This month saw normal service resumed at the Devon Wargames Group as the October gathering sported four games during the day, this following our absence last month due to the majority of club members away at shows and celebrating a club members birthday with a game or two and a few beverages in bonnie Scotland.
The little village of Pouppeville formed the stage and backdrop to our little "I Aint Been Shot Mum" (IABSM) scenario developed from one of the collection of D-Day scenarios put together by Richard Clark et al back in 2006.
On June 6th 1944, Pouppeville found itself in the front row seats of arguably the greatest amphibious landing in history when during D-Day the US forces tasked with landing at the bottom of the Cherbourg Peninsular found themselves landed on the wrong beach, codename "Utah", and in the best traditions of "making do" decided to start the war in North West Europe from there.
The German defences in this area were not as extensive or complete as along the other landing beaches but did have some significant obstacles created by the defenders with the principle obstacle being an extensively flooded area behind the beaches that restricted access inland to several distinct causeways that led across the flooded lowland.
The first of these causeways led from Utah beach via a small village called Poupeville which was held by a small garrison of German troops determined to deny the invaders access further inland as both sides sought to win the build up race to reinforce or seal off the allied landing zone.
|US aerial photo after the war showing the village of Poupeville, its road pattern and the outlying fields.|
In addition the original scenario gives the basic parameters of the forces and their objectives, but given the nature of this battle being a very one sided affair in terms of numbers, the German defenders will be cleared out in time, thus the victory conditions needed to be more defined around the time objective, in that the German commander would fulfil his objective by denying the US forces control of the village for a set number of turns. I decided on setting that number at ten turns of a blank card in the IABSM card deck, but with the added spice of variability at setting the game to last 30 "time pips" with the roll of a d6 deciding on how may pips had passed at the turning of the blank card. In that way the scenario could last from five to thirty turns with the average set at ten.
|My map based reconfigured to my 6' x 4' mat|
That pleasure was only increased with the look on the German commander's face as following his deployments US blinds were placed on the table from the exact opposite end from that which they were expected and on the cry of "foul play" from said German commander, pointed out in the briefing document the warning about US Fallschirmjagers landing in the area and the need to take precautions against them.
|Poupeville looking east towards Utah beach with US blinds moving into the western edges of the village and the blue German blinds relocating to prepare to meet the threat|
The scenario orbats were amended to IABSM v3
|Poupeville on the narrow road inland from Utah|
|"Achtung Ami Fallschirmjagers raus!!|
Umpire initiated US reinforcements which I decided to randomise in terms of the actual force that showed up - confused landing and all that!:
|The staccato of small arms fire erupts as Colonel Ewell's men enter town|
After getting over his surprise at getting reports from his 50mm mortar platoon commander, based in the orchard on the western edge of the village, that they were taking small arms fire from US Paratroops, Lieutenant Fritz Siegelmier moved swiftly to counter the sudden threat to his positions. Ordering Feldwebel Innsbruch to bring the 1st and 2nd zugs to the western edge of the village he ordered the mortar section to hold its position and await the reinforcements whilst detailing Schmidt the Kompanie sniper to move to the west of the village and attempt to slow the Amis down whilst he redeployed the men.
Colonel Ewell and Lieutenant Atkinson observed the western outskirts of Pouppeville carefully as they formulated their plan of attack. Time was of the essence and it seemed the German garrison were well aware of their presence as small arms fire broke out from the orchard at grid reference (gr15) south of the first crossroads.
"Lieutenant, I need your boys to clear that house, gr14 to act as a fire base whilst Sergeant Beall swings his platoon in through that orchard gr15 to press in on the eastern crossroads at gr11. I don't need to remind you that we need to get going, the boys on Utah are relying on us to get this place cleared, let's move."
|Sergeant Henry Beall leads his combined platoon of 82nd and 101st Paras into the western outskirts of Poupeville|
The three moves leading up to this initial clash had slowed the US attack up with the German commander managing to roll a 6, 6 and 5 on the time pips immediately reducing the time allowance from 30 to 13 pips and putting the pressure right back on the Americans.
|The first exchanges of close up rapid fire starts causing casualties and shock. The big house that formed the centre of the German defence at gr14 is pictured right.|
|The US Paras with their strong squad numbers and added Bar's and 30 cal machine guns caused the German defenders to keep their heads down. The defenders in the house at gr10|
|The German MG42s returned the compliment of the US firepower. The first house taken by Beall's close assault|
|Much needed reinforcements from Utah beach as the Sherman tanks of the 70th Tank Battalion crash into town and join the fight.|
Schmidt the sniper was working his magic and caused two US attacks to falter with his well directed fire and at least the mortar section was not wiped out in the attack on the orchard so could still bring some extra fire to bear. The key German advantage was that with only 8 pips remaining on the clock, the action should be over in two more turns so they just needed to hold on by having an un-shocked squad in position in the village at game end.
|German infantry set up to hold the eastern crossroads at the centre of the village|
The US Sherman tanks crashed into the eastern orchard at gr8 and 12 machine-gunning their way in to wipe out the German mortar section on their way. Then the 75mm guns were brought to bear on the German infantry holding the house on the crossroads at gr11 leaving them reeling with multiple shock and casualties.
|US Paras held up and stymied by determined German resistance|
|The battle at its height as US troops from Utah move in at the top of the picture|
|The Paras regroup for another push forward|
Those first three turns and the removal of 17 pips on the clock had been pivotal reducing the Americans time to clear the village by at least three more turns which would have most likely been more than enough with further US infantry set to arrive that turn.
|The US Paras clear the western orchards and force the Germans back towards the US armour but is it too little too late?|
That said IABSM gave a very entertaining game which has lots of re-playability given the variables it offers. The US Paras were irresistible in the two hand to hand combats they initiated, but the German troops ensconced in their stone built Normandy strongholds proved a stubborn opposition that needed to winkled out one by one and the Sherman tank is quite a useful piece of kit for doing that.
Thanks to Nathan, Andy and Ian for a thoroughly entertaining afternoon of good banter and gaming, and if you would like to read some more about my pre game inspiration for this scenario and my trips to this part of France that fires my own interest in the battle for Normandy then pop over to JJ's Wargames where I have put together a post covering my thoughts and ideas.