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Invasion: Malta

jwsleser

Administrator
Staff member
I recently learned about a new war-game being developed by Legion Wargames. Titled Invasion: Malta, it covers the planned Operazione «C3» in 1942 and will offer both a 1940 and 1941 variant. The 1941 variant is a 'Malta instead of Crete' scenario. Also included is Leros 1943 as a separate game.
Invasion-Malta.jpg


You can read about it here:
https://www.legionwargames.com/legion_MAL.html

I have been exchanging e-mails with the developer and I feel that he has a pretty good understanding of the topic. I do have a few concerns, but as I became tangentially involved very late in the project, some things are beyond a simple change if required. I haven't see the counters or read the rules, so I can't offer much on how the game will play.
 

Wargames

Member
I looked at the game but never bought it. The main obstacle to me is the 600 yard hex size (549 meter) which appears to have been arrived at by the range of the Italian 45mm mortar and the Lee-Enfield rifle. One does need to reduce hex sizes for Malta due to terrain changes, number of roads and limited landing sites not found in other games.

It makes for a very large map board and requires, in turn, precision down to very small details in order to be accurate and which places that part of the game in question. The designer probably should provide some comment on how he arrived at his unit values versus simply by his imagination. However, the game includes most all the combat variables. Just how accurately is the question. Other key factors would be Axis supply and British naval bombardment (Which would likely target Axis supply.). This invites air drops of supplies, the accuracy of which is inconsistent with a 600 yard hex. The designers correctly states one must win "in a few days" as, otherwise, the Axis won't win at all.

I designed a similar game for 1940 with 1,000 yard hexes on a battalion level. While the map became more manageable that way (versus 600 yard hexes or nearly four times as many) there were still very few landing sites for the Italians. Meanwhile, the British player has a map board with nothing on it. Here's a 1 km hex (1,094 yards) map game:

1709591185992.png


There are only six British infantry battalion game units on the entire board.
 

jwsleser

Administrator
Staff member
Invasion: Malta hasn't been release (hopefully soon). I have it on preorder given my interest in Italian paratroops. I have exchanged emails with Vance, so have some sort of idea what the is doing.

RE: Unit strengths. While strength are initially determined by quantifiable factors (strength, weapons, etc.), subjective factors are introduced at the end (training, morale, etc.). Playetesting often is the final determinate for unit values.

I have many of the Malta games (including Island of Death) and larger hexes just don't do the situation justice. I am a bit concerned by the 8 hour turns as that might too granular for the level of action needed to reflect the fighting. How much is player decision and how much is the luck of the die? 8 hours feels like the designer attempting to reduce the number of turns. of course, I haven't seen the combat system, so I don't know if there are any 'mini turns' within the turn.

The real key is what the designer believes was possible. For example:

- Given the plan and the forces, I believe the invasion would be successful. Bad luck is the greatest threat to success.

- I feel that any intervention by the R.N. wouldn't be decisive and there would be a great possibility that a sortie wouldn't be attempted. Crete is a good example reflecting this issue.

- Much depends on the success of the initial airdrops (bad luck).

Just some thoughts.

Pista! Jeff
 

hammurabi70

New Member
I am a bit concerned by the 8 hour turns as that might too granular for the level of action needed to reflect the fighting.

TOO granular? I should've thought four hour turns would reflect the ability for command to influence the fighting in terms of Command Decision. Are you thinking in terms of daily reinforcements to different areas as a top level command input?
 

jwsleser

Administrator
Staff member
There are many decisions that are made at the tactical level that are executed within a period of 8 hours. The fact that Wargames' design is based on a battalion and below scale and the combat resolution is at that level means that there are many decisions that happen within that time span. Commitment of local reserves, initial maneuver plan, shifting of forces, air and artillery support, resupply, etc. Within 8 hours regimental and possibly divisional reserves could be committed if part of the plan. Or not depending on success/lack of.

With a 1km hex, you are looking at company/battalion level maneuver (IMHO) and the need to make appropriate decisions within the normal timeframe (1-2 hours). If using an 8 hour turn, all you are doing is making regimental/brigade size stacks with any combat modifiers and the combat is seen as encompassing a wide range of tactical decisions. Nothing wrong with that approach, but what mess with all those mirco-tactical decisions when they don't matter.

