Sunday, 30 August 2026

Dyle-Ehm Vor Moerdre - Belgium 1940

Having been back from our hols for just over a week now, I felt in the mood for a game of something or other. Not quite ready to sort out the final scenario for my Greco-Italian War 1940 mini-campaign, I needed something else and WWII appealed more than some Black Powder period shenanigans. Luckily my good friend Keith Flint had posted about a recent game, which can be found here, which piqued my interest. Unlike Keith, I decided to go full on 'Cold Turkey' and not have any vehicles in the game, which I honestly can't remember ever having done before. A nice challenge though and one I was looking forward to.

I chose to set the action in Belgium 1940, with the British having just moved up to the river Dyle, with only a day or two to get their defences set bfore the Germans attacked. In Hugh Sebag-Montifiores superb 'Dunkirk' book, the action near Gastuche that earned Lt Dick Anndand a VC seemed a good starting point, so after some scribbling of ideas, things were pretty much set.

Scenario Details
The 2nd Battalion, Royal Norfolk Regiment, had been sent North towards the river Dyle, as part of 4th Infantry Brigade. Their lines were stretched rather thinly and 'A' Company had been deployed near to the village of Dyle-Ehm and the road towards the town of Moerdre. Given the speedy nature of their move, they were lacking materiel support that they would expect, but were told some Artillery might be available should it be required.

For the Germans, some earlier skirmishes with the Recce Squadrons of the British 2nd Division had shown that the bridge at Dyle-Ehm would be contested. As a result, the 1st Battalion, Infanterie Regiment 19, 7th Infanterie Division was given the task for seizing the crossing with all possible speed. Artillery and some Luftwaffe support was at hand too.

The Game

An overview of the table, with the British on the left, the Germans on the right.

The village of Dyle-Ehm.

The British have concentrated their defence in and around the bridge. They have tried to blow the bridge, but have only damaged it, not destroyed it.

Once again Francois le Fermier shows admirable 'sang froid'.

The Germand at their jump off points along the hills over looking the river Dyle.

A view from the German centre.

The damaged bridge.

The end of Turn 1. The Germans set off in the early morning mist, which may have covered their advance, as the British failed to react to any sound or movement.

The German left flank reahces the fence line, with their task to cross the river and outflank the British positions.

The German centre just fails to reach the fence line, as their main role is to provide covering fire to either flank.

The start of Turn 2 and the Luftwaffe arrives over the battlefield.

The end of Turn 2. Things hot up as combined fire from both sides sees units suppressed, with the British very glad to have had time to dig some good defensive trenches given the weight of fire they are receiving.

The German left flank comes under fire as they move towards the river.

Accurate fire from the British hampers supporting fire from the German centre as many of their units are suppressed.

The German right flank moves carefully through the cornfield to avoid being seen by the British.

The end of Turn 3. The Germans lay smoke to help cover their assault by the bridge, with both sides beginning to take losses.

The German left flank reaches the river.

The German right flank begins to rush across the bridge, covered by the smoke.

An overview of the situation from the British point of view.

The end of Turn 4. Suppression and losses continue to mount for both sides, with the Germans struggling to get over the bridge in the face of concentrated fire from the British.

Still stuck at the river, but at least they British Infantry that have been shooting at them have been KO'd.

It's getting a bit tricky at the bridge for the Germans.

The German centre is forced to move up in support of the assault on the bridge.

The British defensive line is beginning to look somewhat threadbare.

Luckily the RAF arrives but fails to really have the impact the British would have liked, only adding the odd hit, but no suppression nor any units KO'd.

The end of Turn 5. Finally the weight of the German fire takes its toll, leaving only the British Mortar unit intact, as the last Infantry unit is virtually hors de combat.

At last the German left flank is across the river, but has taken quite a hammering from the British.

A lone German Platoon is across the bridge.

The other German units provide covering fire and also wait to cross the bridge.

A view from the untenable British position.


End of the Game
And suddenly it was over, with the British having ceased to exist as a fighting force, but they had made the Germans pay a high price for getting across the river Dyle.

