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Editor’s Note: I’m afraid the pictures that should accompany this AAR have been lost in the mists of time.

This AAR blog entry is different than my previous ones in that this was not a ‘proper’ game, but a play test of Too Fat Lardies’ new third edition of “I Ain’t Been Shot, Mum!” with Steve H. (Combat Colours) , Curtis T., and myself. Both Steve and I have played the previous editions of IABSM, but both of us have not played IABSM for a few years due to various reasons, mainly the lack of my free time and trying Blitzkrieg Commander/Cold War Commander and Force on Force systems instead. Needless to say, it was like coming back home to a long lost love by using these rules! I enjoy them greatly!

First, both Steve and I bought the IABSM3 bundle, a hard copy and a PDF version of the rules, a pack of cards for game sequence, a pack of tokens, and finally a limited edition 28mm figure of one of Too Fat Lardies’ Big Men characters, Hugh Jarce.

The Book / PDF

I really like the quality of the printed book and find it easy to read. Too Fat Lardies have come a long way since their first printed materials, and I know that they will only improve in the future. I have become a big fan of PDF’s for the last few of years. I really like the lack of physical space needed for storage of tomes of books or other printed material. With PDF’s , I am more willing to make impulse buys on different rules, books, etc. of systems I am not familiar with or periods that I would not be normally be interested in since they take up space on my bookshelves. The only problem that I have with PDF’s is not been able to use them at games, except if I printed them off before a game. (Note: Up to now I didn’t have an iPad or E-reader, but I got a Kindle Fire for Xmas so this issue is now moot.)

Cards / Tokens

The cards are huge! That is not a bad thing, but will take a bit of getting use to shuffling cards that are bigger than traditional playing card size. Quality is good with a heavy stock and simple, but easy to read writing on them. The tokens are the only thing that I am not super please with (Sorry, Richard!) I think that some of them are too small, thin, and fiddly for fat fingers, especially the “wrenches.” I have not measured them, but they seem smaller then the Litko tokens which I am use to using. It probably is just me. Of course, I am planning to use 7mm dice to keep track of shock and kills on my infantry squads…so just ignore my comments on the tokens being too small.

Hugh Jarce

I like the figure! Great sculpt and casting, but it is in 28mm. I don’t game WWII in 28mm. But that has not stopped me from buying 28mm before. I plan to paint it up and I might use it somehow with the game – maybe a counter to keep track of how many Tea Breaks have occurred.

The Game Mechanics

As the gaming system is a proprietary item, I will not go into detail of it, but I will explain the rudimentary system of it. First, this is a game built heavily on the idea of “Friction” in the battlefield as explained in Carl von Clausewitz’s book, On War. A great article on the theory of friction in war was done by Richard Clarke on his blog. Secondly, the system is also built around the idea of “Big Men” or leaders influencing their men to go beyond what would be expected of them in battle. Finally, the other core element is the cards which randomize the sequence of play. Just look up some of the other blog entries at “Lard Island News” to see them give AAR’s of their past games to get a better idea of the system as well. One final note about the system, it encourages gamers to know about the period, tactics, and to have an understanding how to properly Kriegsspiel certain events or conditions that might occur in a game.

Our Play Test

As this was our first IABSM game in a few years, it did move rather slow at spots as we double checked certain things in the book, but once we got a few rounds in, it was all clicking back. We stuck with the core rules and did not use artillery, engineering, or Aces.

The game was using Steve’s 10mm late war WWII Germans and Soviets from various manufacturers. He did not have any German infantry, so my 10mm WWII US infantry stands stood in for the Germans. This specific game was armor heavy, by pretty much all standards and especially IABSM standards. Steve was Game Mastering it, Curtis T. was running the Soviets, and I was running the Germans.

The Location / Store

We meet at the Wargamer’s Cave in Granite City, Illinois to do the play test. Great place to deal with.

The Forces

The overall objective of the game was to have the Soviets advance across the board and capture the supply dump on the opposite site of the board and the Germans trying to stop them

They Soviets had two JS-2 tanks, five T-35/76 tanks, six M4 (76) tanks; three platoons of infantry, three platoon ‘Big Men’, one company ‘Big Man’, and four blinds + two dummy blinds.

The Germans had three Tiger I tanks, three Pz IVH tanks, two Marder III SPAT’s, two platoons of infantry, two platoon ‘Big Men’, one company ‘Big Man’, and three blinds + two hidden groups on the board.

Instead of using the blinds as described in the rules, we used the unit’s cards to represent their blinds on the table until proper blinds are made.

The Action

Ok, I did not take notes as this was a play test or a lot of pictures as I did not have a camera and my cell phone does not do good quality pictures. Plus, I really did not get to debrief Curtis about his actions after the game as I had to leave pretty fast at the end of the play test. So this AAR is very German player (me) focus and just comments on the pictures instead of the game as a whole as I would normally do.

This is a picture of the part of the store, with Curtis and Steve in it as well. Most of the board can be seen in the picture. The Soviets were advancing from the table edge near the lime green tape measure. One hidden German infantry platoon is entrenched along the road in the wheat fields near the village. In the village is the second German infantry platoon on a blind. This picture was taken after some action already had happen. The two burning markers almost center of the picture at the bottom near the farm complex are my two Marders. I had them set up in a blind that was partly hidden by the forest. They both got a couple of shots on the lead JS-2 and did hit it for some minor damage, but they were quickly destroyed before they got another action. The JS-2s and some tank riders are in the wheat field near the burning Marders.

