Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts

Tuesday, 12 October 2021

Target for Tonight, Op Eight- Dusseldorf (A Brutal Battle in Happy Valley)

No Turning Back - Robert Taylor
A very suitable header to start the post of our final game in our eight game Battle for Berlin Campaign with a Lancaster of 61 Squadron, piloted by Flight Lieutenant Bill Reid under attack from a Freejagd FW190 en-route to Dusseldorf on the 3rd November 1943, the very raid we were recreating in our final campaign operation and a climactic one to end our campaign on.

This weekend I was at the DWG monthly club gathering and got to run the final game in an eight game campaign recreating the largest of the twelve Bomber Command operations over Germany that heralded the start of the Battle of Berlin; using the game rules Target for Tonight by David Wayne Thomas, originally intended to represent single Lancaster aircraft as part of a squadron on night operations which I have modified to include the range of British bombers used from mid 1942 and to represent the operations at a group level instead.

Of course I couldn't really know how playable my modifications were until they had been tested and so I have been very fortunate to have had a group of players in the club who have played the rules through each game to see how well they fitted with the original game system and how easy they are to get the hang of.

Flight Lieutenant William Reid, VC, 61 Squadron 

So that exercise came to an end this weekend with the playing of our Op to Dusseldorf recreating the historical attack carried out by 589 aircraft on the 3rd-4th November 1943 that would see the loss of eleven Lancasters and seven Halifaxes or 3.1% of the raiding force together with the award of the Victoria Cross to Flight Lieutenant William Reid of  61 Squadron who was attacked twice by a nightfighter on the way to the target.

Pressing on over the next 200 miles to the target with his aircraft badly damaged, most of its guns out of action, his navigator dead, a fatally injured wireless operator and with himself and his flight engineer also wounded, he obtained an 'aiming point' photograph over the target before turning for home.

The return flight was no less perilous with a shattered cockpit windscreen, no oxygen supply, and with both he and the flight engineer, Sergeant J.W. Norris, lapsing into semi-consciousness as they took turns to fly the plane but with Reid recovering enough to land it in misty conditions in Shipdham in Norfolk, even though he could not see properly with blood running into his eyes from a head wound.


The final alarm for that night concluded with the undercarriage collapsing after what turned out to be a successful landing.

Flight Lieutenant Reid was an exceptional pilot and very brave officer who would go on to serve later in the war with 617 (Dambusters) Squadron and surviving a Tallboy bomb destroying his aircraft after it had been dropped by another above him on a raid to destroy a V-Weapon storage dump at Rilly-la-Montagne, seeing him successfully bail out and end up a prisoner of war in Stalag-III west of Berlin

The list of the early raids for the Battle of Berlin period taken from the 'Bomber Command War Diaries' and used to generate the eight games we have played since March 2019, culminating in this one

If you are just joining our campaign in this the final post, you can follow all previous seven ops in the links below with Op 1 played back in March 2019 before Covid rather than bad light stopped play.


Our campaign has seen our Bomber Command force take a commanding lead in the early attacks on Berlin back in August with the Nachtjagd in disarray after the summertime firestorm attacks on Hamburg in July and with the use of Window (aluminium foil strips) dropped by bombers wrecking the previous ground radar directed intercepts; and forcing a change in German tactics with the nightfighters having to adopt a 'freejagd' intercept with their own airborne radar set to guide them after being directed as best as possible by ground radar into the suspected bomber stream.

However the Nachtjagd have clawed their way back with a mix of these improved tactics and just bad luck for Bomber Command on some of its target marking and drift consequences that have seen increased losses of bombers for poorer bombing results and the campaign hanging on a minor German victory with the following pronouncement on the result of the operations so far.

Bomber losses outweigh the damage inflicted

The raid planning map, part of the 'air-officers commanding' briefing notes sent out prior to each op with the last mission to Hannover reducing the average score per op to 7.6 VPs and the current situation

Obviously senior command could not possibly tolerate this situation with Bomber Harris keen to prove his theory that a land invasion of occupied Europe will be rendered unnecessary following a German capitulation once his 800 strong main-force of night bombers has fire-stormed its way through Berlin and the the other major German cites of the Reich.

Thus with Mainforce responding to the call for an all out operation and with squadrons pulling out the stops to put as many aircraft into the air the groups managed to muster a magnificent turn out for this last op in our campaign with just three novice and one experienced crew talking part and with the rest all veteran crews with no less than 14 operations to their credit and with two second tour elite crews one from Halifax (P-Popsie) from 4 Group and a Lancaster (R-Roger) from 5 Group each with 47-ops and 38-ops respectively.

This is what a maximum effort by Bomber Command can look like and giving every chance for a punishing last Op to Dusseldorf

Given the importance of this particular mission Bomber Command have insisted on a Very Heavy bomb lift at the expense of fuel given the close proximity of the target and relatively short flight time to and from and with the weather reports showing broken cloud over home airfields and clear skies over the Rhur Valley only offset by the persistent haze that covers the area all year round, much is expected from the attack.

The winds over the target were predicted as light and from the south, perfect for accurate bombing with only the haze interfering and requiring the use of 'Parramatta' target indicators rather than the ground marker 'Newhaven' flares, thus with a slight chance of drift, offset by the clear weather, the city falling under OBOE coverage and offering a good ground looking radar signature.

Dusseldorf is located at the confluence of the Rivers Rhine and Dussel and the seventh largest city in Germany and is a key oil refining centre with the Rhenania Ossag refineries located in the southern Reisholz district of the city together with the Mannesmann tubular steel works on the northern outskirts.

Our target map representing the city of Dusseldorf and with the 'Parramatta' target indicators yet to be placed by our pathfinders, ordered to mark the suburbs of Reisholz to allow for any potential drift north over the city centre and rail yards.

With our last op taking place at the end of September, a month has passed in the technological war and thus in October we find our Mainforce bombers equipped with H2S Mark II ground mapping sets for the first time, enhancing navigation and target identifying at night, but offset with the German introduction of Naxos Z radar sets, better able to pick up the downward beams emitted from the bombers and thus aid their location in the dark.

