Operation 'Sonnenbloom' (Sunflower)

NB. The map is/was from a truly excellent web source at https://web.archive.org/web/20080221021931/http://www.geocities.com/firefly1002000/map-1.html 

My regular opponent and wargaming buddy DG and I have shared a goal for some considerable time to find the perfect set of WWII rules... (I know, I know...) Having finally agreed they don't exist (and we've tried most of them...) we each set out to write our own. I thought that a campaign might be the ideal opportunity to generate lots of little skirmishes to test them further, hence Operation "Sonnenbloom" - which is based on the actual historical campaign of that name...

DG and I had a very enjoyable couple of months battling out the various skirmishes and battles in the campaign, which yours truly as the Germans won...but given the campaign parameters this was not unexpected. Have to say, of all the campaigns we've played DG definitely got the short end in this one!!

  • Campaign Background [Clicky] ...a brief synopsis of what the campaign was about, historical background, etc. etc. ..
  • Campaign Rules [Clicky] ...the basic campaign rules, how I set up Berthier, move rates, winning/losing, etc etc...
  • Campaign Maps [Clicky] ...the tactical and strategic (Berthier) maps for the campaign..
  • Orders of Battle [Clicky] ...the OOB's for the the opposing sides..
  • Campaign Diary: ...what actually happened ..
  • After thoughts... [Clicky] ...how did our campaign match up with what actually happened, what would I change the next time, etc. ..

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    Operation 'Sonnenbloom'(Sunflower) - Background

    Most of the background information for this came from various books I had, but specifically Correlli Barnet's "Desert Generals" (cracking read), Colin "Rapid Fire" Rumford's scenario book for the early desert war (less than a fiver, and it's brilliant..) and web sources (especially the one that provided my map on the Tobruk Campaign home page..)

    Sunflower

    The leading elements of the Afrika Korps (comprising the German 5th Light Division) landed at Tripoli on 14th February 1941. They had been sent by Hitler to help bolster the faltering forces of his erstwhile ally, Mussolini.

    Wasting no time at all, Rommel ordered a number of reconnaissance missions, and following these he concluded that the British forces in the area were weak. With unerring accuracy he sensed an opportunity to recapture all of the ground in Cyrenaica lost as a result of the hugely successful Operation Compass.

    Rommel as usual was right..

    Most British units had been withdrawn to the Nile Delta following the success of Compass, leaving only the British 2nd Armoured Division and the Australian 9th Infantry Division in the area.

    At the same time other units had been stripped out in order to provide the support Churchill had promised to assist the Greeks in defending their country from the recently launched Italian/German invasion.

    The British forces in the area were not in good shape. The 2nd Armoured Division was very badly equipped with a mixture of worn out cruiser/light tanks and captured Italian M13/40s. The Australians were minus an infantry brigade, which had been left behind in Tobruk to repair the old Italian fortifications.

    This campaign seeks to recreate part of the British withdrawal on Tobruk, and the advance of the Afrika Korps - the first of what the old 8th Army salts came to call the "Benghazi Stakes".

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    Operation 'Sonnenbloom'(Sunflower) - Campaign Rules

    Objectives

    Rommel actually divided his forces into 3 separate columns after the battle at Mersa Brega.

    This campaign seeks to recreate the battle at Mersa Brega and the subsequent advance of the coastal road column. We should assume that at the same time simultaneous advances by further elements of the Afrika Korps and their allies, are also taking place to the east.

    The German objective is to destroy the British forces opposing them, the British objective is to avoid this, and withdraw as many troops as possible to Tobruk. Starting Grid

    It is the evening of March 29th.The German forces deploy as follows:

    • 5th Panzer Regiment starts in grid 2781 (Mersa Brega)
    • Other units are deployed elsewhere - you don't know how many, or where�

    The British forces can be deployed anywhere along the coastal road (Benghazi/Tobruk road) with the following limitations/notes.

