Sacher Regiment’s first battalion attacked to the right of the previously documented efforts of 2nd battalion.
1st and 2nd company with a platoon from the 501st sturmbattalion were tasked with capturing either the village of Pecorino or the trench on the hill to the southeast. 1st company and the stormtroops had orders to take the village, while 2nd company would keep the defenders on the hill occupied.
The village and trench were held by companies of the Fagioli Brigade, 212th infantry regiment, second battalion.
After an initial bombardment, 1st company advanced on Pecorino via the road, while 2nd company attempted to cross the vast expanse between themselves and the hill.
I never realized how askew that middle trench section was! |
The Italians look on. |
A second bombardment preceded the first attacks on the town. Early exchanges of rifle fire went in the defenders' favor.
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This is scenario 14 from One Hour Wargames. The Italians have to keep 1/3 of their troops within 12" of the hill and 1/3 within 12" of the village during the fighting.
Rules were Trench Hammer, 2nd edition (not officially released - it's a living document if you purchase the rules, you have access to it) and some rules from the Trench Hammer Expansion.
Rather than treating the bases as sections (the default scale in Trench Hammer), I treated them as platoons. Calling the bases companies and the groups of bases battalions would also work, with some range adjustments, but platoons/companies fit in better with the existing campaign battles.
My only other rule adjustment was limiting rifles to a max of 12” range, while machineguns had a much more generous range of 40” - besides matching the rules I had been using, this meant MGs could fire at a distant target without being subject to a firefight (which happens within 12” per the rules), making them quite dangerous.
Why change the set of rules I am using in the middle of a campaign?
I wanted my company commanders to have more to do - and while I had grafted some things onto GASLIGHT from Contemptible Little Armies to do that for the battalion command, the company commanders did little more than shoot and fight, albeit heroically
I also wanted the units to last longer than they had been. Trench Hammer can play very fast, with hits doing on average 3-4 points of damage. However, units can regain lost hit points through either commander action or by executing certain orders and so have a chance to come back from near oblivion and did so, in some cases units did so repeatedly.
The next battle will involve 3rd and 4th company as they press 2nd battalion’s advance further into Italian territory.
One last bit of news, my dog, Peppermint, had cataract surgery on both eyes on Thursday. He was essentially blind going into the surgery. While the healing process is long, and there are any number of possibilities that might undermine the success of the surgery, he can, at least as of now, see and it is exciting beyond words!