Tag Archives: Raid on St. Nazaire

Raid On St Nazaire – Again Pt II

Finished up the game yesterday.  A semi-tradition to spend a lot of time wargaming the day after Thanksgiving.

The British wound up with 60 VIPs, better than the historical outcome of 53, but less than the 70 needed to “win”.

If the British were to win, this would have been the game.  The German harbor defense and activation rolls were terrible.  Literally all the commandos were able to land, and faced only moderate opposition when ashore.

Still, over the 13 turns, the British assault fleet was reduced to kindling, with only four ship escaping, two of which were on fire.  The ML Falconar was able to return 6 survivors and Chant’s demolition team to the UK.  Nobody else made it home.

For once I should taken a picture of the end-game.  The surviving commandos were huddled around their point of debarkation, watching the remaining three MLs, and their hopes of making back, being blown out of the water.   As you can see from the Game Log, several of the commando units were still in good shape.

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The “star” of the operation was Swayne’s unit, which destroyed not only their primary target, but two others, accounting for 12 VIPs. Both Smalley and Chant’s demolition teams accounted for both their primary and additional targeted facilities.  The game score would have been higher but for a D6 roll of “6”, which damaged  the scuttled Campbeltown, but did not destroy it.  That would have brought the score to 66, or one target away from “victory”.

The only real bit of bad luck for the Brits was that the ships that were sunk on the run-in contained demolition teams.  That reduced their ability to gain VIPs.  Oh, yes, and my stupid decision to move one demolition team in a position where it could be engaged by not one, but three, flak emplacements.  Blammo!

Enjoyed playing this game.  Its well known virtues were evident throughout my two play-thrus.  I’ll certainly take it off the shelf again.

Raid on St. Nazaire – Again

Started up another session.  Once again, discovered rules mistakes made during the last session.

The British can be attacked when in The Approaches, before movement.   And….the Germans have one searchlight operational for their first fire phase (a -1 on the to-hit die r0ll), and another searchlight becomes available for their second fire phase.

Fortunately for the British, the German die rolls were bad for their first fire phase.   However, the British Covering Fire was (again) useless, and the Germans could bring 6 firing factors to bear in the “A” zone during their second fire phase, which gave them twelve (!) attempts to damage British ships.  The result:  Bloodbath!

Still, the doughty Brits pressed on and are ready to land several intact teams of commandos.  Unfortunately, while the German Activation die rolls have been bad, the troops have been placed (by some strange hand of cardboard fate) right in or adjacent to their landing areas.

Should be interesting.

Raid on St. Nazaire – Turns 6-12

Decided to stop at Turn 12.  British ships that had been standing off the port waiting to evacuate commandos had been destroyed, the demolition teams had, for the most part, expended all their charges, and the German reaction forces were sealing off any other VP targets.  So, I blew up the Campbeltown and called it quits.

The tempo of the game really picked up with fewer targets and lower to hit DR for Harbor Defensive Fire.

Took turn-by-turn photos, but all they depict is the pummeling of MTBs by Harbor Defensive Fire, and gunfights between reaction forces and commandos.  The highlight was the Turn 8 destruction of the Northern Caisson by Purdon’s commando using their last charge, after being attacked.  They needed a D6 roll of “1” to do it, and they did.  That was 12 VPs!   On the other hand, Woodcock’s commando couldn’t destroy even one of the three storage tanks in Sector 1.  Each tank was 3 VPs, and would have put me in range of a decisive victory.

I’m going to play it again.  Here’s an overview of lessons learned and rules I need to pay more attention to.

  1.  Destroy searchlights and guns, or at least, hit the Power Station.  The illumination effects make the already murderous Harbor Defensive Fire even worse.    Grenade attacks on guns/searchlights are an excellent use of assault teams.
  2.  Do a better job of getting demolition teams to their historical targets.  I just whiffed on this one and if they attack their assigned target, it’s a +1 DRM for demolition attacks.
  3.  Pay attention to the rules on ammunition depletion when a commando loses a strength point.  This effects grenade/demolition capabilities.
  4. Try to get the Wynn to accomplish its historical mission of destroying lock gates.  I had to use other boats for this.
  5. Don’t assume that the German reaction will be as slow and weak as the last game.  Lots of D6  rolls of “6” really restricted reaction movement, and low rolls for activation reduced the number of German units.