Curtis is pointing to the farm complex as his attempt to spot any hidden units. It was vacant. This also is a better picture of the burning Marders and JS-2’s. If you look at the JS-2 unit, you will see a red chit out in front of one of the JS-2’s. This is a marker to help keep track of what unit that is for players to remember that group is “Armour One” (A1 on the chit) for when cards are drawn. Behind the other JS-2 is a dark color token that is a “Loss of Action” token that comes with the IABSM3 bundle. That was being used to represent the one level of shock that I did to that tank from my Marders. The three “I Ain’t Been Shot, Mum” cards around the group are being used for three Soviet blinds.

This is a better view of the table as a whole. The German blind of the infantry in the village can be seen in the crossroads and on the far bottom left is the blind for the platoon of PZ IVH. On the only hill is my remaining German unit hidden, the Tiger I platoon. I was holding off on firing them until I had the JS-2’s within close range.

Curtis drove his Shermans down the road without any recon. Prior to that, the German Blind card came up, so I had all of my blinds / hidden units on over watch, so when Curtis’ tanks drove past me, I started letting loose with Panzerfausts and machine gun fire, from both the hidden infantry in the wheat fields, the infantry in the village that was set up to provide supporting fire with range for their Panzerfausts, and my Pz IVH that where set up on the other side of the board for side shots on armor. As you can see, it was pretty deadly with taking out three and crippling a fourth of the six tanks and almost eliminating one Soviet squad to the man, but it could have been worst for Curtis. I decided not to use my Tigers as I was still waiting for the JS-2’s to get closer.

I took these after the game was called, so some of the tokens were already picked up by then. In the last turn, Curtis could not sort my entrenched infantry out as I keep shooting and hunkering down. The T-34’s drove around and hit my Pz IVH’s in the flank and killed one and damaged a second. The JS-2’s never did move, so I elected to open up with my Tigers on the JS-2’s. I killed one outright with my first shot (hint, it is nice to be shooting down from hill!). The other JS-2 took the brunt of the remaining Tigers, but I was never able to really damage it. It had in returned destroyed one of the Tigers.

Overall

The Germans blocked the Soviet advance temporary, but the Soviet would have eventually put enough pressure on both of my flanks that I would have to pull out. The Soviets lost five tanks and two squads of infantry by the end of the game, which was about a third of his total force. I lost two tanks and two SPATs, which was half of my armor, but only about a third of my total force.

The game went really good and we all had fun with the system again. Even though this was a lot of tanks on the table for an IABSM game, it ran very smoothly and we can easily run this much again. It was really nice to be able to sit down again and to have good discussions on proper tactics, the period in general, and general comradeship as a whole.

I know Steve is going back to his roots of IABSM by painting up 15mm WWII figures again for the 1941 Russia. Hopefully he will get that running soon again. I am planning to redo my 10mm Vietnam figures and start running Too Fat Lardies’ “Charlie Don’t Surf” soon, as well as push for some 20mm Falklands games in 2011 using either IABSM3 for company actions or Too Fat Lardies’, “Troops, Weapons, & Tactics” for platoon actions.

Sapper Joe

 
 
 
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Steve reviewing the charts

Steve reviewing the charts

Over the weekend of March 3-4, I got to enjoy another game play test of IABSM3. Steve was trying out a scenario for playability and wanted to see if the scenario was too unbalanced. Steve ran the game, Curtis was playing the Germans, and I was running the Russians. The scenario was set in 1941 with a Russian armor force attacking a German armor force. I don’t want to give too much detail, as there some scenario specific events/conditions that in the game and I don’t want to ruin anything for the actual players when this game is run officially. Later, when the game is actually played as an event, I will give a proper AAR.

An End to an Ace

An End to an Ace

The system went rather smoothly, even with the amount of armor on the table. The Russians have a major disadvantage of be poorly lead and trained, but have numbers and decent guns for anti-tank abilities. The Germans are better lead and trained, but lack numbers. I played a rather brash leader and failed to do over watches, as I was hoping that a continuous rolling push would get me to the objective and then I would sit it out for a gun battle with the Germans. I could have worked, but cards came up right for the Germans and they successful destroyed the armor unit that came close to seizing the objective. The battle shift heavily towards the Germans then, but by then I had stopped my advance with the remaining forces and battled it out with the Germans. In that aspect, the trade off was more even with the loss in vehicles. But I could not make up for the loss of my lead force, so it was a hands down German victory. But I could take some pleasure in knowing that the German tank ace was killed by the Russian Big Man, who was still alive at the time the game was called. But he ended in a dangerous spot, so it was very possible that I could have lost him in another couple of turns of combat as well.

Well painted Panzers

Well painted Panzers

Anyway, Steve was fairly happy with the scenario, but plans to tweak a couple of things before we run the game officially at a specific upcoming event. Once the officially game is run, I will hopefully get a bunch of pictures and will write up a better AAR on it.

Sapper Joe

 
 
 
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With the second UK lockdown still in full swing, I went back to playing a solo game of I Ain't Been Shot, Mum. This is an excellent set of rules which works really well in solo as I've shown before with the recent game set in Kursk and the one set in Stalingrad.

This time, I dialled the clock back to 1941 and the invasion of Russia by Germany, AKA Operation Barbarossa. I set it in the southern sector with a Romanian force pressing forward the attack.

