'Taking the Gembloux Gap' a pint-sized campaign.
Turn 4, Game 3, Scenario 3 the 'Blitz on Villeroux'
After the French win in the last Game, the campaign has skipped on to Turn 4 while Germans paused their offensive to bridge the culverts (Turn 3) that the French had blown up in Game 2 (Turn 2).
The Scenario
In this game the German objective is to quickly exit two units off the French table-edge (see below) before the French can acquire two Chain of Command (CoC) dice.
To make things difficult for the French they cannot bring any of their support options onto the table until they acquire and expend two CoC dice. What this means is that there are four possible outcomes from this game depending on whether the Germans achieve their objective and/or win the game.
|
Germans |
Achieve Objective |
Fail to Achieve Objective |
|
Win the Game |
Campaign advances to Scenario 4 & Germans have the
Initiative |
Campaign advances Scenario 4 & French have the Initiative |
|
Lose the Game |
Campaign refights Scenario 3 & Germans have the Initiative |
Campaign refights Scenario
3 & French have the
Initiative |
Not being able to bring any of my 9 pt.s of support onto the table until I had collected and then spent 2 CoC dice to do so, I needed to do all I could to delay the German advance. To that end I concentrated on off-table support in the form of: an Adjutant (1 pt.); 3x groups of Francs-Tireurs (1 pt. each); off-table anti-aircraft artillery (2 pt.s) to try and mitigate the effects of the inevitable Stuka strike (2 pts.); and, a Canon de 25mm L72 Anti-Tank gun with five crew and a junior leader (3 pt.s). While the last, would have to wait a long time before it could be fielded, I felt it was essential to have at least some anti-armour capability as my core French platoon has none.
With his 18 pt.s of support John secretly selected: a 'Red' CoC die (2 pt.s); a pre-game barrage (2 pt.s); a PzKpfw III (4 pt.s); an SdKfz 222 armoured car (4 pt.s); a 'shabby Nazi trick' (1 pt.); and, a motorcycle (m/c) reconnaissance squad with junior leader (5 pt.s).
Not that I knew it at this stage, but with John opting for a pre-game barrage and not a Stuka strike, I had wasted a couple of support points on anti-aircraft artillery (AAA). However, this meant that the buildings would all be untouched and available to me to use for cover.
We then rolled for Force morale, and after two games where John started with the better morale, this time I rolled a '6' to start the French on a Force Morale of 11, while John's Germans rolled a '1' and started on a Force Morale of 8.
Patrol Phase
And as John revealed there was no preceding Stuka strike, this was when I realised I had wasted 2 support point.
John's opening luck continued poorly as he rolled a '1' to get only one additional patrol move before phase proper started. With the higher Force Morale, I went first in the patrol phase, which rapidly played out as shown below (from the French end) with French and German jump off points (JOPs) shown, respectively, by the blue and pink arrows.
The labels also indicate the two sides' respective left, centre, and right JOPs as they are referenced in the battle, e.g. 'L-JOP' = Left-flank JOP.
The Game
With the higher Force Morale, my French took the first phase.
1FR(2,4,4,5,6): and despite the difficulty deploying after a pre-game barrage, I felt I had to have some idea of what the Germans were up to before committing any of my men. So, I terminated my phase without doing anything other than banking the CoC point and advancing the refugees on the road (they move 6" on every single '6' thrown - not part of the game, just a bit of fun).
Perhaps worth noting at this point are the two '4's on my command dice, as Sesame Street's Count had obviously decided that "Today's Number is FOUR"!
2GE(2,3,3[1],4,5,6): the Germans, who are up against the clock, leapt into action. First, they attempted to deploy the PzIII, only for it to encounter one of my Franc-Tireur bands who successfully prevented its deployment.
Next the Germans tried to deploy their nr.I section from their left-flank JOP only to encounter more Francs-Tireurs who again succeeded in stopping them from reaching the fight. When the German nr.II section encountered yet another band of Francs-Tireurs blocking their right-flank JOP, John was starting to worry. But this time the Germans eliminated them, and arrived in the cornfield.
3FR(3,4,4,5,6): with the third single '6' of the game, the first of the French refugee groups escaped off the table.
