Tuesday, 8 January 2019

The landing at Saafi Operation Torch, Morocco, November 8th 1942

The landing at Saafi

Operation Torch, Morocco, November 8th 1942


This is a re-fight of a historically based wargame we did some time ago, I wanted to replay the game on our new larger table in Spain.
 I’ve adjusted the forces involved to create a decent table-top game.

History
The main purpose in taking Saafi (Spelt “Safi” on US maps) was to get the medium tanks ashore to use as needed, the operation was expected to fall into four major phases:

1. The port must be brought under control by seizing the docks and preventing sabotage, and by clearing the enemy from a deep beachhead around it.
2. The armoured elements on the transport Titania and the medium tanks on the seatrain Lakehurst had to be brought ashore and assembled for combat.
3. The line of communication had to be made secure for a northward advance.
4. The armoured force, in particular, had to hasten overland toward Casablanca using bridges over the Oum er Rbia River which must be secured as early as possible.

To control the port and establish the beachhead, artillery batteries had to be neutralized and captured, machine gun positions cleared, the garrison subdued, and the arrival of French ground reinforcements or delivery of a serious air attack prevented by defended roadblocks and by supporting air cover.

The Safi landing force (designated Sub-Task Force BLACKSTONE) numbered 327 officers and 6,101 enlisted men, commanded by Maj. Gen. Ernest N. Harmon, Commanding General, 2nd Armoured Division. The force was organized into two battalion landing teams (BLT's) for amphibious assault, with part of one infantry battalion in reserve; one armoured landing team for early commitment with one medium tank battalion in reserve; a small medical unit, several specialized signal detachments, interpreters and interrogators of prisoners of war; and miscellaneous other detachments.

The light tanks attached to the two BLT's came from Company B, 70th Tank Battalion (Separate). The Armoured Landing Team consisted of elements of the 2nd and 3d Battalions, 67th Armoured Regiment (thirty-six light and fifty-four medium tanks), supported by two batteries of self-propelled 105-mm. howitzers, a provisional bridge company, signal and supply detachments - all from the 2nd Armoured Division. The sub-task force commander took his staff and headquarters from that division, as did Brig. Gen. Hugh J. Gaffey, who controlled the Armoured Landing Team through Headquarters, Combat Command B, and a detachment from Headquarters, 67th Armoured Regiment.

The plan called for a surprise landing inside the harbour itself by two old destroyers -Bernadou and the Cole. These ships would land companies K and L of the 47th Infantry, this being followed by landing craft depositing further men and light tanks at the beaches within the bay (designated – Blue, Red and Green).

Facing the Americans the French Garrison Commander Major Deuve had the following defenders available – a total strength of about 450 officers and men within Safi and its immediate surrounds. This included the following:

Front de mer
2 static 75mm guns plus a defence platoon (all naval personel)
Point de la Tour
Coastal battery “La Railleuse” with 4 x 130mm naval guns with modern range finder and fire control apparatus (though two were inoperable); the guns in fixed circular emplacements. The entire battery is protected by AA machine guns and barbed wire, and manned by the 104th (coastal defence) company of the 2nd Moroccan Traillieur Regiment  
High ground south of town
Battery of 4 x 75mm with Legionnaires from 2REI
Two miles south of town (about half a mile in land)  
A mobile battery of three tractor drawn 155mm guns (initially well camouflaged)
Within Saafi  
A platoon of lt tanks,
5th company, 2nd Moroccan Traillieur Regiment

Other units including: horsed cavalry, lt. tanks and armoured cars, horse drawn artillery and infantry (maybe another 1,400 men in total) could be rushed to Saafi within 24hrs.

