Norway, VAAGSØ, December 27th 1941, Norwegian and British commando forces attacked occupied coastal settlements in the Lofoten Archipello.
Their main goal was to frustrate the German high command by demonstrating their vulnerability and at the same time rise the British public morale.
Objectives were the destruction of fish-oil producing facilities (fish-oil was used to make glycerine), take out the lighthouse as an observationpost/radiostation and possibly gather vital information by taking prisoners, advanced equipment or documents.
About Patton
Dirks prelude to Ww2 rules in his well known format, together with 'stone-age' toysoldiering adventures by Donald Featherstone (Battles with model soldiers: 1970, Wargaming airborne operations: 1977) tends to grasp my serious hobby attention once in a while. Contributing to these are the games published by TSC owner Jamie Delson. His view on playfull skirmish (war)gaming is unsurpassed. Tweaking rules where needed or when obvious, doesn't bother me, since I most of the time solo play myself and 'myself' never complains. So 'Plastics, leads the way!'
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| Higgings boats race for the shoreline... |
Operational logistics
Using my old time favourite tabletennistable to host the game, it's surface was initially covered with a greyish melanged blancket (sea) and a grassmat leading up to a low hill range opposing the waterside. A narrow beach region was constructed with small stones, sand and some rocky structures. Various urban pieces were then added. Playmobil, homecrafted stuff, painted West-German 'Wild West' buildings and FisherPrice (thanks Sesamestreet) stuff. Norway then, had typical styled wooden houses and only a few colors they were painted in. So, the accessoires pile was drawn together giving it some 'couleur locale' from mostly Action spraycans.
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| Game based on the actions in the centre of above map (group 2). |
The two main structures that were vital to the scenario were a fish-oil plant with storagetank and the German HQ located in the town's hotel. An old lighthouse laying directly at the shoreline has victorypoints too. It facilitates observation- and wireless advantages.
Figures used are of mixed origin: Airfix, Italeri, Britains, Mars and (Ronny's former) 21st Century. Landingcrafts were deconstructed/paintjob milkcartons as BMC's were 'held up in the Mediterranean' (Italy, in fact). Mimicking a crusty snowlayer, cottonwool areas were created. Landscape features and atmosphere enhancing 'props' placed all around the scene. The small harbour given some piers for boats to land on. Ideally it would contain one or two small local fishingboats, but they were sadly missed amongst my 'parts & pieces' inventory.
Fog of war
The type of cinematic approached game (surprise, speedy and stealth) asks for a mechanism where a (solo) player can be amazed by a sudden new game-situation. Anticipation and foresight versus firepower and intelligence. That's why a 'trigger'-system was used. This idea isn't new as you will understand. It includes: troop disposition, troop activation, reveal, behavior and escalation. Various markers were prepared, shuffled and concealed in chance appointed places, mainly buildings. Soldiertype specific (Commando's) 'silent takedown' was possible.
To make the eventual extraction of the attackers a possible hazardous event; fire & burning town, rearguard & fair counterplay as well as extraction phase rules were maintained. The German escalation doctrine was regulated with a so called 'alarm-track' with five levels of intensity.
First blood
Boarded on the LCM's, the race for the coast began. Various locations along the coastline could be possible and even a missed landing was opted (throwing a 6 (d6)).
Infact that's what happened! After dicing for how many vessels would land in turn 1, it turned out two were to approach; boat A (1st troop, regular commando's: Bradley) and - B (HQ: Durnford). But A suffered a minor engine failure, missing it's initial wave-moment. It floated steerless for one turn only to retry in the next turn. HQ went ashore at the (seen from open water) left pier, out of harms way, but without essential firepower from 1st or 2nd troop! The remaining Higgins' both steer the beach. Boat A, engine running again, luckily at the same spot as where HQ was waiting for aid. Boat C ( 2nd troop, regular commando's: Giles) delayed a second turn (6 thrown), finally landing at the right pier, adjacent to the oil-factory.
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| Lance Cpl. de la Torre, from 2nd troop, scouts the route towards his objective. |
All commando groups proceed a combat-move forwards. Still the Jerry's are unaware of hostile presence. Cpt. Giles orders a section under de la Torre to advance to the right flank of the factory building. Himself following staight up the pier, leading him left of that same building. Meanwhile a Bren-team covers the windows and door from behind some hard cover on the beach.
