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Megagame: Iron Dice – Turn 8

The first full week of October 1914.

Iron Dice umpire map about 14:27 (Turn 8)
Iron Dice umpire map about 14:27 (Turn 8)

BEF Report to the War Office

Orders are to entrench from south of marshed terrain In Dixmuiden towards Arras. Right flank tries to attempt a limited attack from Arras and surroundings directioned to the east to conform to the German line. It seems that a solid trench line is being built from Nieuwpoort (Swamped) Dixmuiden, Arras (in German Hands, a salient), BEF will try to widen her covered Area from east from Ypres (still in German hands), towards Arras (still in german hands, but a saillant) to Cambrai, to free up some French troops to attack elsewere. The Belgians are moving to cover our left flank to the coast.

Team Control Gloss

The orders happened mostly as written, but with a small amount of confusion. The Belgians had specified where their left and right flanks would be as places rather than indicating conforming to the British, so there was a slight gap. Fortunately the British had order their cavalry screen to remain in place until the Belgians were there.

Turn Seven  –  Iron Dice  –  Turn nine

Megagame: Iron Dice – Turn 7

29 Sept to 4th October 1914.

Iron Dice Umpire map at 14:04 (Turn 7)
Iron Dice Umpire map at 14:04 (Turn 7)

BEF Report to the War Office

Some more confusion, Germans frontline is from the Marsh area (Dixmuiden) to the South, direction Arras (which the Germans appear to have abandoned?) which means that the British advanced somehow without orders to do so. It seems that a change in warfare is taking place, the first trench lines are appearing.

Team Control Gloss

The Germans went firm and started to entrench in front of the British, with more active operations in South East Belgium where the French made a counter-attack and cut off the Western Belgium-France area from railway communications with Germany. This meant that the Germans were unable to advance this turn.

In tandem the British set their cavalry to screen the flank, and being cavalry they found the German front lines and conformed to them. The rest of the BEF remained in their defensive positions (as ordered). ARRAS was still held by the Germans, but the RFC suffered from bad weather and could see the depth entrenchments behind ARRAS so made an erroneous report that it had been abandoned. Had the Germans been able to attack the cavalry screen wouldn’t have slowed them down much at all.

 

Turn Six  –  Iron Dice  –  Turn Eight

Megagame: Iron Dice – Turn 6

The last full week in September 1914.

Turn 6 Umpire Map

BEF Report to the War Office 30th September 2014

While taking the new positions, the BEF was attacked by the Germans, Arras was lost but the German casualties were high.

British right flank doesn’t have contact with the French. On the political point, the Belgiums requested to the Royal navy to move their toops by sea to Ostend. However, this would bring the BEF in a difficult position again, due to the fact that this would create a gap between BEF’s left flank and the sea.

BEF ‘s base is at Rouen, BEF HQ at Neufchatel en Bray, BEF Railhead at Grandvillers.

We have a gap between Doullens and the North Sea due to the Belgians reluctancy to fill this gap. We request the British Goverment to put some political pressure on the Belgians.

Confusion all around, BEF’s left flank isn’t at Hesdin, but at St. Omer  Indian cav. reconnaissance is making probes towards Dunkirk. Situation is very confusing because BEF command still thought that the BEF was situated from Hesdin to Arras but actually it was from St. Omer to Arras. (With now a Cav. unit probe at Dunkirk. The Belgians (still there!) are helping the Cav. between Calais and St. Omer. Belgiums will probably request supply from the Britsh. French 6th has contact with the BEF’s right flank.

Team Control Gloss

The Indians arrived at ABBEVILLE (having landed a week earlier at MARSEILLES and then moving by rail all the way across France). Despite efforts to rectify the situation the BEF still have two hanging flanks. On the plus side they have a very good logistics supply and munitions are arriving faster than they are using them. Also the first Territorial Force battalions have started to arrive which is allowing them to replace the losses in the regular Corps from the attack on the Scheldt.

