INTRODUCTION
British intelligence
estimated 4 150mm guns were sited at a fortified battery position at
Merville. These guns could have
caused massive casualties on Sword Beach only 3 miles away.
Given the heavily fortified position, it was not clear if aerial or
naval bombardment would be effective in taking out these guns.
The task to destroy them was therefore given to the 650 men of 9th
Para battalion, 3rd Para brigade.under Lt Col Terence Otway. 1st
Canadian Para battalion was assigned the task of securing 9th Para's
dropzone and flanks during the attack.
In addition to the
fortified gun positions, the entire battery was ringed with barbed
wire and mines. Clear lanes through these obstacles were to be
secured by an advance (Trowbridge) party dropped earlier and working
under cover of darkness. The German defenders were estimated at
approximately 160 gunners, some of whom would be given the task of
securing the perimeter defences. 20 machine gun pits were
identified, together with 3 20mm AA gun positions. In the event,
only 2 MG pits and 1 AA gun position was manned at the time of the
attack.
From
Carl Shilleto's Pegasus Bridge, Merville Battery
To aid the assault, a
coup de main party of Engineers and part of 'A' coy 9th Para were to
land their gliders right in the midst of the gun positions. If
by 5am, no success signal was received, HMS Arethusa had been ordered
to open fire on Merville before the D-Day landings took place.
However, things did not
go according to plan. The Trowbridge party landed and did its
job. But 9th Para's drop was widely dispersed. And by the
appointed time - 2.50am, only 150 men had gathered at the RV.
None of the battalion's heavy weapons had arrived, except for one
Vickers MG. Otway had no choice but to push on to the
objective. By 4am, he reached his "firm base" at the
southern end of the battery and was ready to begin the assault.
The 2 gliders of 'A'
Company's coup de main force also did not make it. However, the
paras had the element of surprise and the darkness worked in their
favour. At the Battery
the gaps were blown in the wire and the men stormed straight in,
firing from the hip. The diversion party attacked towards the main
gate. It was 4.30am. Utter chaos reigned, as hand-to-hand fighting
went on. The carnage continued for 20 minutes until the defenders
finally gave in. The Paras
entered the casemates and found 100mm Field guns. The main armament
had not yet been fitted. Without the necessary explosives, the Paras did what they could to
put the guns out of action. Only 75 men
were still on their feet. 22 prisoners had been taken. Wounded were
lying about getting wounded again by German shells. Many of
the Battalion's casualties were dragged out on wooden ammunition
sledges to a Calvary Cross which stood at a crossroads about 700
yards to the south, along the road to Breville. Here, the remnants
of the Battalion had a brief respite before setting off for their
next objective.
Click here for a fuller
account of the Merville raid, and some nice maps and pics of the
surrounding area.
Order of Battle Paras 4
platoons small arms only
1 Vickers MMG
1 Section elite (Trowbridge Party/Pathfinders)
Optional:
Glider Infantry: roll
2D6. 1 additional platoon may join for each 5-6 result. Dice for this
anytime after the assault has begun since Ottway has no way of knowing whether the
gliders will make it. Germans 2 MG
Positions
(an additional 2-3 MGs may be given to the defenders at the umpire's
discretion. These are to be set up hidden on the board.
Roll 1D6 to determine if each position is manned at the beginning of
the action. A '6' result means that the position is manned.) 1 20mm AA Gun
1 Coy Gunners (dispersed - small arms only) And, of course, the 4 gun
casemates.
Objective
The British must
destroy all 3 out of 4 gun positions within 8 turns. Otherwise,
the German wins.
How it went
The British
manage to land a glider inside the battery position.
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The assault
begins. The British overrun one MG pit.
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Paras pressing
home their assault.
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2 gun
positions have been blown.
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The second MG
position is taken.
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Paras charging
and firing from the hip.
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3 gun
positions have been blown. The Germans holding onto the
final gun position decide to surrender.
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POST MORTEM
This was our second
game using our own house rules which combine Squad Leader's movement
and morale system with Crossfire's simple combat resolution
system. We decided on this hybrid set of rules to capitalise on
both system's strengths and to correct their weaknesses. After
playing numerous CF games, we found that CF tended to bog down into
static firefights with 2 lines of troops facing off since pin and
suppression results on moving units are quite easy to achieve.
Armour in CF is also poorly handled. On the other hand, SL
encouraged tactical movement since suppression and pins were not
automatic, but the result of a failed morale die roll. But SL
failed on the combat resolution side, since the constant totalling up
of firepower factors and cross-referencing charts was extremely time
consuming, especially in a hotly contested area. The CF 3-4D6
system was a quick and easy way of resolving combat.
The results of our
hybrid rules in 2 games so far - Noville and Merville - were quite
encouraging. We managed to preserve the maneuver element in WW2
combat, with a fast combat resolution system. This provides an
enjoyable, fast paced game without sacrificing too much realism.
The basic rule system is in place, nevertheless, more testing is
required before we can refine the rules fully.
Report
by SL/CF Hybrid Rule Designer Dominic
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