Time once again to take a break from the Seven Year's War and dabble with my 6mm Desert War collection, using Blitzkrieg Commander II as the rules.
As with most of my recent desert games I am taking inspiration from Frank Chadwick's book Benghazi Handicap, and the scenarios therein. This time I have chosen the first scenario given, the Battle of Qabr al Ahmar, which took place on August 5th 1940. Supposedly this was the first real tank battle of the desert campaign, and featured a number of the much derided M11/39 tanks on the Italian side:
It is sad to relate that the GHQ M11/39 tank models I needed for this battle were bought at Colours 2010, and have languished in their blister packs ever since. How time flies! But one of the conveniences of this scale that you can assemble and paint, to a reasonable standard, 5 tanks from a pack in an hour or two. And so only very little effort was required to get the forces I needed ready.
Those of you who have the book might have noticed that the battle is called Gabr el Ahmar by Frank. There is almost nothing on this battle on the net or in any of my reference books, but one thing I think I have established is that it should be Qabr not Gabr, and al not el. Qabr translates as tomb (gabr doesn't translate as anything), so we can have a small building as the centrepiece of the terrain, really for decoration only. Here is the map from the book:
As usual, a 4' x 4' table is perfect for 6mm models, and the terrain is easily set up. Forces are also modest. These are the Brits from the book...
...which I have transposed for BKC into:
7th Armoured Brigade, plus Supports. CO, CV8
Initial Troops
8th Hussars (+). HQ CV8
1 A9
5 MkVIB
1 37mm portee
2 Rolls Royce armoured cars (recce)
Reinforcements
6th RTR. HQ CV8
3 A9
3 MkVIB
'A' Company, 1st Battalion KRRC. HQ CV8
3 infantry units in light trucks (veteran, ATR upgrade)
1 37mm ATG with tow
1 scout carrier (recce)
'F' Battery, 4th RHA (off table). FAO CV7
2 25pdr artillery units
BP = 9. 25% = 5
Reinforcements arrive move 3. May use flank deployment. CO arrives with reinforcements.
For the Italians the book gives...
...which I transpose as:
Raggruppamento Aresca. CO CV8
Initial Troops
1st Medium Tank Battalion. HQ CV7
5 M11/39
Motorcycle company, 201st Bersaglieri. HQ CV7
2 m/c infantry units (regular)
1 m/c mg unit (regular)
Reinforcements
2nd Medium Tank Battalion (+). HQ CV7
5 M11/39
1 47mm ATG with tow
9th Light Tank Battalion (+). HQ CV7
5 L3/35
1 47mm ATG with tow
2nd Battalion, 201st Artillery Regiment (on table). HQ CV7
2 75mm artillery support units with tows (veteran)
BP = 11. 25% = 6
Reinforcements arrive turn 4. May use flank deployment. CO arrives with reinforcements.
Notes
I have separated the Italian initial forces into 2 commands, as I think it will be handy and fun to have the infantry available to go their own way. For the British initial forces, I have folded the Rolls Royces into 8th Hussars, reasoning they were supposed to act as a recce force for the tanks. This is obviously just personal choice.
2 pdrs will have to stand in for the 37mm ATGs of the Brits, as I don't have the correct models, but they will fight as 37mms, the stats being different. There are only 2 guns in the Italian artillery formation as I only have 2 suitable models, but I think this will be enough to represent their role. The Libyan-manned 47mm ATGs of the Italians have been added to the tank battalions.
The book states that reinforcements for both sides can enter 'from the north or south edge', which doesn't fit in with the map orientation (north being up, as usual). I have taken this as a misprint, having encountered something similar in one of the other scenarios, assuming it should read 'east or west edge'.
I have made my own assessments of troop quality, guided by Mr. Chadwick. The British infantry get veteran status. It is not normal with BKC to give veteran status to support units, but as the Italian gunners were famous for their resolve, they get the higher rating as well.
The game will be fought as a standard BKC encounter scenario, except that I have no idea whether the forces have equal points (and I don't intend to check!).
I have made my own assessments of troop quality, guided by Mr. Chadwick. The British infantry get veteran status. It is not normal with BKC to give veteran status to support units, but as the Italian gunners were famous for their resolve, they get the higher rating as well.
The game will be fought as a standard BKC encounter scenario, except that I have no idea whether the forces have equal points (and I don't intend to check!).
The Battle
Shallow wadis are represented by brown felt shapes: these are treated as high area terrain for movement purposes. Units in a shallow wadi can claim partial cover but do not get a save value. The rough ground (shown by the fine gravel seen in the bottom right hand corner) attracts the dense terrain modifier but offers no cover. Moving on Qabr al Ahmer also means a modifier for dense terrain.
The Italian 1st Medium Tank Battalion moved quickly to centre table, watching with bemusement the antics of the British initial forces (who suffered 2 command blunders in 4 moves)
Combat was limited until the arrival of the reinforcements. The Italians managed to get themselves sorted out into a reasonably balanced deployment.
The Italian 9th Light Tank Battalion have their moment of glory, cresting the rise of Qabr al Ahmar and machine gunning the KRRC company. They would soon be driven off by the British light tanks (see 'House Rules and Other Stuff' below).
Half the Italian artillery failed to arrive on table (another command blunder), but the half that did set themselves up on a rise to the east of the road and did some useful shelling.
The Italians didn't fancy flank deployment (with their low CVs), but 6th RTR managed a delayed flank deployment which brought them right under the barrels of the Italian 2nd Medium Tank Battalion.
A determined slugging match went on for several moves, which the Italians eventually lost.
Qabr al Ahmar was the focus of the fighting. The Italian 1st Tank Battalion suffered a command blunder which saw them recklessly charging forward into a hornet's nest of British fire, which was to lead to their destruction.
A cloud of smoke hangs over the battlefield as the game ends. British light tanks have also suffered, but victory was with the British who knocked out a large number of Italian units in the last couple of moves, taking the Italians well beyond their breakpoint whilst themselves only losing 6/9.
House Rules and Other Stuff
BKC2 doesn't give the British Vickers Light Tank MkVI an AT value, but the vehicle had a heavy machine gun (Vickers 0.50" or Besa 15mm) supplied with armour piercing rounds and designed for anti-armour fire. Hence I give these tanks 1/20 for their AT value, and they were able to drive the Italian L3/35s off Qabr al Ahmar during the game with no trouble.
The M11/39s fought nobly but in a firefight their limited traverse and AT value of 1/40 puts them at a real disadvantage. If anyone knows why their main armament gets only 1 attack rather than the 2 attacks of other 37mm/40mm weapons of this period, I would be glad to hear from you. For the moment I'll just go with the rules.
There is an interesting article by David Brown in the latest Battlegames (Issue 26) arguing that the Warmaster system makes command and control subject to rather too much luck. He makes a number of interesting points, and this battle might be seen to support some of them - there were a large number of command blunders which screwed up the plans of both sides for no apparent reason. I am happy to accept these as a bit of fun, but I can understand the reservations of some gamers. In BKC2 there is a rule allowing the CO to re-order units that failed to receive any orders from their HQ. This is a good and simple adaption which means players can bring some command focus to bear via a well placed commanding officer.
Paul rang the changes by bringing round some beer. This meant drinking Speckled Hen from cans, but then (as they say) war is hell!