    • the vast majority of the Australian Infantry is not motorised - this is historically accurate but should be born in mind by the British player
    • in the actual campaign the Australian infantry was mostly deployed north of the Jebel Akdar mountain range i.e. north of a line running from grid 962 to 1015, and west of a line running between Derna & Mechilli - the Australians therefore need to deploy on the coastal road (or close to it) between Benghazi and Barce.
    • All the elements of the 2nd Arm'd Division must deploy at Mersa Brega.

    Scale

    Each square is approximately 5 miles.

    The day is divided into 7 two-hour moves (0600-2000) - night fighting was not a feature of the campaign so to simplify this campaign there is no forced march/night moving.

    Movement is as follows:

    Unit type
    Road
    Ctr'y
    Rough
    Track
    Town
    Transport?
    Infantry
    1
    0.8
    0.6
    1
    1
    no
    Jeep/Kubel
    8
    4
    1.5
    6
    8
    yes
    M/c,Lt.truck
    8
    4
    1.5
    6
    8
    yes
    Hv'y truck
    7.2
    3.6
    1
    5
    7.8
    yes
    h/t
    8
    5
    4
    6.5
    8
    yes
    M13/40
    5.6
    2
    1
    3.9
    5.6
    no
    Medium track
    5.6
    2.8
    2
    4
    5.6
    no
    Fast track
    10
    5
    4
    7
    10
    no

    To tie the tabletop to real time/distance use the following

    • There are 6 full moves (i.e. both side A and B have been moving player 6 times) in an hour. Therefore each full move is 10 mins
    • 1' on the tabletop = 1 mile on the map

    Note: The operational unit for the campaign is the company - all company's should be deployed within 1 square of their HQ company - other than this deployment is up to the player (this is only to ensure that regimental formations are retained).

    Officers

    Each side is under the overall command of a "colonel", each regimental unit is under the comcmand of a "major" - in campaign mode each player should note where these commanders are located.

    Unless stated otherwise it is assumed unit commanders are with their HQ Coy's.

    The player should stipulate which HQ unit the "colonel" is with.

    Logistics

    In the actual campaign the British were heavily dependent on static depots for supplies - this limited their ability to manoeuvre. In addition they were very low on motorised transport for the troops.

    All units carry 10 days of supplies with them (representing food & fuel) - in Berthier terms, 70 units, used at a rate of 1 unit per move.

    Every time a unit arrives at a town (depot), it is completely re-supplied up to the supply value it was originally defined with. It can't become supplied to a higher level than this.

    Engagements/Breaking Off..

    When a unit of one force is contacts the enemy, the players are faced with two choices - fight the engagement of break off.

    Contacting player nominates whether to fight or break off first, followed by opponent.

    If a player opts to break off then casualties to a total of 10% of the strength points of his contact force are deducted - fractions are rounded up to whole numbers. The player breaking off decides how to apportion the lost points among the units in his contacting force.

    Once an engagement is called, then neither side is allowed to break off without taking a 10% casualty cost - points are apportioned as above.

    Command Radius

    All elements in a unit (regiment) must stay within 3 squares of their HQ element to remain in command.

    Winning and Losing

    The German task is to destroy the British forces before they can get to Tobruk. The British task is to retain as many troops as possible and get them to Tobruk. Needless to say, this means that in this campaign the British player is seeking to reverse history as in reality the German forces had destroyed (mostly by capture) the British units on the coastal road by the time they got to Benghazi!

    As the British forces are low on transport and supplies however, I will weigh the finishing points in their favour.

    The game ends when all British units outside of Tobruk are destroyed/captured or otherwise removed. The British score 2 points for every strength point in Tobruk at the end of the game, the Germans score 1 point/strength point they have remaining. The side with the most points wins.



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    Operation 'Sonnenbloom'(Sunflower) - Maps

    Tactical Map..

    Here's a modern view of the area the campaign was fought over...

    (from http://www.1uptravel.com/worldmaps/libya2.html)

    Scale is included with the map, but you can see that by the main coastal road, it's approximately 6 or 700 miles between Tripoli and Tobruk.. What aren't shown are the rough desert tracks that criss cross the desert between modern day Marsa al Burayqah, and Tobruk. It does however show the Jebel Akdar mountain range that butts up against the coastal road...

