Tuesday, 29 July 2025

D-Day 6th June - Juno Beach - Advance On St Croix-sur-Mer

After a longer period than originally planned, I managed to get the next game in of my French-Canadians in Normandy narrative game played this morning, which was nice. Coming back to it slightly fresh was also good, as it gave me time to tweak a few things having re-read some of the history in the fresh light of dawn as it were.

Background 
Having successfully cleared Juno beach and securing Le Buisson and Vaux, the French-Canadian 11th Demi-Brigade turned their attention towards their next objective, St Croix-sur-Mer. Once again the Voltigeurs de Quebec would be in the vanguard, supported by the same units as before, but with the addition of a Recce Squadron from the Argentuil Rangers, to lead the way.

Scenario Details
The 11th Demi-Brigade had two objectives, namely to take and secure St Croix-sur-Mer, but also to push on past as fast as possible, to reach Cruelly before nightfall. The Germans had had little time to recover from the shock of the Allied landings, so St Croix-sur-Mer was only held by HQ elements from the II Battalion, 726th Infantry Regiment. Unknown to them, a Panzer Training Kompanie was on its way to the airfield at Caen, when it was diverted to support the left flank of the Infantry Regiment.

Voltigeurs de Quebec Regiment OOB
1 x CO - CV 9
4 x HQ - CV 8 (3 with attached FAO's)
1 x FAO (RN)
9 x Infantry (Veterans)
1 x MG
1 x 3" Mortar
1 x Wasp
1 x Sherman Firefly
2 x Shermans
1 x Sherman Crab
1 x Churchill AVRE
1 x Churchill Crocodile
1 x Centaur
1 x Humber A/C
2 x Stuarts
1 x Carrier Platoon
3 x Priest 105mm SPG (on call)
1 x HMS Fury (on call)
1 x Typhoon (roaming at large)

HQ Kompanie, II Battalion, 726th Infantry Regiment OOB
1 x CO - CV 8
2 x HQ - CV 8
3 x Infantry (Fortress)
1 x MG 
1 x 81mm Mortar 
1 x Pak 35/36 with Stielgranate
1 x Pak 38
1 x 105mm Artillery 
1 x 150mm Artillery
1 x Ft-17 (MG)
2 x Ft-17 (37mm)
1 x Panzer IV Short
Barbed Wire
Mines

The Table
As always, the game was fought on a 4' x 4' table, with the general layout and details seen below.

An overview of the table, with St Croix-sur-Mer in the middle. The French-Canadians would arrive from the left hand side and any German reinforcements from the right.

The main approach road for the French-Canadians.

The approach to St Croix-sur-Mer is mined.

A dug-in 105mm Artillery piece that had been shelling the beaches.

Likewise a 150mm Howitzer.

Barbed wire covers the other approach into the village.

Poor old Francois le Fermier is aobut to get another shock!

A dug-in Pak 38 covering the main approach road.

The Germans in and around the centre of the village.

The Panzer Training Kompanie.

The Voltigeurs de Quebec and supporting units.

The Game
So without further ado, onto the action!

The end of Turn 1. As the French-Canadians advanced towards St Croix-sur-Mer, they came under attack from the dug-in Pak 38 and 105mm Artillery, suppressing an Infantry unit and Sherman.

The Argentuil Rangers push forward to try and get past the village.

Coming under fire there is not doubt that the village will be hotly contested.

The end of Turn 2. The Naval FAO gets through to HMS Fury which brings down a heavy weight of fire onto the village and the Pak 38, suppressing it and some Infantry units too. The Regt de St Hyacinthe artillery lends their support too, suppressing the dug-in 105mm Artillery. The Argentuil Rangers fail to advance, but elsewhere units push forward as further Infantry arrives.

The Germans under fire from HMS Fury.

The Infantry edge forward, but remain hidden at present.

The Trois-Rivieres Dragoons move to the cover of the hedgerow.

The end of Turn 3. Once again HMS Fury is on call and KO's an Infantry unit and suppresses the Pak 38. As the Argentuil Rangers advance, a Stuart is KO'd by the 105mm Artillery. The Infantry and Shermans advance but fail to hit anything! With perfect timing the German Panzer Training Kompanie arrives and promptly KO's another Stuart! 