HQ positions on the beach left of their pier header, whilst 1st troop moves up to the lighthouse. Doing so, entering it's activationzone, triggering the first alarmphase. Four extra, blind FOW markers, placed within the battlefield plus revealing the FOW marker in the building, producing a two men MG team on the raised terras of the lighthouse. Killing one of two men hit, by their first bullet burst, immediately. The other, the Brengunner of 1st troop, is only superficially hit and can for now, continue his duties.
The responsive fire from the commando's result in four hits. Leaving the German machinegunner seriously injured and killing the loader instantly. Shooting from and at the lighthouse in the vicinity of the Vaagsø Kryddery (general store) activates another FOW marker. A German wacht-patrol emerges and starts shooting. Killing another two British, including the former wounded Brenner. The other mortal victim is the demolition specialist. Damn. Troop-commander Cpt. Bradley severely wounded. Lt. Schreuders follows up and gets command of 2nd troop. Testing for the condition of the German wounded MG gunner in the next turn, results in his passing away. The medieval originated structure is without opposition now.
The next turn allow three British orders to be given (thrown with the About-dices; flags or 'I').
Cpt. Bradley sadly perished due to his injuries. The de la Parra squad enters the oil factory from the right flank and activate a new FOW event: a German infantry group of five incl. a non- commissioned officer. The alarm level going up one level to three, enabling a mortargroup, situated in the far right corner of the gametable, to respond to the sounds of urban fighting. Aiming their first grenade at the enemies storming the lighthouse structure. But it unfortunately misfires at 'feuer!'; killing one of the two crewmembers and causing a serious wound to the other. Leaving the piece unmanned.
Durnford orders his HQ to storm the pharos-building with a run move, resulting in a more than perfect commandpost, 2 intelligence/objective points (that were underneath a FOW marker hidden in the 'funkraum' and are possibly codebooks).
In turn seven, all but the HQ troop advance further. First troop clearing the fish-oil facility. Second troop partially moves up to the Havutsikt Hotel through a backside alley of the mainstreet buildings.
The hotel, being the German command centre, is expected to hold more vital intelligence/victory points. It proved occupied by several German forces including an officer of some ranking.
Since the alarm level has been rising about every second turn, more Hun forces rush down the furthest-side low hill, entering the mainstreet. They seem undecisive in their approach and fail to come to grips.
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German soldiers pass through mainstreet. On their way to the left pier and the lighthouse. Simultaniously the German HQ is attacked by a commando squad, entering it from the backside. (building above, in reversed position for playability). |
Too hot to handle
Grenades effectively cleared the ground floor, leaving a couple of fallen men on the ground. No information was gathered here. The German 'hauptmann' fled to the first floor, followed by cautious commando's, suspecting more lurking elements, there.
Outside, most of the German forces that held the crossroads at the end of mainstreet (close to the beach) are put out of action or dispersed by Bren crossfire and riflemen from both the oilfactory and the lighthouse.
In the beginning of the game it was set to last for 8 to 10 turns. Since I played it solo in my own house there was no time restriction. In fact a situation had to wait for about a week, to be continued.
The final turns were all about extraction of the commando's. The full lot needed at least two, maybe three movement turns to reach the awaiting landingscrafts, that would transport them and the casualties to the Royal Navy vessels out there at sea.
Only a Brengun team of two was left as a rearguard to cover their comerates backs. It was the team from 1st troop, positioned at the factory-side of the beach.
The getaway
All that could walk helped the less lucky ones to the ramps of the 'Higgingses', unpatiently being washed up to the shoreline or pier-structures. Controlled and precise Brengun fire held the 'grey posse' at bay long enough to get into the vessels. 'Rearguard & Last Man Covering Fire' ruling even allowed the last two men to get out, before the wooden factory-shed fully went aflame.
First troop, second troop and HQ made the return to the ships. German forces reacted too late to effectively stop the Allied forces from reaching their primary objectives: information and sabotage. They failed in causing devastating amounts of casualties of defend the strategic objectives.
Commando's: killed 8, incl. Cpt. Bradley, light wounds 2, factory burned down, lighthouse demolished, intelligence points 2
Germans: killed: 11, wounded 3
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No AI was used in this contribution other than the advertisement in the scenery!
SKÄLL! |