31 December 2024

Dying Breed - September 1939

A rare breed, I think not. A breed apart, perhaps. A dying breed, unquestionably so.

Welcome to the tenth post in this series of articles highlighting scenario designs in development for my forthcoming scenario pack. “Dying Breed” is a technical scenario, one that requires a strong understanding of several elements common to early-war battles. It will certainly test your comprehension of the rules in Chapters A through D. The scenario also challenges players less accomplished in coordinating a combined-arms force consisting of horsemen, radioless tin cans, and a smattering of motorcyles, or defending against same.

The Bzura counter-offensive, in the second week of September 1939, was an impromptu operation that suffered from limited planning and poor coordination between the attacking formations. Although the Podolska Cavalry Brigade made exceptional gains on the right wing, the Greater Poland Cavalry Brigade on the opposite flank got off to a slow start. It was the evening of the 9th before the riverside town of Sobota was secured and past midnight by the time cavalry of the 17th Greater Poland Uhlan Regiment began its assault on Walewice, on the south side of the Bzura River. It took three squadrons the night to wrestle the village from the Germans, a fourth squadron arriving when the fighting was all but done.

When the advance resumed at dawn on the 10th, fog enveloped the Mroga flood plain along the Sobota-Walewice-Bielawy road. But with sun and temperature rising fast, the fog would not last. In the vanguard again were tankettes of the 71st Armoured Battalion and a handful of motorcycle troops, tasked with opening the road to Głowno, and thus the city of Łódź. Due to the soft often marshy ground of the lowlands, the vehicles were largely confined to roads, which greatly hampered their ability to bypass German blocking positions. The Poles nevertheless faced only a single German infantry division. Infanterie-Division 30 was strung out along a 60-kilometre stretch of the Bzura, without armour support and unable to concentrate its artillery fire. 

En route to Bielawy, the Polish “tank” squadron tore apart a German transport column. Unlike their fellow countrymen in the 14th Infantry Division to their west, the cavalrymen had limited fire support to call upon. Polish horse artillery would have to suffice. 

Bielawy Poland 1938

Battlefield

The 1:100,000 scale map above, published in 1938, reveals that Bielawy sat astride a flood plain running from the southwest to the northeast.1 Fed by the Mroga River and an older parallel branch, this area typically lay submerged in early spring. Once the water receded some of this fertile soil could be, and usually was, cultivated. Therefore by September a good deal of this boggy terrain was defacto farmland, if still waterlogged in places.

Board 14a, from Winter Offensive Bonus Pack 12 (2021), isn’t an obvious choice to represent Bielawy for a couple of reasons. For starters, the road network and watercourse doesn’t exactly map with the historical map. I’m okay with that. More troublesome are all those woods that divide the board into multiple parcels. 

The simpliest solution would be to convert woods to brush. Or I could take it a step further and substitute vineyards (B12.7), which are bog hexes. There’s something to be said for this, because this transformation would create boggy areas along the stream and pond, in keeping with what I’ve already said about the Mroga flood plain. However, a vineyard hex is also Inherent Terrain (B.6). Aside from being a little harder to visualize during play, Inherent Terrain would make the board too dense for my liking. 

A more obvious answer is to treat woods as marsh (B16.). However, this is worst of all possibilities, making whole areas of the board impassable to vehicles and a significant barrier to movement on foot or horseback. Mudflats (B16.7), on the other hand, offer a better template for my purposes.

Mudflats are something of a misnomer in ASL. They conjure up—to me at least—an exposed expanse of mud at low tide. That’s not how ASL sees it. A mudflat is simply a marsh with a lower water level. Infantry and Cavalry can enter a mudflat at a cost of 2 Movement Factors (MF). Admittedly, this is the same cost as brush. But in contrast to brush, marsh and by extension mudflats have some important and to me useful properties. For instance, Cavalry may neither Gallop into a mudflat nor declare a Gallop while in a mudflat (A13.36), a useful subtlety that reflects the treacherous nature of the flats. For the moment, and contrary to my instinctive perception of a mudflat as a flat, open stretch of ground, it’s important to remember that a mudflat is in fact an LOS Hindrance (A6.7) just as brush and marsh (B16.2) are. And because a mudflat isn’t Open Ground, “it negates Interdiction/FFMO for fire traced into it” (B16.3).2 

The bad news is that a mudflat has the same effect on adjacent hexes as marsh does. That is to say that any vehicle that enters a “ground level or level -1 hex” beside a mudflat across a non‑road hexside must undergo a Bog Check (B16.43). In the context of board 14a, a vehicle that enters a stream hex adjacent to a mudflat hex will have to Check for Bog (D8.2) upon entry.3 However, this is only bad news for players, not the mad designer who revels in subjecting his patrons to such things. Kidding aside, this is exactly the kind of effect I was looking for given the seasonal state of the Mroga flats. Unfortunately, only amphibious vehicles may enter a mudflat hex. Moreover, amphibians must use their land movement rate—paying double the Open Ground Cost of Terrain (COT)— and roll for Bog (B16.72)! Not quite what I had in mind considering that neither side has an amphibious capability. So I rewrote B16.72 to suit.

