| Bomb
Alley Strategy in 1940
By Doug McNair
March 2009
Geography and history combine to make Bomb
Alley my personal favorite from our
Second
World War at Sea series. The “Battle
in a Bathtub” nature of the conflict
puts danger right on each player’s doorstep
from the get-go, and gives each turn’s
decisions added urgency for both players.
Also, because the makeup and commitment of
forces in the Mediterranean changed substantially
over the war years, players can fight repeatedly
for the same objectives but encounter entirely
new strategic and tactical problems each time.
For these reasons, I begin herewith a series
of articles analyzing Bomb Alley strategy
in each of the war years covered by the game.
The factors that drive Bomb Alley play
in 1940 are as follows:
| 
A CANt Z506 of 82nd Stormo prepares
for action.
|
Air Power (The Lack Thereof)
Unlike in most SWWAS situations, players
must use strengths other than airpower
in order to defeat the enemy in the Med in
1940.
This is not due to any shortage of aircraft.
The Italians have abundant aircraft, but they
... well ... suck. The Italian fighter
wing consists mainly of the Cr. 42 biplane,
which has a Range/Endurance of only 7/1 and
an Air-to-Air strength of only 1. This makes
it incapable of doing much but flying CAP
over its own base (and doing a bad job of
it, too).
As for the Italian bomber wing, the SM79-2
level bomber is the most populous, with a
Range/Endurance of only 14/1. This means that
even when flying out of Tobruk, it can’t
bomb the main British airbase of Alexandria
unless it cuts its bomb load in half for a
long-range mission (see special game rule
24.31). So, it’s all but incapable of
reducing British airbase capacity, and can’t
do much but bomb Malta (where the British
can only base 4 air steps anyway).
Even against naval targets its capabilities
are laughable, because of the horrid but dogged
Italian tactic of having all their level bombers
attack from high altitude to avoid anti-aircraft
fire. Even when such bombers attacked in massive
waves, the British could see the bombs coming
from so far off that they were able to turn
their ships and dodge them with ease. This
is expressed in the SWWAS rules by requiring
all Italian level-bomber hits to be re-rolled,
with only a 5 or 6 on the second die-roll scoring
an actual hit.
This, plus the complete absence of Axis dive-
or torpedo bombers from the Med in 1940, means
that the only effective naval-strike aircraft
the Italians have is the Z506 seaplane. This
puts the Italians in a double bind. The Z506
is one of their few long-range reconnaissance
aircraft, so putting them on strike duty reduces
Italian search strength. Also, land-based
aircraft in Bomb Alley cannot perform
ASW patrol (see special game rule 21.3), leaving
that job entirely to seaplanes. The heightened
importance of submarines in Bomb Alley
(see below) means both sides must devote as
many seaplanes as possible to ASW hunter-killer
duty. So, no matter where the Italians commit
their Z506 squadrons, they’re leaving
some bases uncovered.
As for the Allies, they have some fine aircraft
in the Med in 1940, but will be lucky if they
can ever use them. This is because of the
French propensity for surrender. The Vichy
armistice with the Germans in June 1940
puts all Allied airbases in France, Corsica
and Tunisia out of action except in Scenario
1. This leaves the Allies with no airbases
between Malta and Alexandria, and creates
a huge hole in Allied air cover right in the
middle of the Med. Italian bombers have nothing
better to do than bomb Malta, so they will,
as often as possible.
This means it’s pointless for the Brits
to keep strike aircraft in Malta (they’ll
get destroyed on the ground either before
or after their first mission), and eventually
the Brits won’t be able to operate search
and ASW aircraft out of Malta either (due
to airfield damage). And at other end of the
Med, the British bombers and recon aircraft
out of Alexandria have a range of only 12.
So, the Allies will eventually be blind from
the air on the western map, except for whatever
aircraft the Brits can fly off carriers. Their
airstrike capability will be equally limited,
and since the main Allied carrier-based torpedo
bomber in 1940 is the venerable Swordfish,
there’s not much potential in that department
anyway.
Beware of Greeks bearing ... submarine
Papanicoles, late 1940.
Submarines
In most SWWAS games, submarines fulfill their
traditional role of interdicting merchant
shipping and covering the approaches to ports.
This is because subs are slow-moving and incapable
of keeping up with most fleets.
But the geography of the Mediterranean gives
submarines a starring role in Bomb Alley.