As a basis for this game I used Colin Rumford`s interesting version in the original Rapid Fire! rulebook and took several of his ideas onboard –

This is an amphibious coup de main and follow-up landing based on the Safi assault. The American objective is to clear enemy forces from, and hold, the following:

Objective Points
Harbour area (a 2” square zone) compulsory (20 pts)
Post Office / Telecommunications Centre 10
Barracks 15
Station 5
Fuel Dump 10
U.S. failure to secure the harbour and at least 30 objective points by the end of twenty turns will result in a French victory. Each move represents approximately one hour of the real battle. The first four moves take place in darkness.
Special Rules
The Harbour Assault
The Harbour Assault force moves onto the table on move one. French troops on the quaysides stand the following chances of detecting the attack: 20% on move one, 40% on move two, 80% on move three, automatically on move four. On detecting enemy vessels they may both fire and switch on their searchlight, which will inflict normal observation ranges on nominated craft. The Americans have one chance at shooting this out per move - evens on a d6 destroys the light. When all the crew, troops and vehicles aboard a vessel have been eliminated it is considered sunk.
Surprise
Only one third of the defenders are initially active. In the turn after firing has commenced another third may begin to move and fire. The remainder of the force then becomes active in the following turn. Inactive troops are restricted to buildings or tents.
Tank Landing
When a U.S. tank lands at any beach a d6 is thrown. The score gives the number of moves the vehicle must remain stationary to ‘dry out’. This does not prevent it firing.
U.S. Support
Naval gunfire is represented in three stages.
The first, codenamed ‘Batter Up’, represents the destroyer Mervine ‘shooting-in’ the coup de main force. This consists of two observed rounds of 150mm artillery fire per move for a maximum three moves. Only French units or guns who have opened fire may be targeted.
The second, ‘Play Ball’, represents battleship New York’s fire against the coastal guns and may only commence after the latter has opened fire. Every move a d6 is thrown: 5 or 6 being needed for a direct hit. The effect of direct hits is cumulative. The first hit stops the French guns firing for one move, the second for two moves and the third knocks it out.
The third stage represents air-spotted fire from the cruiser Philadelphia. A U.S. float plane may loiter over the table for three moves, succeeding in transmitting the target’s position every move unless a 1 is thrown on a d6. Gunfire is represented by two observed rounds of l50mm artillery fire per move. The plane also carries three bombs which may be dropped in a move (or moves) when observation is not taking place.
Air support consists of three daylight moves over the table for a Wildcat fighter from the carrier Santee.

US orbats
I`ve had a re-think about these and decided to revert to the older system -
4 man HQ plus 3 x 10man platoons each with: officer/NCO, grenadier, SMG, BAR, 4 x riflemen plus a 2-man support weapon team (.30cal MG, 60mm mortar or Bazooka) as this reduces the US flexibility and reflects better their inexperience at stage of the war.
FOR POLITICAL REASONS NO HEAVY WEAPONS MAY BE USED AGAINST
THE TOWN OF SAFI.

 French Support
The guns at Pointe de la Tour (the Batterie Railleuse) are represented by a turret mounted 130mm weapon and director tower in a single complex. It may fire one observed round per move once U.S. forces have been detected, but may only target Allied vessels in the harbour.

Forces

US Forces
1st battalion, 47th Infantry, 9th Division - Col. EH Randle

1st wave
USS Bernadou – 105mm gun, 2 x 20mm,  1 x .50cal HMG
“K”, “L” companies each with:
HQ – CO, NCO, RTO, runner
3 platoons with: 10 figures (inc BAR & 2-man support weapon)
Each platoon has either a 60mm mortar, .30cal MG or Bazooka

1 platoon 504th Combat Engineers battalion
12 figures with demo charges, bangalor torpedoes & flamethrower

Landing at “Green” Beach
Landing craft with:
Recce platoon – Jeep w/radio, Jeep w/.50cal, 6 men, M3 lt tank 

US first wave units

2nd wave (Red Beach) enters table 4 turns after Bernadou docks
2 LCM with
“I” company, 47th infantry (as above)
DUKW
1 platoon 504th Combat Engineer Battalion (as above)

3rd wave (Blue beach) enters table 4 turns after 2nd wave lands
2 LCM with
“J” company, 47th infantry (as above)
DUKW
1 platoon 504th Combat Engineer Battalion (as above)

4th wave (to be decided by US commander) enters table 4 turns after the 3rd wave lands
2 LCM with - 2 x M3 lt tanks, 1 x GMC75
2 DUKW each with
1 platoon of 1st Ranger battalion 
10 figs (inc BAR)