The Soviets had lost their AT capabilities after the BAs were abandoned and were faced by two StuGs, two R-2s, along with a pretty fresh platoon. It would have only been a matter of time before they were either destroyed to a man or driven from the field. It was another excellent game of IABSM, with more twists than the last game I played and about half way through it could have genuinely gone either way. The friction caused by drawing cards really helps to make IABSM a great solo game as you have to react to the next card you draw.

As with other games, I also filmed this and you can watch the AAR here:

Alex Sotheran

 
 
 
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A little while ago I took some time off work and decided that I would revisit I Ain't Been Shot, Mum, as I have not played the game for a while. I also wanted to get some big German cats on the tabletop for the first time in ages. As good as Chain of Command is, the use of armour is quite low, but IABSM will allow for numerous vehicles. Also, I was playing this solo and controlling the Germans in an attack during the Kursk operations of 1943. I went with the scenario from the rule book: attack from a column.

Controlling the Germans meant that I deployed them on the tabletop immediately as there was no need for Blinds. Their forces consisted of 1 x Company HQ (2 x Big Men, 2 x MG34 teams), 2 x Platoons, (3 x 8 Man sections, 3 x Big Men), 1 x Platoon of Panthers (5 tanks), 1 x Platoon of Tigers (4 tanks), each with a Big Man.

The Soviets were deployed on Blinds, and consisted of 1 x Company HQ (2 x Big Men & 2 x Maxim MMG teams). 2 x Infantry Platoons (3 x 8 Man Sections & 3 x Big Men), 2 x 76mm AT Guns (attached to each Platoon), 1 x T-34 Platoon (3 tanks) & 1 x Big Man. I added two Blinds to the platoon Blinds for the Soviets and shuffled them all together. These were then laid out on the table in a reasonable defence position. I took the HQ Blind and a dummy, and shuffled these together separately and put these randomly towards the rear of the Soviet position so that the HQ wouldn't end up under the tracks of the German armour immediately.

In the first moves the Germans moved their Panthers forward, unfortunately one of them broke down. True to form for the Panthers at Kursk!

As they pushed forward they revealed one of the Soviet Platoons gathered around the edge of the village. The attached AT gun fired but caused no damage on the German tanks.

Meanwhile, the slower Tigers got moving forward, supported by a platoon of infantry.

It was taking a while to get the foot soldiers and the heavy tanks across the table, but they were slowly making progress.

Meanwhile, the Panthers were still duelling with the AT guns in the village.

Another Soviet Platoon appeared in the cornfields on the left flank of the village, with another AT gun, which began firing at the German armour.

On the other side of the village, three T-34s joined the defence.

German infantry attempted to flank the Soviet positions by heading down the train tracks.

Heavy fire was coming from the T-34s and the AT guns, so the Tiger commander moved his tank forward...

And BOOM! the 88mm gun shredded a Soviet tank! The vehicle exploded in a ball of flame and smoke!

Almost immediately a second T-34 was brewed up by a Panther and the third one damaged. The Soviet defence was getting battered!

At this point in the game the German advance had stalled slightly in the centre, but they were chewing up the Soviet tanks.

Then another T-34 blew up under fire from a Tiger! All the Soviet armour was out of action having barely fired a shot!

A Tiger was able to get forward and began laying fire down on the Soviet AT gun, whilst the German infantry fired on the Soviet infantry.

One AT gun was completely knocked out, whilst the second was abandoned due to loss of bottle of the crew. With the Soviets having no further anti-tank capabilities they decided to withdraw the remaining infantry off the table giving the Germans a win.

The attack had been incredibly successful, the Germans had lost about four casualties and a broken down Panther. I had added the AT guns thinking they may have balanced the Soviet defence up against the German tanks. I guess it was just bad dice rolls on the day! Using the blinds and having dummies works very well for solo IABSM, it adds a certain amount of unpredictability to the attack and makes you think about where to commit your forces. I also filmed this encounter and you can watch this AAR here:

Alex Sotheran

 
 
 
 
 

11th Armoured Division with 1st Airborne support takes on 2nd SS Division Belgium November 1944:

Rod Redden

 
 
 
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Game of I Ain’t Been Shot Yet Mum using the dice-driven version I Ain’t Been CoC’d Mum Yet rather than cards. Germans have to keep the road junction open as an escape route, Soviets need to take it quickly.

Hotting up now with losses on both sides. The Germans still hold St Peters Hill, but lost Auntie Vanya’s House, and are faced by a flank attack. But lurking in the village are blinds and hidden units..... going to be tricky clearing this....

More action with the Soviet assault on the main St Peters Hill position failing.

To counter that, the Germans deployed their last armour only to do nothing on the T34’s that were pouring on HE onto the village defenders.

Last photos of the game. German morale was on the verge of collapsing so Kompanie commander pulled the remaining troops out and the exhausted Russians gingerly occupied the crossroads. Great to play some WW2 again.

Des Darkin

 
 
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The Battle for Mount Ormel, Falaise Pocket, August 20, 1944

An epic game played outdoors this past Saturday on an unexpectedly warm November day here in Vermont. Outdoors on my patio, super safe from COVID!

In my backyard in South Burlington, Vermont. Brett McLay helped me command the Germans while Steve Smith and Mason Roberson commanded the Poles.

In my backyard in South Burlington, Vermont. Brett McLay helped me command the Germans while Steve Smith and Mason Roberson commanded the Poles.

