Desert War: Game In Play - Into The Blue

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MikeGreen
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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 4
This is my first time posting an AAR and I did not think ahead and take screen shots of my turns until Turn 7. Thus the picture below is from the Allied point of view.

This turn is a monumental turn as I finally was able to release troops not directly under attack. YEAH!

My plan for the future is to resist on the Main Line of Resistance (MLR) that I was able to establish this turn. One key area is the around Sofali (especially the pass). This is where the Cirene Div was released. The other Main area is Sidi Barrani, the town on the coast to the North. For these I will commit extra forces.

The line is established on an emergency basis. This means that units are intermixed. This will create problems with attacks--especially because of lowering the integrity of the attack. The difference in chains-of-command determines the attack's integrity. Units in the same Regiment attack at full. Battalions in the same division attack at lower integrity based on the Nationality. Units with wider differences in there chain of command attack at even lower integrity.

I have hopes of conducting a counteroffensive around the CW's Southern Flank.


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Timian
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RE: Desert War: Game In Play - Into The Blue

Post by Timian »

Post #15

Turn Five / 10 Dec 1940 / 1200:

o Two hexes of the Maletti Group left and four more of the 1st Libyan Division. All units Isolated / Out of Supply (OOS).
o 5th Indian is in quite a fight. Doubt I can cut-off (a.k.a., Isolate) Camp Tummar from 10th Italian Army.
o 7th Armored Brigade is in good shape, but am worried about its Flanks.
o As I expected, Mike is trying to clear the Escapment’s Sofafi’s Gap. Like a dummy, I failed to allocate 25 lb Defensive Fire. The good news is, Mike’s Attack wasn’t all that strong. Minor casualties.

Will pull the 7th Support Group’s Infantry Battalion and Engineer Company next to the Sofafi’s Gap back. Same for both 25 lb Batteries.

Am going to commit my Reserve (4th Armored Brigade) to try and relieve some of the pressure on those elements of 7th Support Group – to include its Brigade Headquarters – that are North of the Escarpment.

Pulling back 7th Armored Brigade too.



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MikeGreen
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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 5:
It looks like I stopped Don from cutting off Sidi Barrani for now. My artillery attacks all did minimal damage. My attack near the Sofali Pass was weak due to poor unit integrity. My attack by CCNN was a meeting engagement where units of the 2nd ran into CW units I did not know where there.

Victory points as of this turn are 154 Allied to 72 Axis. My VP are all form holding objective hexes with Sidi Barrani worth 15 points per turn. Allied VP are all from killing my units. He can continue to harvest points from isolated boxes for a few more turns.

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nicwb
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RE: Desert War: Game In Play - Into The Blue

Post by nicwb »

Hi,

There's no steps, and actual figures: so no 21st Panzer of 134 tanks, 3435 squads, and 34334 toothbrushes .
So it uses percentages for Strength and Readiness.
The unit Attack / Defense are abstracted numbers so in the counters above you see units with e.g. 4-12-8 means attack of 4, defense of 12 and movement of 8, so an old school wargame in that regard.
Strenght losses are permanent and if a unit has 50% of its max value, it's attack is halved.
Readiness is non-linear, so 0% readiness (and 100% strenght), Attacks will have 66% of its max value.
However, in battle, losses are taken firstly from readiness (which recovers) and then from Strength, so if a unit has high
readiness, it might take no losses to Strength. If it has low Readiness, then it'll take a lot of damage to Strength. So therefore Readiness is meant to simulate men and vehicles temporarily out of action, due to being in the shop or just exhausted. I.e. push your units too hard and they'll be permanently damaged.

There is no navy vs navy combat.
For Air units, fighters are abstracted away (into an overall air supermacy value). Air units and Special Forces can however conduct Counter-Air operations which involves attacking enemy airfields. This results in increased friendly AA values for ground units. Counter-Air also can reduce enemy interdiction (interdiction reduces HQ's Lines of Communication and incoming supply).

