x Jagdpanzer IV Platoon
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