The Battle of Biville-La-Baignarde - a Chain of Command Game
This scenario was kindly provided courtesy of Andy “Wargaming Things” and “German” Will, self-identified as "Two Soft Southern Lardies", and it can be downloaded from Andy's blog here.
This scenario is ideal for John's 15mm 1940s collection, and to get us back into the swing of Chain of Command (CoC) after a bit of an absence while I focused on getting my British Airborne ready for the von Luck mini-campaign - more on that in a later post.The scenario comes with some optional event cards[1] (also available to download) which we chose to use for the added historical flavour (and fun!).
John's interpretation of the terrain for this action is shown below, viewed from the French end of the table (the map is shown later in this post).
The large plume of black smoke is coming from a road-block consisting of several burning lorries.
The mission, is 'Attack on an Objective', and the German attacker's objective is the road junction at the town square, and more precisely, the war memorial.
The war memorial is more visible in the view from the German end, as shown below, with most structures named to assist with the battle report.
This game has got quite a dense built-up area and promises to give quite a different game to our previous two 1940s campaigns.
Battle Preliminaries
John offered me the choice of sides, and as I'd played the French in our last campaign, I opted for the Germans for a change.
For support, I had wanted: 2x Bison sIG33 with Junior Leader (7 points each); and, a Pre-Game Barrage (2pt.s), but John only had 1x Bison sIG33. So, instead of the second Bison I opted for: 1x Panzer IV A-C with Junior Leader (5 pt.s); and, a Red Command Die (2pt.s) to make up my total of 16 points of support.
John had 10pt.s to spend and, unknown to me until revealed on the table, selected: 1x Canon de 75mm M1897 with five crew and Junior Leader (4pt.s); 1x Panhard 178 AMD with Junior Leader (3pt.s); 1x entrenchment for one team (1pt.); 1x minefield (1pt.); and, 1x barbed wire obstacle (1pt.).
We then rolled for Force morale and both got a starting value of 9. With both sides having the same Force Morale, the Germans as the attackers got to start the patrol phase. This threw up the first query with the scenario as the French patrols are stated to start 20" in on the dashed blue line, but the blue dashed line on the map (see below) is at most only 10" in.
We decided that, as the 'Attack on an Objective' mission says they start 20" in and the scenario makes it quite clear the French have been in the town for a while and preparing for the fight, they should start 20" in.I went first, and had an extra free move to start with (I could've had two but rolled low on a D6). I didn't get far before the patrols were all 'fixed' - patrol marker final positions are shown below.
The resulting French jump-off points (JOPs) are highlighted by the re-purposed patrol markers placed next to the JOP markers (one JOP is inside the Large Barn). Also, visible in the image below is a barbed wire obstacle across the road junction near the middle, and a minefield (green baize square) towards the top.
My, German, JOPs were much further back as shown below - the JOP in the bottom left of the image is on the German table-edge.
And, with my declaration of a pre-game barrage, all is ready for the battle to commence.
The Battle
1GE(1,2,2,3,4,6) The scenario mandates the first action of any German phase is refugee movement; refugees appear at the start of each new turn (these have various effects, some of which will be described later).
The German military actions in the phase see the deployment of an infantry section (nr.I) in no1 & no2 Rue Corbée ...
... and the arrival of the Panzer IV into the cornfield.
2FR(1,2,2,3,5) The French, waiting to get a better feel for the German plan, pass.