All our Mainforce bombers would be carrying H2S Mk II navigation radar sets together with Fishpond attack warning modifications.

In addition the survivability of the bombers is enhanced with Fishpond nightfighter attack warning radar and with the support of 100-Group now flying ABC Airborne Cigar frequency jamming aircraft to interfere with German ground to air direction communications which has forced the Nachtjagd to adapt, using Morse Code transmissions as a stopgap measure to overcome the interference, now being countered by 'Drumstick', seeing RAF operators filling the gaps in the Morse signals with dots and dashes of their own.

The intel sheet used to determine the latest technological developments in night bombing used to brief the players

As part of the briefing the group commanders all get a copy of the prepared group aircraft stat sheets, an example of which is shown below, showing each aircraft by call-sign and allowing them to mark off hits to any aircraft from flak or nightfighters, plus fuel used inflight and the factors indicating crew efficiency at their particular role or their gunnery skill in yellow, together with crew experience and any other particular factors that might affect their flight.

A very experienced turn out from 4-Group and their Halifax squadrons, with Bomber Command Royalty in the mix in the shape of P-Popsie ready to lead the way and prepared to press on regardless.

With the table set up and the commanders briefed, the bomb load was constructed and call-signs allocated to each model together with an extra call-sign marker used to indicate the photo flash on the bomb run.

All the models set up ready to go

Our op began as every op begins with bombed up aircraft rolling down runways in eastern England to climb into a dusk sky as the bomber stream assembled before setting course for the enemy coast.

All our aircraft assembled, save one, Halifax Y-Yoke from 6 Group, that successfully managed to abort the take-off run after problems with the landing gear were discovered.

The bomber stream assembles after take off, less Halifax Y-Yoke, which aborted with landing gear problems

The stream set its heading over the North Sea to appear to be making a track for the German coast at Wilhelmshaven before abruptly altering course midway and turning directly for the Dutch coast which seemed to have the effect of confusing German radar and seeing no interference from nightfighters enroute to the target.

The bomber stream climbs hard towards the English coast. Altitude means safety from nightfighters.

However the flight into Germany was not without its alarms and losses with Elite crew Lancaster R-Roger showing some complacency on this, their forty-eighth Op by failing to monitor their climb rate out over the coast causing alarm at the possibility of encountering ice and having to abort, only mitigated by a particularly mild October evening with normal icing conditions only occurring at a much higher altitude.

This was followed soon after as the stream crossed the Dutch coast with the loss of Lancaster B-Beer, on their thirtieth Op and looking forward to leave following it having achieved their first tour, making a navigation error that caused them to stray too close to the flak batteries near Rotterdam.

The subsequent flak barrage lit up the starboard outer engine, with all but the pilot, bomb aimer and wireless operator escaping in the bail out that followed as the aircraft went out of control.

Individual bombers in the stream would be tasked with laying 'Window' to mask to approach route to German radar.

With no other losses the stream turned on to a course for the southern approach to Dusseldorf reporting a fierce barrage in the flak zone and the German searchlight batteries ominously shining their beams on to the underside of the Rhur Valley haze to create a ground glass screen that would silhouette the enemy bombers to any nightfighters patrolling over the city.

A good grouping of bombers turns in over the target to begin their bomb runs. The key was to get in quick and leave just as quick, whilst bombing accurately to the TI's. Note the position of Lancaster E-Eddy which bombed successfully but drifted off track and failed to get back on it, running out of fuel and crashing near the Dutch coast. Just another hazard of night-time navigation! 

The first bomb drops were very accurate and grouped in and around the target markers clearly visible in the night sky above the haze below, but with the crews very aware of their feeling of nakedness standing out against the backlight below and keen to get in and get out as soon as possible.

A 3-Group Stirling over the target with previous bomb runs marked by the photoflash chits showing which aircraft have bombed and where. The TI marker helps the players gauge where they are in relation to the target map, hoping for none but allowing for drift or an error in laying by the pathfinders. 

Then it began with a series of nightfighter encounters with freejagd FW190 single seat fighters taking full advantage of the conditions conducting fast moving raking attacks against bombers lining up on their target drop.

Seven aircraft would succumb to these attacks three Lancasters, three Halifax and a Stirling, together with the loss of Lancaster T -Tommy that collided with another bomber in the mayhem causing an explosion in the bomb bay that only added to the sense of disaster with falling aircraft that was observed by the rather shattered survivors that pulled away from the burning city.

The nightfighters didn't have things all their own way and the sharp eyed gunners of Halifax N-Nanny were able to shoot down one of the attackers before their aircraft fell due to the damage it sustained in the battle.

A radar equipped single seat FW190 closes on a 3-Group Stirling from behind, likely G-George the only aircraft lost by the group, a novice crew on its sixth op and with only the bomb aimer, flight engineer, wireless operator and rear gunner able to bail out over the city.

The only compensation for the heavy losses sustained over the target was a heavy concentration of bombs delivered to the southern oil works, rail yards and city centre, with multiple fires reported by returning crews.
 
6 Group Halifaz Z-Zebra under attack from a Ju88 near Aachen on the return leg.

However before the night was over, two more aircraft would be lost with the veteran crew Halifax Z-Zebra on their twentieth Op falling to the guns of a rookie NJG3 Ju88 nightfighter north of Aachen when it lost control after the port inner engine caught fire after suffering hits in the hydraulics after the first surprise attack, only three of the crew managing to bail out.

This was followed by the loss of novice crew Lancaster V-Vick on its fourth Op limping home after taking flak hits earlier that damaged the fuselage and hydraulics and subsequently becoming uncontrollable from that earlier damage with just three of the crew baling out near the Dutch coast.

Finally the last loss of the night occurred to veteran crew Lancaster E-Eddy another thirtieth OP crew looking forward to ending their first tour and a well earned leave, succumbing to the limited fuel allowance the very heavy bomb lift incurred and with a navigation error leaving the aircraft well off track, never able to correct the error, it was forced to bail out on the Dutch coast due to empty fuel tanks with all the crew safely contacting the Dutch resistance.  

The survivors limp home having to land at different airfields due to fog. The carnage of the night is displayed in the models to the side of the airfield.