'Hobart's Funnies' arrive and look like they will be needed to help take St Croix-sur-Mer.

A nice gun line that can't hit anything at present!

Stuart's burn as the Carrier Platoon look on rather nervously.

The might of the Panzer Training kompanie. In Normandy, every tank was a Tiger😉!

The end of Turn 4. Retribution is swift, as HMS Fury and the Regt de St Hyacinthe KO both the Pak 38 and the 105mm Artillery, whilst the Trois-Rivieres Dragoons get their range and KO the Pz IV and both Ft-17's (37mm)! The Germans can do nothing in reply due to the losses and lack of LoS to any French-Canadian units.

Relief for the Argentuil Rangers as the Panzers brew up.

At least they made an impact, if all too brief a one!

The Trois-Rivieres Dragoons finally get their eye in.

'Hobart's Funnies' are in no hurry it seems.

Another Infantry Company arrives to try and take St Croix-sur-Mer from the flank.

The Germans struggling to take up meaningful positions in face of the weight of Allied firepower.

The end of Turn 5. As the last Ft-17 is KO'd by the Recce Stuart, the Infantry come under sustained MG, Mortar and Artillery fire, with three Infantry units suppressed. In response 'Hobart's Funnies' play a blinder (rolling double 1's twice in a row) and advance to the edge of the minefield and quickly dispatch a German MG unit. The Pak 36/36 with the Stielgranate hits the Churchill Crocodile, that barely notices it!

The Argentuil Rangers consolidate.



The Trois-Rivieres Dragoons move past the village and leave it in the capable hands of 'Hobart's Funnies'.

The Infantry await the tanks to do their work before advancing.

That's an awful lot of firepower to face!

On the left flank the Infantry close in on St Croix-sur-Mer.

The Pak 35/36  faces off against the Crocodile, as somewhat one sided affair.

The end of Turn 6. The Argentuil Rangers move off to the road that leads towards Creully, whilst the Trois-Rivieres Dragoons take up and all round defensive position outside of the village. The Crocodile makes light work of the Pak 35/36. The Germans simply have nothing they can respond with or have LoS to.

The Argentuil Rangers on the move.

The Shermans for a defensice laager.

The Voltiguers de Quebec move forwards now that 'Hobart's Funnies' are in such a commanding position.

Where have all the Germans gone?

The Infantry reach the orchard ready to enter the village.

The remnants of the German defenders.

The CO and a Mortar unit.


End of Game
At this point the game was pretty much up for the Germans, as they were more or less surrounded and with nothing that could really stop the French-Canadian armour or Infantry. So the only realistic option left was to surrender, which they did.

French-Canadian Losses
At the close of play they had lost two Infantry Companies and two Stuart Troops from the Recce Squadron. Whilst relatively light, the Voltigeurs de Quebec were almost down to half-strength now and the Argentuil Rangers would have limited ability to perform the Recce duties, which could impact the advance on Creully.

Post Game thoughts
Well that was nice to get this game in as part of my narrative campaign, after a long delay. In all the game took about 2 1/2 hours, so not bad and as always, it was great to be playing BKCII. Some thoughts on the game and campaign in no particualr order:
  • HMS Fury and the weight of firepower she could bring to bear really helped the French-Canadians from the off. I think she may have bee a too bit overpowered, but need to reflect upon this for future games. Certainly without this and suppressing critical Germans units from the Start, such as the Pak 38, then the French-Canadians might have ahd a much tougher and bloodier task on their hands.
  • Taking BUA's you really do need a lot of firepower, whether it be Artillery or the likes of 'Hobart's Funnies'. Now that the French-Canadians are moving out of Naval support range, this will become tougher for them I'm sure.
  • 'Hobart's Funnies' once again proved to be deadly and vital to the ability to take and threaten BUA's. As the advance continues at pace now, they will most likely be left behind to move into Brigade or Divisional reserve. Time will tell.....
  • With the Voltigeurs de Quebec now down to nearly half strength, it will be a much tougher ask for them moving forward. Certainly they will have to husband their resources and hope reinforcements are on the way from the beach, as they will start to face elements of the 12th SS Panzer Division.
  • I'm a bit of a sucker for units such as the Panzer Training Kompanie, but they are great fun to deploy on the table and certainly add to the narrative, as they did here. I'm sure the AAR from the units involved will say they face Panthers or Tigers!
  • The Typhoon had no chance to make a show as any targets of opportunity were quickly dispatched. However for the next phase and FAC will be available and so a cab rank system will be in place.
  • For the next battle, the French-Canadians will need to push on with all speed before night falls, so that they can try and secure Creully. I need to think how I can fit this into a scenario alongside the elements of the 12th SS Panzer Division arriving. Much to think about.
  • Hindsight is a wonderful thing, but I think I could have placed a few German units more effectively, to help with LoS for the 81mm Mortar and the dug-in 105mm and 150mm Artillery units. Ditto the MG unit. C'est la guerre and all that!

