Friday, November 08, 2024

Mech War in the desert

We re-used the battlefield from last Tuesday but with 15mm figures & our Mech War house rules.
Germans (Chris): 5 MkIII, 3 MkIV, 2 inf platoons, 2MG, 2 Med mortars, 2 Pak 38 all Regular.
British (Renfrey): ( Crusaders, 2 inf platoons, 2MG, 2 25pdr, 2 carriers all Regular.

There are 7 objectives in the oasis & on the surrounding hills overlooking it. The Gernans started on the far side.
There were unequal tank fights on each flank.   The Germans had the advnatages & won on the near side & the Brits won on the far side, the German use of cover overcome by weight of numbers.
Both sides grabbed as much of the oasis as was easy. 
The Germans got to the objective on the rideg with the Sidi first, but the Brits are advancing to attack it.
The critical move was the British assault on the Sidi ridge.  The odds slightly favoured the Germans, but the Brits won the fight decisively.  Their Crusaders & infantry then turned right to attack the oasis which so far was a scene of indecisve shooting theough the palm trees.  This attack took the oasis before
the victorious MkIII's could intervene. 

Despite ealy setbacks in the tank fights, the bold British attack on the Sidi ridge paid off big time leading to a decisive victory. 

Our Mech War rules remain traditional IGOUO althought all our other house rules using simultaneous movement.  In WWII simultaneous movement doesn't work so well as other periods.  The battles are more chaotic making simultaneous movement tricky & there are issues with who shoots first if 2 untis face off.  And we don't use the BA command dice system because the game is designed for much bigger battles than BA & their system slows the game down too much with a large number of units.

 


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