This is because most ship traffic in the Med
has to pass through chokepoints, mainly between
Crete and Africa on the one hand and the Ionian
sea on the other. A submarine flotilla has
a reconnaissance and attack radius of two
zones, so players can place flotillas in the
middle of these chokepoints and be guaranteed
frequent shots at enemy fleets for much of
the game.
This is especially important to the British.
Each sub in a flotilla makes contact with
an enemy fleet within its radius on a 9 or
better on two dice, and upon making contact
the enemy has to give an accurate report of
its composition (no rolling on a “Lying
Table” as with air search). So, a couple
of well-placed sub flotillas can make up for
much of the British deficiencies in air search
capability.
| 
Lions of Venice. Cruisers Zara and Pola.
|
Battleships
The British took out much of the Italian
battleship fleet in a nighttime air raid on
Taranto in November 1940 (see Scenario 11,
“Operation Judgement.”) The importance
of this raid cannot be overstated, both from
the historical perspective (Admiral Yamamoto
studied it closely) and from that of the game.
In most scenarios prior to November 1940,
the British have not committed enough capital
ships to the Mediterranean to pose a challenge
to the Italian fleet of five fast battleships
plus substantial cruiser and destroyer support.
This, plus their lack of serious air cover,
makes all their troop and resupply convoys
highly vulnerable to Italian surface and submarine
attack.
Historically, the British were lucky enough
to get the better of the Italians on most
occasions during this period. However, a competent
Italian player in Bomb Alley doesn’t
have to work too hard to bring the British
fleet to grief through superior firepower.
The British need to deal with Italian superiority
in the Med in 1940 through deception, using
scout and decoy fleets to confuse the enemy
as to where their main fleet assets are. This
will force the Italian player to split his
battlefleet into squadrons of just a few battleships
plus support forces. This will at least give
the British a chance in battle if they keep
their main battlefleet unified.
Game Summary
The following summary of a recent game of
Operational Scenario 9: “Soldiers for
Malta,” illustrates the importance of
these factors.
Allied Setup
The Allied objective in this scenario is
to get two light cruisers loaded with troops
from Alexandria to Malta, using speed instead
of firepower as protection. This is all well
and good, but the massive numerical superiority
of the Italian Navy will let them blanket
much of the intervening waters with scout
fleets, which can contact the Allied transport
fleets and attack them, or pursue and lead
the Italian BBs to them. Also, the Italians
can easily blockade Malta, so the British
player needs to keep his troop carriers in
small task forces that can attempt to run
such a blockade at night.
So, the British decide to hide their ships
in plain sight, creating four identical Task
Forces composed of one light cruiser and one
destroyer each. They plot the movement of
these fleets on widely divergent courses.
Task Force 1 will steam quickly North to the
east coast of Rhodes, and then west through
the Ionian Sea and on to Malta. Task Forces
2 and 3 will steam east (out of Italian air
search range), then head west on a night dash
through the middle of Bomb Alley south of
Crete. Task Force 4 will head west immediately,
hugging the north coast of Africa all the
way and finally coming at Malta from the west.
Whenever the Axis player spots one of those
task forces, he won’t know whether it
carries troops, and will only be able
to find out by engaging it. This plus the
speed of the Allied task forces means he has
to spread his forces thinly enough to catch
them, but not so thinly that they can’t
attack and sink the British CL/DD task forces
when they contact them. That, plus the fact
that the CLs involved can get from Alexandria
to Malta in a minimum of 8 turns, means the
Italians will have only a few chances to contact
and sink their targets.
The remaining British escort forces of two
battleships, one carrier and numerous destroyers
are deployed in two separate Task Forces,
so that they can screen the CL/DD task forces
from the enemy and encounter the Italian BBs
without involving the troop carriers. Finally,
the British player places one submarine flotilla
just a few zones southeast of Taranto (with
orders to sink an Italian BB before it can
get anywhere), and the other at the entrance
to the straits between Greece and Crete.
Axis Setup
The Italians deploy the maximum amount of
aircraft possible to Tobruk, hoping to spot
and bomb the British as they go west. They
put seaplanes in Benghazi for ASW and search
duty, and the remainder of their air forces
in the vicinity of Malta. Next, the Italians
split their battleships into three Task Forces.
TF1 is designated the forward intercept fleet,
and is composed of the fastest and most powerful
Italian BBs (Vittorio Veneto and Littorio)
plus two heavy cruisers and five DDs.
TF2 is the secondary line of defense (composed
of the BBs Cavour and Giulio Cesare,
plus CAs and DDs), with orders to keep
station east of Malta and catch any British
task forces that get past the advance forces.