A Scenario Special Rule (SSR) allows a tracked Armored Fighting Vehicle (AFV) to enter a mudflat hex at a cost of 4 Movement Points (MP)—simulating the need to avoid obviously saturated areas, and by making a Bog DR. A tracked AFV may also exit a mudflat-road hex across a non-road hexside if it passes a Bog DR. Say what? There’s no such animal in the rules. Fortunately the concept is easy enough to grasp. 

When I transformed woods into mudflats, woods-roads effectively became mudflat roads. You may recall that when a vehicle that has entered a woods hex via a road opts to exit via a non-road hexside, it first enters the woods portion of the hex where it must pass a Bog DR before it can leave the hex (B13.421). It made sense, therefore, to make tracked AFV subject to the same jeopardy when exiting a mudflat-road in the same manner. Wheeled vehicles may still only enter a mudflat hex across a road hexside.

The other wrinkle concerns what’s probably the coolest thing about marsh and mudflats: their dampening effect on explosions. According to B16.31, any High Explosive (HE) attack in a marsh hex is resolved at half Firepower (FP) due to “the muffling effects of soft ground/water on the explosion.” There is an exception for a bridge or units on a bridge, though not for any units “under” a bridge. So I added an exception for units on a mudflat road.

All in all, I think the mudflat SSR captures the special qualities of the low lying areas around Bielawy without unduly complicating matters. For ease, I used the Virtual ASL (VASL) artwork for in-season rice paddies as a standin for mudflats. The colour is similar to grain, yet distinct enough to avoid confusion. The transformation will be doubly useful once VASL recognizes that the paddies are a LOS Hindrance like mudflats, or the cultivated ground the latter is intended to mimic. 

The only other terrain alteration to be mindful of is that all roads are dirt. I did this not because of any historical imperative, although most roads in Poland were unpaved. I made the change so that the defenders would have the option of setting Guns up Emplaced (C11.2) on roads.

As for environmental conditions, the 9th and 10 of September 1939 were unseasonably warm, approaching 27 Celcius in the afternoon. At night, however, temperatures dipped to between 12 and 17 Celcius and mist was common in the early morning, especially along the Bzura and nearby waterways. With that in mind, Low Visibility (LV) is a factor until the end of the third Polish turn.

Board 14a Winter Offensive Bonus Pack 12 [2021] Dying Breed Map

Hausbesetzer

I don’t have the kind of detail that I’d like to have for the Germans at Bielawy. I’m reasonably confident that the third battalion of Infanterie-Regiment 26 (III/26 IR) was responsible for the line east of the Mroga.4 Indeed, this regiment was in the vanguard of the division’s eastward push along the south bank of the Bzura, having captured Sobota and the bridge over the Bzura intact by noon of the 9th. The German order of battle (OB) is therefore highly speculative, albeit constrained by what was organic to Infanterie-Division 30

I have gone with the assumption that Bielawy was an important road junction and therefore would have been an integral part of a defence in depth running north to south from Sobota through Walewice to Bielawy. It’s therefore not unreasonable to posit that a Schützenkompanie was allocated for the town’s defence. After allowing for the possibility that a portion of this rifle company had been sent north to reinforce Walewice the day before, I’ve left Bielawy in the hands of roughly two platoons of infantry. Despite their modest numbers, tests to date suggest that the Germans are more than capable of keeping their Polish counterparts engaged for six full turns. Did I mention the help?

I’ve provided the defence with a single anti-tank gun. In light of its high rate of fire (ROF) and its effectiveness against Polish armor of the day, even one 3.7cm PaK 36 (German Ordnance Note 6) could be a gun too many. So while the 14. Panzerjäger Kompanie of each German infantry regiment in 1939 was authorized twelve Panzerabwehrkanone, I stuck with one. 