The Butcher's Bill, with British losses on the left, Germans on the right. The Germans also had two units at over 50% losses, as shown by the two units at the back with the white dice by them

Post Game Thoughts
That was a good game and one that took about 1 1/2 hours to play, so perfect as something to get back into the swing of things with. As always some musings on the game in no particular order:
  • Having gone full 'Cold Turkey' with this game in temrs of not having any AFV's on the table, I was pleasantly surprised at how much I enjoyed it and also how different a tactical challenge it gave me as a player. I'm sure I will try and do more fo this sort of game in the future.
  • Once again a solo game allowed me to set up this very assymetrical game that, on paper, looked incredibly one-sided, but this didn't prove to be the case at all. The British really made a fist of it and at one point I did wonder if the Germans would have enough fighting strength left to be able to force the crossing.
  • Somewhere in my notebooks I have a mini-campaign sketched out based upon the actions on the river Dyle, but like so many things, I need to paint some figures and AFV's etc before I feel ready to undertake this. Maybe this will help focus my mind a bit more?
  • As always the familiarity with the BKCII rules made the game very easy to play, ditto coming up with the scenario and forces involved. Sticking to my core set of rules is, and has been for many a year now, a wise decision on my part.
  • Even though the Germans had a numerical and materiel advantage, having the British dug-in in trenches more than off set that, certainly ealry on in the game. The 'force multiplier' effect was more than I'd expected, but a pleasant surprise nonetheless.
  • Having random or minimal air support for both sides worked well, ditto having some artillery for the British, but sadly it never arrived for them (requiring an 11-12 on a 2D6 roll).

What Next?
Well as mentioned before, it is Colours Wargames Show next weekend, which always marks to return to the gaming season as it were here for me. Certainly the very welcome rain here the past few days has made it feel like Autumn is on its way, alongside the nights noticeably drawing in.

Having played this game, I now know I need to add some horse drawn transport to my German forces, which I've never bothered with before, but of course most of the German Army relied upon this for all of the War. I have some bits I can use already but need to order some from Pendraken for use with the heavier bits of Artillery etc.

Some painting would be nice for sure, as with the incredible heat of the Summer now past, it will be possible to go to the games room and paint, without everything drying before I can get it to the figures! So a bit of organising and refreshing of my memory on this front is required first.

Well I think that's more than enough waffle from me! As always, thanks for reading and any comments are appreciated.

TTFN.

31 comments:

  1. An excellent little game Steve and seemed pretty realistic for the era too - the British doing severe damage to the dastardly Hun - but ultimately running out of manpower, allowing the battered Bosche to continue their advance!

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    1. Thanks Keith:)! Historically the British soon abandoned their positions due to the Belgians not playing ball, thus leaving the left flank hanging in the air. This allowed the dastardly Bosche a relatively easy crossing of the Dyle. One day I would like to game a 'what if?' to see what might have happened if we'd stuck to our well prepared positions on the Gort Line...

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  2. That was an interesting read Steve and as Keith said very realistic for the period too.

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    1. Thanks Ray and the Boche did have a tough time against a determined defence:).

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  3. Cracking report,really good read and a very nice looking game. A hard earned win for the Germans and at a cost as well.

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    1. Thanks Donnie:)! A really tough fight for the Germans and at quite some cost though. Having set a time limit to storm the bridge (8 Turns), I was very conscious of them having to be aggressive from the off.

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  4. Hi Steve a nice account of a battle that wasn't a sure thing. If the boot was on the other foot, the Germans would now be putting in a swift counter-attack and with a good chance of success if suppression or at least some of it was to be carried over!

    The observation about sticking with the same rules is well made .... I must do that someday :-)

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    1. It was nice to have things in the balance, until Turn 5 when suddenly it all turned in favour of the Germans, but they certainly paid a price for their victory! A good point about a counter-attack, but being loosely historically based, the British here were covering double their normal frontage for a Battalion/Division, with unknown units on both flanks.

      I'm so happy I decided to stick with some core rules many years ago now, something I wish I'd done earlier. Rules such as 'O' Group tempt me, but they seem too detailed and offer nothing better than BKCII games wise IMHO. Being au fait with the rules allows for better scenario creation, as over the years, this part has led to some very poor games, something I think we tend to forget.

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  5. I sometimes wonder to what degree different rules actually deliver different or better results. Perhaps as long as one is happy of the journey that their rules give, then probably thats all that matters.

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    1. I think it depends upon how much 'chrome' or not you want from the rules, with some liking more, others less. As long as the game gives plausible results and is FUN to play, then that's all that matters...

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  6. A very nice looking table Steve and an interesting game. A friend and I played our AWI games for years with rules which were basically the same. I often think it would have been wiser to stay with one set for other periods. But then I always seem to read of folk having cracking games with other rules so think I would like to try them. Hey ho.