Well what an Op to end on and with a series of games that have been thrilling in their own right but now with the added consequences of the effects on the overall campaign as the context for each game.

The map below is the final analysis of the bombing results that, given myself and the players were looking forward to a well earned pint in the pub was only a top line assessment at the time, indicating that with the losses sustained and the bombing damage caused, a potential draw was in the offing but that I could only confirm things once I had sat down and totted up all the points.

The final situation over the target with the number of bombs dropped and fires
started in relation to the target indicators that proved to be dead on target.

So with the situation left at Bomber Command sitting on a tally of 53 points over seven games to produce and average score of  7.6 points per Op and needing to get that score up to 12 per Op for a draw, we see this final game produce the following score.

Bomber Command - 2VP for the target, 56VP for 14 major fires caused in Dusseldorf, 32VP added for major fires in the Industrial and Transport areas, Four additional bomb types that hit the targets but did not cause fires for 4VP = 90VP in total.

Less the score for the Nachtjagd with bombers destroyed - 2 Novice Crews 4VP, 8 Veteran Crews 32VP = 36VP in total.

Thus Op eight generated 54VP added to the 53VP scored previously brings the total to 107VP divided by eight operations delivering an average score of 13.4 VP per Op and a handsome draw to Bomber Command in this bloody final operation to Dusseldorf, thus leaving the historical record showing 

'Mounting losses cancel out the effect of the bombing'


The remarkable and pleasing aspect of this campaign playthrough is how very similar the raid results have been to their historical predecessors and that if the result in the last game had not produced the disastrous drift to the TI's that it did and also did in the historical attack, then Bomber Command would be looking at a major victory at this stage, so each series of games in any campaign should leave things all to play for right up to the end in most cases.

To emphasise my point about similarities between the game results and the historical outcome, the Bomber Command War Diary makes interesting reading with its conclusions on the result of this particular OP;

'The main weight of the raid fell in the centre and south of the city but it is difficult to obtain precise results of the outcome; like some other German cities, Dusseldorf's records start to show a deterioration under pressure of the severe raids of 1943. There was certainly extensive damage both to housing and to industrial premises but a detailed resume is not possible. The same problem exists with casualties. An early local report says that 23 people died but this appears to have been altered to 118 at a later date. The United States Bombing Survey gives a figure of 622 dead and 942 injured for the whole month of November; there were no more other attacks on Dusseldorf in that month.'

I hope you have enjoyed following our progress through this series of games and my intention now is to pull the campaign rules together into a more user friendly format for other to use with plans to run another similar campaign for the earlier Battle of the Rhur and with Steve Land, a fellow TfT enthusiast, putting together a Dambuster project to be worked on in the New Year.

It leaves me just to thank my fellow DWG club members Steve Land, Bob Connor and Ian Toogood, who joined me in this game and to others in the club who have played in the seven other games that preceded it. Many thanks for your enthusiastic playing, help and input into what has been a very fun time and to give an idea on how our games have progressed over the campaign you can see a short clip below of this game with the guys getting the bomber stream moved with Bob trying his best to crash R-Roger and Steve explaining the delights of dodging nightfighters on the bomb-run!


I will also end with a thank you to my fellow TfT enthusiasts on the Facebook Group who have also been following the progress of this little series of games and for the generous availability of their ideas to modify and improve on the original game, many of which can be found on the page and by simply joining the group.



More anon 
JJ

Sunday, 15 August 2021

Target for Tonight, Op Seven - Hannover (A Very Dark Night for Bomber Command!)

The amazing aviation artwork  of Piotr Forkasiewicz, https://www.peterfor.com/ captures the moment of a Lancaster under attack from a Freejagd, FW190 Nightfighter, an all to common event in our seventh Target for Tonight op to Hannover

This weekend at the Devon Wargames Group, myself, Bob and Steve L. sat down to play through the seventh and penultimate game in our Battle of Berlin Campaign game for Target for Tonight (TfT) with the state of play at the end of six ops balanced on a draw and with Bomber Command needing to restore confidence and its advantage with a devastating attack on the relatively close range target of Hannover, which was attacked historically on the 27th-28th September 1943 by 678 Mainforce aircraft.

The first eleven ops in Bomber Commands 1943 offensive against Berlin from which the eight largest were selected to test out our eight game campaign module for TfT

A lot of factors seemed to bode well for Bomber Command with this op, as 'Bomber Harris' gave his crews a much needed break from the deep, long range attacks on the 'Big City', Berlin, Nuremburg and Mannheim and returned to Hannover raided only a few nights previously and with our next op to Dusseldorf, deep in the 'Happy Valley' of the Rhur.

The situation set-up and preceding ops can be followed below:


As well as being a shorter flight to Hannover, reducing the time in the air to be attacked and the strain on aircrew, the weather was forecast as 'broken cloud' over the target with light winds allowing 'Newhaven' target markers to be used, much more accurate in their placement with a small chance of drift and thus a good chance of accurate grouped bombing. Only fog over airfields on the return slightly spoilt the planned attack, but with a strong turn out of veteran crews across the groups including two second tour elite crews, the chances of a good result seemed in the offing.

The Players briefing sheet showed a solid turn out of aircraft from across the five Mainforce Groups with thirteen veteran and two second tour elite crewed aircraft out of twenty participating in the attack, with the other five being novice crews averaging three ops apiece.

Hannover was an important target being the thirteenth largest city in the Reich at that time, with 471,000 inhabitants and an important role as a major transport hub and industrial centre producing military vehicles, aircraft together with rubber parts and products at the Continental AG and Hanomag factories and with the large AFA VARTA factory producing batteries and torpedoes for U-boats. in addition, on the outskirts of the city, two large refineries were built producing gasoline and motor oils for the Luftwaffe.

The players briefing notes of Hannover included the target map with the key industrial sites of Continental AG, VARTA and the refineries indicated together with the winds expected over the target.

The intelligence briefing indicated no known changes to Luftwaffe technical capabilities, but updates on passive receivers such as Flensburg were now enabling nightfighters to home in on Bomber Command's Monica tail warning radar, somewhat reducing the effectiveness of the cloaking effects of Window.