German 3.7cm PaK 36 Anti-tank Gun

Risky, you might think, to have one’s defence hinge on such an important weapon when Bielawy lies directly in the path of (try not to laugh) the Polish 71st Armoured Battalion (71 Dywizjon Pancerny). In one recent test, the PaK gacked its first shot and became permanently malfunctioned (C2.28) in the next Rally Phase (RPh). During that game, the little-gun-that-could did the heavy lifting. I’m referring to the 7.5cm leichtes Infanteriegeschütz (German Ordnance Note 15), 7.5cm leIG 18 for short. The unassuming infantry howitzer only fires high explosives (HE). But that didn’t prevent it from destroying, immobilizing, and terrorizing Polish armor. 

The 26th Infantry Regiment would have had six to eight of these close-support weapons in its 13. Infanterie-Geschütz Kompanie.5 Therefore, as with the PaK, it’s possible that an infantry howitzer was present when the Poles rode into town. 

German 7.5cm leG 18 Infantry Gun

Eager to add a little spice to the scenario, I included a Maschinengewehrkraftwagen, or Kfz 13 (German Vehicle Note 68). This early example of a German armored car first saw combat in Poland, where roughly 15 percent of the 147 built were lost. The armored car platoon of schwere Kompanie, Aufklärungs-Abteilung 30 would have included two Kfz 13 and an unarmed radio car, the Kfz 14. My thinking was that elements of this heavy company, which also included three PaK 36 and two leIG 18, may have been in the vicinity of Beilawy. After all, III/26 IR was the easternmost, and thus forwardmost, battalion of its division. Is it that farfetched to propose that elements of the division’s 30th Reconnaissance Battalion and III/26 IR became intermingled during the chaos of 10 September?

German Kfz Armored Car aka Badewanne

The German squatters also have a selection of support weapons (SW) that are capable of engaging both soft and hard targets. Let’s have a look at those targets, shall we?


Liberatorzy

The wouldbe liberators of Bielawy were members of the Wielkopolska Brygada Kawalerii. The Greater Poland Cavalry Brigade mustered three regiments of Uhlans, a regiment of mounted rifles, mounted artillery, pioneers, and an organic armored battalion—71 Dywizjon Pancerny (71 DP), as well as other support units.6 

After mauling a transport column of III/26 IR south of Walewice, the tankette squadron of 71 DP approached Bielawy early on the 10th, possibly accompanied by squadron scouts on motorcycles. The squadron was equipped with a mix of TKS tankettes (Polish Vehicle Note 1), having recently received several TKS z 20mm dzialkem, the anti-tank version that doubled as a platoon leader’s vehicle. Unfortunately, these workshop conversions did nothing to improve the tankette’s unreliable drivetrain and worn tracks. It beggars belief that some of these vehicles were little more than two years old. In fairness, several hundred vehicles were manufactured between 1931 and 1934. Regardless, a perennial lack of spares, compounded by a short track life, saw many TKS spend the campaign in repair depots. I’d be surprised if some of the TKS in 71 DP hadn’t suffered the same fate. 

Polish TKS Tankettes

Although I have no concrete evidence for its involvement at Bielawy, I’ve included a modest artillery component. Deemed the elite of the Polish cavalry, horse artillery was nimble, able to provide accurate fire support for its fellow cavalrymen on short notice. I wanted to give players a feel for what this may have looked like if a gun had been in position to fire that day. 

By the time the Polish–Soviet War ended in 1921, the victors had captured thousands of Soviet weapons, including hundreds of Putilov 76.2mm Model 00/02 (Russian Ordnance Note 13) produced at the Putilov factory in St. Petersburg in 1902. The Poles rechambered the gun to fire French 75mm ammunition and designated it the 75mm wz. 02/26 (Polish Ordnance Note 3). Hundreds remained in service in 1939, many in cavalry brigades where they were the mainstay of horse artillery regiments. 

Based on the foregoing, I assigned the Polish an Offboard Artillery (OBA) module capable of firing HE and Smoke. I privileged the Poles with Plentiful Ammunition (C1.211), a nod to the eliteness of horse artillery rather than to any real or assumed abundance of ordnance. I gave them another leg up with the assignment of an Offboard Observer (C1.63), which negates the need to establish and maintain Radio Contact. Then I weakened the artillery’s potential impact on play.