I then tried to deploy No.3 section in the Café, but failed the hesitant deployment roll, caused by the German pre-game barrage, and they were a 'no show'. And, not wanting to deploy senior officers with no troops I ended my phase.
4GE(1,2,2,4,5,6): the PzIII again attempted to deploy, and this time the Francs-Tireurs were overcome and it succeeded in reaching the table.
The Feldwebel then accompanied nr.II section as he ordered to advance into the wood.
In the background of the above, the German nr.III section can be seen deploying from their right-flank JOP to back up nr.II section and going tactical.
5FR(2,4,6,6,6): with three '6's the turn will end after this phase, and with it the effects of the German pre-game barrage. This will be a real help as with the '2' and the '4' I try to deploy my platoon sergeant (2iC, senior leader) and No.3 section into the Café but the last gasp of the John's barrage prevented them from showing up.
End of Turn 1: and apart from some Tactical markers being removed nothing much changed at the end of the turn except the effects of German's barrage wearing off.
6FR(1,3,4,4,6): with the shock of the barrage gone, the sergeant and No.3 section finally (on the third attempt) successfully deploy into the Café ...
... from where they open fire on nr.III section in the cornfield, disappointingly killing only one rifleman and inflicting no shock. Wanting to make nr.III section suffer more than this I deploy the V-B (rifle-grenadier team) into the La Haye Barns to also target nr.III section.
But they only inflict a single point of shock on nr.III section's LMG team.
7GE(2,3,3,3,4,4): and nr.I section continued trying to deploy from the German's left-flank JOP and were again thwarted by the Francs-Tireurs. Then to try and exert more pressure on my right flank the Germans deployed an SdKfz 222 armoured car (a/c) down the road.
On the other flank, the Feldwebel kept up the pressure advancing nr.II section to the edge of the wood facing the Charcuterie that makes up the other half of the building occupied by the Café.
And behind them, nr.III section doubled from the right-flank JOP towards the wood, but only advance 4" (4 on three D6!).
The Obergefreiter (section junior leader) then rallies off one of the two shock taken from having doubled.
Finally, the PzIII advanced flat out towards Villeroux as shown in the overview of the action at this stage.
8FR(1,2,3,5,5): with the German nr.II now exposed at the edge of the wood, the French deployed their No.2 section; the rifle team in the Charcuterie and the LMG team in an entrenchment just outside. They were able to employ 13 fire dice against nr.II section, which was, in the next activation, was joined by 11 more fire dice from No.3 section. The net result of 24 close-range fire dice was a mere four points of shock, three on nr.II section's LMG team and the one on the rifle team.
Then it was time to do something about the German armour and the V-B team tried to drop rifle-grenades into the open-topped SdKfz 222 a/c. To succeed they needed a double-six, but all missed throwing a double-one, a double-three, and a six and four.
9GE(1,1,2,5,5,6): and the Feldwebel combined both '1's with the '2' to activate, remove 2 shock from nr.II section, and pull them back into the wood to where they were no longer visible to the French in and around the Charcuterie-Café.
Meantime, the single '6' was enough to see the next group of refugees escape from the table, with the nuns not far behind - one more single '6' and they would also be safe.
10FR(1,2,3,4,5): with the German nr.II section now safe deep within the wood there was little for my men to shoot at, so both No.2 and No.3 section went tactical before the inevitable German retaliation. The V-B team again tried desperately to drop a rifle-grenade into the SdKfz 222 a/c. And whilst they could roll nothing but doubles (a double-1, double-2 and double-5) the required double-6 continued to elude them. Altogether, nothing worth a photo here.
12FR(2,2,3,3,5): I get my first CoC die, one more and the Germans will fail to meet their objective. But despite the rest of the nice command dice, I can do nothing unless I'm prepared to leave the safety of the buildings and entrenchments, so I sit tight and tactical.
13GE(1,2,4,4,4,6): this time one of the '4's was used to remove the last of the shock from nr.II section. Then, the long-anticipated retaliation from the German armour began, with the PzIII slowly advancing and opening fire on the Café. Luckily the 3.7cm gun in the PzIII has a fairly feeble HE round, and the fire was ineffective (actually all three HE fire dice missed!).
... this time hitting the Café, killing a rifleman and inflicting a point of shock on the rifle group.
