Friday 10 October 2014

Omaha: Easy Red

An after-action report for a D-Day game using the Battlegroup Overlord rules.

Approaching Omaha (from Wikipedia)
Background

When I visited the Normandy landing beaches earlier this year (see my earlier blog posts Normandy parts I and II if you're interested), I promised myself that I would wargame one of them in 2014, given that this year is the 70th anniversary of the D-Day landings. My mind had actually been set on the idea some time earlier; in summer 2013 I put quite a lot of effort into scratch-building some D-Day beach terrain . As usual, though, I got a bit overambitious (this is a tendency I have - for example I have two huge boxes full of a 15mm Stalingrad that has never been used, and a large quantity of desert fortifications for Tobruk - but no 8th Army to defend them with) and it wasn't actually finished until after Christmas. At least it was finished! But the point is that by this time I had made an invasion beach and defences, landing craft and DD tanks, and painted both armies.

Al and I decided to play out a scenario at the Heromeet in Bangor based on Omaha beach, E-1 draw, which is in Easy Red sector and was one of the times during our Normandy battlefield tour that we stood on the sand at Omaha.

This was a tough place to land. At the top of the beach was a short sea wall backed by dunes with bluffs rising behind. There was a narrow track leading down to the sea (the E-1 Draw) that was defended by Wiederstandnests WN64 and WN65, together forming a strongpoint of two 50mm guns in concrete casemates, along with multiple machine gun nests, mortar pits, and barbed wire sections, several of which were mined. The road was blocked with tank traps and the beach was filled with stakes, Czech hedgehogs and ramps, some of which again were mined. The beach was also directly in the line of fire of a distant 88mm gun in a casemate set into the cliffs a mile or so to the west at WN72, and a heavy artillery battery inland was also able to give supporting defensive fire directly onto the beach.

Game Setup

We'd not felt wholly satisfied using the Flames of War rules for historical simulation games, and in my view this is especially the case for the Hit the Beach scenario, so we decided to try out the Battlegroup Overlord rules instead.

Without a points system, we drew strongly from the Bloody Omaha scenario in the Battlegroup Overlord book (page 117), adjusted slightly to conform to what we knew of the actual battlefield and also to accommodate the troops I owned. We used the following lists:

US 1st Infantry Division and Support

First Wave
3 DD Sherman Tanks

Second Wave (arriving on Turn 2)
3 Assault Boat Teams in landing craft
1 Engineer team and Sherman Bulldozer in landing craft

Third Wave (arriving on Turn 5)
3 Assault Boat Teams in landing craft
1 Beach Landing Party HQ with jeep in landing craft

Fourth Wave (arriving on Turn 8)
2 Assault Boat Teams in landing craft

Fifth Wave (arriving on Turn 10)
5 M4 Shermans in LCT

Off-Table Troops
2 offshore artillery batteries of 3 x 105mm guns

Turn 1: 3 Timed 6" gun barrages
Turn 2: Timed B-26 Air Strike
Turn 9: Timed 5" gun barrage
Turn 10: Timed 5" gun barrage
Turn 11: Timed 5" gun barrage

2 1st priority artillery requests

11 Officers; Battle Rating 100

German Forces

88mm PaK43 casemate gun with loader team (WN72)
2 x 50mm PaK 38 gun casemates with loader teams (WN64/65) at the top and bottom of the D-3 draw
8 x MG34 nests
2 x 50mm mortar nests
1 x quad 20mm flak nest
1 x 75mm PaK40 in open bunker
1 x OP bunker
Anti-tank obstacle across the entrance to the draw
Barbed wire sections at top and bottom of the bluffs and defending the OP bunker
Minefields across top of the bluffs along barbed wire line
Beach obstacles all over the beach
1 x 75mm gun in open pit providing enfilading fire
1 x Rocket artillery battery at the table rear

Off-Table Reinforcements:
Understrength Grenadier platoon (HQ, 2 x squads, 2 x MMG teams all in trucks)

2 Officers, Battle Rating 40+D6

We set out the terrain on an approximately 8 x 4 table roughly as shown below.

Omaha: Easy Red - the battlefield 
The scenario in the Battlegroup Overlord book suggests a 6 x 6 table and has deeper beach and open water areas than our terrain allowed (note to self: when time permits I will make a new and extended beach). This will definitely have made a difference, the difficult conditions offshore slowing landing craft and DD tanks and increasing their vulnerability to defensive fire.

While we were able to extend the sea zone (hence the 8ft table length) the beach was fixed because of the way I had constructed the terrain (originally intended for Flames of War), so (we could argue) the tide was higher than expected.

The game has the following objectives, which are all in German hands at the start of the game. Obviously the German player cannot claim an all objectives held victory!
  1. Breach the anti-tank obstacle
  2. Breach the trench line at the top of the bluffs
  3. Capture the observation bunker

The game uses all the special rules from the Beachhead scenario (p.114).

The early hours of 6 June, 1944 and all is quiet on the Ste-Laurent-Sur-Mer seafront
The Game

The game began by deploying the defenders according to the map and allocating 2d6 units to be in Ambush Fire. This ended up being all of the big guns and most of the MG nests. The first wave of DD tanks was then deployed 10" from the shore and the second wave at the seaward table edge.

The sea was rough, with a Heavy Swell (as it was on the day). This meant that the landing craft and especially the DD tanks were really slow getting to the beach. During this time they found themselves under enormously heavy fire from the defenders. However, the defenders themselves took a pounding from off-table artillery and air strikes and while this for the most part simply ended up pinning forces down it meant that a lot of effort had to be put in by the Germans in particular to rallying units - and that meant taking tokens.

First arrivals on the beach
The allies had only got a single DD tank on to the beach by Turn 4 when the German reinforcements arrived and they were quick to deploy to the assistance of the defenders, detaching some of their men to reoccupy several of the MG nests that had become ineffective through taking occasional casualties.

At last, the German reinforcements are awake and on the way to the coast
The random effects of the tokens had some interesting game effects. There were at least three occasions when German air support (doubtlessly Pips giving the Luftwaffe its finest hour) happened, bombs scattered wildly with mixed effectiveness about the beach, narrowly missing the defenders on at least one occasion. And to the benefit of the Americans, the 88mm casemate was running out of ammo.

Wave after wave more Americans make it onto the beach
Gradually, despite losing all tank support, the Americans brought troops onto the beach and on Turn 10 took the first objective at the bottom of the E-1 Draw. At the same time the Germans took their final counter and their morale broke. We presume that this was the point the defenders lost hope and either abandoned their positions or came out with hande hoch. Common sense in the end wins over loyalty to the Fuhrer, at least where Ostbatalions are concerned!

Post-Mortem

My overall impressions of the game were all good. It was a lot of fun, and it felt right for D-Day and Omaha Beach. Play was quite slow but I put this largely down to our lack of familiarity with the rules - we definitely sped up as the game went along. It is clear, though, that the game does require careful balancing to make scenarios work, especially in appropriately setting the break point for each army. It was a little bit deflating in our game when the Germans surrendered - it felt a little precipitate; but the game does have to end somewhere and it is possible that we weren't doing the naval gunfire right (it felt too effective) and that may have skewed things slightly too far in the allies' favour.


Overall, though a great game and we will definitely be giving these rules an outing again soon!

No comments:

Post a Comment