At this stage it looked very much like the German Second Army was going to punch through the hole and push towards PARIS while the German 1st Army screened the BEF from intervening. There seemed a realistic prospect that the British would get back on their ship and leave France. The War Cabinet refused the request to move the logistics base from ROUEN to BOLOUGNE on the ground that it was in danger of being over-run. Similarly the BEF moved both its HQ and railhead to be off the route between the Germans and PARIS.

 

Turn Five  –  Iron Dice  –  Turn Seven

Megagame: Iron Dice – Turn 5

Third week of September 1914.

Turn 5 Umpire Map
Turn 5 Umpire Map

BEF Report to War Office 23rd September 1914

Situation

Due to the fact that both the Belgians collapsed to the left of us and to the right of us the French 6th Army were thrown back as well, the BEF was in a difficult position. With bravery and in coordination with the battered Belgium forces a new line of defence had to be formed. After some consideration this line was formed from Montreuil (Belgium Army) and the BEF positioned at the line HesdinArras.

During the last few days lots of german prisoners were made, but we must not forget the casualties on our side. Railhead at Amiens, HQ is moved to Grandvillers.

Team Control Gloss

The BEF made a spectacular fighting withdrawal from the position in the map above. They managed to break contact with the enemy (inflicting casualties on the Germans without taking any themselves). They fell back towards the newly arrived IV Corps which had concentrated at ARRAS. The German 2nd Army (shown above at CAMBRAI) attacked towards ARRAS and captured it (because the British had given the same fighting withdrawal orders to all their forces). Because the Germans didn’t immediately follow up the forward elements of the BEF they formed a line from ARRAS through BETHUNE to ST OMER rather than retiring the entire distance ordered (this was so that they weren’t too far out of contact with the French).

 

Turn Four  –  Iron Dice  –  Turn Six

Megagame: Iron Dice – Turn 4

8-14th September 1914. I didn’t get a picture of the main control map this turn, so you’ll need to use your imagination.

BEF Report to the War Office 14th September 1914

Situation

We have attacked the German First Army on our Right flank. They were numerically superior (Five Corps to our three) but we managed to stop their advance and drive them back. In doing this we took significant casualties, almost 21,000 men.

The plan is to keep the riverline Ghent – (towards) Douai, French 6th army will secure our right flank. Belgiums are gasping behind us but still cover the left part (South of Ghent – Antwerp)

Germans advanced (circled our left flank in Ypres, defeating the Belgiums east of our left flank) and at Cambrai (Germans defeating the French?). Threat of encirclement is very sincere. BEF is urgently retreating towards line Hesdin – Arras.

Team Control Gloss

The previous report had been a little worrisome in Horseguards, but the gist was that the counter-attack on the German First Army was going to rejoin the BEF to the French 6th Army. Unfortunately what happened was a major offensive by the Germans. This was stopped dead (and knocked back slightly over the Scheldt) by the BEF, albeit at a high cost in casualties. The French 6th Army didn’t manage to make progress in closing the gap. The Belgians also got pushed back on the left flank of the BEF, and lost contact leaving the BEF with two hanging flanks.

The news of the casualties caused horror in Horseguards and Kitchener, the Minister of War, came out to the BEF GHQ to find out what Field Marshal French thought he was doing. Typically Kitchener didn’t give instructions, although French was left in no doubt that he’d screwed up and needed to make sure that the BEF remained in being (“We’ve only got one army, look after it”).

Turn Three  –  Iron Dice  –  Turn Five

Megagame: Iron Dice – Turn 3

The first week in September 1914.

Turn 3 Umpire Map
Turn 3 Umpire Map

BEF Report to the War Office 7th September 1914

Situation

We have moved up into a line between the coastal marshes at DIXMUDE to LILLE. Two corps of the German First Army are on our Right flank and we intend to attack them in the flank. We believe that they have extended lines of supply.

There is a gap between our right flank and the French left. This presents a risk to our troops.

A planned attack towards Tournai / Valenciennes is in progress with a deep recon by the Cav (to disorganize German Supply). Talks with the Belgiums have revealed that they are attacking out of Antwerp as well.

The Royal Navy is requested to change the supply port to Boulogne.