Available through skirmishcampaigns.com

Available through skirmishcampaigns.com

Scenario from Falaise Firestorm by Skirmish Campaigns. Translated to three platoons of 2nd SS Panzergrenadiers plus two PzIV-Hs and one panther vs two platoons of Polish Infantry plus HQ squad, PIAT team and one 6-pounder, two Sherman M4s and one Sherman firefly. Germans had to exit at least figures or tanks off the board for victory.

The Game

On German left, two platoons attacked hard on their left flank and after taking some hits were able to gain the woods and drive off one platoon of Poles. In German center, one Pz IV was brewed up and the other tried to flee after its main gun was knocked out. German Panther on right able to draw attention of two M4s while 3rd full platoon (on Blind most of game) was able to exit the board.

On account of darkness we called the game and on the last turn, on the draw of the Tea Break card we resolved simultaneous tank duel. A sherman and PIAT team engaged the Panther but his thick armor was able to shrug off the hits. On the last roll of the game the Panther brewed up the Sherman. Great game!

Love the detail in the Skirmish Campaigns books. I highly recommend them. See photos for detailed AAR.

Dan Albrecht

 
 
 
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On the Front Line of Op Compass Major Mick Dundee of 2/2nd Australian Infantry had been in action all of yesterday, but today 4th January 1941, is the day that Bardia falls!

16th Australian Infantry Brigade with Dundee in the lead are within the Italian perimeter and have made some progress against a fairly irresolute defence.  The Aussies have followed a wadi and discovered a second line of Italian defences ready for them.  

During his attack on Post 41 yesterday Dundee rescued Lt Bumfluff Farthingdale, 11th Hussars, from the Italian command bunker where he was being tortured with Italian wine and Cheeses.  Bumfluff has somehow ended up commanding a Matlida II tank attached to Dundee's force.

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The Aussies

In front of the Aussies is a low hill that looks as if it will provide some protection from the Italian artillery. Dundee's plan is to advance to the dead ground behind the hill and then work out the best way of taking the guns!

"Right, Cobbers, let’s kick their arses, eh mates?" 

Map & Terrain

The terrain is flat, dusty and stony, with the occasional patch of shrub and gentle undulation that might give a prone man some cover. 

Initial Deployment

The Aussies enter the table from the north-west table edge behind the major hill there i.e. they enter the table under cover from fire from the Italian position. They enter the table under Blinds, being able to enter up to three available Blinds each time your Australian Blinds card appears. One Blind per platoon available, with no False Blinds. 

Objectives & Victory Conditions

The objective is simple: neutralise the Italian position. You win a victory if, at the end of the game, there are no Italian troops on the table offering any kind of resistance. 

Special Rules

Your accompanying tank (which has only just turned up: late again!) has no HE ammunition, only solid shot.

Major Dundee’s Company, 2/2nd Australian Infantry Battalion

Company HQ 

  • Major Mick Dundee

  • 2 x 3” Mortar 

1st Platoon

  • Lieutenant Eddie Everage

  • 3 x Rifle Section (6 men each) 

2nd Platoon

  • Lieutenant Kev Blanchett 

  • 3 x Rifle Section (6 men each) 

3rd Platoon

  • Sergeant "Little" Wally Little

  • 3 x Rifle Section (6 men each) 

Tank from 7th Royal Tank Regiment

  • 1 x Matilda II 

The Italians

All troops start the game in their position under on-table Blinds. You have one Blind available per platoon, plus an extra three False Blinds that can be placed anywhere on the table at the start of the game. 

Objectives & Victory Conditions

Hold your position at all costs. Failing that, try and remain as some kind of offensive force 

Elements of 62nd “Marmarica” Division

Company HQ

  • Tenente Raymondo Liotta

  • 2 x MMG (3 crew each) 

1st Platoon

  • 4 x Rifle Squad (8 men each) 

2nd Platoon

  • 4 x Rifle Squad (8 men each) 

3rd Platoon

  • 4 x Rifle Squad (8 men each) 

Battery from 44th Artillery Regiment

  • Tenente Paulo Sorvino 

  • 3 x 75/27 guns (5 crew each) 

The Game

Next up, Mick Dundee slaps on a band aid and joins the siege of Tobruk, whilst Bumfluff's Colonel desperately tries to keep him with 7 RTR rather than see him back with the 11th Hussars.  Ever popular that boy. 

A Wargamer in Cyprus

 
 
 
 
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The attack on the railway station at Carrocetta, near Anzio, Italy during late January 1944.

The British were played by Martin and Togs The Germans were played by Barry with a little help from me and then, when he arrived, Mac settling on the British side.

A difficult nut to crack this scenario by Robert Avery.

The Outskirts of Campoleone

The Outskirts of Campoleone

The British comprised a full strength company of the Grenadier Guards with a recce carrier section and a Sherman troop from 46 RTR in support.

They were to advance from the southern edge of the table and attempt to capture both the village of Carracetto and the local fascist party headquarters, some way off on the other side of the table.

Whilst there was very little cover about and the Germans occupied the high ground to the north and western edges of the table the guards benefited from conducting their advance in the cover of a 9 feet high disused Railway embankment that ran across the SW corner of the table.

The arrival of 46RTR

The arrival of 46RTR

They were allowed a pre-assault stonk which they used to target the southern edge of the village. It did minimal damage and was almost as poor as the smoke screen that followed it.