    Berthier Stategic Map..

    Each square is approximately 5 miles across..

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    Operation 'Sonnenbloom'(Sunflower) - OOB

    Note: All the following were classified using my own "Panzer Grenadier" rules

    British/Commonwealth..

    Battalion Element
    Unit Name
    Strength Points
    Morale Strength
    Quality
    Transport
    Elements British 2nd Armoured Division:
    6th Battalion RTR:
    HQ Company
    M13/40
    2
    4
    Regulars
    A Squadron
    A13 Cruiser (2 pdr.)
    4
    4
    Regulars
    B Squadron
    A13 Cruiser (2 pdr.)
    4
    4
    Regulars
    C Squadron
    M13/40
    4
    4
    Regulars
    1st RHA:
    A Battery
    25 pdr.
    5
    4
    Regulars
    Quad
    3rd RHA:
    J Battery
    2 pdr. Portee A/T gun
    5
    4
    Regulars
    1st Kings Dragoon Guards
    Marmon Herrington A/C
    5
    4
    Regulars
    1st Battalion Tower Hamlet Rifles:
    HQ Company
    2" mortar
    5
    4
    Regulars
    Austin Truck
    1st. Company
    Rifles
    5
    4
    Regulars
    None
    2nd. Company
    Rifles
    5
    4
    Regulars
    None
    3rd. Company
    Rifles
    5
    4
    Regulars
    None
    Support Company
    HMG (2nd'y weapons 3" mortar)
    5
    4
    Regulars
    Bren Carrier
    Elements 20th Infantry Brigade - Australian 9th Infantry Division
    2/13th Battalion:
    HQ Company
    2" mortar (2nd'y weapons AT rifle)
    5
    4
    Regulars
    Austin Truck
    1st Co'y
    Rifles
    5
    4
    Regulars
    None
    2nd Co'y
    Rifles
    5
    4
    Regulars
    None
    3rd Co'y
    Rifles
    5
    4
    Regulars
    None
    4th Co'y
    Rifles
    5
    4
    Regulars
    None
    Support Co'y
    A/T Rifle (2nd'y weapons 3" mortar)
    5
    4
    Regulars
    Bren Carrier
    2/15th Battalion:
    HQ Company
    2" mortar (2nd'y weapons AT rifle)
    5
    4
    Regulars
    Austin Truck
    1st Co'y
    Rifles
    5
    4
    Regulars
    None
    2nd Co'y
    Rifles
    5
    4
    Regulars
    None
    3rd Co'y
    Rifles
    5
    4
    Regulars
    None
    4th Co'y
    Rifles
    5
    4
    Regulars
    None
    Support Co'y
    A/T Rifle (2nd'y weapons 3" mortar)
    5
    4
    Regulars
    Bren Carrier

    Notes:

    • C Squadron 6th Battalion RTR really did have M13/40's! They'd been re-equipped with captured Italian equipment following the phenomenal successes of Operation Compass. This had only completed a few months before and had resulted in large volumes of captured Italian equipment.. always thought it would be interesting to read the views of the crews at the time, though I suspect it was one of "better something, than nothing"..!
    • Tower Hamlets Rifles were made available to the Allied player part way through the campaign...

    Axis..