Cheers,
Brian

Brian thanks for the quick detailed answer. Sounds quite positive - I look forward to seeing more. (am relieved to hear I don't need to worry about toothbrush numbers!)
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Timian
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Desert War: Game In Play - Into The Blue

Post by Timian »

Post #17

Turn Six / 10 Dec 1940 / 1800:

Fortunately, was able to pull the Western-most Infantry Battalion + Engineer Company and both 25 lb Batteries, of 7th Support Group, back to the East (into very good Defensive Ground).

Given this is a Night Game Turn, am Resting both Selby Force and the 4th Indian Division. Will use the Royal Navy to keep the Remnants of 1st Libyan Division “Heads Down”. Using 11th Indian’s two 25 lb Battalions to same with the last Unit from the Maletti Group.

With 4th Armored Brigade, am Attacking into Elements of Catanzaro Division and am pulling back the Forward Units of the 7th Armored Brigade.

Looks like Mike is Massing the Cirene Division just South of the Escarpment. Come Sunrise (Turn 7) I’m going to move the 11th Indian Brigade and its three Matilda Companies South towards Bir el Ineba.

Have noticed that Mike appears to be flying Interdiction Missions with most of his Air. This can reduce the amount of Fuel and Ammo I receive, and can reduce the Supply Range of my Headquarters. Each Turn, I’m losing 10 or so Fuel Points and another 10 or so Ammo Points (out of approximately 20 Fuel and 20 Ammo Points per Turn) plus all of my Headquarters’ Supply Range is being Reduced by 10%. Come Turn 7, will start flying Counterair Missions with my Fighters. Have already committed the SAS to Conterair Raids on Mike’s Air Fields.



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MikeGreen
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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 6
Successfully cleared the Sofafi-Buqbuq road, allowing communication over escarpment. Conducted mainly harassing artillery attacks. 2nd CCNN and Cantanzaro Divisions conducted probing attack in the center.

Don claimed some 60 more VP of my isolated units while I picked up 18 VP for objectives. Scores: Allied: 210 Axis 90

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Timian
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Desert War: Game In Play - Into The Blue

Post by Timian »

Post #19

Turn Seven / 10 Dec 1940 / 0600: Day Three of Operation Compass. As with Game Turn Four (start of Day Two), time to review the Commonwealth’s Logistics Status, Air, and Naval Gunfire status + the Disposition/Plan of Action for its Ground Forces.

Fuel = 275 and Ammunition = 64.

Per my start of Day Two (of Operation Compass) update, Mike appears to be flying Interdiction Missions with most of his Air. I’m losing 10 or so Fuel Points and another 10 or so Ammo Points (out of approximately 20 Fuel and 20 Ammo Points per Turn) plus all of my Headquarters’ Supply Range is being Reduced by 10%. Starting this Turn, will fly Counterair Missions with my Fighters. Have already committed the SAS to Conterair Raids on Mike’s Air Fields.

Need to continue to push hard vs. the Italians. Will allocate “Combat+” Supply to my Brigades, with the exception being the 7th Indian Brigade (“Move+”) – which was just released back to 4th Indian Division – who I’ll move forward to try and Blunt Mike’s Counter Attack along the main trail South/Southwest out of Sollum (a.k.a, Reinforce my Center).

No change to my “Platooning” of the Royal Air Force and Navy. But will now use my Fighters to fly Counterair and my Bombers continuing to provide Close Air Support.

There’s a lot of Italians South of the Escarpment (moving East). Probably need a second Brigade to Counterattack / stop Mike's Attack, but the 11th Indian Brigade (and it’s Matilda’s) will have to do (at least of now).

Will move the Matilda’s and one Battalion of Infantry (from the 11th Indian) + a Battalion of 25 lb’ers towards Bir el Ineba. With the other 25 lb’er Battalion in Support will Attack the remaining Italian Infantry Battalion of the Maletti Group plus the adjacent (11th Indian) Infantry Battalion.

Selby Force (having Rested for one Night Turn) will continue it’s push vs. the 1st Libyan Division. Am going to do a limited Attack with 16th Infantry Brigade vs. the Italian Infantry Battalion that’s Adjacent. In order to maximize the odd, will have the Royal Navy Support + 2xOdd Shift “O’Connor Forward” Command Option.