US follow up waves and Rangers

French Garrison
Batterie Railleuse
1 x 130mm naval gun (6 crew)
1 x 10 fig infantry platoon (VB grenade launcher, LMG)
Twin 13.2mm Hotchkiss AA
OP team (officer, RTO)

Front de le Mer
75mle1987 + naval crew
8 naval ratings (rifle armed)

High ground South of Saafi
2 x 75mle1897 + crews
French reserve
2 x 10 fig platoons (2REI) + Hotchkiss MMG team & 2 trucks

Barracks
Garrison HQ – Maj. Deuve, NCO, RTO, 2 runners + staff car
10 fig platoon (2REI) 1x LMG
Hotchkiss MMG team
Sniper

1 platoon 4RCA -
1 x Laffly armoured car

Petrol dump
½ platoon of Traillieur Maroccaine (5 figs inc 50mm mortar)

Station
1/2 platoon of Traillieur Maroccaine (5 figs inc VB launcher)

Saafi Harbour
1 x 10 fig platoon Trailllieur Maroccaine (VB launcher, LMG)
Sniper
Searchlight plus crew

Saafi Town
Remaining elements 5ere Traillieur Marocaine (about 1.5 platoons of infantry inc a VB launcher and a LMG)
81mm Mortar team
2 x Hotchkiss MMg teams
37mm infantry gun plus crew
1 platoon 64BCC with –
1 x Ft17

French gun batteries and Legion company
Moroccans and armour

Game fought over about 3 hours (18 game turns), I played the French, Alex and Chris the Yanks.

A few shots of our table
Saafi Harbour

Green beach within the harbour

Saafi town
 
Farm above the town
French barracks
Shot showing harbour/town/farm & barracks
Red & Blue beaches with the station and oil dump behind
 
Station & oil dump
Batterie Railleuse
 
Landing barges (pretending to be LCAs)
USS Bernadou (repurposed Britannia German armed trawler)
DUKWs (waterline models based on old Airfix soft plastic toys)

The US approach was not spotted until turn 3, at which point the search light illuminated the Bernadou and warning sirens sounded. I rolled dice to see how long units took to organise themselves. The Bernadou`s 20mm Oerlikons smash the searchlight at the end of the turn as she glides into the warf.
Searchlight
Turn 4 the ship docks and two landing craft arrive at Green Beach, the game clock now starts to count down for wave 2 (4 turns until it beaches at Red Beach)
Bernadou docks

The ship is immediately confronted by the Front de le Mer position and its defenders (I had ruled they were concealed from the sea until they opened up)

The `75 fired at virtually point blank range into the hull causing casualties among the infantry crowded below decks, the naval troops poured rifle fire onto the deck. The ships guns returned fire, whilst the first assault troops jumped onto the jetty.
Meanwhile the recce units landed on Green Beach, the Stuart stalled (ended up stuck for 3 turns)
 

Turn 5: The ships guns blast away  the Front de le Mer position, the last few surviving sailors retreat back to the station; they and their `75 did some damage. The US infantry are now engaged with the Moroccan platoon defending the harbour.

The US recce run head on into the 4RCA armoured car and in a brief exchange of fire, lose both Jeeps, but manage to disable the cars engine with .50cal AP shells, the cars crew make a morale check and their vehicle became a pillbox.

Turns 6 & 7 saw the ships guns and infantry clear the Moroccans out of the harbour, the Moroccans in Saafi itself began moving toward the harbour and their Ft17 engaged the stalled Stuart on Turn 7 (its first round failed to penetrate) .

Turn 8 Batterie Railleuse & the concealed `75 battery in the hill farm both finally wake up and join in with the defence!
The battery on the hill was a nasty surprise for the Yanks!



Both batteries poured fire into the Bernadou and jetty, the ship took several 130mm and `75 hits over the next few rounds causing a lot of casualties.

On Green Beach the Stuart commander decided to ignore the Ft17 and drove out of the water up into the harbour to engage the 50AM (now pillbox) -  the two allied commanders argued this point, but Chris claimed he was right and promptly destroyed the pesky 50AM......... Unfortunately the Ft shot him up the arse and disabled him too.........


