Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Tuesday, 19 December 2017

Pondering Tanks 'At An Angle' and the 'Glancing Off' Effect

There is usually a mechanism in rule sets covering AFVs & anti-tank fire to determine whether front or side armour should be targeted. In simple terms, attackers want their AP rounds to impact the target AFV as close to perpendicular as possible to reduce the chance of glancing off.

I have seen rules where a line is drawn from the further rear corner and through the nearer front one and extending towards the attacker. Depending which side of the imaginary line the attacker finds itself decides if front or side armour is targeted.
The problem with this is that the proportions of length and width determine the frontal arc: long, thin AFVs like the SdKfz 232 or Churchill to some extent, are penalised by having a smaller frontal armour arc but more square AFVs benefit from a wider frontal arc. This is in spite of most tanks having front & side armour at an angle of about 90° to each other but this method is not often used.

More satisfactory is the common 45° rule applied to the nearest corner of the target AFV. Again, a line is projected forward, this time at 45° to the front & sides and attacker placement in relation to the line determines which face of the target AFV is more 'flat on'.

Both methods treat the target AFV as metal boxes, with no rounded corners such as on the Sherman or Somua S35. By rights, if a rounded corner is hit, the face of the armour may well be perpendicular to the direction of the shell travel but where armoured faces meet may however be effectively thicker and stronger.

In any case, until recently there was a penalty in my rules if aiming at armour presented at shallow angles. This was to penalise attackers aiming at weaker side (and rear!) armour which may be at a far from ideal angle for penetration, thus simulating the 'glancing off' effect. At the same time, although I do not plot the fall of shells as such (or even take sloped armour very much into effect), I did not want to disallow targeting weaker parts of AFVs on some arbitrary principle of angles, if such shots might have been attempted in real engagements.

So in bed the other night, I got to wondering if there was a geometric formula or mechanism to decide the issue once and for all, obviously taking into account the target position/angle and also the relative thickness of front & side or side & rear armour but not the sloping of glacis plates and so on which would be another matter.

As expected, it is a very complex subject.

High velocity rounds (I suppose this could include the 2pdr and 37mm L45  as well as the 88mm Flak, during the France 1940 period) generate a good deal of heat on impact and can penetrate due to the softening of armour and grooving caused by the shell.

If we look at a Panzer III, which had a nominal 30mm of armour front & sides, one of the two faces is going to be presented at somewhere near to 90° to the LOS from attacker, so it doesn't make a lot of difference whether front or side is targeted, using this model. A Panzer IVD with 30mm of armour on the front and 20mm on the side is a different prospect. You would think that having 30% thinner armour on the sides means that shots would be able to strike at slightly more oblique angles and still be somewhat effective. Although there are exceptions, many tanks seem to fall like the Panzer IV into the 1.25 to 1.3 front to side armour ratios (at least in France 1940) but is that enough to justify taking shots at armour which is going to be angled at 45-60°?

I would say for game balance, it is not:

  • I haven't done the maths for obvious reasons but my gut feeling is that thinner side armour would only allow 5-10° of extra shooting angle
  • There would be yet another stat to look up on the charts, or a ruling could be applied across all AT weapon muzzle velocities and variations of front, side & rear AFV armour
  • The game would be slowed down with more fiddling about with odd-angled triangles, t-squares and other obscure implements

Perhaps it would be possible in some 28mm or 54mm 1:1 wargame but on reflection, it's not something I would want to simulate!

Monday, 11 December 2017

Stonne: 1 Research

Someone in the France 1940 Wargaming Facebook group posted about receiving Critical Hit's Stonne boardgame and while looking into some of his queries about the action, I found out why so many gamers end up playing out this scenario.

The village changed hands 17 or 18 times in the space of a couple of days but I don't know if you can call it a skirmish as there were apparently 30-odd dead tanks in the aftermath.

I couldn't resist doing a few Then & Now's with some photos taken by (presumably) the eventually victorious Germans (there are loads on the internet and beyond)...
Panzer IVD "711"
Rue de 15 Mai 1940, as the main street is called today
Pz IVD number 711 was photographed a great deal by passing Germans due to the graves of it's crew alongside...

 Some of the French Char Bs hulks in Stonne itself...

"Gaillac". Crew died in their tank.
"Hautvillers". Crew captured.
Not the exact angle but shows the resting places of the two Char Bs
"Chinon". Crew killed while baling out.
Approximate position of "Chinon" on open land called le Moulin à Vent
Then I started planning the table size and looking at the landscape a bit closer, to see what features I'd want to include in the tabletop.

Distances & gaps
 From a Google Earth view, I could now visualise the area involved.

It is only 1800m from La Besace to the Gallo-Roman burial mound, now called the "le Pain de Sucre" in Stonne and 1250m across that valley. Other gaps between the various forests are 90-640m, perfect for translation to the wargaming table.

Topographical map
Then I started screen grabbing various views off Google Earth which illustrate the landforms and
general feel of some of the approaches & landmarks.