Both TF1 and TF2 outgun the two British BBs
in the Allied escort forces, so the Italian
player loses nothing by splitting his forces
this way.
Then, the Italian player designates his slowest
BB, Andrea Doria, to blockade Malta with some
weaker DDs supporting. Finally, he splits
his remaining ships into as many fleets as
possible, with some containing a CL and two
DDs (capable of engaging and sinking a CL/DD
task force, and the rest containing individual
DDs (for scouting purposes only).
Finally, the Italians place one submarine
flotilla just west of Alexandria, another
near the straits west of Crete, and another
in the central Med to deal with troop carriers
that slip by the forward Italian intercept
fleets.
| 
Italian submarine Argonauta
and her brave crew.
|
Turn 1
All ships move out of port. Italian search
planes from Tobruk spot British TF4 heading
west along the African coast, plus the British
Carrier force just behind it. They send a
squadron of SM79-2 level bombers to hit the
carrier. It is intercepted by a squadron of
Fulmars flying CAP from the carrier, and they
reduce the Italian squadron by one step. But
then, the Italians roll boxcars on their defensive
fire, and wipe out the Fulmars, leaving Illustrious
denuded of all fighters! Then the remaining
half-step attacks Illustrious, but
is destroyed by AA fire before it can release
its bombs.
A British submarine south of Taranto spots
the Italian TF1 (the primary battle group)
on a roll of 12. This allows it to attack
whichever ship in the task force it wants,
so after surviving Italian ASW, it attacks
one of the battleships. It misses and dives,
hoping nobody (including Admiralty) notices.
Then, an Italian submarine west of Alexandria
spots one of the CL/DD British task forces
with a roll of 11. This lets it attack anything
but a BB, so it attacks the CL and misses.
The remaining action for the turn is level
bombers attacking enemy airbases (with minimal
results).
Turn 2
The weather stays clear, but the Italians
fail to maintain air search contact with any
British fleet except the CL/DD task force
heading west on the African coast. A British
sub south of Taranto again makes contact with
the main Italian battlefleet, and this time
the sub skipper is far more careful in his
attack, and torpedoes Vittorio Veneto!
However, the torpedo involved seems far
less motivated than the sub crew, and only
does 1 Hull for damage. The sub skipper writes
up a long complaint letter for Naval Ordnance
... Finally, a salvaged step of Fulmars
flies out of Alexandria and lands on the deck
of Illustrious, giving it back some
CAP fighters.
| 
Launch the Fulmar!
|
Turn 3
The weather changes to Cloudy, and the Italian
planes from Tobruk still can’t find
anything new. British ASW aircraft from Illustrious
spot an Italian sub west of Alexandria but
fail to kill it. Then Italian level bombers
from Tobruk try to hit the British TF4 they’ve
been tracking west, but they fail to locate
it in the cloudy weather.
Turn 4
The weather stays cloudy, but the search
planes from Tobruk re-establish contact with
the British carrier group and maintain contact
with TF4. Two Italian scout fleets which have
been heading south from Messina move to within
one zone of TF4, which is now on the north
coast of Lybia between Tobruk and Benghazi.
The rest of the Italian fleets move to block
the straits between Africa, Crete and Greece,
with the main Italian battle group positioning
itself between Crete and Greece. Most British
fleets are still far to the east, waiting
for night to fall, but a British sub in the
straits spots the main Italian battlefleet.
It is unable to attack, however.
Turn 5
Night falls, and the weather is still cloudy.
All British CL/DD task forces steam west at
maximum speed. TF1 in the Ionian steams for
the western straits, while the main Italian
battlegroup steams eastward to Suda Bay, placing
itself two zones in front of TF1 and directly
in its path. Then TF4 steams SW past Benghazi,
where an Italian fleet crosses its path but
is unable to make contact in the darkness.
Then an Italian sub spots the main British
battle group almost exactly between Crete
and Tobruk. It takes aim and fires, sinking
the British DD76 Hyperion. A British sub in
the straits west of Crete tries to return
the favor, but misses.
Turn 6
The weather clears, but it’s still
nighttime. TF1 shoots NW two zones and then
SW one zone. The main Italian battlefleet,
not wanting to let TF1 get by and outrun it,
guesses wrong and moves SW one zone. It’s
now just south of where TF1 ended up. However,
an Italian scout fleet moves eastward into
the straits as TF1 is moving west, and the
two cross paths. TF1 gets a surprise sighting
the scout fleet, and the Australian CL03 Sydney
and British DD72 Hero sink the lone Italian
DD02 Da Noli before it can do any damage.