Confident in the forecast of low winds affecting target marking by the pathfinders, our player commanders opted for target marking on the railyards to the north-west of the city to act as their reference point and, with a short range target allowing a comfortable fuel load out of 18-19 units of fuel, a very-heavy bomb lift was selected allowing for an extra 20% lift capacity for the attack.

Mainforce starts to gather in darkening skies over eastern England and already the first casualties of the night, P-Popsie and R-Roger, remain on the ground as burning wrecks at base airfields.

Thus with the plans and briefing complete our respective Group commanders arranged their aircraft and started the first most critical parts of flying any aircraft, taking off, with perhaps only landing being of a higher priority, particularly if you get to walk away from it!

The night's work started badly for the op and very badly for Five-Group Lancasters, in what would be a devastating night for the group, as the 38-op, Elite crew of P-Popsie veered off the runway in an attempt to abort take-off, only to loose control with a very heavy bomb load, and crash amidst a fireball explosion, this followed by a similar devastating crash by 24-op Veteran crew R-Roger with fatal results for all on board.

Three casualties before Mainforce had crossed the enemy coast!

The next casualty of the night soon followed as the bomber stream crossed the coast out over the North Sea with a warning of icing conditions to contend with, the Three-Group, 3-op Novice crew of Stirling F-Freddie were forced to bail out after the flight engineer failed to adjust the fuel mixture on climb out with an engine failure resulting from icing that put the aircraft into an uncontrollable dive despite dumping their bomb-load and seeing only the wireless operator successfully bail out, to be picked up the next morning.

The rest of the flight from the enemy coast to the Hannover flak belt proved relatively uneventful with jumpy crews having their flight unsettled by the occasional Monica false alarm.

The bomber-stream reaches the Hannover flak belt where the next casualty of the night would fall in a direct hit from flak in the bomb bay killing all aboard Halifax M-Mother.

Then the next casualty fell as Four-Group, 14-op Veteran crew, Halifax, M-Mother found itself coned by searchlights and hit by flak in the bomb bay which resulted in a massive aerial explosion and the loss of all on board, as the stream flew on with all crews in the vicinity noting the use of scarecrow shells as they concentrated on their approach to the target.

A Freejagd Wildboar attack roars into the attack over Hannover, one of six such attacks as Mainforce made its run over the target.

The lack of nightfighters to this point was intriguing and perhaps indicating the controllers aranging fighter cover in prediction of a deeper raid, but any sense of relief for our bomber crews was to be soon tested as the run over Hannover was met by no less than six Freejagd 'Wildboar' single seat attacks from staffing FW-190's two of which were using airborne radar to home in on unsuspecting bombers.

The bomb run is always a very tense and drama laden part of a game of TfT but this raid on Hannover is up there with the most dramatic of all, with multiple single-engine fighter attacks, determined grouped bombing, and acts of heroism as bombers dealt with damage received over the target, to then press on and make their attacks.

Despite the attentions of the Wildboar fighters the bomber crews went about their task methodically, with very few 'jumpy' bomb drops and very good concentrations of bombing on suspected key locations around the city, but not without loss and damage from the repeated fighter attacks, with another Five-Group Lancaster, the 29-op, Veteran crew, T-Tommy, shot down on the bomb run by a nightfighter that hit it in the bomb bay killing all aboard, a Four-Group Halifax, 29-op Veteran crew K-King, hit by a fighter in the port fuel tank, setting it on fire and causing it to crash, with three crew, the flight engineer, wireless operator and rear gunner bailing out over the city, and a One-Group Lancaster, 16-op Veteran crew, B-Beer being hit by a fighter in the port wing fuel tank that then caught fire only to see the pilot save his aircraft by extinguishing the fire in a dive, before pressing on to complete his bomb run. 

Inevitably the bombers cleared the target and turned for home with crews jubilant that they had pressed their attack accurately with a strong concentrated grouping that would leave Hannover a smoking wreck the next day, with minds now focussed on getting home with out loss on the remaining fuel.

A Ju-88 from II/NJG3 closes in on Lancaster S-Sugar, to cause the last casualty to Bomber Command on a very costly raid to Hannover, and this loss being the fourth out of five Five Group Lancasters committed to the  raid.

With throttles opened, ours crews raced back to the coast with no more losses until the crossing into the North Sea - Channel approaches as another Five-Group Lancaster, 3-op Novice Crew, S-Sugar was intercepted by a II Gruppe, NJG3 Ju88 equipped with Schrage Music upward firing guns that closed in undetected by the inexperienced crew, pouring its fire into the port inner engine and sending it crashing out of control with no survivors.

The target map revealed an exemplary bombing attack with an ample mix of HE and Incendiaries placed together on key targets together with Cookie High explosives aimed at the industrial, city centre and transport areas. A quick assessment of the results reveal twelve major fires started and if this had been in summertime good weather conditions have resulted in a 'Firestorm' in Hannover city-centre.

With all of us exhausted after a very dramatic game we gathered around the computer display to see the results of what looked like a very good bombing attack that would help to offset the high losses in veteran and elite crews.

However each raid has then to add in the components that can easily affect good accurate bombing such as actual winds versus forecast, ground looking radar city profile, additional radar navigational support for pathfinders and target markers alike, etc.

For our op there were no other factors thus leaving a roll on 2d6 requiring seven or less for the Newhaven markers to have been on target and the bombing as seen above.

That was when all the good work of the night combined with the heavy loss of aircrew was undone as the die roll came up with a score of eleven and a target marker drift of two zones showing a target presented to reconnaissance Mosquito's the next morning looking thus;

Defeat snatched from the jaws of victory as forecast light winds prove false and undo the results of a very concentrated bombing attack falling on open fields and with not one bomb hitting the city of Hannover.