The reason to use smaller-size units and a larger map scale is to enable maneuver to be an important tactical decision. How you move your battalions to gain a tactical advantage is as important as the number of combat factors arrayed against the objective. If maneuver isn't important, use a small map scale and a larger time scale.

If one feels that an 8 hour turn is correct, then the better choice would be regimental-size units and larger hexes.

Just my opinion.

Pista! Jeff
 

jwsleser

Administrator
Staff member
Invasion Malta will start shipping on 27 May. If you CPO'ed the game, you should have received an email asking for payment at the CPO price.

Pista! Jeff
 

jwsleser

Administrator
Staff member
My copy of the game arrived last Friday. but I didn't return home until Tuesday night. I finally have some time to take a closer look at Invasion: Malta.

First impression is this is beautiful game. All the components are top-notch and the maps are both functional and attractive.
Invasion_Malta.jpg


The box actually contains two games: Malta and Leros. Both maps are the same scale, ~ 665 meters across the hex.

Malta Map.
Malta Map.jpg


Leros Map.
Malta Leros Map.jpg
 
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jwsleser

Administrator
Staff member
As I stated, the components are well made on quality paper for the rules and heavy card stock for the players aids/scenario cards.

Rules.

Malta Rules.jpg


Player Aids.
Malta Player Aids.jpg
 

jwsleser

Administrator
Staff member
There are four scenarios: Malta 1940, Malta 1941, Malta 1942, and Leros 1943. Each scenario has an Axis and Allied OB Scenario Card.

1940:
Malta OB 40.jpg


1941:
Malta OB 41.jpg


1942:
Malta OB 42.jpg


And 1943. Note the card is mislabeled Malta instead of Leros.
Malta Leros OB.jpg
 

jwsleser

Administrator
Staff member
A copy of the rules can be found HERE.

The rules appears fairly straight forward. There are several unique rules to reflect the issue of the para drop and the amphibious landings. These read well. In all, the rules look like they will provide an enjoyable game.

That being said, it is the research that mars this game. It was reading the rules that initiated my queries about CAS and other aspects of the game. The game doesn't allow any Italian CAS and the R.M. can only be used once during the game. There are some serious (IMO) OB issues.

Given my work on the paracadutisti, my issues immediately jumped out. The regimental gun companies and the divisional mortar company are missing. The game only has the 1º e 2º rgt. para. This was likely correct for a May invasion, but the August plan had all three regiments. The 1ª e 2ª cp. Loreto have the same values as the 3ª e 4ª cp., but the first companies were for airfield management while the other two companies were manned/equipped for airfield defense. «La Spezia» is completely missing. The R.M. only has one naval counter (Andrea Doria) that can only be used once. Even though the rules forbid Italian CAS, the ground attack squadrons are not included for use during bombardment. The designer stated that these were to be used against the R.N. (again based on the limited research). The glider attacks against the forts covering Marsa Scirocco are missing.

I have yet to take a deep dive into the other Italian divisions represented in the game that were to be used in the amphibious assault.

In all, this appears to be an interesting and challenging game to play, but its historical basis is badly compromised.

Pista! Jeff
 

hammurabi70

New Member
So, a year on, what do think of the product when used? Is it evenly balanced or do you think one side has an advantage?
The regimental gun companies and the divisional mortar company are missing.
Would they have been factored into the combat capabilities of the main units?

What did you think of John Burtt's:
Operation C3, Hitler's Plan to Invade Malta 1942
He thinks the Axis get a close win.
 

jwsleser

Administrator
Staff member
I will first state that I haven't played the game. No local gamers willing to give it a try.

The regimental gun companies and the divisional mortar company are missing.
Would they have been factored into the combat capabilities of the main units?
It doesn't appear to be so. The Germans units have their regimental heavy weapons as separate counters, so why aren't the Italians treated the same? We aren't talking about two infantry support guns and some heavy MGs like the Germans, but six 47/32 guns (with HE capability) and twelve 81mm mortars.

What did you think of John Burtt's:
Operation C3, Hitler's Plan to Invade Malta 1942
He thinks the Axis get a close win.

I offered my thoughts on «C3» in Infantrymen of the Air pp.238–239. If the airborne operation is successful in landing the bulk of the paratroops, I feel «C3» is an Axis win. Too many of the challenges facing the British are ignored in most discussions of the operation.

