Showing posts with label Arras. Show all posts
Showing posts with label Arras. Show all posts

Thursday, 17 June 2010

A ridge not too far

The final version of the Arras 1917 Scenario that I have called "A Ridge not too Far" has been uploaded as a pdf document. Access also in the "Resources" section. Thanks to my friends of Club Dragón for investing their time in the test phase. Please feel free to leave any comments.

Now on to Cambrai!

Tuesday, 18 May 2010

Arras game - Battle report (second test)

Blog's not dead!... but to maintain a fresh stream of entries it's much harder that I anticipated: family life, work, painting and a lot of reading (about the Battle of Cambrai)... difficult to strike a right balance among so many interests and obligations.
  
On Sunday and after a long abscence from our club, I finally arranged  a game to test the Arras scenario with the modifications of my previous entry

Wednesday, 31 March 2010

Arras game - Preparing the next test



I'm about to leave for a few days of holidays and will be off-line until mid next week, but will be taking with me reading materials and a handy copy of Stouts Hearts (http://toofatlardies.co.uk/index.php?main_page=product_info&cPath=5&products_id=17). Before leaving, some thoughts on the Arras scenario and potential lines of improvement.

Analysing the outcome of the first test, I conclude that there are two major flaws in the design that unbalance the scenario on the British side: they have overwhelming firepower and no time constraints.

On the basis of these two factors, they can take whatever time is necessary to deploy their troops and make use of that fire power almost at leisure on the German forces. In order to rebalance the scenario I’m planning to introduce two changes to the scenario conditions.

Saturday, 27 March 2010

Arras game - Battle report (first test)
















A few days ago we made a first test of the scenario. Some can argue that the result was accurately historical, with the Germans literally wiped-out from the table.

Being myself on the German side, the following comments may look biased, but the reality is that (independently of some serious mistakes in the way we deployed), I found the game generally unbalanced against the Germans (more later on this).

Let's start by describing the deployment of both sides and the battle development.

German deployment
Facing overwhelming artillery superiority, we decided to put three squads (including the granatenwerfer section) in the second line, while the remaining squad (bombers) in the reserve area, scheduling to enter after the 5th “time for snifter” (the squad will activate on the German blind card of the sixth turn).

Our hope was that the British player would concentrate most of its artillery fire in the first line; thus starting slightly to the rear of the position would result in lighter casualties than trying to hold the first line.

Friday, 19 March 2010

Outlining an Arras game


We are currently working a scenario based on the fighting south of Arras, as described in the previous entry. Key aspects follow.

British objectives and forces
The British player's objective is twofold:
  • To control the German trench line,
  • and to exit behind the German lines with at least a platoon.
The British player has two full platoons each of four sections + HQ, organised as follows:

A. Platoon 1 (big men status in brackets) - Assault force (Veteran/Good/Aggressive)
  • HQ section: Lt (IV), Sgt (II), 2 scouts/runners
  • Bombers: 6 bombers, 2 rifles, 1 corporal (I)
  • Rifle: 6 rifles, 2 bombers, 1 corporal (I)
  • Rifle grenadiers: 4 teams @ 2 crew each, 1 corporal (I)
  • LMG section: 1 LMG, 1 loader, 6 rifles, 1 corporal (I)
B. Platoon 2 (big men status in brackets) - Mop up force (Regular/Good/Aggressive)
  • HQ Section: Lt (III), Sgt (II), 2 scouts/runners
  • Bombers: 6 bombers, 2 trench cleaners, 1 corporal (I)
  • Rifle: 5 rifles, 2 bombers, 1 trench cleaner, 1 corporal (I)
  • Rifle grenadiers: 4 teams @ 2 crew each, 1 corporal (I)
  • LMG section: 1 LMG, 1 loader, 6 rifles, 1 corporal (I)
C. Support HMG: (Regular/good)
  • HMG @ 5 crew

Tuesday, 16 March 2010

Arras 1917

I find the campaign around Arras in April 1917 as a very attractive and challenging period of I WW for gamers.

Historical background
By the end of 1916, the Allied armies had taken the strategic initiative in the Western Front, thanks to a gradual build up of new divisions, an increasing number of mid & heavy artillery pieces and well replenished ammunition stocks.

Also very significant, the hard lessons learned by the British Army during the Somme campaign in 1916 brought significant changes to the tactical performance and organisation of its forces, with a shift of emphasis on the platoon as the main infantry fighting sub-unit. The British platoon of 1917 was organised around four sections or teams (riflemen, bombers, rifle-grenadiers and a light machine-gun section) with an HQ section including the senior leader (usually a lieutenant), a sergeant and two scouts/runners.

Different arms coordination was also improved, and more specifically infantry-artillery combined operations. Arras saw the introduction of the “creeping barrage” concept, a moving curtain of sustained artillery fire preceding the advancing lines of British infantry when approaching the enemy’s positions.