You might think this result bizarre and unrealistic if you knew nothing of the difficulty of hitting a target as large as a major city from some 20-25,000 feet in pitch darkness, under fire from Flak and nightfighters with the technology available in 1943, that is until you read the report of the results of the historical attack made by those 678 aircraft losing 38 of their number, some 5.6% of the force with the summary of the attack from the Bomber Command War Diary, blandly stating;

Bomber Command War Diary - Hannover 27/28 September 1943
678 aircraft - 312 Lancasters, 231 Halifaxes, 111 Stirlings, 24 Wellingtons. 5 B17s also took part. 38 Bomber Command aircraft - 17 Halifaxes, 10 Lancasters, 10 Stirlings, 1 Wellington - lost, 5.6% of the force and 1 B17 also lost.

'The use by the Pathfinders of faulty forecast winds again saved the centre of Hannover. The bombing was very concentrated, but fell on an area 5 miles north of the city centre. No details are available from Germany but R.A.F. photographic evidence showed that most bombs fell in open country or villages north of the city.'

I hadn't realised this was the historical outcome before writing up this AAR and it is uncanny when a game manages to replicate the result of an actual air-battle in this way and perhaps helps underline what an enthralling game TfT is in its ability to put you in the hot seat of those involved without all the risks to life and limb they endured doing it for real.

However this was a tough night for our bomber crews that leaves the campaign looking thus, with victory points in value of the target attacked less the crews of seven aircraft lost, four Lancasters, two Halifax and one Stirling resulted in 19 victory points to the Nachtjagd, thus reducing Bomber Commands tally of 72 points over six ops to 53 points over seven, leaving it averaging 7.6 points per op and placing the campaign firmly into a German Victory, with Nazi newspapers and Signal Magazine proclaiming,

Bomber losses outweigh the damage inflicted. It's a good night for the Nachtjagd!


Thank you to Bob and Steve L for once again braving the flak and pressing home their attack regardless of losses. 

Will Bomber Command's efforts be rewarded in the final op of this campaign? All will be revealed in the night skies over Dusseldorf.

Wednesday, 11 August 2021

'O' Group, First Play, First Impressions

 



I had a very nice change to my week this week, following an invitation from an old friend Mr Steve L to join him at his with other friends Ian and my regular gaming pal Steve M to have Ian and Steve L take us through the delights of the new battalion level and above WWII set of rules, 'O' Group written by Mr David Brown and published by the Too Fat Lardies (TFL) as part of their Reisswitz Press stable of rules.

It was not very long ago that my wargaming diet revolved around WWII almost at the expense of other periods, and I find my hobby tends to see me going through these period specific phases where I will focus very intently on the period/era at hand which allows me to develop a seriously useful collection of models around that theme whilst also getting an education at a serious depth of knowledge around it, that may well and often does cover a period of a few years, before the 'Eye of Sauron' inevitably casts its gaze upon another period of interest and I'm off down another rabbit hole for a few years.

Thus with my focus very much on Age of Sail at the moment and with my Augustus to Aurelian 28mm Romano Dacians, my Sharpe Practice AWI 28mm Mohawk Valley collection and my yet to be started Coat of Steel 28mm Wars of the Roses collection to be addressed next, WWII, for which I have a very large and broad Normandy period collection of 15mm, mainly Battlefront models completed, is by no means front and centre in the focus of the 'great eye'.

This fact probably explains my not jumping onto the bandwagon of interest that has followed the publication of 'O' Group and the fact that having gamed at this command-level and above previously, before moving down the command chain via PBI (Poor Bloody Infantry) from Peter Pig, IABSM (I Aint Been Shot Mum) by the Lardies both battalion level and arriving at Chain of Command also by the Lardies at Company level, I was not that grabbed by this seemingly higher level set. 

So I was interested in the rules when Steve invited me to have a go with them but more so in spending time playing with the chaps, a luxury that has been denied us for a very long time.

I should say that my post is intended to give a first impression and overview of the game O-Group produces and not an in-depth description of the method of play which after just one game is beyond my abilities anyway and a quick search of the net together with the link to the TFL play series of videos will do a much better job.

Our table, at game-end, that depicts the demo-scenario in the rules focussed around the Normandy battle of Charnwood, the Allied assault to take the northern part of Caen just after D-Day

Knowing I would be playing O-Group for the first time on Monday, I took a bit of time over the preceding weekend to familiarise myself with their playing by watching two thirds of the first TFL video playthrough with Richard and Dave illustrating the basics, which even with my small introduction proved to be most useful in speeding up progress on the 'learning curve' and well done to the chaps for producing these videos as part of the launch.

The video link at the bottom of the page should go through to the first video in a series of four if you haven't seen them and are interested in knowing more.

My German Battalion HQ off table with the medium mortar platoon close by, together with my stack of platoon order chits, next to my two battalion orders, as indicated by the black die, and my single heavy artillery 'stonk' recorded on my yellow die. The village 'BUA' (built up area) ahead on the nearby road was a primary objective for the British and was occupied by my reserve company down to a single platoon after the initial British barrage and my artillery/mortar OP.

For any new players to O-Group, but those familiar with Chain of Command, the play mechanism will seem very familiar especially as Combat Patrol markers start to move forward from respective start lines to stake out the ground for the opposing forces to deploy and start to dispute key terrain objectives in preparation for gaining ascendancy or repelling attacks in any given area of the battlefield.

All the activity of moving patrols, deploying and firing by troops, bringing on reserve formations, laying down artillery fire means spending order chits and using battalion orders which though separate in the way they are produced from turn to turn perform exactly the same function, though battalion level orders held between turns contribute to one side or the other gaining the advantage or initiative allowing that side to choose to go first or second in the turn.
 
Rather similar to Chain of Command, O-Group uses 'Combat Patrol' markers, here showing blue German and green British, to move out from the respective line and stake out the ground providing that fog of war effect by facilitating potential 'jump off points' for new troops brought to the table from reserve. One key point on the German right flank was a village/farm BUA with a German Combat Patrol in occupation and with platoons deployed wither side and the Company Commander set up in the orchards behind.

The first command decision each side quickly grasped was the decision to lay down a mortar or artillery strike, as its use was restricted to that first command only. After that it was all about prioritising what had to be done with the orders available.

At the start of the game with minimal contact between opposing forces, and movement and deployment decisions predominating, the game seems very simple with an over abundance of order chits. The situation of the play at this stage left both Steve and myself questioning the attraction of the game as decision making was relatively straight forward.