Team Control Gloss

The BEF counters are finally on the map at the beginning of September as they are almost in contact with the enemy, in a secondary defensive line. The Belgians were having a rough time of it and the Germans have battered the Belgian Army almost out of existence.

Although noted in the report to the War Office by the players the fact that there was a gap between them and the French 6th Army they were more concerned about dealing the German 1st Army‘s Left Wing (shown in the middle bottom of the map photo) a decisive blow from the flank.

Turn Two  –  Iron Dice  –  Turn Four

Megagame: Iron Dice – Turn 2

From the second turn onwards each turn covers the period of a week. Turn 2 is 24-31 August 1914.

Turn 2  Umpire Map
Turn 2 Umpire Map

BEF Report to the War Office – 31 August 1914

Situation

The Belgian Army is falling back westwards towards TOURNAI, LILLE and GHENT. The Belgian right flank has been badly hammered by German First Army and the Belgians retired to LILLE. German First Army are at SOIGNES advancing West.

We have moved up into a reserve position in the line between LILLE and VALENCIENNES. III Corps and the Artillery are concentrated at ARRAS.

In conjunction with the Belgians the BEF will move to left along the riverline MENIN-GHENT with a fallback position at YPRES-DIXMUDE. The right will remain at LILLE, III Corps will move into the Centre. This will lock our left on the coast. I intend to fight a defensive battle to inflict maximum casualties on the Germans and stop them. If pressed we will trade space and avoid casualties.

Concern is German breakthrough moving through CHARLEROI towards MAUBERGE. The French have undertaken cover that possibility and our right flank.

Team Control gloss

The BEF counters are deliberately not on the map so as to hide their location until the point when they will be in contact with the enemy. This was intended to give some uncertainty to the Germans on where they appeared as the players had the freedom to depart from the historical deployments of the BEF.

Turn 1Iron DiceTurn 3

Megagame: Iron Dice – Turn 1

The first turn of this megagame covered the first three weeks of August 1914. During this turn the British decided on their plan (K) and mobilised the BEF to France.

British Strategic Discussions

There were three plans considered. Plan F was a landing at Ostend to directly support the Belgians; Plan K landing in France and joining battle in Belgium to the left of the French Armies; and Plan W which had the same landing as Plan K but supported the French on their border with Germany.

Plan F was ruled out as too close to the likely focus of a German attack and if the Belgians overwhelmed there is a very high risk of being cut off and having to conduct an emergency evacuation. The consequence of this would be many casualties and the risk of the BEF as a force in being with an evacuation under egregious conditions.

Plan W was not recommended because both flanks would be under control of the French Army whcih would be a risk that we need to conform to their plans rather than act independently as directed by the War Office. Additionally we would not have a secure flank.

Plan K was recommended because it keeps us with a close link to the channel ports, allows independent operation of the BEF and allows us time to find the Germans and engage them on our own terms. Base at ROUEN and railhead at BAPAUME. We will have a secure flank and gives the option of supporting the Belgians and keep contact with the French.

This was approved by the War Cabinet.

 

Turn 1 umpire map
Turn 1 umpire map

BEF Report to the War Office 23rd August 1914

Concentration movements successful, left flank consisting of I Corps & Cav Divn is at ARRAS. Right Flank with II Corps at CAMBRAI. BEF HQ is at PERONNE.

We intend to advance through LENS to the East of LILLE. Both Corps will maintain contact. The right flank will rest on VALENCIENNES with the left on LILLE. Cavalry Division will carry out forward recconaissance towards GHENT. RFC will carry out air recconaissance towards BRUSSELS.

We are expecting III Corps and the Heavy Artillery to concentrate at ARRAS.

Information has been received from the French press that British troops have been reported, we would like the War Office to liaise to ask the French not to report British troop movements in the press.

Team Control gloss

After the players complained about the reports of their movements in the French press the Foreign Office lodged a protest about the egregious breach of operational security and asked the French to censor future reports.