The Blast Area of a HE or Smoke Concentration Fire for Effect (FFE) is comprised of seven hexes: the hex containing the FFE counter and the six hexes around it (C1.32). I’ve reduced the Blast Area to the central hex. The SSR has a couple of game effects. Obviously it reduces the number of hexes effected by the Concentration. My rationale is simple. A single gun wouldn’t have the same effect as an artillery troop, let alone a battery. Granted, Harrassing Fire (C1.72) remains an option. But in that case, Harrassing Fire will only affect seven hexes, not the usual 19 hexes you’ve come to love. Note that Harrassing Fire comes down as 4 FP and isn’t an LOS Hindrance (C1.57).7 

The other effect becomes frustratingly obvious when you attempt to bring fire to bear while the LV is in effect. Because the LV messes with the accuracy of placing or Correcting a SR or FFE (C1.62), finding your mark depends on a fortuitous die roll (dr).8 That aside, artillery still can play an important role during the latter half of the game, not least when the Poles are scrambling to Control (A26.14) the last house on the left.

One criticism of OBA is that, on occasion, it can be either extraordinarily effective or a total flop. It certainly can be. However, the restrictions placed on OBA in “Dying Breed” are such that OBA is unlikely to unbalance the scenario regardless of its actual effect on a given game. Having said that, if I had to remove an SSR, the pride of the Polish cavalry regrettably would be the first to go.9

Polish 75mm wz. 02/26 Artillery Gun

A squadron of 17 Pułk Ułanów Wielkopolskich arrives on Turn 2, capitalizing on the mist as they brave long-range fire. The 17th Uhlans aren’t that interesting in ASL terms. They’re Elite. I’ll give you that. But they only have one SW. It’s their mobility that makes them special. 

Cavalry, what ASL defines as “any Personnel unit Riding a horse” (A13.1), is the operative terminology Polish players need to keep foremost in mind. In order to satisfy one of the scenario objectives, the Poles must exit a number of Cavalry squads. A gaggle of HS on foot or horseback simply won't do.

I’ve made a point of using the dedicated Polish Multi-Man Counters (MMC) included in the latest edition of Doomed Battalions (2024). For those who haven’t been keeping up with the Jones’s, counters bearing a Polish eagle represent a tougher, more resilient breed of “multi-men.” The broken Morale Level (ML) of Elite and First Line MMC, as well as Infantry crews, is the same as their unbroken ML. The increase is a godsend to broken Polish Cavalry, because it makes it less likely that they’ll be Casualty Reduced (A7.302) when they Bail Out (D6.24).10 

Polish Cavalry and Polish Squad from Doomed Battalions 4

A little later in the scenario, the tankettes and lancers are joined by a platoon of armored cars, part of the Armored Car Squadron of 71 DP. Like the TKS, the Samochód pancerny wz. 34 (Polish Vehicle Note 7) was a product of the 30s. Three versions were built, with increasingly more powerful engines. The ASL vehicle note distinguishes between a model armed with a machine gun (MG), designated wz.34 I on the counter, and a model armed with a 37mm gun, designated the wz.34 II.11 The latter typically served as a unit commander’s vehicle. Based on what I’ve read, I suspect that 71 DP fielded four of each weapon type.

I can’t say one way or another if the armored cars arrived in time to assist with securing Bielawy. I do know that this squadron was operating only five kilometres to the east, near Chruslino (modern day Chruślin), and would have had to pass through Bielawy on the way to Zgoda, a village a few kilometres to the south where the Cavalry Brigade laagered for the night. I took a punt and added them for flavour, and as an irritant to any Germans bold enough to set up on the Elevated Road.

Polish wz. 34-I and wz. 34-II Armored Cars

Mein Gott! 

One good irritant deserves another and the final cast of characters is a group of German stragglers. They set up last. Distributed randomly north of the stream, they can, and often do, become a headache for the Poles. Depending upon where they start, the stragglers can influence events early on or late in the game. It’s a minor addition that nonetheless helps refresh the scenario between plays.

As a Polish soldier later recorded, the road from Walewice to Bielawy was littered with dead and dying Germans. Here and there one could be heard wimpering “Mutti!” or “Mein Gott!” In “Dying Breed” these cries could easily be heard in Polish. 

The Poles have three competing goals to achieve in the course of six turns. All eight buildings next to the main north-south road must be under Polish Control at game end. At the same time, the Poles must ensure that there are enough “surplus” units available to satisfy the exit requirements. Determining which units to exit and when is seldom easy, as there never seems to be enough assets in the right position to secure that last building on the left.

Think you have what it takes? Volunteer to play test today and find out! 

Other posts in this series can be found on the Close Combat page.

Notes

1. As a point of reference, a fun (infantry-only) scenario by Mattias Rönnblom—of Friendly Fire fame—takes place some eight kilometres (or five miles) east of Bielawy. Janowice, the setting for “Totensonntag,” is roughly two kilometres east of Piatek where the commander of Infanterie-Division 30, Major General von Briesen, lost his right forearm while leading his reserves into battle on the 10th. Briesen was awarded the Knight’s Cross and the division bore his name for the remainder of the war.