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Benedict151
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RE: Desert War: Game In Play - Into The Blue

Post by Benedict151 »

Thanks for showing the Air and Naval organisation - most interesting
Benedict151
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RE: Desert War: Game In Play - Into The Blue

Post by Benedict151 »

Hello to all reading this

There will be a slight delay in the AAR but it should resume in a few days

thanks
Ben Wilkins
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MikeGreen
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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis 7
Starting to slide E of Allied southern flank. Turn consisted of artillery preparatory fire and movement East.

Allies managed no kills this turn, Axis picked up 18 more for Objective Hex Points Score Allies 210 Axis 108

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Timian
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RE: Desert War: Game In Play - Into The Blue

Post by Timian »

Post #21

Turn Eight / 10 Dec 1940 / 1200:

o 11th Indian Brigade - with it’s Matilda’s – moves to Attack the Marmarica Division’s Northern Flank.
o A Blenheim Strike just South of Sofafi is pretty badly shot-up by Mike’s Flak.
o 4th Armored Brigade Attacks West in order to allow the 7th Support Group’s Headquarters to pull back to the Northeast.
o Taking a great deal of Artillery Fire plus an Italian Counterattack into it’s Right Flank (held by it’s A-13 Battalion), the 7th Armor Brigade continues to try and pull back to the Northeast.
o 7th Indian Brigade Attacks to the West to protect the Exposed Flank of the 5th Indian Brigade.
o 5th Indian continue its Attack vs. Camp Tummar.
o And Selby Force plus the Royal Navy Attack the two remaining hexes held by the 1st Libyan Division.


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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 8:
I have managed to turn the Allies Southern Flank. I use heavy Artillery bombardment and attacks on the 4th Armored Brigade to eliminate some 36 VP worth of CW troops. Not exactly sure where. I have started keeping track of Attack results in a better fashion. Only the current turn is saved and its taken me a while to become used to keeping better notes for the AAR.

Note that the single available game file save is a mechanic in the Multiplayer Web game only. Single computer games can be saved into any number of files. Other than not being able to take back a move [:)] this is not an issue. After the last turn a replay of the entire game is available and we can hopefully post it.

Allies eliminate some more of 1st Libyan for vp

Axis 162 Allied 250

Will attempt to eliminate more units and keep him out of supply


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Timian
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RE: Desert War: Game In Play - Into The Blue

Post by Timian »

Post #23

Turn Nine / 10 Dec 1940 / 1800:

Not good / 11th Indian’s Matilda’s and Lead Infantry Battalion are cut-off / Out of Supply (OOS).

And to make matters worse, looks like Mike has been able to move around my Open Flank just East of the Escarpment.

Need to pull the 4th and 7th Armored Brigades back, and – come Turn Ten – swing the 4th Armored South to help-out the 11th Indian.

Will use Defensive Support (from the 11th Indian’s two 25 lb Battalions) to help-out the Matilda’s and Infantry Battalion if Attacked.

With the 1st Libyan Division almost eliminated, will also begin to pull Selby Force South; specifically, it’s two Machine Gun Companies and 25 lb Battery.


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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis 9
Artillery attacks by both sides. Mine are marginally effective (around 2%). The exception of this is catching 2 stacks of tanks, 4th Armor and RTR, with a 10% and 4% damage hit respectively.

His Selby Force eliminates the remains of my forces near El Maktila. His artillery does similar damage to mine. His most effective strike is against the combined arms team of the 233 III.

My plan is coming together to surround his units attacking W of Sidi Barrani


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Benedict151
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RE: Desert War: Game In Play - Into The Blue

Post by Benedict151 »

The situation around Sidi Barrani is looking potentially quite fraught for the allies

Can't work out whose plan will come to fruition first!
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RE: Desert War: Game In Play - Into The Blue

Post by Timian »

Post #25

Turn Ten / 11 Dec 1940 / 0600: Day Four of Operation Compass. As with Game Turns Four and Seven (start of Days Two and Three), time to review the Commonwealth’s Logistics Status, Air, and Naval Gunfire status, as well as the Disposition and Plan of Action for its Ground Forces.