However first impressions can be deceiving and the game O-Group produces rewards patience as the forces deploy and close on key battlefield terrain, the decision making process becomes more intense as situations develop demanding priority and the need for the senior commander, you, to decide what must happen over and above equally pressing demands for orders.

The empty battlefield starts to fill up as Combat Patrol markers start to morph into platoons, with the German platoon on the wall indicative of the way the game replicates the various formations with each base of the three seen above representing the squads or sections of 8 to 10 men in the command

Suddenly the wealth of orders doesn't seem quite so abundant as more and more decision points in the game occur and Steve and I found ourselves scanning the table, assessing each critical combat point, and deciding where to prioritise the limited pool of orders to get the 'biggest bang for the buck' as the saying goes.

Reserve company HQ takes up residence in the key village BUA with the artillery OP in residence at the local church, more specifically its tower.

In addition to the stress points caused by the order decisions, we all noticed how the advantage and momentum for one side or the other could quickly change based on the outcomes of the order decisions taken and the results of the combat generated.

At one point early in our game, British platoons were advancing in force on key positions with German troops looking to deploy off combat patrol markers, which once done required the gaining of the initiative to get their fire in first, hopefully cause significant casualties and combine their fire with mortars and the dreaded sniper attack.

Suddenly a combination of those factors combined in the space of a turn to completely change the position on the German right flank where three British platoons opposed one German, that they had decimated in their early assault fire, to be suddenly faced by two other German platoons in cover supported by attached heavy machine guns, sniper support and a mortar barrage that left just one British platoon on the original start line with the other two reeling back to it having lost four sections and gained a FUBAR (loss of command dice rolled to generate future orders) for their efforts.

Sherman tanks cautiously advance like new season debutants introduced to the dance floor, only too aware of lurking German anti-tank capability, which has just been revealed as my Panther on overwatch, making best use of its ridgeline hull down position to see out below, causes a 'double-shock' hit on the lead troop of Firefly's

The table quickly generated the key battles in specific areas and with infantry in close range and forced to group in support of one another, mortar and artillery started to drop from both sides, with the firing generated increasing the casualty count of removed bases.

I mentioned the dreaded German sniper which is the only deployment the player concerned (me in this case) doesn't need to use an order for and who is able to quite literally pop up anywhere, make his attack with three d6, and disappear just as quick without risk of return fire.

All success die results usually resolve around 4+ on a d6 and thus it was not unknown for my sniper to cause three hits on a platoon which is an automatic 'Suppression' and stops that platoon from firing until at least one hit is rallied off. Subsequent hits on such a target can cause base losses and thus the sniper together with my mortars became a key component for setting up target priorities for my infantry looking to fire in support of these attacks made at the start of my initiative. In addition the sniper became very useful for causing base losses on British platoons still Suppressed from the previous turn.

I eventually lost my sniper when towards the end of the game I contrived to throw three misses which is the only way for the unit to be removed from the game.

A battalion reserve formation, my platoon of Panther tanks got on to a neighbouring hill and performed its role perfectly, acting as the ultimate in overwatch capability for the infantry fighting below, knocking out advancing enemy tanks and engaging enemy infantry with HE and machinegun fire.

In the latter stages both sides pushed their armour up to try and turn the tide of battle or maintain the advantage and we managed to play through some long range sniping shots between the Panther placed on a hill in overwatch and a Firefly troop leading its platoon down the main road trying to close up with the infantry ahead to lend a hand in the infantry battle.

The Panther managed to score an early hit causing a couple of shock on the lead Firefly which promptly missed in its return fire to then be hit again with a damaging hit that knocked it out.

The modelling of tank combat all seemed familiar with the usual assessment of gun versus armour versus tactical and quality factors to come up with a total negative or positive dice modifier to resolve the effects on a hit table that also decides if the target is obscured when the shot was made or in plain sight. 

The key battle around the left flank village with the German infantry company firmly in control, if a little battered after its fight with the Tommies, the best of which are to left with a Supressed platoon lining the wall and the rest of the Company beyond, in a shattered state of withdrawal after our battle. A burning troop of Fireflies blocks the road to their left, as other tanks shelter to their rear in the woods.

The game generated the typical Normandy slug-fest among the hedges with the Germans grimly holding on as the British lines closed in.

Both Steve and I enjoyed O-Group and the decision points it generates and the game prompted lots of discussion around how well it would play in other theatres, the rule mods we had in mind about Battalion orders being needed to be spent to bring on Battalion support platoons, to the seemingly powerful sniper and to limiting HE capability for Pak 40 AT guns to just one or two rounds of fire.


In addition I don't think we played the game in a way that showed its full potential, such as getting to use British platoon smoke tactics to launch assaults on key German positions and that might have reduced the effect of sniping attacks as well as helping the British to get onto their targets.

At present there seems to be little in the way of scenarios for the game which will no doubt be rectified in time but the scale of the game made me immediately think of the Battlefront Scenario resource that would seem ready made for adapting to O-Group

Fire and Fury - Battlefront Scenarios

Earlier this week I referred in another post about my marker for a good set of rules as being how intuitive they are to play thus speeding up the learning process of moving from unconsciously-incompetent to unconsciously-competent and I think Dave Brown has done a good job with these rules to make that process quicker with a skilful application of the 4+ die rule for success helping greatly and a far simpler but just as demanding Combat Patrol/Jump Off system as pioneered by Chain of Command.

In terms of my other rules assessment tool of simulation versus game against fun or tedious to play I think I rate O-Group as high on the fun score and slightly towards game over simulation, primarily because of the greater compromises needed on ground scale, figure scale, ranges that this level of game requires, off set by its application to some solid historical scenarios where I think the rules will still model the combat quite well in spite of those compromises and still provide those golden moments of sheer fun as turning points happen and the drama it creates.

So as I wrote to Steve L and Ian in a post game email to the chaps thanking them for their hospitality, you can put me down as an O-Group admirer and happy to play anytime, now where did I put those sloops?