2. Because a mudflat isn’t Open Ground, the -1 DRM for First Fire Movement in Open Ground (FFMO) doesn’t apply (A4.6). Nor would Interdiction, which only occurs if the FFMO could apply “during a hypothetical Defensive First Fire opportunity” (A10.531).

3. Normally vehicles only undergo a Bog Check when exiting a stream across a non-Depression hexside (B20.46).

4. The regiment’s second battalion had been detached days earlier and remained far to the west at Łęczyca with the division’s 46th Infantry Regiment when the Polish counteroffensive began. The first battalion of the 26th Infantry Regiment occupied the area to the west of the Mroga between Piatek and Bielawy, where it linked up with the division’s 6th Infantry Regiment.

5. During the Polish campaign, lower numbered infantry divisions had six 7.5cm leIG 18 and two 15cm sIG 33 (German Ordnance Note 16) in their gun companies. The 30th was authorized the same scale of infantry guns, but it’s unclear whether the 26th Infantry Regiment had been issued with any of the 15cm pieces.

6. To be more specific, the Greater Poland Cavalry Brigade consisted of the 15th Poznań Uhlans Regiment, the 16th Greater Poland Uhlan Regiment, the 17th Greater Poland Uhlan Regiment, the 7th Greater Poland Mounted Rifles Regiment, the 7th Greater Poland Mounted Artillery Regiment, the 3rd Squadron of Pioneers, and the 7th Squadron of Communications.

7. Incidentally, Smoke which isn’t a Harrassing Fire option, cannot be placed in a mudflat.

8. While I’m on the subject, it’s a good time to point out a common error when using OBA and plug another Sitrep post at the same time. If an SR isn’t in LOS of the Observer, it cannot be converted to an FFE. See Converting a Spotting Round for a fulsome explanation.   

9. Full disclosure: I have a personal interest in keeping the OBA. Call it vanity if you like, but I wanted to include propa’ OBA in a scenario. Those supportive souls who purchased my OBA tokens deserve an opportunity to use them. (I only have a few sets left. So it's not like I'm trying to unload a bloated inventory.)

10. Readers may recall that Ukrainian Cavalry in my scenario “Booty Call” are Fanatic (A10.8). I granted them this status in order to make them less susceptible to breaking. However, if they do break, they must also undergo a Normal Morale Check (NMC) as they Bail Out. With a broken ML of “6” they are more likely to fail than pass and will therefore suffer Casualty Reduction. I’m including a Cavalry Guide with the pack that will hopefully help players navigate some of the finer points in section A13.

11. One relatively recent work states that the difference between each version was largely mechanical and had nothing to do with how a vehicle was armed. In fact, the biggest difference between the wz. 34-I and the wz. 34-II was that the engine of the later version generated two extra horsepower. Jamie Prenatt, Polish Armor of the Blitzkrieg (Osprey Publishing, 2015), p. 38. That said, I have no difficulty with using these designations to distinguish between a wz. 34 armed with an MG and one without. However, I do question why the “wz.34-II” is alloted two less MP than the “wz.34-I” is. 


30 November 2024

Tag Team - May 1940

A two-on-one handicap match where Hun plays heel. The Gaul of some people!

Welcome to the ninth article in this series, where I discuss designs that I’m busy developing for an upcoming scenario pack. “Tag Team” is an unusual scenario, the first of its kind. I think. Am I wrong? 

Operation Niwi was a bold adventure. It took its name from the first two letters of the Belgian villages of Nives and Witry, where makeshift airlandings—employing small, three-seater aircraft—were to take place during the early hours of the German invasion of the Low Countries. The mission was threefold: sever communications on the Neufchâteau-Bastogne and Neufchâteau-Martelange roads, contain enemy reserves around Neufchâteau, and provide rearward pressure on Belgium’s fortified line along the Belgian-Luxembourg border. At 0805 on 10 May 1940, Oberleutnant Andreas Obermeier arrived at the head of the second wave. Unbeknownst to him his company commander Hauptmann Walther Krüger, along with the rest of the first wave, had landed at Léglise, some 15 kilometres to the south. As the final wave landed, the German lieutenant took stock of the situtation and assumed command. Short an infantry platoon, he was also missing the pioneer section with its flamethrower, explosives and Tellermines. Undeterred, Obermeier set off with a few of his men—using commandeered civilian vehicles—to reconnoiter the Neufchâteau-Bastogne road at Petit-Rosière.