The British attempted to smoke out the defenders and blanket their advance towards the village but quick turns in succession of the tea break card was enough to see that advantage removed from them further quickly. They were on their own with no further artillery support and any smoke they required would have to come from their 2 inch mortars.

The railway station. The piece of wood represents the platform.

The railway station. The piece of wood represents the platform.

It was getting more and more difficult by the moment but as the lead platoons made a dash to the village and stormed two buildings they were greeted by small arms fire from the buildings and MMG fire from the high ground. Choosing to close assault the buildings the Guards met strong resistance from within. Although they cleared the premises the action lost them two of the already scarce Big Men.

The Guards slowly picked their way from building to building, receiving accurate fire from further infantry sections in the railway station and from Heavy support weapons teams, all of whom were fully dug into the fortified houses.

Eventually the Sherman support was brought up to deal with the increasing long ranged but deadly machine gun barrage. They were surprised by an infantry gun team dug into the ground floor of a house adjacent to the bridge. Would they survive the close range challenge?

The Germans luck, if indeed they ever possessed any, abandoned them and despite all of their shots hitting the lead tank they failed to damage it.

As their on table mortar fire continued to rain down on the Guards, the Germans were mindful that the British were gaining a strong foothold in Carracetto as their own casualties mounted. Oh dear.

With the British managing to advance a spare platoon around the western flank they managed to drive off a German machine gun through the clever use of smoke and fire and movement. It became obvious that the German position was helpless and after 12 tea break cards had been exhausted it was decided that the British had got the upper hand. With the village almost entirely captured it was only a matter of time before the advance would see them take the second objective and win the game out right.

Yet another wonderful scenario from the pen of Mr Avery and again almost executed all the lines of the actual historical event.

Mac was an instant convert to the rules. So much so that we expect to see him after Covid restrictions back in the War Office for another game.

Tim Whitworth

 
 
 
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Amongst the chaos and crap of COVID, we gathered for (secure) gaming and what an utterly brilliant day we had.

It was actually day 2 of an Op Goodwood type of 1944 scenario. Armour Heavy Brits, with Typhoons, AVRE and Funnies pushed against PAK front and Heavy Tank support (PzVIs ).

On a lovely, and huge 12 ft x 8 ft table Germans were forced back to literally the final 18" of board, that included the objective, but just held on as dusk fell on our day.

 

Julian Whippy

 
 
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Post 41, Bumfluff at Bardia

By 15th December the Italian army was out of Egypt and the British paused to count their gains, with both sides holding their positions. The Division, less 4th Armoured Brigade, surrounded Bardia waiting for the 6th Australian Division to be brought up to prepare for an assault on Bardia and for supplies to be brought up.

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The enemy positions around Bardia, which was garrisoned by 45,000 men and over 400 guns (off all types), 12 M-13 Tanks and a Hundred L-3 Tankettes. consisted of a 18 mile long perimeter, with double barbed wire, a four foot anti-tank ditch, many natural wadis and scores of artillery and MG positions, plus six well dispersed minefields.

Having captured plans of these defences back in June, the defences were probed for weakness for a while. There was also a need to re-equip as the strength of 7th Armoured had dropped to 108 light tanks and 59 Cruiser tanks, of which many had outrun the designed track mileage.

While the Italians in Bardia enjoyed every luxury, the Australians and 7th Armoured Division settled down outside the perimeter for their Christmas lunch, waiting for the main assault in the new year.

Major Mick Dundee of 2/2nd Australians has the task of capturing Post 41 and allowing passage of Matilda tanks from 7RTR. The Aussies are green but keen, having replaced the veteran 4th Indian Division up the Blue.

Major Mick Dundee with one of his mates, in happier times.

Major Mick Dundee with one of his mates, in happier times.

The Regimental diary of the 11th Hussars records that Lt Bumfluff Farthingdale was captured by the enemy on the night of 2nd January 1940. The Colonel was not too upset. Bumfluff`s armoured car was reported to have become "lost" in the area between post 41 and the Australian lines. As Major Dundee and his men prepared their attack on the post Bumfluff was being royally entertained by the Italians, and regaling them with tales of his time at Eton, don`t you know...

Clearly Mick's mission is not just to capture Post 41. He must also rescue that 11th Hussars idiot. It's not going to be easy.

The Forces

Elements of Major Dundee’s Company, 2/2nd Australian Infantry Battalion

Company HQ

  • Captain Mick Dundee

  • 1 x Boys Anti-Tank Rifle Team (2 crew)

1st Platoon

  • Sergeant "Little" Wally Little

  • 4 x Rifle Section (8 men each)

Supporting Tank Troop from 7th Royal Tank Regiment

  • 2 x A12 Infantry Tank Mk II “Matilda” tanks

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Defenders of Post 41

Headquarters Element [in easternmost bunker]

  • Tenente Giuseppe Pesci

  • 2 x Rifle Squad (8 men each)

1st Platoon [in westernmost trenches, either side of gun pits]

  • 4 x Rifle Squad (8 men each)

2nd Platoon [in easternmost trenches]

  • 4 x Rifle Squad (8 men each)

Weapons Platoon [in guns pits]

  • 1 x 65/17 Field Gun (4 crew)

  • 1 x MMG (3 crew)

In The Gun Pit At The South-East Corner Of The Map

Elements of 45th Artillery Regiment

  • 1 x 75/27 Field Gun (5 crew)

The Game

A win for the Aussies, who must now continue with the assault and take the town.  Major Dundee won`t have a chance to send Bumfluff back, so he has in effect been temporarily drafted into 7RTR for the second game.