Fuel = 329 and Ammunition = 29.

Looks like focusing on Counter Air Missions (for both my Fighters and SAS) is working. Lost zero Fuel and Ammo to Italian Air Interdiction. Will continue to focus on Fighter Counterair.

It’s been just over a day since my Blenheims got hit hard by Mike’s Flak vicinity Sofafi. Given the loses to Flak, when rested, their approximately 50% effective.

During Turn Nine, Mike was successful swinging round my Southern Flank. As of right now, 11th Indian Brigade (with it’s Matildas) plus all of 7th Armored Division are Cut-Off / Out of Supply.

Need to pull all of Selby Force – now that the 1st Libyan Division is Destroyed – and the 7th Indian Brigade North/Northwest into an Attack Position so, next turn, they can start to Counter Attack the Italians that are just East of Alam.

Will continue 5th Indian Brigade’s Attack on Camp Tummar + add in parts of the 16th Indian. Don’t want Mike pulling forces from that fight and pushing North into the Flank of 7th and 4th Armored Brigades.


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Benedict151
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RE: Desert War: Game In Play - Into The Blue

Post by Benedict151 »

wince
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MikeGreen
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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 10

Started trying to eliminate the CW unit that I have widely encircled. Attacks by the 2nd CCNN and Carri Armata X (a Tank X) on his AT guns whittles them down by a third but they will not be dislodged. Other attacks merely chip away at various units doing at most 10% damage.

Bad news on the Eastern edge of my holding line. CW forces destroy a couple of battered Libyans caught on the road to Bardia. His artillery, especially his Naval artillery is pounding my units near the coast. Furthermore, Selby Force is trying to ride to the rescue of the trapped CW units. Only good news is that my recon unit inflected a couple of ambushes on some of its units hurting them for around 35% cohesion and 10% casualties. Bad news he eventually caught up with it and inflected half damage to it for basically no losses.

I must slow Selby's ride and eliminate some Allies units in the pocket.


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RE: Desert War: Game In Play - Into The Blue

Post by Timian »

Post #27

Turn Eleven / 11 Dec 1940 / 1200

At the Start of Turn Eleven:

o Selby Force is in position to begin its Counter Attack (“its ride”) West towards Alam.

o 7th Indian Brigade is also in position, just North of Alam. Plan is for Selby to Attack West and 7th Indian to Attack East; meet in the middle.

o Have been able to position both of Selby’s Machine Gun Companies + a Battalion of 7th Indian just to the South of where Shelby is Attacking / Blocking Italian Reinforcements.

With regards to the Surrounded 7th Armored Division and the 11th Indian Brigade, am going to selectively use one of 11th Indians 25 lb Battalions to provide Defensive Support for Matildas and their Infantry Battalion. Will do same with 4th Armor Brigade’s 25 lb Battalion – supporting its Western-most stack (an A-13 Battalion and an Anti-Tank Battery) – and 7th Armor Brigade’s 5.5” Battalion supporting its Northern most stack (two Anti-Tank Batteries).


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RE: Desert War: Game In Play - Into The Blue

Post by MikeGreen »

Axis Turn 11

Selby continues to push towards the pocket. I am afraid my 158th Regiment will be beat up trying to slow it. But the job must be done.

My forces trying to reduce the pocket are having a slow time. His defensive stand is on top of a ridge line to my armor, negating shock effect. My forces are also less well trained than his resulting in negative odds shifts. My best bet would be to reduce their cohesion with artillery before attacking. Unfortunately my artillery is mostly fairly weak.

One way to help out is to use Commander shifts. Mine can give 1 to 2 shifts. To show some of the details how everything interacts a detailed Battle Report is shown in the next post for the Main Effort highlighted on the map.

Overall I gain a little ground and damage some units in the pocket. However, I achieve no kills, while he picks off a couple crippled early in the game. Victory Points Axis 216 to 348.

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