Counter Attack at Dover

28/9/40

Pictures of the Game

The Germans, having wrested the skies from the RAF, and packed very last available U-boat around the RN's bases, launched their long anticipated invasion of Britain on the 26th of September 1940. The British response, though brave, was disjointed and chaotic. On the 27th Dover fell, the dock not yet destroyed, into German hands. It was imperative that Dover be recaptured and the port denied to the Germans.

The Germans riding high, pushed Voraus Abteilung (Forward Detachment) Bismarck up the A2 to advance towards Canterbury hoping to play havoc with the British rear area. They were to run smack into the British counterattack, 21st Army Tank Brigade moving down the A2 to Dover

The British plan was for a concentrated assault by 21st Army Tank Brigade supported by the Irish Guards Training Battalion which should have been extricated from Dover and regrouped. Like pretty much everything in the early part of the campaign planning was rushed and reality was far from what the planners envisioned. The guards were nowhere near properly regrouped by the morning of the 28th, and they were still on the front line; their relief not having arrived, delayed by Stuka attacks the previous day. Parts of  the 21st had to be parcelled out to shore up other critical parts of the front, so the attack was made by the 44th RTR (somewhat reinforced) rather than the entire brigade. Still 50 Matilda II's was a pretty formidable force.

The scenario depicts the encounter of the 44th RTR with Voraus Abteilung Bismarck on the A2 around the village of Lyddon

Map and Order of Battle

Deployment

The Irish Guards Training Battalion and the other elements of the Dover Garrison can deploy anywhere to the north of the Brown dotted line (the edge of the Downs)

The HQ Company 44th RTR must be deployed on the A2 anywhere north of the brown dotted line, but not touching it

The majority of the 44th RTR is still on the A2 off table, and will arrive as reinforcements. Starting before turn 2 roll a d6 and consult the following table to see what turns up.

1) Nothing (no re-roll)
2) (first time) A Company 44th RTR. (Second time) HQ 44th RTR
3) (first time) B Company 44th RTR. (Second time) Brigade HQ 21st Tank Brigade
4) (first time) C Company 44th RTR. (Second time) C Company 48th RTR
5) 115th Field Regiment
6) Roll twice (max two arrivals per turn)

For example if the British player rolls a 2 before turn 2  A Company 44th RTR arrives. If before turn three he rolls another 2 then HQ 44th RTR. If by some miracle he rolls another 2 before turn 3 then the die must be rolled again.

If no reinforcements are left for a given number re-roll, unless a 1 is rolled. If by the start of turn 3 no Matildas have been rolled the the British player may forgo the roll and select a Matilda company from the list. If by the start of turn 5 only one  Matilda company  has been rolled the the British player may forgo the roll and select a Matilda company from the list.

All the 44th RTR must arrive along the A2 where it exits the north west edge of the table

British stragglers. There are many British troops still pulling back from Dover. Each turn roll d6. A 1-2 indicates no stragglers; 3-4 one infantry stand and 5-6 two infantry stands. All these stands start the game shaken. They enter along the south east table edge; randomise using a d6 which 8" section of the table edge they enter within. Although without command stands they move automatically a full advance every turn unless within 2" of friendly stands in good morale. Their moves are programmed in the following order

1) Move directly away from spotted enemy within 12"
2) Move directly towards spotted friends that are not also stragglers
3) Move north west up the table

For rallying purposes the stands are considered subordinate to: HQ Irish Guards; OC Dover Garrison and HQ 21st Armoured Bde.

1 Kp Panzer Abt B will be deployed on the A2 to the south of the brown dotted line (not touching) and north west of point Y.

Stab Voraus Abt Bismarck is deployed within 6" of point Y.

2 Kp 8 MG Abt is deployed in column on the A2 between points Y and Z

The majority of  Voraus Abt Bismarck are reinforcements Starting before turn 2 roll of the following table. 