Petit-Rosière, Belgium circa 1940

Battlefield

The Petit-Rosière we are concerned with is found in the Belgian provice of Luxembourg, less than 15 kilometres from the country of Luxembourg and two kilometres west of Nives. The village lies astride the Neufchâteau-Bastogne highway where a tributary of the Sûre River, known alternatively as the Rosière or the Hache, cuts the road. Easy to miss today, the stream forms a key component of my scenario, dividing the battlefield in two. Petit-Rosière is situated on the northern bank. About a kilometre south, on the opposite side of the valley is Vaux-lez-Rosières.1 Between these points, on the south side of the bridge, are two collections of farm buildings flanking the highway. Based on current photographs, at least one stone building on either side of the road appears to predate 1940. 

Rather than resort to overlays—I find stream overlays especially fiddly—I went with board 66, from Winter Offensive Bonus Pack 4 (2013). A stream conveniently bisects board 66. The board 66 hill was distinctly inconvenient. So I removed it with a Scenario Special Rule (SSR), deepened the stream (B20.43) and invoked Soft Ground (D8.21) at the same time. The impact of the latter changes will become apparent shortly.

 
Dispositions Petit-Rosière, Belgium 10 May 1940

The Hun

Lieutenant Obermeier didn’t have much to work with. Granted his was an élite force of men from the 11th and 12th Companies of III Battalion, Infantry Regiment Großdeutschland. Highly trained and motivated, they were nevertheless too few in number for the task assigned them. In addition to his marksmen, a couple of machine guns, and a Bulettenschmeisser, the young officer had an extra anti-tank rifle (ATR) at his disposal. Extra ATR had been issued as a priority, in anticipation of encountering enemy armor. The Allies wouldn’t disappoint.

Obermeier recognized that he lacked the resources to prevent his force from being swept aside. He needed to buy time. Hasty barricades would become the order of the day.

Panzerbüsche 39

The Gauls

You may recall that Lieutenant Obermeier (making like Steve McQueen in The Great Escape), had sped off from Nives on a purloined motorcycle, trailed by some of his men in a Belgian motorcar. When Obermeier’s flying circus neared Vaux-lez-Rosières around 1000, it ran headlong into an enemy reconnaissance detachment headed in the opposite direction. The French opened fire. The Germans turned back. And armored cars gave chase. 

Upon learning of the German invasion at 0640, the French began crossing into Belgium in accordance with pre-war plans. Around 0900, Sous-lieutenant Toussaint, the commander of a motorcycle platoon in the 5e division légère de cavalerie (5e DLC), had left Neufchâteau for Bastogne. Also under his (temporary) command were four “Pan-Pans.”2 French doctrine called for a platoon of Panhard 178, or AMD 35 (French Vehicle Note 18), in tandem with a motorcycle platoon, to operate as a reconnaissance detachment. Toussaint’s détachement de découverte 2, or DD.2, though capable of rapid movement, was effectively restricted to roads. Barriers, natural or manmade, could bring these fast movers to a grinding halt. 

In his after-action report, Toussaint described how his detachment was “delayed by abattis” before it “came into contact with the enemy at 10 o’clock at Petite-Rosière.” I don’t know what to make of felled trees and poles blocking the road well south of Petit-Rosière. Nothing in German accounts would lead me to believe that the Obermeier’s men were responsible for this barrier. Whatever the case, the lead Panhard didn’t come under fire until it closed on Petit-Rosière. There it was hit twice by ATR rounds that penetrated its armor.

Following an initial skirmish, the French abandoned their rush. Any plan to turn the enemy flank involved fording the stream, something the Panhards were ill suited to undertake. And so the detachment withdrew to where it could keep the Germans under observation without putting its Panhards at further risk of ATR fire.

In “Tag Team,” the French are in play for three full turns. During this time, the French Sniper cannot be activated, although it can be the target of the German Sniper. Play tests have shown that despite its small size, the French force can have a significant impact on the scenario. In one game, for instance, the German 9-2 leader was eliminated in Close Combat (CC) before the French departed. Most of the time attrition is less pronounced. Some plays will see the Germans lose only a half-squad (HS). Of course, the Germans can choose to leave the area south of the bridge undefended in the hope that they will avoid suffering any casualties. This gambit may work. However, in ceding the south bank to the Allies initially, it can be difficult to get units over the bridge later in the scenario. And having at least one HS on the south side of the stream is often what wins the game for the defender. 