Pista! Jeff
 

Wargames

Member
I am now playing the Invasion of Malta 1940, a game of my own design. It took years to gather the info (for example, is it Operation C3 or Plan DG10/42? And as Jeff stated, "While strength are initially determined by quantifiable factors (strength, weapons, etc.), subjective factors are introduced at the end (training, morale, etc.). Play testing often is the final determinate for unit values." Play testing is a challenge when Italy never invaded Malta. I used instead the June 10, 1940- Janury, 1941 combats of the British/Italian conflict in North Africa for play testing to determine combat results. Those results had a margin of error of 1-10%, with an average of 2-3%. That's very good. However, accurate games tend to reproduce historical problems. This game exposes them.

Some details. There is no paper/cardboard/hex mapboard or game pieces. The game uses a monitor screen of a Google map of Malta, giving distance down to a foot and elevations to within 5 meters. The game master is Microsoft's copilot which calculates movement, LOS, bomb and shell damage, turn about time on aircraft (reloading, refueling, safety checks, pilot briefing/debriefng, time to target, time over target, and time to return.). You can get troop unloading times, supply unloading times, drinking water unloading times, water consumption, parachute supply, including amount to drop, expected breakeage, and number and type of aircraft needed to drop. This is all calculated in one second. Turns are accurate to within 15 minutes, meaning turns can be as short as 15 minutes or as long as your next planned move. Copilot also plays the British, and understands it well, so you can play the game by yourself. You can even ask copilot how to use the terrain to conceal your troop movement, including lighting conditions, and have the answer in one second. You do need to read the manual or co-pilot will assume your Italian troops are as well trained as the British when they have no infiltraton training at all or that 1st KOMR is a crack battalion.

I obtained German gliders (Hitler offered assistance) to take the 9.2 inch gun at Fort Bigemma.
I declined to attack Fort Campbell. Too many bombs and no guarantees of hits. I also declined to land at Buggiba as it's covered by Fort Campbell and the bay is too shallow on the west end.
Other bays had underwater concrete blocks with spikes spaced 20 feet apart. Moto braggozis can fit between them, but likely need some light to see them by.

I made changes to the Italian paratroopers. Instead of one 600 man batalion, I used 6 companies of 96 men, each with an 8mm HMG, 4-45mm mortars and one 81mm mortar. An RF 3M radio with a miserable 3-5 km range was added (Not a strong point for Italy). I added 4 five man teams with 45mm mortars for observation drops (two with radios). I also used the two Libyan parachute battalions, organizing them into 400 man units with each battalion equipped with three 8mm HMG, 12-45mm mortars, and three 81mm mortars and 30 days training in their use. Lybian troops didn't speak Italian, read maps or able to use a compass. They must be landed within sight of their objective and, once they take it, cannot be moved. I had two months to make these changes and dropping HMG's amd 81mm mortars had been possible since 1938.

Invasion date was set for August 30, 1940. That date was selected to allow Vittorio Venetto to lay in its guns and train paratroopers with their new weaons. It could not be delayed any longer due to weather. New codebooks were issued for the invasion to keep British codebreakers from interferring. 38 (not 80) moto bragozzis were assembled at Punto d'embarco Scilla in Barco, Italy as it was not being watched. 5 Sesia class landing ships were at Augusta, Sicily. Unfortunately, the date chosen corresponds closely to the HATS convoy, but I have no way of knowing that. Still, I do expect Admiral Cunningham to arrive within 48 hours (6:00 AM, September 1). He actually arrived at 12 noon.

Prelanding, I looked for camouflaged guns (There were four towed 6" guns). Found none, However, there were only three hills/ridges that offered sufficient elevations and they totaled 6 possible positions for 8th battalion and two positions for 2nd Battallion. So I knew where to look for them. I found an unprotected inland OP post that would direct their fire but every manned pillbox could so.

The night before, I had 12 Ba.65's strafe Mellieha Bay's anchorages, their 12.7mm MG's able to sink small boats.

Next post: The Bombardment Phase.
 
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Wargames

Member
THE BOMBARDMENT PHASE:

There was no preliminary naval bombardment. The 6" guns at Fort Campbell could not be hit, Italy knew it, and it meant unnecessary barrel wear the guns.