What Next?
Well for this campaign I certainly need to paint up quite a few units, both German and French-Canadian. Alongside this new river sections are underway which again will be needed. I also have some new buildings to paint up too, so plenty to be getting on with, if time allows and I can concentrate on doing them all!

In between they maybe some more OHW scenarios or something along those lines. I do have an idea for the next one in the book, but need to have a good think about it first.

Real life and a holiday beckon these next few weeks, so it may be sometime before part three of the Normandy campaigns gets played. At least whilst on holiday we are planning on visiting the Museum of the Vendee, which will probably rekindle some thoughts on playing this conflict on some shape or form. As always, so many ideas, so little time!

Thanks for taking the time to read this and as always, any comments greatly appreciated!

TTFN.


6 comments:

  1. Great stuff, Steve, thanks for posting, I love seeing the campaign progressing. Those Recce fellas sure ran into a maelstrom out there on the right, though not as bad as the Germans received from the naval gunfire support! I agree with your assessment, the naval gunfire felt a bit overpowered, taking out multiple units in a BUA seemed a bit too much.

    And the Funnies sure did a job, didn’t they? That felt just a tad ‘off,’ them being up on line near the town with the grunts chilling in the rear, I kept waiting for the German infantry to panzerfaust and -schreck them into oblivion, but I suppose they were so suppressed by the naval gunfire they were unable to. In which case, nice work, the attack went off just like it’s supposed to! ;)

    Those poor FT-17s didn’t stand a chance, but hopefully Mssr Fermier pulled through alright ;)

    On a side note, how exactly are you handling casualties in the campaign? It sounds like you’re playing it straight up, that if a unit is KO’ed on the tabletop it’s out of the campaign, no reorganization or anything; if so, man, that’s harsh!

    Looking forward to more!

    V/R,
    Jack

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    1. Thanks Jack:)! The dice Gods were on the Navy's side over two Turns, adding enough hits to eventually take a few units out of action. Mind you the Germans did make some damned good saves too! Future games will probably see the number of dice rolled for Naval support reduced somewhat.

      The 'Funnies' benefited from the Germans simply being unable to respond due to the mix of suppression and loss of units. In other games over the years it has been a struggle to get close to a BUA to use them. If the first game had been more of a slog, then they might have already been KO'd or simply held back on the beach by the traffic jam!

      Re: casualties, I'm keeping it really simple purely to make it easy for me. These first three actions are all taking place on the same day, so little if any chance for replacements to make their way forward. Come nightfall then there will be a chance for this to happen, or for another Battalion to take their place in the line. We'll have to wait and see on that one.

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  2. It was the artillery that done it …. governor! The artillery was powerful ….. but then it was in reality, though had the typhoon joined in, the German side would like despair. Overall, the balance was probably right for its time frame and in any case, the Allies have taken heavy losses. Enjoy your hols!

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    1. Artillery was the big advantage the Allies had, especially the British and their tactical doctrine etc. In one of Hastings books, he gives an examply of how much tonnage was used to take one small village, defended by a few handful of men. Balance wise at this stage of the campaign, I think it was about right...

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  3. What a lovely game. Love the minefield signs and FT-17 "Tiger Cubs"! I reckon the NGS was suitably scary and the battle went as it should. Looking forward to the next instalment (even if the Voltigeurs de Quebec aren't necessarily ...).

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  4. Fantastic game with dramatic, historical scenario!

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