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.
Your
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
Dispositions
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.

Note the artillery spotter and girl sniper on top of the water tower
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 checks 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 “Viva 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
The
Rebel `75s target the Republican gun which has caused so much trouble
(first rounds fall short)
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.