Turn 9: the 2nd wave arrives at Red beach

It is immediately engaged by the defenders of the station and the infantry protecting Batterie Railleuse!

At the Harbour the Bernadou takes another 130mm hit and the dock/jetty is hit by both the 75s up at the farm and 81mm mortars from the town. Offshore naval fire wipes out the hillside battery at the end of this turn; but the US players are frustratingly unable to call fire onto Batterie Railleuse. The US infantry and recce troops are engaged at the harbour by Legionnaires coming from the barracks and by truck from the farm.

Turn 9, The Bernadou takes a catastrophic 130mm hit and begins to sink! The dock and jetty is still under mortar fire and the Moroccans add MMG into the mix too causing multiple casualties and morale checks! But the US has now cleared the port of all defenders.

"I" Company and the engineers over-run the station defenders and move inland towards the fuel dump, still engaged by the defence platoon of Batterie Railleuse.

Turn 10 sees the Bernadou sink, removing its deck guns from the US hand. Batterie Railleuse sights the incoming 3rd wave and looks forward to shooting pigeons! Unfortunately, finally the US players call in offshore guns and the battery is hit!
Turns 10-12 sees further hits finally destroy the battery!
At the harbour the US infantry, recce troops and engineers begin a long drawn out defensive battle with the French counter-attack!


"I" Company and the engineers kill or drive off the defenders of the fuel deport and battle against the Battery defence platoon.


"J" Company plus engineers land unopposed at Blue Beach
And move inland on Turn 13

Turns 13-16
The French launch a desperate all-out attack against the harbour, this is met with desperate US defence including a flamethrower and thrown satchel charges, but the Legionnaires triumph! But at the cost of almost every officer and NCO, leading from the front of course and showing great élan, but little sense........


"I" Company drives off the last survivors of the battery defence platoon.
The US 4th wave moves across the water towards the shore



The Rangers and armour lands at Blue Beach on Turn 18, the French have limited forces left and no officers or NCOs close enough to organise their defence, so we called it a day - victory to the Americans.

Great game, the larger table roughly 10` x 4`, made it a very wide frontage, this made it difficult for both sides, the US players found their landings isolated, whilst the French lack of transport and the need to hold the harbour prevented them from moving troops from one end of the table to the other.
 








Operation Eilbotel (Scenario 4) Said, Tunisia January 19/20th 1943

Operation Eilbotel, Scenario 4

Said, Tunisia January 19/20th 1943

This scenario follows directly on from Scenario 1  El-Hamra & the Kebir Reservoir
Alex (20), Chris (17) and me

This scenario has two possible Allied organisations depending on the results of scenario 1:
A)    If the Germans won either a tactical or strategic victory, then the Allies use “Game A” and are forced to fight a hasty defence at Said.
B)    If the French stopped/slowed (gained a tactical victory) the German advance at El Hamra, they get a prepared defence “Game B”

Kampfgruppe Weber’s attack continues to push down the Wadi el-Kebir towards Robaa. The Allies desperately send any and all available units to block the advance; this blocking force is centred at Said between Robaa and El Hamra. 

German attackers
Elements of 10th Panzer (as scenario 1; minus casualties)
2 Kompanie/86th Panzergrenadier Regiment (motorised)
2/I battalion 7th Panzer Regiment (panzer III)
4/I battalion 7th Panzer Regiment (Panzer IV)
Elements of Kradschutzen-10:
Armoured car platoon
2 -  motorcycle platoons

Support
1 x battery 105mm (off table)
2 x Stuka sortee

From Hamra on turn 12
3rd Kompanie/86th Panzergrenadier Regiment (motorised)
Support weapons Kompanie I/86th PG (2 x 81mm mortars & 2 x MMGs) carried in trucks
Towed 75mm IG (support coy I/86th PG)
SP light AA platoon (90th artillery regiment) – 1 x SP 20mm flak
Elements of 501st hvy Tank Battalion
1 x Tiger I
1 x Panzer IIIN
Recovery & repair platoon

Game A (hasty defence)
Allied reinforcements rush north from Robaa and form a hasty road-block north of Said.

