To help year 9 at my school with their history lessons, I
offered to put
on a wargame of the first day of the Battle of the Somme. I
already had
some polystyrene hexagonal tiles which I made myself a few
years ago
back in England. I decided to add trench sides to the slopes
and after 2
or 3 weeks of gluing
and painting , I came up with a passable trench
system that could be changed into numerous variations. Like
the English
Civil War game I did for year 8 over a month ago, I would
have to work
out a rules system that 23 pupils would be able to activily
participate
and be interested in, for an hour and a half.
The Finished table before the game begins. |
Potter's Pals C and D Company advancing slowly across no mans land. |
I based the British Battalion on a Pals Battalion, originally I was going to use the Accrington Pals, but I couldn`t find all the information I needed about them on the internet and so I chose to do a fictious Battalion based on my home town of Stoke-on-Trent. Each pupil had a identifying card hung around their neck with an officers name and which platoon and company they belonged to. For the officers names I used Stoke City Football Players surnames.
The all girl German team breathe a collective sigh of relief as the British Artillery fails to block their Dugouts. |
The game started with the British artillery barrage, the British commander threw for each German dugout to see if any were blocked. Unfortunately for his battalion he needed to throw sixes and he threw well below.
The whole of the British line advances into no mans land. |
Next was the dice off between the British and German Commanders to see who had the initiative. The Germans won and so this meant that the British artillery in this area finished firing 5 minutes before zero hour. The Potter's Pals waited as orders stated until Zero hour, whilst the Germans were rushing out of their dugouts to man the machine gun posts.
The centre Companies move slowly forward |
The Off board German Artillery began to fire. This was worked out by the German Commander throwing six twelve sided dice in one go. There was twelve numbered craters spread evenly apart in no mans land. The commander shouted out the numbers and I placed two smoke markers in each of the corresponding hexes. Then the commander threw a eight sided dice to see if it landed in the actual hex or an adjacent hex. The pupils really enjoyed this part of the game, with cheers or howls of anguish depending where the shells landed. Finally if a platoon's hex was underfire. Four six sided dice (colour coded for each different section) were thrown to see if the were unharmed, Supressed or Destroyed.
A close up of the empty trenches. |
Birdseye view of the action as the British begin to reach the barbed wire. |
The British Commander looks on whilst some of his platoons attempt to rally. |
About six platoons have reached the barbed wire so the British commander throws again to see if the artillery has blown away the obstruction. In two places the wire is breached, in the other hexes the platoon commanders have to throw for each section attempting to cross. If they are successful they cross into the adjacent hex, if they fail they are stuck on the wire and must throw again next turn.
D and C companies finding out who has actually crossed the wire. |
When a section has crossed the wire, they are in close range and so next turn as long as they aren't supressed (Germans always fire first) they can at last fire at the Germans in the trenches.
The British Battalion Commander crosses the wire but is soon killed by the machineguns. |
The Rifle-grenade section get a bonus firing into cover and if the British get into close combat then the bomber section has a bonus. However in this actual game nobody reaches the trenches before the lesson finishes.
D company manages to get a lewis gun section over the wire but is supressed by German fire. |
The time flew past and I had a couple of minutes to recap on what had happened and explain about some of the new tactics used by the British to improve their results when attacking in the coming months. The pupils seemed to have enjoyed themselves and hopefully learn't a little history along the way
This was the second attempt at this game the first was with the other year 9 class last Thursday. In that game D company actually captured a machine gun post. However the rules although simple and what I would use normally at home still needed refining to be played as a large participation game. One of the things was I had another status which was classed as pinned (can't move but able to fire). Cutting this status out made the shooting easier and in general faster and more bloody.
Pvt James Hackney |
This game is dedicated to my Great Grand Father James Hackney who died in October 1916 at the Battle of the Somme.
Great to see youngsters taking an interest in both the game and history behind it.
ReplyDeleteGreat work Phil.
All the best,
Steve
That's brilliant - I always love to see wargaming in schools. Never happened in my day (maybe I would have actually done history past the compulsory level if it had).
ReplyDeleteThe players all look well-behaved and engaged as well.
Nicely done.
ReplyDeleteHave to add that I am rather glad you didn't go with the Accrington Pals - my great-uncle was killed at 0730 on 1st July 1916 serving with them...
CHAPMAN, L/Cpl. William Edward, 27255 1/11th East Lancashire Regiment (Accrington Pals), (formerly 883 10th Bn., East Yorks. Regt. and 10075 Army Cycl. Corps); b. South Newington, Hull; k.i.a. 1st July 1916; comm. Thiepval Memorial. [2, 4, 111]
Thanks for the comments, yes Tony even though the Somme will be having its 100th anniversary in a few years time, it still personally remembered by thousands of people who have lost someone during the war and this was also one of the reasons I went with the ficticous Pals Battalion.
ReplyDeletePhil