| Invasion
of Italy: Naval Firepower
By Mike Bennighof, Ph.D.
February 2006
For an undertaking as solemn as the Allied
return to Europe, the planning for the early
September landings at Salerno had a definite
ad hoc nature. Not until mid-August was the
target firmly decided. And the level of naval
support for the landing also remained indefinite
until Operation 119694_avalanche was actually underway.
The major concern was the attitude of Italy’s
armed forces. The Allies planned to land whether
or not Italy changed sides; that the Italian
government made its choice on the day before
the landings was a happy coincidence. But
the naval planning still reflected the need
to defend against an attack on the landing
forces by Italian battleships and cruisers.

His Majesty’s Monitor Abercrombie.
Invasion
of Italy, our game of the Salerno
landings, was the very first game we published,
and in some ways it shows. The game system
has a very nice method of handling artillery
fire, in which each artillery battalion is
represented by two game pieces: one for the
unit itself, and one for the fire support
it lends. You place the fire support marker
on the hex where the artillery fire is targeted.
It has two sides: Place it on the front the
first time it’s used, flip it over the
second time. After that, the unit is out of
ammunition. Once it’s replenished, the
process starts over again.
The Allied player also has a large fleet
of warships to lend support. The Royal Navy
brings two battleships, two monitors, five
cruisers, four destroyers and a destroyer
escort; the U.S. Navy adds four cruisers and
four destroyers.
We only provided one game piece for each,
a mistake that at the time we couldn’t
do anything about. Players have to remember
either where the ship is located at sea, or
where its fire support is allocated on land.
While that seems to have worked — the
game’s been out for a dozen years and
no one has ever complained (and wargamers
most definitely know how to complain and have
very long if highly selective memories of
game company sins, real and imagined), it’s
always annoyed me.
Warships operate in a slightly different
fashion than artillery. If the dice are kind,
their ammunition can hold out for the entire
game, though this is unlikely. If the shells
run out, they have to sail away to get more,
and return three days later ready to commit
more violence.
As a fix for those with short memories, today
we have support counters for the warship pieces.
Place the support counter in the hex in which
the ship will use its gunnery strength. Leave
the warship piece (the one provided in the
game) in its sea hex.
In the game, we greatly simplified the appearance
of Allied warships. Initially, the bombardment
forces assigned to the 9 September landings
were fairly weak. German air attacks on the
first night of the landings spooked the admirals
after torpedoes narrowly missed the battleship
Valiant and carrier Formidable. Force H, with
four battleships, two fleet carriers and eighteen
destroyers, stayed out to sea to watch for
the Italan fleet until the 12th, when they
sailed to Malta. Force V, the cruisers and
escort carriers assigned to direct cover,
left for Palermo on the 12th.
When German counterattacks threatened the
beachhead, Vice Admiral Algernon Willis ignored
his cautious instructions and offered to risk
any and all of his heavy ships to protect
the soldiers. Two cruisers joined the gun
line on the 14th, two battleships on the 15th
and three more cruisers on the 16th. Willis
alerted his remaining ships (two more battleships
and two cruisers) to be ready to add their
support, but Fifth Army did not call for them.
As a variation, change the set up and appearance
of warships as follows. The following are
available at game start:
1. Northern Attack Force. Ships of
the Northern Attack Force may only support
British ground units.
- MN Roberts
- CL Delhi
- CL Mauritius
- CL Uganda
- CL Orion
- DD Laforey
- DD Lookout
- DD Loyal
- DD Nubian
- DD Tartar
2. Southern Attack Force. Ships of
the Southern Attack Force may only support
American ground units.
- MN Abercrombie
- CL Philadelphia
- CL Savannah
- CL Brooklyn
- GB Flores
- DD Bristol
- DD Edison
- DD Ludlow
- DD Woolsey
The following groups are available as reinforcements.
3. Boise. Each turn starting on 9
Sept AM, the Allied player rolls two dice.
On a result of 10 or more, the following appears
as a reinforcement. She must be added to either
the Northern or Southern Attack Force.
3. Agnew Group. Each turn starting
two turns after Boise has appeared,
the Allied player rolls two dice. Add one
to the result for each Allied HQ which has
been eliminated and for every 10 Allied steps
that have been lost. On a result of 10 or
more, the following appear as reinforcements.
They must be added as a group to either the
Northern or Southern Attack Force.
4. Bisset Group. Each turn starting
four turns after the Agnew Group has appeared,
the Allied player rolls two dice. Add one
to the result for each Allied HQ which has
been eliminated and for every 10 Allied steps
that have been lost. On a result of 10 or
more, the following appear as reinforcements.
They must be added as a group to either the
Northern or Southern Attack Force.
5. Force V. Each turn starting four
turns after the Bisset Group has appeared,
the Allied player rolls two dice. Add one
to the result for each Allied HQ which has
been eliminated and for every 10 Allied steps
that have been lost since the Bisset Group’s
appearance. On a result of 10 or more, the
following appear as reinforcements. They must
be added as a group to either the Northern
or Southern Attack Force.
- CL Euryalus
- CL Scylla
- CL Charybdis
6. Carcac Group. Each turn starting
four turns after Force V has appeared, the
Allied player rolls two dice. Add one to the
result for each Allied HQ which has been eliminated
and for every 10 Allied steps that have been
lost since Force V’s appearance. On
a result of 10 or more, the following appear
as reinforcements. They must be added as a
group to either the Northern or Southern Attack
Force.
- BB Nelson
- BB Rodney
- DD Fantasque
- DD Terrible
7. Power Group. Each turn starting
four turns after the Carcac Group has appeared,
the Allied player rolls two dice. Add one
to the result for each Allied HQ which has
been eliminated and for every 10 Allied steps
that have been lost since the Carcac Group’s
appearance. On a result of 10 or more, the
following appear as reinforcements. They must
be added as a group to either the Northern
or Southern Attack Force.
Note that the British DE Blackmore
from the game is not used, but there are several
additional ships, plus support counters for
the existing ships. You can download
the new support and warship counters here.
|