    Battalion Element
    Unit Name
    Strength Points
    Morale Strength
    Quality
    Transport
    Recce Battalion 3:
    HQ Company
    2
    5
    Veterans
    Kubelwagen
    A/C Company
    SdKfz 234/1
    3
    5
    Veteran
    M/C Company
    50mm Mortar
    2
    5
    Veteran
    Kubelwagen
    M/C Combination
    2
    5
    Veteran
    Support Company
    Pak 37 (37mm)
    3
    5
    Veteran
    Prime Mover
    Elements of Panzer Regiment 5:
    1st Battalion:
    HQ
    Pzkfw. II
    3
    5
    Veteran
    Light Co'y
    Pzkfw. III
    4
    5
    Veteran
    Light Co'y
    Pzkfw. III
    4
    5
    Veteran
    Medium Co'y
    Pzkfw. IV
    2
    5
    Veteran
    Elements of Infantry Regiment zbV 200:
    M/Gun Battalion #2:
    HQ
    Sdkfz 251
    2
    5
    Veteran
    1st Co'y
    MMG (2nd'y weapons 50mm mortar/AT rifle)
    4
    5
    Veteran
    Kubelwagen
    2nd Co'y
    MMG (2nd'y weapons 50mm mortar/AT rifle)
    5
    5
    Veteran
    Motorcycle
    3rd Co'y
    MMG (2nd'y weapons 50mm mortar/AT rifle)
    3
    5
    Veteran
    Motorcycle
    Support Co'y
    37mm AT gun (secondary weapon 81mm mortar)
    2
    5
    Veteran
    Truck
    1st Pioneer Co'y
    AT rifles (2nd'y weapon flame thrower)
    4
    5
    Veteran
    Truck
    2nd Pioneer Co'y
    AT rifles (2nd'y weapon flame thrower)
    4
    5
    Veteran
    Truck
    5th Bersaglieri:
    HQ Company
    AT Rifle
    5
    4
    Regulars
    Truck
    1st. Company
    Rifles
    5
    4
    Regulars
    Truck
    2nd. Company
    Rifles
    5
    4
    Regulars
    Truck
    Support Company
    47mm AT gun
    5
    4
    Regulars
    Truck

    Notes:

    • 5th Bersaglieri(which from memory were part of the Ariete Division in the actual campaign) were made available to the Allied player part way through the campaign...


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    Operation 'Sonnenbloom'(Sunflower) - Campaign Diary - Day One (March 30th) ..[Clicky]
    The campaign diary will open in a separate window, and is in Word format..

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    Operation 'Sonnenbloom'(Sunflower) - Campaign Diary - Day Two (March 31st) ..[Clicky]
    The campaign diary will open in a separate window, and is in Word format..

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    Operation 'Sonnenbloom'(Sunflower) - Campaign Diary - Day Three (April 1st) ..[Clicky]
    The campaign diary will open in a separate window, and is in Word format..

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    Operation 'Sonnenbloom'(Sunflower) - Campaign Diary - Day Four (April 2nd) ..[Clicky]
    The campaign diary will open in a separate window, and is in Word format..

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    Aftermath..

    ..and so the campaign drew to a close..

    All remaining Allied/Commonwealth units have now surrendered to the Axis.

    Given this campaign represents only a part of what was actually happening, we should assume enough "other" Allied troops managed to get to Tobruk, to put up the amazing defence that they actually did in reality.

    Scores..

    As per the original campaign rules, the British score 2 points for every strength point in Tobruk at the end of the game, the Germans score 1 point/strength point they have remaining. The side with the most points wins.
    Points score is as follows..
    • British/Allied: 0 points
    • Axis: 48 points
    Axis are therefore deemed winners of this campaign

    Post campaign thoughts

    Time line for the real campaign was as follows - I've matched this against what happened in our campaign (in italics):
    • Mersa Brega. The attack by 5th Panzer Regt. went in early on March 30, but massed artillery fire halted them in their tracks. However, a more concerted attack the following day, supported by a flanking action by the 2nd Machine gun Bn. succeeded. Assisted by air support from their Stukas the attack continued throughout the day, and by late afternoon they had breached the 2nd Armoured's line of defence.
    In our campaign the Allies made a tactical withdrawal and the Axis had to force the battle just north of Mersa Brega - this battle completed by 10:00 rather than mid-afternoon. The Allies did get artillery support however..

    • By April 2 the Afrika Korps, followed by the Ariete Armoured and Brescia Infantry Divisions, had reached Agedabia and taken about 800 prisoners. This was two months ahead of the schedule laid down by O.K.H.
    The Axis forces were in Agedabia by end of day on the 30th - two days ahead of what really happened. As per the actual campaign the British units put up a spirited defence/attack.

    • Rommel then split his forces into three to chase the British back towards Tobruk and the Egyptian border.
    It seemed the obvious thing to do to me - and was exactly what the Allies had done in Compass - cut across country, and trap a retreating force by coming up behind it. So that's what I did as well, the one difference being that we weren't modelling the whole of the campaign so there were only two forces, rather than the original three..