Even so, one shouldn’t discount what three turns of fire can do to German positions, regardless of which side of the bridge they’re on. In a test earlier this month, I was surprised at how effective the Main Armament (MA) of an AMD 35 could be. For those just tuning in, the MA of the French Armored Car is a 25mm cannon. On the ASL counter the calibre of this weapon is underscored, meaning that it has no High Explosive (HE) rounds. Therefore, when targeting Personnel, the gun’s Armor Piercing (AP) round is said to have an HE equivalent (C8.31) of one Fire Power (FP) on the Infantry Fire Table (IFT). Laughable, I know. That is, until your 9-2 leader fails a Morale Check (MC) after one of these pop guns finds its mark in your virtually impregnable stone building!

Automitrailleuse de Découverte (AMD) 35 - Panhard 178

Les amis

On the morning of the 10th, Capitaine Berger’s 10e Cie moto du 2e Division de Chasseurs Ardennais (2e DChA) was in regimental reserve near Bastogne. Most of it, anyway. Half a platoon of motorcyclists, together with the company’s three Auto blindee mitrailleuse T-15—which despite their official designation, were light tanks (Belgian Vehicle Note 17), not armored cars—were deployed in the Ourthe valley between Houffalize and Laroche, some 15 kilometres northwest of Bastogne. Relax! Tanks won’t be on the test.

After multiple orders, counter-orders and delays, the 10th Motorcycle Company finally moved out, joined by four T-13 tank destroyers. Berger’s slow-to-react force had been directed to help contain the airlandings reported near Léglise. Ironically, this is where Obermeier’s company commander had landed in error, along with the rest of 11th Company and its engineer attachments. The Belgian column never got that far. 

Around 1300 a T-13 fell victim to the unexpected German presence at Petit-Rosière. The vehicle caught fire as its ammunition exploded. Once the shock had worn off, and unaware of how strong the enemy actually was, Berger’s men likely probed the German lines for weaknesses. At some point they may have concluded that there was no way to bypass the enemy position in time to reach Léglise. Details of the battle are hard to find. But we do know that at 1500 the Belgians were ordered to retire. 

Belgian sources don’t discriminate between T-13 models. ASL does. I included a mix of each. The later version was in many respects comparable to the Panzerjäger I (German Vehicle Note 43), another early-war tank destroyer. The German vehicle had a Czech 4.7 cm KPÚV vz. 38 (see Slovak Ordnance Note 29) mounted on the chassis of a PzKpfw I. The T-13 Type III (Belgian Vehicle Note 16) had a made-in-Belgium Canon anti-char de 47mm Fonderie Royale de Canons Modèle 1931—what ASL refers to as the C47 FRC M32 (Belgian Ordnance Note 9)—mounted in a small turret. 

As far as Armored Fighting Vehicles (AFV) go, the T-13 III benefits from having a coaxial machine gun (CMG). You may not be impressed by its low FP, but the CMG does offer some insurance against Close Combat attacks. The MA is also an improvement over the MA of the AMD, which lacks HE. The pluses end there however. Weak armor makes Belgian AFV more vulnerable to ATR strikes than AMD 35 are. Both types of T-13 III are also prone to Brew Up (D5.7), as indicated by the red Crew Survival Number on the back of the counter. If you think that’s bad, spare a thought for the directionally-challenged model. 

Belgian T-15 tank and T-13 tank destroyers

Granted the T-13 II (Belgian Vehicle Note 15) is also equipped with a C47 FRC M32 cannon and a CMG. But bringing these to bear is a little more, shall we say, awkward. I won’t bore you with why these weapons point in the wrong direction. They do. And that leads to all sorts of awkwardness in ASL. For starters, the MA is mounted in a turret with a traverse deliberately oriented to fire through the rear of the vehicle’s covered arc (VCA). Before the turret can be rotated to face threats from the side or front of the vehicle, the driver must disembark. Armor plates that would otherwise protect the crew must then be lowered to provide unimpeded traverse of the cannon. There are three plates or shields, one each side of the forward crew compartment, and one facing forward, with a vision slit for the driver when the shields are raised. More on the front shield in a moment.

Considering the time needed to change turret covered arc (TCA), the vehicle note instructs players that the T-13 II must be stopped to change TCA and may not change TCA in the same Phase (MPh and DFPh being counted as one phase) of any player turn it fires its MA/CMG and/or moves. But wait there’s more!

On the T-13 II counter there’s a black star symbol next to a “T” below the Armor Factors (D1.6). This indicates that the turret/upper-superstructure Aspect (C3.9) of the rear Target Facing is unarmored (D1.22). That’s because the turret isn’t fully enclosed. Therefore, the vehicle itself is treated as unarmored to any hit that strikes the rear turret facing. In practical terms this measurably improves the prospect of destroying the tank destroyer. For example, at a range of seven hexes, an ATR hit on the rear hull would require a To Kill DR ≤ 4 to destroy the vehicle. However, a hit on the rear turret would succeed with a To Kill DR ≤ 6.

