Desperate Holding Action at Toledo
September 1936
This is a fictional scenario, representing the desperate fighting by Republican militias to hold back the advancing Army of Africa who were trying to break the siege of El Alcazar in September 1936. It also gives me another opportunity to field a Schneider Ca-1 on tabletop as at least two of these saw action in Toledo, with one was certainly lost.
History
On 18 July Colonel Moscardó acting on his own initiative (he was not involved in the conspiracy directly) tried to organise the rebels in the city based around the military academy in the Alcázar fortress. Initially only a handful of cadets assembled, as it was summer vacation, but a strong force of Civil Guards had been brought in from the countryside. These together with a mixed band of officers and a large number of Falangist volunteers brought the total number of defenders to around 1,100.
Moscardó had also managed to stall the war ministry`s orders to despatch the contents of the Toledo arms factory to Madrid, and his men had managed to move most of the contents into the Alcázar before the militia column from Madrid arrived. The garrison was besieged for nearly two months.
Towards the end of September Varela`s relief column was within striking distance of the city; the horrors inflicted upon the populous by troops from the Army of Africa has been widely circulated and badly affected the morale of the militiamen, many fled north towards Madrid, some stayed and fought heroically.
The Game
Your command is ordered to defend an industrial area south of the city, which has already suffered aerial bombing by rebel forces and some deliberate destruction by the troops now hiding in El Alcazar with the traitor Moscardó.
Tour orders are simple - hold back the enemy long enough to give other units time to either withdraw towards Madrid or form a more solid line of defence, ¡Viva la Republica!
This is straight forward attack defence game with veteran Army of Africa units supported by artillery and aircraft Vs militia with some support across a battle damaged, built up industrial area. The militia are heavily outnumbered and frankly outclassed, the Militia commander must husband his forces whilst inflicting casualties on the enemy.
The Rebels must clear or break the militia within 15 turns to win, if the militia are still holding at the end of the game, they are considered victorious.
Republican Popular Militia
Due to the desperate nature of the defence, the militia are not subject to morale checks, this battle is a fight to the death for them.
HQ
4 Platoons (mostly rifles, some Molotov Coctails & grenades, 2 LMGs)
MMG team
75mm field gun & crew
I allowed the republicans to have telephone lines installed to allow for directed fire by the `75.
Ca-1
The Ca-1 had to roll a D6 to see how much ammo it had for the Blockhaus 75mm (as it happened it rolled a 6).
Due to being quite old and badly maintained it also had to roll 1D6 every time it moved to avoid a mechanical breakdown (on a 1) during the game it made every roll.
Army of Africa (all veteran)
Legion HQ
Legion Company (4 platoons)
Legion support platoon (MMGs, 80mm mortar)
Regulares HQ
Regulares company (4 platoons)
Machine gun platoon
Bilboa A/C
Artillery battery – 2 x 75mm + truck tows (arrive on table turn 3)
Air support – He123 (arrives on turn 10)
My Table
The Legion were on the right, the Regulares on the left
The Republicans were spread out across the ruined area, with some troops held further back in reserve. The republican HQ and first aid post was in the center with the field gun positioned on the right and the Ca-1 well forward on the left to act as a shock counter-attack unit or at worse a pillbox.

Turns 1 & 2 The game started with the rebels already occupying the outlying farms, so were within rifle and machine gun range of the first line of Republican defences. They advanced upon the militia and took casualties from riflemen and LMGs, the `75 also dropped a shell among the Regulares! Return fire was very effective (lots of 6s were rolled) and the militia were badly torn-up!
Turn 3 saw the Rebels reach the rail-line all across the table, the Regulares on the left continue to receive casualties, but are gaining the upper hand against the militia. On the right to counter the Legion the Ca-1 decides to advance and make its presence felt!

It`s first round proves a shock for the Legionnaires
The Rebel artillery arrives on the tabletop
Turn 4
The rebel artillery unlimbers
On the left the fourth Regulares platoon has a bad turn, takes several casualties from machine fire and another `75 hit – they need a morale check next turn.
On the right the Ca-1 inflicts enough casualties on the 2nd Legion platoon to cause them a morale check also!

Turn 5 Both the 2nd Legion platoon and the 4th Regulares fail their respective morale chacks and go to ground!
The Ca-1 advances against the 3rd Legion platoon its guns cause serious casualties forcing a morale check on that unit also!
The Ca-1 is targetted by the rebel guns, but their first shots are wide
Elsewhere the Regulares 3rd platoon takes considerable casualties from the militia MMG and also needs a morale check! But their (the Regulares) 1st and 2nd platoons have cleared the militia in front of them and are pushing on. The Legion 1st platoon is battling with militia on the far right and the 4th platoon is driving through the Republican center.
Turn 6 The Regulares 3rd platoon fails its morale and goes to ground, but the Legion 3rd platoon makes theirs and with the cry of “Vive la Muerta!” they close assault the Ca-1! They fail (badly) and on top of that the Rebel `75s drop their next salvo bang onto the Republican tank, destroying it and wiping out what was left of the Legionnaires in the process!!
On the far right the Legion 1st platoon, backed up by the company HQ over-run the militia in front of them. In the center the Legion 4th platoon has taken enough casualties to require a morale check!
On the left the Regulares 2nd platoon is decimated by machine gun fire and also needs a morale check! The 1st platoon has however cleared every militiamen in their way and has broken the line.
Turn 7 The Republican CO organises all available men for a counter-attack up the center where the Legion 4th platoon has been forced to ground by casualties!
On the left the 2nd Regulares platoon is also pinned down by a failed morale check!
Turn 8 The last Regulares platoon still able to move (the 1st) is caught in the flank by machine gun fire and targetted by the Republican `75 – they now need a morale check too!
But on the far right Legion flags fly and bugles blare
In the center the Legion 4th platoon is shocked by the arrival of the Republican HQ
Turn 9 The Legion 4th platoon cracks under the Republican HQs attack! On the left the Regulares 1st platoon also breaks and falls back, another shell from the Republican `75 speeds them on their way!
However the Rebel guns finally have the range and wipe out that troublesome gun!
At this point I decided to call it a day, the Republicans are spent, they have no reserves left and the left flank is wide open! But, they nearly did it, they effectively still hold the center and have fought the Regulares to a standstill and badly blooded the Legion company also, so a pyrrhic victory to the militia I think.


















































Fantastic story and a lovely looking game. Well done.
ReplyDeleteThanks, this one has been in the planning stages for ages - finally got the chance to run it, played out rather well.
DeleteNice battle. The Republican forces did well to hold off the battle-hardened professional troops of the Nationalists. I liked seeing all your toys - I recognise a fair few of them (plenty of Hotspur, some Airfix French and even some Irregular Miniatures).
ReplyDeleteCheers,
Geoff
Thanks. Yes plenty of Bandera/Hotspur plus Irregular are the bulk of my SCW forces. Plus Airfix WW1 French among my Republicans and also Miniarons Milicianas (and gun crews), BUM (Barcelona Universal Models) plastic, Spanish Legion and some rarities like Barcino Miniatures from Barcelona
Delete