Tuesday, February 6, 2024

Italy: Soft Underbelly, Scenario 2: The Pigs Snout

 

After months of prep, the big day was a finally here. Possibly one element of prep that I should have done, was read the scenario and special rules for my own army, more on this later


The goal was a simple one for the Italians, keep the British Commandoes from blowing up the gun emplacements. The real task was for the British, they had eleven turns to get to each of the strongpoints and plant some explosives. We weren't sure whether we had to roll for the explosions effectiveness but since they had so much to do, we figures the guns would automatically be destroyed. Thankfully for the British, the assault was to take place at night, neither of us had used the Night fighting rules and it took a bit of getting used to. But they were very useful at allowing unhindered movement towards objectives. they also really reduced the effectiveness of ranged weapons that I was counting on. so many times I cackled with glee on a potentially devastating volley of fire only to find that the target couldn't be seen. Curse you darkness!

The Battlefield: We had stuck very very close to the map above, Commander Roy did a great job on the table and my guns and barbed wire fitted right in


I choose to deploy the bunkers with clear line of sight to the British deployment area, completely underestimating the night time rules

Deployment: Commander Roy representing the Special Raiding Squadron (SRS) deployed in the south west corner, his troops led by the heroic Paddy Mayne and all looking remarkably fresh after climbing up a cliff face to the gun batteries.


a super sneaky COPP team deployed in-between the two batteries, a single shot from this guy would be enough to encourage whole squads to surrender





The Italians representing two platoon of Divisione Costiera, were to be split between the two batteries. Each would be treated as a different force with separate dice. A large squad was placed in a building facing the direction the raider would be coming from, and two MMG teams and two small squads with LMGs were set up in the pill boxes.







Preparatory Mortar Bombardment: Oh the horror, normally not overly concerned about preparatory bombardments, this would prove to be the first indicator that all was not going to plain sailing for Italians. If the bombardment was to cause a hit, I'd have to check the unit didn't pack up their belonging and head back to Italy, on 1 or 2 on a D6 the whole unit would flee. 

Things were initially looking pretty good after the bombardment only removed a handful of barbed wire fences

once we started calculating the effect on infantry it was a completely different story. about three large squads lost the will to continue and took for the hills, along with the lieutenant in the first platoon and the AA gun in the second. Everyone else was pinned up to their eyeballs. This was when I made my first mistake, only infantry squads were actually effected by the Surrender rules. A number of the team units removed from the table should have remained. Additionally we applied bombardment to both platoons rather than just the first one as book states

2nd Lieutenant's friend taking a mortar to the face and him running home

My biggest concern at this point was that the troops would prove to be quite unresponsive with pin markers due to the shirker rule and even more so with the lack of lieutenant in the first platoon. What made it significantly worse was the Italian special rule Avanti Savoia kicking in, and reducing the whole armies morale to six from the damage from the bombardment. It wasn't until much later did we find out that there was a new special rule for the scenarios in this book that would have only reduced moral by one. Roy had mentioned a couple of times that he thought I was wrong about the Avanti Savoia rule, but I was concerned it was Allied Propaganda. I'd also made it much harder by applying the shirker rules to all teams, not just infantry. 

The one blessing that the Italians had going for them was that the British could not run on the first turn due to having to advance cautiously, so for the first couple of turns, everyone tried to shed pins by morale tests and remaining down if these were failed.


The British advance on their shattered foe


After everything started to remove pins, we were then treated to an artillery strike that unusually arrived in time and pinned my AA gun back up again

The COPP team was able to snipe away at any targets of opportunity and remain undetected with his suppressed weapon not causing any noise or muzzle flash.


Closer and closer, surprisingly some of my frontline troops were still undetectable as they still had down orders and weren't able to fire, so were practically invisible. At least until we understood the minimum distance rule for darkness



The combat engineers have moved to the flank under darkness and toasted a full squad of troops who then failed their morale test and fled. thankfully the engineers have not brought enough fuel for the whole game and the flamethrower handler leaves the squad to return to base to fill in a requisition order for more petrol. The rest of the squad will completely destroy the occupants of the first pillbox in close combat without them getting off a shot.