7ere Compagnie 3e REI
Mixte batterie 64e RAA (`75 montee, 47mm AC + tow)
MMG platoon (2 x Hotchkiss) – III/3e REI
80mm mortar battery (2 tubes) – III/3e REI

French defenders with the Yeomanry and Carrier platoon on the left

Reinforcements from south (turn 10)
“A” Squadron 1st Derbyshire Yeomanry with:
1 x Dingo, 2 x Humber II 

Carrier platoon 5th Royal West Kents


Reinforcements from south (turn 20)
2 troops from 17th/21st Lancers with:
“A” troop with - 2 x Valentine III
“B” troop with - 1 x Crusader (2 pdr), 1 x Crusader (6 pdr)

“B” Company 5th Royal West Kents (British 36th Brigade) motorised
Mixed anti-tank battery RA with –
1 x 6pdr AT gun & tow, 1 x 17/25pdr AT & tow

Game B (French prepared defence at Said)
Elements of 3e REI
7ere Compagnie
80mm mortar battery (2 tubes)
MMG platoon (2 x Hotchkiss)
Mixte batterie 64e RAA (`75 montee, 47mm AC + tow)
1bei II/411DCA (twin 13.7mm Hotchkiss AA)
Platoon 3/19 Genie (engineers)
4 – 3” x 2” mixed minefields, various wire and sandbagged emplacements

Reinforcements from south (turn10)
“A” Squadron 1st Derbyshire Yeomanry with:
3 x Humber II 

Carrier platoon 5th Royal West Kents


Reinforcements from Robaa (turn 20)
“B” Squadron 1st Derbyshire Yeomanry with:
2 x Humber II, 1 x Dingo
2 troops from 17th/21st Lancers with:
“A” troop with - 2 x Valentine III
“B” troop with – 1 x Crusader (2 pdr), 1 x Crusader (6 pdr)

“B” Company 5th Royal West Kents (British 36th Brigade) motorised
Mixed anti-tank battery RA with –
1 x 6pdr AT gun & tow, 1 x 17/25pdr AT & tow


German Orders
Kampgruppe Weber has orders to drive the Allies out of the Eastern Dorsales and form a solid line of defense to allow Rommel to stabilize the situation in the east. Your command is tasked with smashing through the thin French lines and penetrating down the Kebir Valley towards Robaa. You are to use your best judgment and stop your advance and dig in once a suitable position is reached or once enemy resistance to your advance stiffens to the point that casualties become a factor 9we must marshal our resourses).

Allied orders
A surprise German counter offensive has been launched, Juin`s XIX Corps stretched thin across the Dorsales is being pushed aside by superior German armoured units. Your command holds the key village of Said blocking the German march down the Kebir Valley, you must hold long enough for British reinforcements moving up from the south to reach you and stabilize the situation, the honour of France is in your hands, bon chance!

Terrain notes
Due to heavy rain and boggy conditions only tracked and all-terrain vehicles can move off road.
Areas with trees & rock out-crops are considered impassable to all types of vehicles
The river (Wadi el Kebir) is fordable by infantry but impassable for all vehicles.

The French can place four (4) 3x2" mixed minefields as part of their defences anywhere up to 24" from the northern (German entry) end of the table. These only need to be noted and revealed only once encountered.


AAR
Fought over 2 hours (17 game turns) on a roughly 10` x 4` table.
German fuel and organisational/traffic delays have allowed the French to form a "Game B" defence at Said.

I took the French the lads the Germans.
This is the fourth game in our Eilbotel mini-campaign and I was expecting my forth hammering - historic games can be like that........... 