In the centre the PzIII continues to fire at the Café, this time to no effect, and the Obergefreiter of nr.III section in the cornfield removes two points of shock that they have been carrying for some time.
18FR(2,3,4,4,5): I am starting to wonder whether it's worth just hanging on and hoping to complete my second CoC die. But I decide to stick with it for now.
The PzIII again fails to achieve anything against the Café, that's their third failure from four rounds of firing.
21GE(1,2,4,4,4,6): to avoid any possible fire from the French in the Charcuterie-Café, the German Leutnant moves nr.I section behind the stone wall running alongside the road.
Also, in the picture above is the PzIII which in this phase at least manages to put a point of shock on the French rifle group in the Café.
My other senior leader, the platoon Lieutenant, cautiously (tactically) advances No.1 section in the wood.
... this time inflicting a point of shock on the battered rifle group and also killing the nearby platoon sergeant!
On the other flank, the Feldwebel leaves nr.II section safely tucked away in the wood and moves back to sort out nr.III section in the cornfield; but rolls poor dice and does not get close enough to influence their fight.
... and reducing their effectiveness as they fail to inflict any harm on the French in the Café. While the PzIII remains where it ended up after moving flat out in the last German phase.
30FR(3,5,6,6,6): and not just the '5' to give me the 2 CoC dice I have been hanging on for, but also a double-phase (and an End of Turn but that's not going to affect anything). But, before the turn ends No.1 section's LMG team in the wood hits a purple patch of fire dice against their opposite numbers, nr.I section. This sees two LMG gunners and rifleman killed and 2 points of shock on the rifle team.
And then just to put a cherry on top, the Lieutenant rallied shock off No.1 section and ordered their LMG team to fire, killing 1 LMG gunner and 1 rifleman in the German nr.I section and put 2 points of shock on the rifle team.
The Aftermath
The French platoon: lost its platoon sergeant and 3 men. Of the latter 1 is permanently lost, 1 will return to duty (RTD) after the next game, and 1 will RTD immediately. The sergeant was allowed a medic roll and recovered sufficiently to only miss the next game, and the dice determined that a temporary replacement would be drafted in to cover his absence.
This means the platoon will short by 4 men in the next, game, albeit 1 of those will RTD for the game after that.
As result of this win, the French Lieutenant (platoon commander) has gone from 'content' to 'cheerful', while the opinion of him held by both his CO and his men has risen from +1 to +2.
The German platoon: lost 6 men but no leaders. Of the men 3 are permanently lost, 2 will return to duty (RTD) after the next game, and 1 will RTD immediately.
The platoon will therefore be down by 8 men for the next game, although 2 of those will return for the game after that.
The Leutnant (platoon leader), despite the loss remains untroubled at 'sociable', while his CO's opinion of him has dropped to -1, and his men's to zero.
Post Mortem
Again, I think my support selections were critical, picking lots of Francs-Tireurs to delay the German deployment worked a treat. I had considered getting a pre-game barrage but decided against it as it was hostage to an early End-of-Turn, as indeed occurred. The points spent on the AAA could be considered wasted but they were invaluable insurance against a Stuka strike, and the risk just wasn't worth taking. Finally, the anti-tank gun fitted the bill perfectly, as I reckon John might've been tempted to fight on if there was nothing on the table that could realistically take on his armour.
The German support was not all deployed, and the choice of a PzIII was (IMO) a mistake. I would expect that next time they will field a PzII or PzIV in place of the PzIII as both have a much better capability against infantry. In fact, I suspect they may field several tanks as they will have 20 points to spend on support in the next game.
While the support choices all worked out, I have to say that I think it was the dice that made it my lucky day and not John's.
I'm pleased to say that for once we didn't make any significant mistakes with the rules, perhaps we're finally getting there? It might've taken some time, but the ride's been worth it.
Observations
The variability of the command dice behaviour from game to game continues. In this game not a single double-6 was thrown! I had the only two double-phases which were both courtesy of triple-6's. Single-6's were a plenty unlike the last game where only 1 was thrown, and '4's were everywhere; 39 of them in 31 phases.
The next game, Game 4 (Campaign Turn 5), will be a refight of this scenario and is scheduled for two weeks' time. Can the French pull off another win?
Notes:
[1.] The command die in red is the German Red CoC die; any '5's or '6's rolled on the red die are ignored.