Saturday, 31 July 2021

Start Point, Hallsands and Slapton Sands

 
I find it an often remarkable aspect of familiarity with ones own local area that it is easy to overlook the interesting and noteworthy places of interests and beauty that are right on ones own doorstep, often travelling hundreds and even thousands of miles to explore a part of the world that has long been on the 'old bucket list' of must see places at the expense of seeing a place only a few miles from ones own doorstep.

The Nymphe vs Cléopâtre 18th June 1793, off Start Point - Donald MacLeaod
The header to my post looking at my French Revolutionary frigate and brig
All at Sea - Early Revolutionary War French Frigate & Brig

I had an occasion in the last week to notice such an omission on my own part whilst writing a post for this blog, concerning my current project focussed on my collection of 1:700th age of sail ships, and specifically my post looking at my recent additions of a French Revolutionary War frigate and brig; which as part of the post described an action from that early period of the war when French warships carried their white and tricolour cantonment ensigns, specifically the action between the frigates HMS Nymphe and the MNF Cléopâtre fought off Start Point on the 18th June 1793.

In the post, that can be read in the link above, I outlined the action, fought about eighteen miles off Start Point in Devon, its most southerly point, realising as I typed the sentence that I had in all my years living and working in Devon never been there and immediately thinking of an opportunity to make a visit.

Start Point is indeed the most southerly part of the county of Devon and its proximity particularly to Cherbourg and northern France, just across the Channel together with its location next to Start Bay links it to some very key moments in British and World military history 

I have visited the area lots of times, especially following up on my interest in Exercise Tiger, the US practice landings on Slapton Sands, prior to D-Day in April 1944, with the terrible loss of life from an E-boat attack originating out of, guess where, Cherbourg, the casualties suffered during the exercise from so called 'friendly fire' and the recovery of a US DD swimming tank, seen in the header to the post, in 1984 that now serves as a poignant memorial to the hundreds of young US servicemen that lost there lives here, many more than were lost on the Utah beach landing, for which these men were training.

Exercise Tiger

LST 289 seen in Dartmouth, close to Start Bay where we were walking and overlooking Slapton Sands, the training beach that the LST's were heading for the night they were attacked
Froward Point Walk - Brownstone Battery

I touched on Exercise Tiger in my post about our walk to Froward Point-Brownstone Battery above Dartmouth from where the US Landing ships originated and to where the survivors returned bearing the damage from their encounter in the dark waters of the English Channel.

A closer look at the area of Start Bay as we walked from the car park at the base of Start Point, out to the lighthouse at its very end then back along the coast to the destroyed village of Hallsands, before returning to the car to drive along Slapton Sands and home

However as interesting as Slapton and it surrounds are, historically, it was to Start Point Carolyn and I were headed, or more precisely the car park at the base of it, to walk out along the old lighthouse keepers path, to the lighthouse, built in 1836 and costing £5,892 over the two year build to construct its ninety-two foot high tower.

A panoramic view of Start Bay from the Start Point car-park 

A closer look from Start Point of Slapton Sands, with Slapton Ley, the fresh water lake behind the sea road. The beach was selected for US forces to train on due to its similarity to the beaches on the Utah sector, and the whole area which extended several miles inland was commandeered by the military, with the civilian population evacuated from their homes in Slapton, seen on the right among the trees, to allow live firing exercises from troops and warships  

Slapton Sands, centre-right and Beesands, nearer to camera

Start Point Lighthouse seen peaking above the headland from the carpark

Originally housing an oil lamp visible for some twenty-one nautical miles, the lighthouse was converted to electric in 1959 increasing its visibility to nearer twenty-five nautical miles, and was automated in 1993, with the lightkeepers accommodation now converted to a very unique holiday cottage let out to visitors.

As we set out on the path to the lighthouse we looked back to see the ghostly remains of the shattered village of Hallsands destroyed by the sea in 1917.

As we headed out to the lighthouse we were able to look back along the cliffs to see our next place to visit, the lost village of Hallsands, destroyed by the sea on the night of the 26th January 1917 after 660,000 tonnes of sand and ballast was dredged up from the nearby seabed over the previous eighteen years to be used to extend the naval dockyard in Plymouth, but ended up removing the natural protective barrier for Hallsands and nearby Beesands from the stormy winter seas that frequent the bay.

We had the most perfect day to enjoy our walk out to Start Point Lighthouse

As well as glancing back to Hallsands my gaze was inevitably drawn to the horizon beyond the many sailing yachts in the bay to approximately where I imagined the action fought between the British frigate Nymphe under Captain Sir Edward Pellew and the French frigate Cléopâtre under the defiant Captain Jean Mullon, also sailing out of Cherbourg.

Nicholas Pocock's interpretation of the action between Nymphe and Cléopâtre clearly shows Start Point jutting out in the background and gives a hint as to where to gaze out on the horizon to imagine the sound of gunfire echoing across Start Bay with the occasional flash amid white smoke as the two frigates battled away

My recent interpretation of MFN Cléopâtre

No fighting frigates today, just pleasure sailors enjoying perfect July summer weather for sailing, but if Pocock's interpretation above is right, Sir Edward Pellew and the Nymphe triumphed at the top centre of this picture. Let's hope Sir Edward was involved in the drawing of the depiction.


The South Hams, as this part of Devon is known, is a glorious picture at this time of the year and this coastline made us both feel very lucky to live in such a beautiful part of the country.

The Lightkeepers house below the tower now available as a holiday let.

Having checked out the lighthouse we retraced our steps to follow the South West Coastal Path along to Hallsands, a wrecked village Carolyn and I last visited before we were married, which, as it is our wedding anniversary this week, is over thirty-three years ago!

The magnificent vista of Start Bay from beside the lighthouse on the most southerly extent of the County of Devon

As we made our way back to the carpark we took note of the wildlife enjoying, it seemed, the locality just as much as us.

The path was frequented by a lot of Gatekeeper Butterflies, that seem to be extremely common this summer

There has over recent years been a concerted effort by farmers and local authorities to return wild meadows and roadside land to wild flowers and grasses in an effort to encourage more of the natural fauna to return to the Devon countryside and, if the number of butterflies and the wild flowers they need to feed on is anything to go by, it seems to be having an effect.