Our table

Looking towards Said across the Wadi Kebir
From the German start line, looking south towards Said
Looking North
Looking across the bridge from the west
 
Said town
 
Wadi el Kebir
 
French HQ
 
French medical station

For the first couple of turns, Krad-10 advanced down the road until they came under machine fire from their left. One platoon dismounted and moved the engage, whilst the 2nd and the Sd222 moved forward along the road; until the next gap in the tree line where the Sd222 tried to move off road and ran into a minefield!
Forward French position
Krad-10 dismount and move off road half into the hills left and half, across the wadi right
 
Sdkfz222 finds a mine
At this point the mortar platoon of 3e REI began to rain bombs on the road which forced the 2nd Krad platoon to scatter into the wadi, quickly followed by 1st platoon of 2/86PG, both of whom headed across the wadi towards my mortars - a move I hadn`t considered in my deployment - bugger!
86th PG under mortar fire abandon their transport and advance on foot

The mortars continued to bracket the road causing casualties, 2nd platoon 2/86PG followed their mates across the wadi, whilst 3rd platoon and the Kompanie HQ moved to following 1st Krad platoon up the left side supported by fire from an Sd232. At this point I moved my `75 montee from its concealed position and nailed 232 - hooray, Vive l`France!
 

Unfortunately, I missed the first Panzer III which wiped out my best AT weapon with its first shot............
ex-`75 montee

The German infantry and recce troops supported by tank fire cleared my outpost on their left (my right) and even though my mortars still bracketed the road the Panzers advanced towards Said passing the burning trucks of 86PG.
 
Rather than let the tanks advance unopposed, I revealed and fired my 47mm at the lead tank, the shell bounced off its frontal armour and my gun caught return fire and was immediately knocked out.............
Destroyed French 47mm
 

The infantry and recce troops advanced across the wadi and down the German left, the tanks along the road, though one did move off to the left, all the time the tanks provided MG and cannon support against any and all targets who presented themselves. I responded with VB rifle grenades and my mortars continued to fire until their positions were threatened and were forced to break down the tubes and withdraw.

Panzers drive into Said

On Turn 10, "B" Troop 1st Derbyshire Yeomanry and the Carrier Platoon of 5th West Kents arrived from the south, by this time the Germans east of the wadi had overrun the half platoon I had placed there and were hunting down my retreating mortar platoon. The German tanks of 10th Panzer were shelling the town with impunity and their infantry was closing for their assault. 
1st Derbyshire Yeomanry
French engineers and Legionnaires await the final German push
Panzers bombard Said
French engineer transport within Said

By turn 12 I gathered all remaining French infantry not already engaged around the company commander and began to move the forward to bulk up my defence, in the vain hope of holding out for the bulk of the British to arrive. To support these i committed the Derbyshire Yeomanry armoured cars and dismounted the West Kent`s Carrier Platoon as additional infantry too.
Carrier platoon of the West Kents moves up in support

What can I say it was a fucking disaster!
Humber meets 75mm - ouch!
Dismounted Carrier platoon of the West Kents advance past burning Humber
Then came the Luftwaffe in successive sorties and my lone 13.7mm AA proved unable to hit a barn door...
 
 

By turn 16 it was all over, the Yeomanry were wiped out, the Legionnaires fleeing east, west and south, the only unit holding any resemblance of order was the West Kent`s Carrier Platoon who were forced to abandon their transport and retreat on foot down the Kebir to escape the debacle.....

Elements of 501st hvy Tank Battalion get onto the table
Road packed with German vehicles, oh for some allied air support

Tough ask for the French, nearly impossible to be honest but, I made a few basic errors in my defensive plan.
1. Once my forward position ambush has been sprung I should have withdrawn those men drawing the Germans into a pursuit through mine fields or into another ambush nearer the town. At the very least I would have had another half platoon (maybe with a MMG) for later deployment?
2. I should have mined the road in front of the town and placed my 47mm in an ambush position to cover it.
3. I failed to think the Germans would be so aggressive and deploy to attack across the wadi to silence my mortars and hence did NOT have enough covering infantry.
4. The `75 montee shouldn`t have been so exposed, loosing it so early probably cost me the battle.

Whilst the Germans won the battle it should be noted Kradschultzen-10 lost more than a platoon of cycle troops, a Sd232 and had a Sd222 badly damaged in this encounter; add to this a platoon of 2nd kompanie 86th PG plus several valuable trucks, the French did OK.