1) Nothing (no re-roll)
2) 2 Kp Pz Abt B
3) 3 Kp 8 MG Abt
4) 1 Kp 616 Panzerjäger Abt
5) Flakkampftrupp
6) Roll twice (max two arrivals per turn)

If no reinforcements are left for a given number re-roll, unless a 1 is rolled.

All reinforcements must enter in column along the A2 from the SE table edge.

2 Fallschirmjäger Abt is a reinforcement. Starting before turn 5 each turn roll d6. On 5-6 the 2 Kompanie arrives. Once the 2 Kompanie is on the table keep rolling each turn thereafter. Another 5-6 indicates that Stab & Schwere Kompanie will enter the table. The 2 FJ Abt may enter anywhere on the south west table edge.

No reinforcement can arrive within12" and LOS of an un-demoralised enemy stand. If entry is impossible, the reinforcements can enter a turn later up to 12" from  their indicated entry location. If entry is still impossible move 12" further away every turn until entry is possible.

Terrain

The table is 6ft x 4ft if playing at 1"=50m. North is towards the top of the page

Green areas are open woods

Grey squares are BUA. The larger are standard 4"x4" BUA, the smaller are 2"x2" and have space for a single (non vehicle) stand. They are stone built so give -3 cover

Red lines are roads. They will have substantial hedges either side that break LOS unless a stand is adjacent to the hedge. All stands on the roads are assumed to be adjacent to the hedges on both sides. The terrain is not as flat as it appears on the map, and the roads have had some of their kinks ironed out for playability. Max LOS down any road is 12"

Green dotted lines are hedges which break LOS

The brown dotted line represents the top of a gentle escarpment. This is the edge of the Downs. To the north is the high ground, to the south is lower. The brown line breaks LOS, but does NOT provide hull down positions. Stands touching the brown dotted line can see over all terrain to the south, that's over 3" from the line. There is a 3" piece of unobserved "dead ground" behind hedges, woods and BUA to the south

Air Support

The Germans have Stuka support. They may not start rolling until the SdKfz-251/3 or the PzBefWg spots a Matilda. On the turn after a Stuka arrives on a 6. Next turn a 4-6 and the turn after that arrival is automatic. Once the first Stuka has arrived roll each turn thereafter, a 4-6 indicates another air strike.

Special Rules

The game starts at mid day and lasts 12 turns

The A20E1 is an experimental tank. It looks pretty much lime a Churchill Mk 1 with a Matilda Turret. However its a rare beast and if players don't have suitable model a Valentine can be substituted. If the substitution is made then the following special rules do not apply. The A20E1 is the progenitor of the Churchill and early Churchills were plagued by technical problems. The A20E1 is subject to a break down roll

 Cautious Advance on road    No Roll  
 Hasty Advance on road  10
 Road move  9-10
 Cautious Advance cross country 10
 Hasty Advance cross country 9-10
 Woods 8-10

Make the roll half way through the tank's move. If the tank is immobilised then it may still fight however all forced back rolls become knock-outs (the crew abandon the tank)

Victory Conditions

For a fantastic victory the British must clear the A2 and have three Matildas, Valentines or A20E1 (not shaken or demoralised) within 12" of point Z. Clear the road means no unshaken or undemoralised enemy within LOS and 12"

For a Good victory the British must have three Matildas, Valentines or A20E1 (not shaken or demoralised) within 12" of point Z.

For a marginal victory the British must have killed, shaken or demoralised all German stand to the north of the brown dotted line

For a marginal German victory the British must fail all their victory conditions.

For a Good German victory the British must fail all their victory conditions and the Germans must have at least one PzKfw-III or IV (not shaken or demoralised) within 12" of the point where the A2 leaves the board to the north west.

For a fantastic German victory the British must fail all their victory conditions and the Germans must have at least one PzKfw-III or IV within 12" of the point where the A2 leaves the board to the north west and must have killed at least 6 Matildas, Valentines or A20E1.

Pictures of the Game