Raid on St. Nazaire – Turns 3-5

Rather than grind through the move-by-move, here’s a few overall comments about the game play using the rules as a guide.

German Harbor Defense:  Has been effective, especially during Turn 3, when 9 targets were hit using D6 to hit roll of 5 or less.  The maximum possible is 12.  Change to less/equal D6 of 4, literally saved the British.

Covering Fire:  Useless for the British. Need a 2D6 of 8 or less, and I’ve been rolling 8+.  Also, the mods due to loss of flotilla gun strength has not helped my rolls.

Dockside Defensive Fire:  A mixed bag for the Germans.  Some successes, but limited.  Not the weapon that Harbor Defense is.

Open Sea Combat:  So far, one British ship has escaped without contact.  More to follow.

Scuttling:  I scuttled the Campbeltown on Turn 4 and took off the surviving crew.  While this will help with VIPs, it severely reduced the flotilla firepower (see Covering Fire, above).  BTW, the Campbeltown took very little punishment before ramming the Southern Caisson.

Torpedo Attacks:  Despite low probabilities (1-2 on D6), torpedo boats knocked out two swinging gates, for 8 total VIPs.

German Activation/Movement:  Started slowly, but more and more Germans are available.  Unfortunately for them, I’ve been rolling D6 6s, so only those units with a strength of 6 can move.   This has severely hampered the reaction forces.

British Land Movement:  Managed to foul up the objectives for some units, so some moves have been counterproductive, and have effected the ability of units to quickly get to lucrative targets – especially the 12 VIP Southern Caisson.  I’ve not done a good job of mixing and matching assault (small arms and grenades) with demolition units, especially when attacking flak positions.

Grenade Attacks:  Once I figured out that assault units can do these, they’ve been fairly successful taking out flak positions.

Demolition Attacks:  Success on first try has been 50-50, with the key being to have the demolition unit end their move at the target and not take the +2 modification for entering the area during the turn.

German Ships:  Haven’t messed with them.

End Turn 3 Western Half of AO
End Turn 3
Western Half of AO
End Turn 3 Eastern Half of AO
End Turn 3
Eastern Half of AO

Started landing during Turn 3.  Sent two MTBs into the Avant Port (Zone Z) to attack gates.  Plenty of carnage from Harbor Defensive Fires.

Turn 4 West Half of AO
End Turn 4
West Half of AO
Turn 4 East Half of AO
End Turn 4
East Half of AO

Carnage in Zone B and C, but most Commandos ashore with attacks developing with some successes. Effects of German reaction are minimal.

End Turn 5 West Half of AO
End Turn 5
West Half of AO
End of Turn 5 East Half of AO
End of Turn 5
East Half of AO

Started evacuating troops back to England, moving back to Zone A.   Commando attacks spreading out, more targets destroyed, but German reaction is becoming a problem, with more troops flowing towards the assault and demolition teams and, especially, those moving towards the South Caisson.  I have a few boats lurking at the embarkation points anticipating debarkation there.

 

 

 

Raid on St. Nazaire

Finally started playing this one.  Read about it over at Boardgamegeek.   I also downloaded the indispensable  Avalon Hill General V0l 24, Issue 4, for explanations and a very helpful replay.

Just getting started is one of the toughest aspects of wargaming.  Sometimes, reading the rules (or just skimming them) seems to be an end in-and-of itself.  What a trap!  No, you have to play the damn thing, and the first two turns will be laborious with the rules in one hand, and charts in the other,  but, if it is a good game, you’ll start looking forward to playing it.  If it’s not good…..either another try sometime in the future, or recycle it.

Had one very abortive half-turn, and then finally figured a few things out.  Again, the replay really helped.

Took relatively few casualties on Turn 1 (and this game goes for undetermined period of time – until the last British unit is eliminated and/or withdrawn).  This is part to two luck hits on German defenses.  The Campbeltown is burning (inevitable), a few boats had turn-away results, but only the Falconar is on fire.  The Boyd badly hurt the German defenses by  managing to sink the flak ship Sperrbrecher, with its two cannon batteries.  I’ve got four boats, and the Campbeltown moving towards their landing areas.

Not a bad start.  Will start Turn 2 after today’s ballgames.