View down Le Grand Rue in Le Besace 
Stonne escarpment on the left
The lane to Les Cendrières from the D3
Terre de Dix Cents, between Les Cendrières & Stonne (centre horizon) 
On the D130, Stonne is beyond Mont Hébreu (centre left)
The road from Les Grandes Armoises with the Moulin à Vent beyond the ploughed field
Les Cendrières Farm
Back road to  Les Grandes Armoises
Gaillac & Hautvillers lay down to the left, dead Panzers on the top road
Rues des Pâquis and Napoléon III (left), Stonne 
Back lane up to the hairpin bend area, forested rear slopes of the escarpment (Les Cendrières obscured)
This has been an interesting diversion that I've been able to do while away from home or when not working on the production of my Kickstarter forest rewards.

I can hardly wait for the day when I start terraforming the tabletop for my Stonne recreation and 'what-ifs"

Sunday, 24 April 2016

Sedan, May 13th 1940, 1: Scenario Research

All my games have been 'typical' battles as the terrain tiles did not lend themselves to recreating anything but an approximate setting for a real engagement. Now that I've got a nice gaming cloth and a selection of land forms to put under it, I've been on the lookout for a suitable battle.

Colonel Goutard's "Battle Of France" and Alistair Horne's "To Lose A Battle" are my staple reads for overviews of the invasion of France. Together, I think they give me enough information on actions in the campaign to be able to produce recognisable “based on” simulations without referring to unit unit histories (none from the French seem to have survived the war and probably this is just as well).

Working my way through chronologically, one of the earlier actions that took my fancy was the crossing of the Meuse at Sedan on 13th May.


An excellent find was "The Blitzrieg Legend" by Karl-Heinz Frieser which added more detail to this scenario (and the rest of the French campaign) and a fine map from which it was possible to imagine the area as it was in 1940 without the modern waterpark on one side of town and industrial area on the other shown on Google Streetview. Apart from enabling the gamer to see the lay of the land more less first hand, Streetview was very useful for finding landmarks and points of interest in the town which I will try and have on the gaming table for local colour. For instance, the rail line towards Bazeilles (built over when the waterpark was created) and crossing-keepers cottage or small halt at the main road; the Chateau Bellevue on the way to Frénois; the large cemetery above town on the SS Regt Großdeutschland approach; and the pretty Église Notre Dame above Wadelincourt. All good features to help get into the scenario

Approach route for SS Großdeutschland

SS Großdeutschland crossing point

Site of level crossing towards Balan

Chateau Bellevue near Frénois

Église Notre Dame, Wadelincourt

The battle was predominantly an infantry affair, which I think will be an unusual basis for a wargame, there normally being a dearth of foot troops in Kursk-like "typical" battle tank swarmings. Crossings were attempted at six points in the area as seen on the map, notwithstanding all bridges were blown by the French:

  • Donchery 2nd Pz Div Panzer, Schutzen & Kradschutzen Rgts
  • Isle des Iges 1st Pz Div Kradschutzen Rgt
  • Gaulier 1st Pz Div Schutzen Rgt
  • Sedan NW 1st Pz Div Grossdeutschland Rgt
  • Sedan SE 10th Pz Div Schutzen Rgt
  • Wadelincourt           10th Pz Div Schutzen Rgt

The first and last of those listed were unable to cross the Meuse because of covering fire from bunkers and enemy artillery shelling respectively. The 1st Pz Kradschutzen, although managing to get onto the Isle des Iges, were prevented from crossing the canal between Glaire and Villette until the division's Schutzen cleared the overlooking bunkers here and at Donchery from the rear. The two Schutzen regiments crossed at and followed the NW & SE edges of the town and went on to secure Frenois, Wadelincourt, the Marfee Heights and Cheveuges.

Isle des Iges across the Meuse

Casemate 104 near Donchery

The bridge in Donchery

The scaled down units I decided to use (which I hope will still preserve the feel of the battle) were thus:

GERMANY
  • Donchery heavy tank company + schutzen platoon
  • Isle de Kradschutzen platoon
  • Gaulier Schutzen platoon + StuG III + Bunkerflak
  • Sedan NW Schutzen platoon
  • Sedan SE   Schutzen platoon
  • Wadelincourt Schutzen platoon
  • Off-table Stuka flight, 105mm battery x2
  • Reserve          Schutzen platoon x2

FRANCE
  • Donchery (S bank) Foot platoon
  • Glaire Foot platoon
  • Wadelincourt-Frenois  Foot platoon
  • Numerous bunkers MG, MMG, HMG
  • Marfee Heights 75mm & 105mm battery
  • Off-table                          150mm batteries
  • Reserve Motorised infantry, light tank squadron

There are a few things I need to get done in the meantime:
  1. repaint old country houses & cottages and finish city apartment & office blocks and municipal buildings
  2. one or two French artillery batteries (in the past, I always assumed incorrectly that they mostly scarpered or did not receive any 'fire orders') which I could get away with 'off-table' but some ought to be on the Marfee Heights
  3. decide how I am going to model rivers
  4. get a load of railway track off Leven Miniatures
  5. make lots more hedge sections and flock my tree canopies
This will be an ongoing campaign series of battle recreations which will give my games a bit more structure than usual.