The Last Gasp of the Somme, the battle at Flers Courcelette, 15 Sept. 1916
On July 1st 1916 a massive bombardment signaled the beginning of the Battle of the Somme. The planned breakthrough did not happen. After a disastrous 1st day, plans were quickly changed. (60,000 British casualties, 20,000 dead and 40,000 missing and wounded) Numerous smaller attacks followed from July to September, but little ground was gained.
Thinking that a breakthrough was possible before the autumn rains set in General Douglas Haig, Commander of the British Expeditionary Force, ordered an attack using the Entente’s secret weapon, tanks. Only 49 were available. His staff and the French wanted to wait until the spring when hundreds would be available to overwhelm the Germans. Haig’s persistence won out and tanks would be used in the year’s last effort to breakthrough.
The 15th of September began the last phase of the Battle of the Somme.

Only 36 of the 49 tanks made it to the start line. Of these only 18 participated successfully in the attack many breaking down or getting mired early on the battlefield.

Even with the few that made the attack the Germans were surprised, but not panicked. Some of the objectives and 2500 yards were gained but the breakthrough did not happen.
The tanks were unreliable and how to use them effectively was not yet known. Many think Haig wasted the surprise with the small number used but others think what was learned was well worth showing their hand.
The scenario:
The German front line trenches have been breached! The objective of the attack is to also breach the second trench line, breaking the German line and ending the stalemate in the west. Reserves were at the ready to exploit the gap when the German line ruptured.
On the British side:
Early morning, 15 September, 1916. A morning attack with surprise for the Germans, tanks! An attack with secret weapons even we don’t know we have! The squadron is to fly an air control mission over the battlefield. Stop any Germans from interfering with the ground attack.
On the Germans side:
Early morning, 15 September, 1916. The aerodrome is abuzz. Frantic messages of lumbering giants attacking from the west. All available planes are to take to the air. Other squadrons are assigned to occupy the British flyers, your squadron is to do anything and everything possible to disrupt the attack of the giants. What are they we don’t know but they are pushing back our front line infantry.
The Germans have a surprise of their own, a new model scout. A twin machine gun Albatros DI.
Entente forces:
6 tanks spaced evenly across the front with ˝ measure stick between them.
3 Nieuport 17s (B firing) one stand space behind the tanks.
Central Powers forces:
spaced evenly across front,
3 Halberstade DIIIs (B firing)
2 Albatross DIs (A firing) You can use DIIs as the stats are the same.
Set up:
2 mats with long sides in contact.
German trench line 2 measure rulers from the western map edge.
British tanks set up adjacent to the trench line, spaced evenly across the front with ˝ measure stick between them.
British scouts set one base space to the rear of the tanks.
German scouts 3 ˝ measure sticks from the tanks, spaced evenly across the front.


British tank rules:
The tanks will rumble along across the German trenches and beyond in an easterly direction.
Tanks use the XA deck. Just pull out one straight, one right and one left turn.
At the beginning of a turn, after all planes (player and AI) have chosen their turns 3 maneuver cards, roll one d6 for each tank, 1-2 turn right, 3-4 straight, 5-6 turn left.
A tank will never turn twice towards the same direction. Whenever it tries to, turn it back to the east heading. (ie turn one = left, turn tank left. Turn 2 = left, turn tank right)
So, at the beginning of a turn, the tanks will move one XA card. That is their move for the entire turn.
Tanks will not overlap. If more than one tank wants to occupy the same place, randomly chose the order of movement holding back any that can’t advance.
Tanks and planes will not move off of the playing surface. Keep them on board however you see fit.
I have made tank cards with 2 sides, one with infantry and one without. Once the infantry has been removed flip it to the tank only side. The cards don’t have to be exactly the same size as all the WGF cards. They are just slow moving targets.
For the cards, go to the Files section, House Rules, 6 Tanks front and back. Here
(If anyone needs the XA cards email me. XC could also be used)
British special firing rule:
For each Nieuport’s first shot at a German plane, give it a +1 damage. This is to simulate them bouncing the Germans as they are concentrating on their ground targets.
Special Rules for the Germans:
When the AI Germans have a choice to fire, fire at the closest range band with a target.
When firing at a tank card, roll a d6, 1-3 fire at the tank, 4-6 fire at the accompanying infantry. (if no infantry present, fire at the tank)
If there is a tank card and Nieuport in the same range band, 1-2 fire at the Nieuport, 3-4 tank, 5-6 infantry.
+1 for consecutive shots at infantry are possible, not for elevation.
Example below:
The Halberstadt has two targets in the long range band. Roll a die, on a 1-2 it will fire on the Nieuport, 3-4 it will fire on the tanks, 5-6 it will fire on the infantry. (with 2 previous hit points) If the tank/infantry card was at close range and the Nieuport was at long range, just roll for targeting on the tank/infantry card.

When firing at a tank, draw from the A or B deck normally. Tanks are immobilized (removed) on explosion, fire and engine damage. (This is more to its own breakdown and German artillery, not being destroyed from the air) Only the special damage listed has any effect. Any damage points are ignored.
Whenever an explosion, fire or engine damage is drawn if using single decks, reshuffle all cards back into the appropriate deck. (note plane’s damage)
When firing at infantry, only the damage points are counted. Airplane guns will jam normally.
Flip the tank cards to the no infantry side when it has accumulated 6 hits. An explosion card drawn when firing at infantry will eliminate the infantry.
The trenches will not fire at any airplanes. The lines have been breached and the infantry are in retreat.
The infantry accompanying the tanks will not fire at any airplanes. They are busy advancing through the shell holes, ducking any German MG fire and following the tanks.
Game length is 9 turns.
Entente victory is achieved by having 3 surviving tank cards with infantry support, or any 4 tank cards total still on the board.
German victory is achieved by avoiding the Entente victory condition.
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