A Wargamer in Cyprus

 
 
 
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On 9th December 1940 whilst Op Compass got underway in attacks on the Italian camps, 11th Hussars discovered the Italian 64th Catanazaro Division, under General Armico, well dug into the dunes west of Buq-Buq.  This was potentially a strong position, behind the salt flats, with thirty-five guns of all types covering the east and another twenty-five guns of all types covering the south. 

A hastily assembled force of 3rd Hussars, a squadron of 2nd RTR, cruisers from the 8th Hussars, along with 'B' & 'C' Squadrons of the 11th Hussars, plus a battery of 4 RHA, all under the command of Lt-Colonel John Combe (11th Hussars) attacked the Italian force.

8th Hussars in 1939

8th Hussars in 1939

I have some disagreement with the IABSM Op Compass Supplement, although I`m not following it directly.  From my reading 8th Hussars were almost certainly using Vickers MkVI light tanks, upgrading from these to the Honey in 1941, but 3rd Hussars may well have been in cruiser tanks, probably a mixture of A9, A10, before upgrading to the Crusader.

Editor’s Note: Although for this scenario I chose to give 3rd Hussars their light tanks, I don't think we actually disagree on the composition of 3rd Hussars as on page 83 I do say: "the British had a habit of moving squadrons from one unit to another to ensure that each force had the right mix of light and cruiser tanks, so I am merely following suit! Note that this is why many histories that mention specific units are contradictory e.g. 3rd Hussars were a light tank regiment, but were bolstered by cruiser tanks either through attachment or through a squadron exchanging tanks with a squadron of cruisers from another unit." Scenario writing would be so much easier if people in real life stuck to their on-paper OBs!

In action at Sidi Barani

"Combe-Force" met strong opposition from the Italian artillery, which stopped the advance of 'C' Squadron, 3rd Hussars, and knocked out many of the tanks of 'A' Squadron. The Italians were finally overwhelmed by a flank attack by 8th Hussars, along the western seaward side.

In my IABSM game "Barker Force" are tasked to cause as much damage and chaos as possible to Italian communications and supply lines around Buqbuq.  The Italians dug into the dunes are well equipped with field guns, infantry and light tanks.  Should be an interesting fight.

The Forces

"Barker" Force 

11th Hussars C Squadron

Major The Hon. Ronald Barker VC

Sergeant-Major Ronnie Corbett

2 x Rolls Royce Armoured cars

Attached from C Battery, 4th Royal Horse Artillery 

Lt Milligan 

2 x 18/25-pounder Field Gun (5 crew each) 

2 x Quad 

Attached From Rifle Brigade

1 platoon 3 sections Lt Thomas Trinder

1 MMG Northumberland Fusiliers 

Lieutenant "Bumfluff" Farthingdale 11H

Attached Armour from 3 Hussars:

2 x MkIV Light tank

Attached 2RTR  Cruisers:

Lt Max Miller

4 tanks mixed A9 & A10.

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The Maletti Raggruppamento

Raggruppamento HQ

Colonele Lorenzo D’Gelato 

Staff Caravanette filled with "luxuries"

1st Platoon, IX Light Tank Battalion

3 x L3 tankette 

2nd Platoon, IX Light Tank Battalion

3 x L3 tankette 

Elements of 17th Battery, Libyan Artillery

4 x 77/28 guns (5 crew each) 

4 x Lorry 

Elements of 24th Battery, Libyan Artillery

4 x 77/28 guns (5 crew each) 

4 x Lorry 

Position HQ 

Capitano Vermicelli

1 x Rifle Section (8 men) 

1 x MMG (3 crew) 

1st Platoon 

4 x Rifle Section (8 men each) 

2nd Platoon

2 x Rifle Section (8 men each) 

Artillery from 250th & 204th Artillery Regiment 

1 x 65/17 Field Gun (4 crew) 

1 x 75/27 Field Gun (5 crew) 

1 x 105/28 Field Gun (6 crew) 

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The Game

Il Duce has had a bad day.  Perhaps the "fortress" at Bardia can hold?

A Wargamer in Cyprus

 
 
 
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July 6 1943: a 6mm I Ain't Been Shot Mum encounter gamed remotely in August 2020

I was in the mood for a tank bash and I try to do a Kursk game every July - this time pushed back a month due to C19.

It was based on the lopsided engagement in the area between Step' and Hill 227.9 on the morning of July 6, 1943 involving the 107th Tank Brigade and the StuG IIIs of StuG Abt. 245 and off-table Tigers of s.Pz. Abt. 505.

Analysis

The story was in the dice though. Sheridan was hot and William and I were not. 3 out of 18 shots from the Tigers scored. William had terrible robustness rolls for the entire game. What I feared might be a one sided affair became one, but with a completely opposite result.

Mark Luther

 
 
 
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14th September 1940. The Italians have finally begun their invasion of Egypt, what, what?

Two days ago, newly promoted Lt Bumfluff Farthingdale watched in amazement as a huge column of Italians - motorcyclists in front, followed by infantry in trucks, followed by those tin cans they call tanks - streamed across the border in almost a parade ground formation. Five divisions-worth!

