Showing posts with label Normandy 1944. Show all posts
Showing posts with label Normandy 1944. Show all posts

Friday, 21 November 2025

D-Day 6th June - Juno Beach - Advance On Creully

Somewhat later than planned, the next game in my narrative French-Canadians in Normandy campaign was played today. Details as follows:

Background
Having quickly taken St Croix-sur-Mer, the Voltigeurs de Quebec Regiment are ordered to push on towards Creully with the aim of seizing it before nightfall, thus achieving the Elm phase line objective. Unbeknown to them, Kampfgruppe Meyer has been sent to try and find a gap between the French-Canadian and British bridgeheads between Juno and Gold beaches respectively. The Kampfgruppe has taken significant casualties as it moves towards Creully, but so have the Voltigeurs de Quebec, who are at half strength in terms of their infantry.

Scenario Details
  • The scenario lasts for 8 Turns, starting in the afternoon and ending at around dusk. The last two Turns will have reduced visibility as a result.
  • Typhoon air support is available, but this represents the rear area interdiction that happened on D-Day. The Typhoon is available on a roll of 8+ on 2D6.
  • The French-Canadians start 20cm in from the table edge, with the Recce units 40cm in, to represent their speedy advance from St Croix-sur-Mer.
  • The Germans arrive from Turn 2 using mobile deployment, to represent their struggles moving forward across the British front and in broad daylight.

Voltigeurs de Quebec Regiment OOB
1 x CO (CV90
3 x HQ (CV8)
6 x Infantry (Veterans)
1 x MG
1 x 3" Mortar
1 x 6pdr ATG + tow
1 x Humber AC
1 x Carrier Platoon
2 x Shermans
1 x Sherman Firefly
3 x Priest 105mm SPG
1 x Typhoon

Kampfgruppe Meyer OOB
1 x CO (CV8)
2 x HQ (CV8)
3 x Infantry
1 x MG
1 x 81mm Mortar
1 x Pak 38 + horse tow
1 x Sdkfz 251/10?
3 x Stug III

The Table
An overview of the game below:

Creully sits in a valley, represented by the hills on both sides of the table. 

Creully itself having taken some battle damage already.

The French-Canadians begin to push on towards Creully. One Company of Infantry is allowed to ride on the tanks.

Francois le Fermier gives valuable intel to the Voltigeurs de Quebec CO, but also some Calvados too!

The Germans arrive by a random dice rolls, with the Infantry and Stug III's on the left flank.

The CO arrives in the centre.

Another view of Creully.


The Game
As is the norm now, some annotated photos will give an idea of how the game unfolded:

The end of Turn 2 (In Turn 1 the whole French-Canadian force failed to move, due to the Calvados me-thinks!). Despite the tardy start, soon the Voltigeurs de Quebec had crossed the bridge into Creully and began to take up defensive positions. As they did so Kampfgruppe Meyer arrived and as they came under fire, they managed to KO one Sherman in quick order.

The Trois Rivieres Dragoons come under deadly fire, seeing a Sherman brew up. Not an ideal start. At least the Infantry have debussed and begin to occupy Creully.

One the left flank, a Company from the Voltigeurs de Quebec can only reach the edge of the woods.

The German half-track seeks cover having come under fire from the Humber AC.

The Germand Infantry spread out and advance towards Creully.

The end of Turn 3. The Voltigeurs de Quebec try to consolidate their positions ready for the anticipated German assault. As the Germans push forward, they lose a Stug III and their Infantry come under fire from the churchyard.

The Germans try to advance, but the enemy has taken up strong positions that may be hard to shift.

The churchyard is the setting for the initial firefights.

the humber AC and 6pdr ATG have taken up defensive positions in and around the orchard.

The left flank Infantry move more slowly than their CO would like.

An overview from the German point of view.

The end of Turn 4. So far there has been no sign of any Typhoon support, but a Company HQ manages to get through to the Priest SPGs and call in a devastating stirke right on top of the Germans. Once the dust has settled the Infantry are no more and the Stug III's are burning wrecks!

The German threat has gone up in smoke!

The left flank Infantry cross the stream to come and provide support, which is no longer needed.

The German CO can only look on and ponder what might have been.

End of the Game
And so suddenly it was all over! The artillery had simply been devastating, catching the Infantry in the open as well as the Stug III's. Against so much firepower they didn't stand a chance.

Post Game Thoughts
Well what can I say except that that was extremely quick and very brutal! It was shaping up to be possibly a tough fight for the French-Canadians, but as was often the case, the Artillery came through to break up the German attack. As always a few musings:
  • It was nice to get back to this narrative campaign, even if it took longer to set the game up that actually play it!
  • As a one off game, this would have been no fun, but as part of a campaign, it just adds to the story, which is what makes campaigns so much fun.
  • I possibly gave the French-Canadians too much Artillery for this scenario, but they did have loads on call, as they knew that the ground they would be fighting over was crucial to both sides. In fact they had correctly predicted that this would be the main centre for the German attacks and so it proved to be.
  • I did forget that the Germans were on high ground too, so that their 81mm Mortar could have hit the Voltigeurs de Quebec left flank as they left the woods. It wouldn't have affected the outcome of this game, but in campaign terms it might have if the game had lasted longer.
  • Playing with a familiar ruleset really does make a difference, as it allows you to tweak things to suit the scenario and the campaign setting. You sort of know what will work most of the time, which just makes things so much easier right across the board. 

What Next?
I certainly need to paint some more AFVs for both sides, given that the next action in the campaign will be against lead elements of the 12th SS 'Hitlerjugend' Panzer Division. There is quite a lot to paint, but with the need to get them ready for the next game will hopefully act as a good incentive and keep me focussed more than normal!

Aside from that, in the run up to Xmas, I'm not sure how much gaming time I will have, but of course some more 'toys on the table' actions would be great, no matter the period.

Thanks for reading and as always any comments greatly appreciated.

TTFN.

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.