Instead, bombardment was conducted by bombers. Again, the target was not Fort Campbell. The Regia Aeronautica estimated 500 bombers were needed and didn't have that many. Even if they did, the fort's guns might have survived. Considered but there is a gun mounting on top of the fort that could be dangerous. Considered using German gliders but once inside the fort, there's no way out. So I decided to simply land behind the fort as the guns did not have 360 degree fire.

Malta's radar AMES No. 241 at Dingli Cliffs would detect a large force of incoming bombers at 5:24 AM and scramble four Hurricanes (the number of pilots on shift then) to protect their airfields. Italy tested several times in August if the British would send fighters north to engage enemy aircraft over the Marfa and each time they refused to do so. The Hurricanes were to defend their airfields.

Luqa was bombed at 5: 34 AM with 9 Br.20A and 12 Cr.42 for 30 minutes or ended at 6:04 AM.
6:19-6:23 AM: Luqa and Tal'Qali each with hit 9 Br.20's and 15 Cr.42. Hal Far hit with 9 Br.20 and 12 Cr.42's. Both hit for 30 minutes. This should catch four Hurricane's landing. Game master estimated four Hurricanes destroyed and five damaged of 11. Two Gladiators destroyed, three damaged. 1-3 Cr.42's lost.

Luga airfield airfield inoperable until 10:30 AM.
Hal Far inoperable until 12:30 PM.
Ta' Qali inoperable until 1:00 PM.

Second wave (first wave returns):

11:30 AM: 9 Br.20A and 12 Cr.42 bomb Luqa for 30 minutes or ended at 12:04 AM.
12:19-23 PM Luqa and Tal'Qali each with hit 9 Br.20's and 15 Cr.42. Hal Far hit with 9 Br.20 and 12 Cr.42's. Both hit for 30 minutes. This should catch remaining two Hurricane's and one Gladiator landing. Game master estimated another three Hurricanes destroyed and five damaged. Two Gladiators destroyed, three damaged. No Italian losses. Hurricanes have 7-8 lost and none flyable for 48 hours.
Two Blenheim bombers also destroyed.

I have achieved air superiority.

Total aircraft used:

36 Br.20A plus 8 spares.
54 Cr.42's's plus 33 spares.

The trick was to hit them landing to refuel and use accurate Br.20A's to hit revetments.

AIRBORNE ASSAULT is next.
 
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Dili

Member
Br.20 are employed in North Italy not South due to climate since S.79 are for South
I doubt you could land in Malta, are you sure the landing sites are viable?

were assembled at Punto d'embarco Scilla in Barco
what do you mean by this? where is this "Barco".
 

Wargames

Member
"Br.20 are employed in North Italy not South due to climate"

They were employed there because they were the only bombers that could cross the Alps versus France. France surrendered June 25. I can use them for a few days before they transfer to Belgium.

"S.79 are for South"

True. But they're not nearly as accurate as Br.20's with vertical bomb bays. 11 Br.20's can, in theory, hit the same target as 16 Sm.79's. Br.20's also have self sealing tanks. It didn't work for them against French D.520 fighters with 20mm guns, but it does against Hurricanes such as in Greece,

"I doubt you could land in Malta, are you sure the landing sites are viable?"

Planes are "one way". Room for six. I had to have 10 riflemen clear the way for the 7th. I needed those two mortars and the tank crews (Didn't think they'd know how to parachute.).

Problems are in pillbox accuracy. Which ones are there on August 30? Some were added in October. Jeff has had the same problem. I obtained the firing arcs of 6-25 pounders and then worked the arc backwards to estimate their locations, but its dated to include artillery not landed until October. I also thought had 4 missing 150mm guns to account for that are part of the northern defense but south of Mellieha. Again, I calculated their position by using LOS and elevations. Then found out they didn't exist in 1940. Fort Madliena did exist and included my landing site in its range. Claimed to be inaccurate, the guns are not inaccurate enough. They hit. The fort has to be taken out. I found no way to do it. Gun pits are only 30 feet across and guns are covered for bombing. Thought I could take it with German gliders but closer examination showed the landing area might not be wide enough. So game over.

I did succeed in landing 5,000 men with six days supplies and took 1,400 prisoners in 24 hours- if anyone can figure out how to take Fort Madliena.
 
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