And in front of them? Why, just the Whoosarse, supported by some gunners and grease monkeys from 1RTR. A sticky wicket, if ever there was one!

Ah but the Eyeties have to keep to a narrow strip of land near the coast - no good in the desert these foreigners: takes an Englishman to do the business, eh? - so can’t project their force properly around your flanks. Means as well that you can punish them as they come forward, eh? What? What?

Bumfluff has been ordered not to lose any guns or any tanks, but to delay and do as much damage as possible to our pasta-loving chums. Hah! Hah!

Map & Terrain

The map shows the path of the rough track running along the coastal strip. The track gives no benefit to movement. The terrain in general is very rough: any vehicle that intends to move must roll 2d6 at the start of its turn. If it rolls a ‘double 1’, then it has become temporarily bogged down, and cannot use its initiative dice for movement that turn. Otherwise it moves as normal over rough ground.

The hills and patches of rough scrub shown provide some sort of cover and spotting benefits, but are shallow/sparse enough not to affect movement.

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The Support Group

Company HQ

Major The Hon. "Will" Hay

Sergeant-Major Stanley Holloway

1st Platoon, 3rd Coldstream Guards

Lieutenant Charles Hawtrey

3 x Rifle Section (8 men each)

Attached from 1st Royal Northumberland Fusiliers 

1 x MMG (3 crew each) 

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Attached from C Battery, 4th Royal Horse Artillery 

2 x 2pdr A/T gun portees (5 crew each)

Attached Armour from 1RTR

Capt George Formby

2 x A9 Cruiser Tank 

Attached Armour from 11 Hussars

Lt Bumfluff Farthingdale

2 x Rolls Royce A/C

Elements of 1st “23 Marzo” CCNN Division

Company HQ, CILVIII “Tavogliere” CCNN Battalion 

Capitano Pietro Porcini 

1 x Staff Car 

2 x Rifle Squad (8 men each) 

1 x Truck 

Motorcyclisti Scouts 

1 x Motorcyclisti Squad (8 men, on motorbikes) 

Recce Elements from XLI Light Tank Battalion 

4 x L3 Tankette, 1 x L3-lf flamethrower tankette 

1st Platoon, CILVIII “Tavogliere” CCNN Battalion 

4 x Rifle Squad (8 men each) 2 x Truck 

Attached from CCI MG Battalion 

1 x MMG (3 crew) 1 x Truck 

Platoon from XLI Light Tank Battalion 

4 x L3 Tankette, 1 L3-lf flamethrower tankette

The Game

 
 

The Campaign Roll indicates that Bumfluff is out of favour for losing Sergeant Pitkin and one of the precious Rolls Royce armoured cars.  

Division add a troop of Vickers Mk VI light tanks to 11th Hussars and the Colonel sends Bumfluff to command them.  Mr Grimsdale will now command the 5th Armoured Car troop.

Worse, a troop of RAF Fordson Armoured cars is also added to supplement 11H, and Bumfluff must take these under his wing too (not having any Fordsons I will be using Marmon Herringtons for the next game).

A Wargamer in Cyprus

 
 
 
 
 

Just twenty-four hours after Mussolini declared war on England and France, six troops from 11th Hussars left Dar el Hamra and set out westwards for the Wire.  The Hussars’ veteran Rolls Royce armoured cars were organised in troops of three, and were to immediately establish an ascendancy over their Italian enemies.   

Whilst A Squadron was attacking Fort Maddalena, a larger British force had been assembled and tasked with taking Fort Capuzzo. The force, from 4th Armoured Brigade, was divided into two parts. Most of the brigade would attack Fort Capuzzo, with a smaller force protecting the northern flank by harassing the Italians around Sidi Azeiz. Fort Capuzzo fell without a fight after the garrison surrendered following an air attack.   The Italian positions further north were located on a ridge astride the “road” from Sidi Azeiz to Fort Capuzzo. 11th Hussars made contact, and attacked.  

The game reflects the assault on the ridge near Sidi Azeiz.  

11th Hussars

No.3 Troop B Squadron 11.Hussars

2nd Lt Bumfluff Farthingdale,

Troop Sergeant Major, Mr Grimsdale

3 x Rolls Royce Armoured Cars 

No.5 Troop, B Squadron, 11th Hussars 

Troop Sergeant Pitkin

3 x Rolls Royce Armoured Cars 

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Bumfluff begins these games as a 2nd Lt.  As he progresses he will have the chance to rise in rank and reputation.  

Bumfluff has a current reputation as a "bit of a duffer."  It is well earned.  He will (quite unhistorically) be swapped among the various regiments of 7th Armoured as they all try to get rid of him...

Elements of II Battalion, 7th Libyan Infantry Regiment

Company HQ

Sergente Gellato  

1st Platoon

2 x Colonial Infantry Squad (7 men each)  

2nd Platoon

Corporale Stracciatella

2 x Colonial Infantry Squad (7 men each) 

Attached

Corporale Pistachio

One 77/28 gun from 2 Gruppo, 2nd Libyan Artillery Regiment. 

The Game

 
 
 
 

Aftermath

And the moral of the tale:

"Rolls make a quality product," and "Don’t mess with the 11th Hussars."

A Wargamer in Cyprus

 
 
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Some more IABSM last night as the British launched a probing attacking against Japanese pickets.

As ever the British advanced cautiously in two wings in order to try and confuse the Japanese but some effective handling of the Jap Blinds resulted in the left wing deploying earlier than intended. On the right wing, one platoon got caught up in the trees and failed to roll the needed dice to do anything useful.