    • The advance resumed on 4th April and one column, consisting of the German 3rd Recce Battalion, entered Benghazi unopposed.
    3rd Recce raced through Benghasi at 18:00 on the 31st , so 3 or 4 days ahead of what they really did... 😁

    • The Germans turned east but were checked by an Australian infantry battalion supported by 25 pounders.
    I'm guessing this must have been near Barce, but by the time I got there the Allies in our campaign were legging it towards Mechilli

    • Fanning out from Agedabia the other two German columns made their separate ways to Mechili. Each of these consisted of a mixed battle group of tanks, guns and infantry (built around the Italian Ariete and German 5th Light Divisions respectively). In the pursuit, the British 2nd Armoured Division ceased to exist as a fighting formation True enough in this campaign as well, but this had been following heavy skirmishing at Beda Fomm on the previous day.. and the Australians withdrew and took up positions inside the Tobruk defence perimeter. Unfortunately not our one's..
    • At this point his Italian superiors were panicking about these daring moves, but Berlin finally signalled its approval and the "Desert Fox" was now on the move. The reconnaissance group of the 5th Light Division reached Benghazi on the night of April 3 and proceeded east towards El Mechili.
    5th Light reached Benhazi at nightfall on the 1st in this game.. again, two days quicker than their actual performance..

    • The tank strength of the British 3rd Armoured Brigade had been reduced to twelve A-13 Cruisers, twenty M13/40 mediums and eighteen Mk. VI Lights. Later that day an RAF recon plane reported a sizeable tank force together with motor transport^ moving against the fuel dumps at Msus, so the garrison torched their fuel dumps. The following morning when the 3rd Armoured arrived to refuel they were met by nothing more than huge columns of black smoke. (^ In actuality, the force spotted had been a Long Range Desert Group patrol and a Recovery Section of 3rd Armoured, out looking for damaged tanks that could be recovered. Such was the confusion on this day).
    Defined Msus as a depot in Berthier terms - I probably shouldn't have, or better still, put in place a random chance that it would be destroyed each turn as Axis approached..

    • In another bizarre turn of events, Generals O'Connor, Neame, Carton de Wiart and Gambier-Parry were all captured by advance German units. A good portion of the 3rd Armoured Brigade and 3rd Indian Motorized Brigade also went into the bag.
    • Rommel's thrust across central Cyrenaica was no cakewalk, and the severe terrain took its toll on his meagre motorized forces.
    If I were to play this again I would seriously re-consider the move distances I set for Berthier they were way to fast ie. theoretical rather than actual speed. I would also consider using the Berthier random event feature to reflect mechanical wear and tear..
    • The German armoured elements became dispersed after first being ordered to make for Tobruk, and then being reigned in by Rommel when he changed his mind and decided to concentrate all his forces on Mechilli instead. Pushing the tanks and other vehicles to the limit over treacherous terrain with limited fuel caused numerous breakdowns, and at times the troops reached the breaking point. The advance units, ordered to make for Derna to cut the coast road, were in such dire straits that they were forced to siphon the remaining fuel from most of the vehicles so that a small force could reach the objective. The rest of the troops were now stranded, and forced to camouflage their vehicles and wait it out in a small wadi.
    Again - if I were to play this again I'd need to reconsider the supply situation - all the reports show that petrol was key, and Rommel ran out on a number of occasions - if we were to play again, I'd limit the integral supply severely - makes those depots that more valuable..
    • After a 3-day battle, Mechili was finally taken on April 8th in the midst of a blinding sandstorm. Mechili gave up 1700 prisoners, with 70 British officers among them, and a goodly amount of badly needed supplies.
    Three days! Our skirmish was over inside of two hours and seven days ahead of the actual schedule
    • After taking Mechili on the 8th, Rommel struck straight for the coast in an attempt to cut off the British forces retreating from Benghazi, but as luck would have it the rearguard of the Australian brigade had already fallen back on Tobruk.
    ..and that's a wrap on what was a most enjoyable campaign!

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