Second platoon use their time well, they are unable to move until contacted but I was able to get ambush orders on them once pins were cleared.

The perimeter in Battery One is breached but I managed to pull off the cheekiest mortar hit of all time, very close to minimum range and a lucky six, removing quite a large percentage of the combat engineer squad


The mortar was very quickly silenced by a quick charge. A couple of the smaller damaged squads were left behind to plant explosives and Paddy and half the teams head to the 2 battery still under cover of darkness as night time continued.


Paddy and two squads of raiders lurk behind a hut waiting for an opportunity to put their SMGs to good use. Very aware that darkness will lift soon, Commander Roy takes a chance and runs Paddy around the hut and into the open


Somehow the squad on ambush spot them, and despite the inexperienced shooting, managed to score enough hits to take out the three man team in one go.  The same fate is applied to another squad shortly after. Avanti Savoia!



Load bangs are heard as this point as the raiders at the first set of gun pits in Battery One have set off the first of the demolition charges and I'm soon down three guns




Turn nine and we're down to the last slice of cake but morning has finally broken


Furious firefights kick off, with the COPP eventually getting taken out with a million shots from a squad on ambush but both remaining Italian troop squads vanish at the sound of gunfire soon after. 2nd platoon's Lieutenant runs to the barbed wire to prepare to sell his life dearly, with no infantry squads remaining and for some reason both officers brought nothing more than pistols. 


Another Gun pit is taken out, bringing the total to four, enough for a well earned draw


But that's the end of turn eleven and the end of the game

The Italians had lost an incredible amount of units throughout the game but somehow they had delayed the British enough to make it very difficult to take out all the objectives. I had worried that the poor morale of my troops would make the game quite frustrating to play, but good humour and the occasional lucky role made it very enjoyable and tense. Despite the amount of mistakes I had made through poor understanding of my rules, the Italians manged to hang on until the end. Commander Roy is no doubt still kicking himself for loosing his Major at the most climatic point of the game. Many thanks to the team at Warlord for another well put together scenario

The next scenario is a street fighting one with a platoon of light tanks versus an infantry platoon. thankfully that means I only have five tanks to paint. Commander Roy has a full ranger army to do! But looking forward to the fourth scenario I hope to get a start on an enormous amount of Fallschirmjager 
































4 comments:

  1. Really enjoying your blogs on I:SU Campaign Andy. Congratulations on some great layouts! I'm just getting the same campaign off the ground at our local Abingdon Club and it is really useful seeing someone else's "take" on the set up and how the scenario plays out.

    Can't wait for the next one. Lots of buildings! Any idea where you are going to get a big church from. Seems like you need it in several scenarios so I'm thinking it might be worth investing in one for Gela.

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    1. many thanks for your comment, i have a great deal of buildings from Empires at war still to build, there is a couple of suitable buildings https://empiresatwar.co.uk/product/28mm-spanish-italian-sets-a-and-b/

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  2. I've got a couple of those too. I mainly use Sarissa and am using their Mediteranean church for Peninsualr and ad hioc Bolt Action Italy games (https://sarissa-precision.com/collections/mediterranean-28mm/products/mediterranean-church-28mm)

    The both of those options are less than 20cm long and the churches in Ortona and Gela look bigger from the schematics. The Sarissa adobe church is a little larger and has a tower so might do at a pinch with some scratch building.

    I considered Charlie Foxtrot's big church (https://www.charliefoxtrotmodels.com/products/28mm-1-56-eglise-french-church-plain-wall-version) which is 45cm long but it is very Gothic north European (probably St Mere Eglise?).

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    Replies
    1. Cheers, I have a couple of options from the sets I have but the Charlie fox trot model is awesome looking

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