Then the main British battlefleet moves
NW to try and intercept the Italian battlefleet
before it can contact the CL/DD task force.
The two battlefleets end up one zone away
from each other. Then two Italian subs spot
the British battlefleet but their torpedoes
miss. A British sub also spots the Italian
battlefleet, so know both fleets know it will
likely be a lively morning.
Turn 7
The weather remains clear, and the Italians
put up maximum search aircraft to try to
spot the oncoming British CL/DD task forces.
They leave only some bombers in Tobruk and
the seaplanes in Benghazi in the Ready boxes
for naval strikes on such fleets if found.
Italian air search loses contact with the
British carrier group. The Italian scout fleets
fail to maintain contact with the British
TF4 heading west along the African coast.
An Italian scout fleet crosses paths with
the British TF1 to the north but fails to
contact it. Meanwhile, another scout fleet
crosses paths with the British battlefleet,
and is contacted and sunk.
| 
British sea power. Valiant before
losing movement.
|
Then, the two battlefleets finally meet, in
zone AU25, two zones SW of Crete. The captain
of BB03 Valiant sounds general quarters
and sends his steward down for a cup of tea,
unaware that Valiant is in the crosshairs
of an Italian submarine skipper. He thanks the
steward, takes a sip, and keeps a stiff upper
lip when the tea spills all over him. Italian
torpedoes slam into Valiant, doing 5
Hull and slowing it to a Speed of 1, just as
the Italian BBs Vittorio Veneto and Littorio
are steaming down on him. He is now in no position
to make a run for it if things continue to go
badly (“Jenkins?” “Sir!”
“Would you bring up my brown corduroy
trousers, please. ...”)
Surface Combat
Impulse 1: Both sides set up their
fleets with the BBs one hex behind their escort
ships. The Allies get the initiative.
Impulses 2-5: Both sides’
escort ships move directly for the enemy BBs,
hoping to make torpedo runs. The Italian BBs
close on the British. However, being placed
suddenly in a desperate situation seems to
do wonders for the gunnery crews aboard Valiant
and BB02 Warspite. They score 6 hits
on Vittorio Veneto and 4 hits on Littorio.
Littorio loses 1 speed, so now both
sides are equally challenged. The escorts
close range, and the Italian cruisers sink
the British DD114 Janus.
Impulses 6-9: The British battleships
stay together and move out of range of the
slowed Littorio, giving them a gunnery
advantage over Vittorio Veneto. They
score 8 hits on Vittorio Veneto, slowing
her to Speed 1 (and there was much rejoicing!).
Impulses 10-13: Ships continue
to move and fire, and Vittorio Veneto seems
to have learned something from the British,
because she hits Valiant five times.
This hurts, but would not be crippling except
for that confounded Italian sub! Valiant
has now taken more than half its hull boxes
in damage, so it loses another speed factor
and is now dead in the water. DIW ships can’t
fire, so Warspite is alone against
the two Italian BBs. The Italian escort ships
are closing for a torpedo run on the British
BBs, so the British destroyers change course
and make a torpedo run on them instead of
the Italian BBs. The torpedoes miss, and the
Italian escorts fire and sink the Australian
DD01 Stuart.
Impulses 14-17: The Italian CAs
and DDs close on the British BBs, sinking
the British DD69 Hasty and DD70 Havock
on the way.
Impulses 18-22: The captain of
Valiant waves Warspite away,
and Warspite takes off to avoid being
torpedoed. She fires at the Italian escorts,
but to no avail. The Italian cruisers hold
their torpedoes in readiness for Warspite,
while the Italian destroyers fire their torpedoes
at Valiant and sink her. Littorio
and Vittorio Veneto then fire at Warspite
and hit her four times, causing it to lose
1 speed. Warspite sees her doom coming,
and makes a roll to disengage at the end of
the round, but fails.
| 
In culo alla balena! Destroyer Sella
looses a torpedo.
|
Round 2, Impulses 1-9: The Italian
cruisers close in on Warspite, which
fires at them and knocks out the cruiser Trento’s
torpedo mount! The remaining Italian cruiser
fires its torpedoes and misses, but the Italian
battleships fire and sink Warspite. The
battle is over, with the main British battlefleet
completely destroyed.
At this point, the Italians have racked
up so many victory points that there’s
almost no way for the British to win. For
honor alone, Illustrious launches her
Swordfish against the Italian battlefleet,
but they miss. The British troop ships may
still make it to Malta, but that won’t
give them enough VPs to win the game.
The Italians win! This piece originally appeared in January 2006. |