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    1. Thanks Jim:)! I think we are all tempted at one time or another by new rules, but honestly I no longer have the time nor the interest to learn them these days. Certainly sticking with what I know meant that I was able to knock out the basic scenario for this game in an hour or so, spread over a few days, to give me time to ponder.

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  7. Lovely report…many thanks for posting. See you at Colours, perhaps (will be DBAing, as per…)

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    1. Glad you enjoyed it Martin:)! Maybe I'll see you there and might wear my bright yellow hoodie again to be more visible amongst the greying community of us gamers;).

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  8. A fine game to get back into the swing of things! Hope you enjoy Colours, giving it a miss this year as are Warbases!

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    1. Thanks David:)! Certainly nice to be playing again and it even spurred me onto to some painting today, which is of course a good thing. I'll try and do a decent show report for those that couldn't make it.

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  9. That was an enjoyable report, Steve! Francois is really hardy soul. He must be deaf as well! I don’t recall seeing smoke used as a screening tactic before. Is this new? Enjoy Colours.

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    1. Thanks Jon:)! Francois really doesn't pay any attention to what is going on around him, does he;). It's years since I've used smoke in a game as the scenarios I've been playing, it hasn't felt right as it were. It is in the rules, but nice to give it a run out after so long. Certainly looking forward to Colours for sure.

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  10. Hi Steve,

    What a cracking way to blow off the holiday cobwebs! Going "cold turkey" on AFVs makes for such a refreshing tactical puzzle—without armour to rely on, infantry maneuvering and defensive entrenchments become everything. The dug-in bonus for the Norfolks clearly proved its worth early on, turning what looked like a one-sided steamroller into a proper nail-biter at the bridge. Excellent report!

    All the best, Andy

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    1. Going 'Cold Turkey' worked much better than I thought it would Andy:)! A refreshing change to have the infantry front and centre of this battle.

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  11. Superb table and report, Steve.

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  12. Good to hear that 'infantry only' is worth doing! A nice bit of solo gaming there steve. Enjoy Colours - I'm away on my hols at the end of the week so won't be able to make it.

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    1. It certainly was Keith and the solo aspect allows for quite unbalanced games, or so they may seem on paper. Enjoy your hols!

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  13. At least the Huns were made to pay a heavy price for their success. Would, say, a lone piece of armour have been sufficient to swing the battle in favour of the Brits?
    Was Francois le Fermier perhaps preparing the fields for planting sprouts?
    Enjoy yourself at Colours.
    Cheers,
    Geoff

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    1. Hi Geoff, I'm not sure how much a difference a Light Tank or Armoured Car might have made, but possibly enough to add another lost unit or two to the German tally, pushing them into Pyrhhic victory territory. Very good re: Francois and the sprouts!

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  14. I'm sure it's more 'authentic' to go that way, too. It occurs that the smaller the scale of the battle (i.e. platoon/company level action, perhaps) the less likely that any tanks would be available to support. A squadron of tanks supporting a battalion of infantry, perhaps? Which implies a troop for a company, if you're lucky! I give a wry smile when I see certain game sytems' 'starter armies' including a whole load of armour and a couple of squads of infantry...
    p.s. I'm planning to go to Colours, perhaps we'll get to meet !

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    1. From memory for the British, it was a Squadron of tanks per Battalion, but as you rightly point out, not always the case. Having just read 'Sword Beach' by Max Hastings, an Infantry attack was meant to have armoured support, but this was suddenly whisked away to face the perceived threat from 21st PzDiv as they moved forward, but the attack still had to go in.

      I'll try to remember to wear my bright yellow hoodie which should make me stand out from the crowd, so if you do go, you might be able to spot me! I normally go from around 10.00am and leave by 1.00pm at the latest. Hope to see you there:).

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    2. I will look out for that hoodie! Probably arriving 11:30ish so we should overlap ok.. it'd be nice to say hello.

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  15. Ah, I can post a comment at last! I love the farmer's sang froid! He has become something of a leitmotif in your games. ;-) Great game, Steve, and good to see how well it can go without armour, which does tend so often to dominate proceedings. :-)

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    1. Yep, that publishing issue was a tad annoying to say the least:(! I do like to try and get him in as many games as possible, but I think I might need to do a horse and plough version at some point, to keep that leitmotif going:). I'm keen to try more Infantry only actions in due course, but need to do some research before I go any further with this.

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