As a keen bird-watcher when out and about, it is easy to ignore what is commonly referred to as just another 'LBJ' or 'Little Brown Job', but that would be a mistake as my eye was drawn to a flock of these seemingly shy chaps or should I say 'chapesses' when I recognised what turned out to be Linnets or Carduelis cannabina, with this female posing long enough to get a long range shot with the telephoto at full extension, something I was rather proud of once I got these pictures home.


I like to keep my field guide to hand, often in the glove box of the car, for times like this just to confirm what I think I've seen and given how shy these birds were it was great fun identifying them later.
 

The best shot of the day as one of the female Linnet's perched perfectly against the rocks, if a very long way away for my camera, but I ended up with this almost perfect shot.

The walk along the cliff path above Hallsands was equally as stunning with the occasional Devon-Red cow on the path to keep things interesting, but also some amazingly shaped trees illustrating the power of the prevailing winds to shape nature.

A perfect arch, shaped by the wind

The path above Hallsands with Beesands and Slapton Sands seen on the curve of the bay



As we reached the end of the path above Hallsands we found a memorial to the tragedy that left 128 people homeless, but fortunately no loss of life, as the storm smashed and destroyed the twenty-nine houses, pub, stables and post office that made up this thriving little, turn of the century, Devon fishing village.


The centenary memorial to the destruction of Hallsands sits on the cliff path above the former fishing village

We were somewhat surprised to see that you can no longer access the ruins, but peering over the fence from the viewing platform above the former village the reason was obvious, with the path leading down to the few remaining inhabited buildings, next to the shells of those destroyed in 1917, completely undermined by the force of the sea, leaving what remains hanging precariously over the exposed rocks below.



Beyond the remaining inhabited cottages are the ruins of Hallsands as was

A picture of the villain responsible for the death of Hallsands, as identified in the 1924 public enquiry, Sir John Jackson, in charge of the dredging and construction work, shown here with a map of the village and the names of the families that were living in the houses taken by the sea.

These two before and after the dredging work pictures show its effects on the village to cause the beach in front of it to be eroded by the heavy seas, exposing underlying rock foundations and threatening the buildings such as this cottage to damage from a high storm driven sea which eventually happened in 1917.

19th century photos and the illustration above give an impression of Hallsands with its crab and lobster pots littering the beach to its front, now gone, also ripped away by the force of the sea, exposing the underlying rocks seen today

Working our way back to the car along the cliff path, I was keen to conclude our day with another visit to a now famous Devon War Memorial, namely the Sherman DD (Duplex-Drive) tank on Slapton Sands beach front, and an opportunity to put some coins in the memorial box before heading home.


I well remember back in 1984, watching the local television news coverage, as the long campaign by local resident Ken Small to rescue a sunken Sherman tank that was known to local fishermen to be lying on the seabed off Slapton Sands, came to fruition, in the dark and under TV floodlighting, as the massive tank was dragged from his resting place up on to the beach on which it had been intending to land on some forty years previously during the American pre D-Day practice run, Exercise Tiger.

Practice for the eventual landing at Utah Beach, but seeing more men lost at Slapton than in the real thing!

Ken Small had to buy the wreck off the US government for $50 before they would allow him to raise the vehicle and, through a combination of his efforts to contact US veterans and the international media attention, the US government finally acceded to popular demand to recognise the tank as an official US memorial to the servicemen lost during TIGER, and it stands today as a record of his perseverance to remember the sacrifice of the greatest generation.

This Sherman cast hull M4A1 displays the remains of its drive mechanism at the back that linked its drive sprockets via a gear arrangement to two small propellers that could be lowered once in the water to propel it along. The propellers are long gone along with its canvass floatation screen that would have been raised with pneumatic struts before entering the sea from its landing craft, however close examination here shows the remains of the metal skirt around the lower edge of the cast hull, that anchored the canvass screen.

In 2011, on a summer holiday to Normandy, Carolyn and I visited the fascinating Omaha Beach Museum of recovered tank and vehicle wrecks from the actual landing, during which American forces lost the majority of their DD Shermans, examples of which have been recovered and of which I took the four pictures seen below.


These tanks are exactly the same model as that recovered at Slapton and show similar effects from forty to fifty years under the sea and have more of the remains of their DD skirt still attached together with the propeller drive units seen at the back.

As you can see these Shermans are as they were the day they were abandoned on D-Day with the drivers and bow gunner hatches wide open as the drivers bailed out. The commander and the rest of the crew would have normally been stood on the engine deck before entering the tank just prior to landing.
 

This DD tank has a lot of the skirt still attached, with its bow deck practically intact if bent upwards as it crashed to the sea bed, and the attachments for the rubber tubes that raised the canvass screen still clearly visible along the side skirt. The gun is defiantly skyward as if about to loose off an HE shell before it sank.


The illustration below shows the rubber inner tubes that were pneumatically pumped up to raise the canvass screen when entering the water and swimming, with the simple release of pressure causing the screen to drop quickly to allow the tank to go into action on the waters edge.

Note the tiller bar behind the commander's turret hatch and poking above the screen, with a simple linkage to the two propellers to allow their direction to be adjusted to help steer the vehicle into the shore.
 



US troops practicing landing exercises on Slapton Sands in 1944


I find the memorial at Slapton very moving, every time I have visited it and always remember the accounts of the US troops abandoning their LST's during the E-boat attack, to dive into the sea with life belts on the wrong way, not having the time to familiarise themselves with their use; amid water on fire from burning fuel oil from the sinking ships and that many of the men were found later head down in the sea having been effectively drowned by their own life jackets, or with their helmets firmly strapped on but thus pulling their heads under the water, in their haste to abandon ship.


It is very hard today looking at the happy summer scene below, to imagine the events of nearly eighty years ago, and many of today's visitors to Slapton Sands will have no idea as to what happened here, and perhaps that is as it should be, and serves as the perfect memorial to the brave lads that died close to this beach, that indeed their sacrifice was not at all in vain.


Either way, later generations are able to enjoy days like this with a bit of carefree sun bathing on the beach and some of us to take notice of the events that put these places in the forefront of history, whilst doing so.