At this stage the BEF was doing some liaison with the French, who were initially reluctant to provide them with enough rail transport to move their entire force, but this was overcome when the matter was escalated to command level.

Iron DiceTurn Two

 

CLWG December 2013 Meeting

Alexander and I went along to today’s session of Chestnut Lodge Wargames Group in Anerley. Despite the engineering works we still got there in time to take part in both sessions, although we nearly missed Brian Cameron’s Weird War Two.

Weird War Two

Captain Britain
Captain Britain (Photo credit: Rooners Toy Photography)

Captain America was the movie of this game, which has been played many times by CLWG (and others) and it is a regular favourite. All it lacks, according to Alexander, is a Green Lantern character, and perhaps a mention for Bucky on the Captain America card!

We joining in with Jon Casey as the Americans and we more or less quietly stayed out of the way and developed our lightning spitting Tesla Cannons just in time to use them to shoot down the Italian Spaghetti Foo flying saucers. However the Germans had a super soldier programme on the go at the same time as the Japanese helicopter programme. So not looking great for the Allies. That said, Captain Britain was almost unstoppable (which is more than can be said for the US super heroes).

As a mature game there isn’t really much room for improvement with it, although we did play with a couple of rules during the game. This was really a matter of clarity in the rules rather than anything major. One of these was about when heroes were available to defend bases, whether you needed to fight both the hero and the base defence. Seeing as the base defences used the same mechanism as the hero combat we decided that you needed to fight twice, and that your hits carried over between consecutive battles. This made it an advantage in defending your base if it was attacked. Although this didn’t apparently make much difference when the much enhanced Captain Britain attacked the Italian base and won three consecutive combats without suffering a single hit! The other rule we played with was the one granting the ability to reroll the dice once. As played this was re-rolling once for each dice roll, because only once overall made it much weaker than the +1 that most of the other upgrades offered. However being able to re-roll any dice roll once turned out to be over-balancing in the other direction. So a compromise of re-rolling up to two die rolls per combat (which was the first to inflict three hits won) was adopted. This seemed to work, although we only played a few combats after changing the rule.

 

Panzer Pusher

English: IWM caption : 17-pdr anti-tank gun of...
English: IWM caption : 17-pdr anti-tank gun of the 21st Anti-Tank Regiment, Guards Armoured Division, guards the approaches to Nijmegen Bridge. Nederlands: 17-pdr anti-tank gun van het 21e Anti Tank regiment, Guards Armoured Division, bewaken de toegang tot de Waalbrug in Nijmegen (Photo credit: Wikipedia)

This was an idea from Jim Wallman on something that might be feasible for a wargames show. The game involved using binoculars to identify tank pictures (printed to scale) on tables at the other side of the hall. Once the spotter identified the tank then target orders (using the standard Group, Range, Indication, Target)  were given to the gunner who pointed the anti-tank gun model at the chosen target and then put their hand up to ‘fire’.

Jim had done a fair amount of prep in that there was a list of about 40 tanks each of which had a small and large front image and a large side image printed on card. These were what we were looking at. To make it a little easier he gave us the list of tanks (but without images) so that we had a smaller number of types to choose from.

Overall it was fun, although I personally didn’t know some of the models, and between us we got them all. Some of them I think only because we could chance guessing the ones we didn’t know off the list we’d been given. The gunner aspect got forgotten quite quickly, other than running to collect the ammo from the chair in front of where we all sat. The gun line being fixed meant that the tables with the tanks on moved towards us. This made it slightly more cardboard box simulator ish because we were still and the tanks came onto us. Using the binos also helped this feel, perhaps as a demo game it needs a tin helmet and some snadbags to rest the binos on?

What it did do was remind me of tank duel and think about perhaps trying to get that going with some of Alexander’s friends round our place in the summer (when there will be room to play it on the patio (it needs quite a bit of space to work properly does tank duel).

 

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CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented:

  1. I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel;
  2. Nick presented an economics card game for educating people about markets and the effects of money and credit;
  3. Mukul’s session on the 1914 campaign on the Eastern Front.

Continue reading CLWG July 2013 Game Reports