The lack of armor on the rear turret also puts the crew at risk of breaking. Rather than Stun, an unprotected crew (D5.311) will break if it fails a MC and is thus compelled to rout from the vehicle! If moving or in Motion when this occurs, the vehicle will automatically Stop, without expending a Stop Movement Point (MP).

It gets better, or worse, depending on which side you’re rooting for. If the TCA isn’t aligned with the rear VCA, a Direct Fire attack emanating from outside the TCA treats the turret aspect as unarmored and the crew as unprotected. Additionally, the crew only receives a +1 Crew Exposed Dice Roll Modifier (CE DRM) versus Indirect Fire (C.1) instead of the normal entitlement of +2 (D5.31). In other words, only when the TCA matches the rear VCA of the T-13 II, does the crew receive the +2 CE DRM to fire emanating from outside the TCA or VCA. The +2 DRM presumably has to do with the side shields being raised when the turret is facing directly to the rear. But did you catch the distinction?

Belgian T-13 Type II tank destroyer

Unless the TCA is aligned with the VCA, incoming fire traced through the VCA always treats the crew as unprotected. For some reason ASL ignores the front shield, assuming either that it can’t be raised or that it doesn’t exist. I think this unfairly penalizes the T-13 II. At the same time, ASL fails to take into consideration the lack of armor on the rear portion of the improved, but still vulnerable, T-13 III turret, which is never treated as unarmored.3 

If this all seems complicated. It is. Which is why I strongly urge you to read the vehicle note more than once.

T-13 Types II and III Armored - Unarmored -Unprotected

Encore! Encore!

The French would renew their attack that evening. At 1730 Capitaine Fontant arrived with two platoons of his motorized dragoons from the 15e Régiment de dragons portés and six Automitrailleuse de reconnaissance or AMR 33 (French Vehicle Note 2), bolstered by Aspirant Guignard’s Hotchkiss tanks. Panzerbüchse proved no match for the thicker armor of the Char léger modèle 1939 H—H39 (French Vehicle Note 7) in ASL parlance, and Obermeier wisely withdrew eastward. As dusk fell, however, the French halted their advance after encountering what later proved to be a dummy barrier on the highway. Next morning lead elements of 2. Panzer-Division entered Nives.

Blind tagged

A blind tag is a term used in so-called professional wrestling. It’s an orchestrated means of switching entertainers, sorry wrestlers, supposedly without their opponent’s knowledge. It’s tiresome theatre designed to “confuse” a fighter prone to being duped. The mug faces what he perceives to be his active threat only to be blindsided by a second fighter, usually from behind, who had tagged his partner without the mug being any the wiser. There isn’t much chance of this happening in “Tag Team.” Still, it’s easy for the German player to get distracted and be out of position when the Belgians stop waffling and ride into town from the opposite direction.

The Allies can come out on top in one of two ways. They can remove the roadblocks for an immeditate victory. Or they can free a given stretch of road from potential enemy fire. Because the barriers are hastily constructed, they can be pushed aside easier, especially with the help of a T-13 roadblock wrecker. This prevents, or ought to prevent, the Germans from playing hide-and-seek all day. At some point, the defenders need to poke their heads up and fire, or risk losing the game outright. 

If you’re a sucker for tin cans and pop guns, you’ll want to give “Tag Team” a test drive. And if you’re a fan of fighting on two fronts, what are you waiting for? Check out articles about my other scenarios here. Sign up to play test today!

Notes

1. Vaux-lez-Rosières is also called Vaux-sur-Sûre, after the stream-like river that runs through town. In case you were wondering, Rosière-la-Grande is also on the north bank, only further west.

2. The commander of DD.2 was Captain de Canchy. However, he was on on leave when the Germans invaded and would rejoin his detachment on the night of 10-11 May. 

3. In my opinion, both vehicles should be considered partially-armored given that their turrets weren’t fully enclosed, as shown in contemporary photographs. The armor shields are a little more difficult to model in ASL. Ignoring the many possible combinations of this or that shield being up or down, it could be treated in one of two ways. For instance, there could be a default state where as many shields as possible are raised after the turret is traversed. Or a counter could be used to indicate the status of the shields: up or down, with the latter state permitting unrestricted traverse while this condition persists. For ease I have chosen to ignore the obvious inconsistencies between the current ASL treatment of the T-13 and what my research has revealed. Having said that, feel free to agree to improvise.