Showing posts with label Canadian Army. Show all posts
Showing posts with label Canadian Army. Show all posts

Wednesday, 12 June 2024

AAR: Juno Beach – Mike Red and Nan Green sectors

Hi folks,

Game three in our summer series of D-Day games. This time we went with the Canadians landing in and around Courseulles-sur-Mer. 

This was the first game we've played width-wise. Dave had a chance to test out his new 12' beach mat, while I used my newly produced (by Bren) sea wall. 

Map from http://www.junobeach.info/juno-3.htm (Not my image!)

As ever, the layout was our best approximation of the table using our available bits. We followed our usual routine of setting up in advance. Getting the table organised takes us three or four hours. The below images are from before we 100% completed things (missing some hedges and other bits). 





We were joined in this venture by 'Elvis', in Commando kit. 


The following day we finished the setup of the table and prepped some of the new additions to the game. The first was the use of a ribbon to mark the tide line. The plan was to advance the ribbon up the beach by a few inches every couple of turns. Any vehicle caught by the tide would be swamped and knocked out - which happened a few times to bogged-down tanks. The second different thing was that I was commanding the Germans rather than just umpiring. 

With heavier defences on this beach and the moving tide, casualties were high on both the east and west beaches. The extra cover and height provided by the town buildings posed a particular challenge - especially when occupied by a sHMG platoon. 





The landing sequence went along the lines of one turn every 5 minutes of real time. The DD tanks arrived on turn 1, Breaching teams and the first two infantry companies on turn 2, another two infantry companies on turn 5. Nothing further till turn 11, which we didn't get to. 




I mentioned casualties were high. To the left of the port was a bunker with a Pak43. It's A/T rating of 17 basically meant that no allied tanks would get a saving throw. Luckily for the attacking troops, it started the game pinned and refused to unpin for most of the game. Then it consistently rolled 1's for firepower checks, leading to a lot of bailed out tanks. The Germans also had several 5cm and 7.5cm guns, in both bunkers and in ringstands. 

This led to allied tanks prioritising shooting at anti-tank guns, leaving the machine gun positions active. Much to the detriment of the allied infantry. 











Of course, the Germans had no reinforcements while more allied units will eventually arrive. This leads to a gradual chipping away of their positions until a breakthrough is achieved. On the left of the port, this occurred when attacking infantry took out the HMG positions opposing them and advanced inland, starting to flank the defences. On the right, brute force got allied troops into the German positions. It's been our experience that once the infantry are in amongst the gun bunkers, it's all over. 

The task of getting tanks off the beaches was made difficult due to sea walls, which had to be breached. 




German gunners soon learned that their 5cm guns were useless against the front armour of the Churchill AVREs. 












On the right, allied tanks were making their way inland, supported by the remains of the assault platoons. On the left, tanks had just begun to get off the beach, and while some nasty street fighting remained, the majority of the German units had been broken up and routed. 







And all game, the tide kept rising. 




The game ended with the allies having gotten off the beach, but only capturing one of three objectives. In this case, we took the view that the Germans had delayed the advance more than had occurred historically - although that's not based on any real interpretation of time other than that we played for the whole day!

This was the coolest-looking table we've put together, and this was the hardest-fought game this summer. We're now planning Sword Beach for the end of this month. Omaha Beach will be last, in August. 


Saturday, 6 April 2024

Finished: 15mm Firefly troop

Hi folks,

Another catch up of recently finished models - this time a trio of 15mm metal and resin Battlefront Sherman M4A4 Fireflys. 




These models have been decalled up as Canadian 2nd Armoured Brigade, and specifically for the Fort Garry Horse. They represent a troop of Fireflys landed later on d-day to help provide support to the Sherman DD squadron. The Firefly couldn't be made into a DD tank due to the length of the gun barrel and as such were not attached to the DD equipped squadrons directly.  

Speaking of which, on these models the old metal gun barrel wasn't used, and instead I took plastic ones from some of the more modern BF sherman kits. I think the plastic barrels are a lot better scale wise. 

As usual, for the command vehicle I used a commander in the turret hatch as well as twin aerials, while the other tanks have a single aerial. I also, after a lot of back and forth, decided to base these the same as the Sherman DD tanks. 

Turrets have been magnetised and in keeping with the few images I've seen I kept these tanks clear of external stowage. This unit was the last one I had initialy planned for my Canadian DD squadron.