Tactics II - Turn 3 Allied - Game 4 Race for Garharish.

Tactics II – Turn 3 Allied – Game 4 Race for Garharish.

A month or so later than planned and it’s the turn of the Allies to take the initiative, with the centre ground starting to bog down the Commonwealth forces pushed down the coast road clearing the mountain passes and rushed for the town of Garharish.

The town was garrisoned by the 20th Infantry ‚Friulti‘ Division the Italians were facing 15th Scottish Infantry Division supported by the 16th Bedfordshire.

Rolling on the Platoon Forward encounter table the allies are ordered to launch a ‚hasty attack‘ so with little or no recon the allies viewed the old maps to and made their move.

The allies had sight of the table above and had orders to cut the road west of Garharish, the Italians had the opportunity to roll on the support table for defences but chances of securing anything substantial was slight…. What you can say is the Italian commander is lucky….
The allies had marked their route of attack and thinking they could save time by cutting the road and seizing the town they placed their forces across a broad front, a front now blocked by wire and pill boxes.

The allies rushed forward looking to do things the old fashioned way with cold steel, ran into a number of defenders in the mosque, the Scots managed to break into the command but were losing a number a significant number of their fighters. 
The left flank looked to be clear of defenders and with the attack on the right pulling in more and more men, perhaps a chance to flank the Friulti Division.
Rising up from behind the dunes the allies rush forward.
The ambush is sprung and the Axis forces pour fire into the mobile gun platform and knocking it out.

Additional Italian troops are unmasked, with troops dug in across the front and covering the open square, The Bedfords and Scots would not be getting into Garharish today.
Axis Losses.
-160 Points
Allied 
15th Scots Inf Division – 55 Points
16th Bedfordshire Division – 100 Points
A great campaign game and one the of the reasons why Platoon Forward is a great system, the table on face value looked difficult to defend but some low rolls on the defensive tables turned the battle in the Italian’s favour with wire and bunkers. If the allies could have cut the road they could have won the day, they can take some comfort that they inflicted a number of losses on the defenders which may force units from the main front to reinforce the town.

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Autor: Stuart S / Dust, Tears & Dice

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