Meanwhile the brave Japanese CO managed to get back to their nearest village and summon some light tanks.

Eager to get stuck in the British deployed their Boys AT rifle but failed to realise that the range was pitiful and instead tried their luck with the Vickers.

Meanwhile the Japanese deployed out of the jungle and managed to pin down a section or the right flank whilst slowing down another.

By the end of the game, the British had captured one of the bridge but with the Japanese tanks advancing and spitting lead, it would not be long before it had been lost.

Another great game of a IABSM..

Chris Lane

 
 
 
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Today Bevan and I had a first try at a game based on the famous British attack near Arras on 21st May 1940. Yes the 7th RTR against the 7th Pzr Division, and the German's introduction to the Matilda II.

Unfortunately Trader Dave’s pictures disappeared into the technological ether, but here’s a picture from one of Michael Curtis’ Arras games: B Coy 7RTR Matilda II's and 8DLI cautiously advance towards Wailley

Unfortunately Trader Dave’s pictures disappeared into the technological ether, but here’s a picture from one of Michael Curtis’ Arras games: B Coy 7RTR Matilda II's and 8DLI cautiously advance towards Wailley

The British Attack had already broken through the main road west from Arras – the N25 - and this was an attempt to close the other viable road west Rommel would have to use to supply his over stretched tanks.  This road (the D3) runs through the village of Wailley just west of Arras, so the British mission was to take the village and block the road. The German brief was to keep the road open at all costs.

The British attack was designed to simulate reality, with poor liaison between tanks and infantry and poor communications all round. Hence the four troops of British tanks, consisting of a recce troop of Vickers Vib's of the 11th Hussars with 3 troops of 7 RTR attacked on time with no sign of the supporting infantry. Initially the Hussars were slow to move, and it fell to the Matilda's to do the main spotting work – not an ideal start!

The 3 Matilda II's and 6 Matilda I's moved slowly of course, but their armour was a shock to the Germans and the 2 pdr on the Matlda II hammered the opposition, not helped when the two assigned 2 pdr ATG's of  65 ATR turned up and fired from the northern ridge.  Panzer I's, II's and III's  were wrecked or burning everywhere, but the tanks of 25th Pzr Regiment died hard and used all the terrain to best advantage, thanks to some effective deployment by Oberst Rothenburg.

The German infantry – a platoon of the 6th Rifles - holed up in the solid village houses, and with no HE shells available, spraying the  buildings with MG fire from the Matilda I's was taking a long time to have an effect. What the British needed was supporting infantry, but the lads of the 8th DLI had taken a wrong turn and only their Coy HQ turned up and their light mortars and ATR's were never going to help much.

As time passed, the inevitable German response came.  A platoon of Pzr IV's was not seen as a great threat, but a Stuka attack took out one of the Matilda II's  whilst a couple of the  Matilda I's were now abandoned as the German fire slowly knocked pieces off them.  Finally, in the distance on the southern ridge, a battery of Flak 88mm guns appeared and some heavy artillery fire started to come in.  The British commander (Lt Col Heyland) decided hanging around with a reduced force against an enemy growing in strength was not a good idea and pulled back over the northern ridge.

Trader Dave

 
 
 
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Tonight saw part two of what has now become our fall of Singapore game.

In this battle, a full strength British company was tasked of taking two strategic hills while the Japanese (briefly) rested. The Japanese commander, played by Simon Godly-Kelly, was tasked with holding the hills but with the option of taking a junction for a major victory.

After some slow moving as the British tried to advance and spot through some heavy jungle, the company HQ and FO started getting to work with the 2” mortar laying some smoke.

1st platoon, after failing to spot anything on the first hill, managed to capture it.

However, the Japanese had some light cavalry that managed to outflank platoon 3 on the western side of the board and charged both into their flank and that of the Company HQ. Within moments the HQ had been wiped out but a fierce hand to to hand combat resulted in a stalemate for platoon 3 and elements of the Japanese horsemen.

The Japanese then used some of their cavalry to secure the junction, but only lightly.

Platoon 2 rushed back to secure the British line of retreat but a much delayed Japanese blind resulted in Simon being able to open up with his 37mm anti tank guns that threw in some rather nasty HE, putting the wind up the British. Simon had also successfully rolled for some of his light tanks to enter and they started to roll down the main road.

At this point, we called time. The British controlled one hill and the Japanese were due to loose the junction. They had also suffered significant losses to their horses. However the British has lost half of platoon 3 and taken loses to each of the other platoons with one section of platoon 1 being suppressed. In addition the company HQ had been utterly destroyed.

Simon generously called a Pyrrhic victory for the Japanese.

This game was designed to test artillery which neither of us got to use! The pregame stonk for the British was ineffective as it missed.

However it was a thoroughly enjoyable game and we continue to learn more.

Chris Lane

 
 
 
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Had our first test game (I’ve played before but only only twice and a long time ago) with the Japs and British fighting it out over a rather European looking Malaya.

It was good training game as we got are heads round the basics. The British had to hold the river in a rearguard action.

In the end, the Japs got across and banzai charged the platoon holding the local buildings.

Thank you Simon Godly-Kelly* for a great game!

Chris Lane

*Who comments: There seem to be a lot of pictures of a failed cavalry charge and not too many of the village assault. Media bias I tell you...