From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Counter-Attack at Villeroux - Part 1

'Taking the Gembloux Gap' a pint-sized campaign.

Turn 7, Game 6, Scenario '3' the 'Counter-attack at Villeroux!'

The French, having won the last game (Link), now have the initiative and as they still hold Table 4 at, or beyond, the half-way point of the Chain of Command (CoC) campaign (duration 10 turns) are allowed to counter-attack.  This will use the terrain for Scenario 3 ('Blitz on Villeroux'), see scenario map below.


But, for the French counter-attack, it is 
fought as an 'Attack & Defend' game (as per v1 of the Chain of Command rules).  This changes the starting positions of the patrol markers to that shown in the photo of the table-top below, which also names key buildings and terrain that feature in the battle report; first from the French end ...


... and then from the German end.



The Scenario

In this scenario, to win, either side must force their opponent to withdraw from the table (voluntarily or forced), before their own Force Morale falls below 3.  If neither win, both must withdraw and the scenario becomes a 'No-man's land' between the two forces.

The French get 10 support points for their counter-attack, plus an extra point owing to the CO's high opinion of the platoon commander, Lt Victor Renard.

Unfortunately for me, the Germans get 18 points of support, and launching a counter-attack against that sort of firepower could make the Charge of the Light Brigade look like a sensible military exercise.

With my 11 points I decided to max out on armour plus a couple of bands of Franc-Tireurs who have proved so useful in previous games.  Limited by the models available I opted for: two Renault R35 tanks (3 pt.s each); a Panhard 178 armoured car (3 pt.s); and, two bands of Francs-Tireurs (1 pt. each).  I had wanted three R35s but John only has two, so instead I plumped for the Panhard armoured car (a/c), which has a very useful anti-tank capability.  My plan is to rush the Germans JOPs with my armour and cause as much havoc as possible.  Then when my armour is destroyed, as I expect it to be, my Force Morale should be low enough to allow me to withdraw[1] with my core platoon largely intact for the next fight.

With his 18 pt.s of support John covertly chose: a Panzer IV B-C with junior leader (5 pt.s) two leIG.18 7.5cm guns with five crew and a junior leader (4 pt.s each); an MG34 on tripod (MMG) and five crew (3 pt.s); a 'Shabby Nazi trick' (1 pt.); and, an Adjutant (1 pt.).

We then rolled for Force morale; I added +3 to my roll thanks to the men's high opinion of their platoon leader (Lt Victor Renard) and his growing self-confidence, but still only started with a Force Morale of 10.  John's Germans, lacking this edge, started with a Force Morale of 9.

Due to losses in previous games, John had elected to withdraw the depleted platoon from the last game and replace it with a fresh, full-strength, platoon.  My French platoon is down by three men (but has two more who will return to duty after this fight), and as a result the platoon was fielded as shown below.


Pre-Game Phase

No Stuka strike this time, (not allowed against the French counter-attack) so it was straight on to the patrol phase.  The patrol markers were deployed as shown in the earlier photos above, and after one free move (diced for on a D3) I started the patrol phase proper.  When the patrol phase ended the locked down patrol marker were as shown below.


This resulted in the placing of three jump-off points (JOPs) for the French ...

... and three for the Germans.


The final thing to sort before starting the game, was a D3 roll for the number of CoC points the French start with - I got two.



The Game  

As the attacker, the French took the first phase.

1FR(1,2,3,3,5): a brilliant start enabling me to deploy all three of my armoured fighting vehicles!


Unfortunately John had brought the wrong vehicles with him so my Renault R35s had to be represented by what I believe to be a Renault AMC 35.


2GE(1,3,3,4,6): and John decided to pass until he had a better idea of how my attack was going to play out.

3FR(1,2,2,2,6): and immediately my armour comes to a grinding halt, or at least my tanks do as I combine a '1' and a '2' to get my Panhard a/c moving.  This immediately revealed how rusty I had got since the last game as I realised I had been moving it as a standard vehicle (dice score plus 1" per die) instead of as a wheeled vehicle (double the dice score).  Anyway, correcting my movement, the Panhard advanced clear of the outskirts of Villeroux, heading towards the Large Wood and laying suppressing fire on the German JOP there.


Also, I could've just used the '1' to activate the driver to go flat out and saved the '2' for something else - but luckily I didn't want to bring any of my infantry on at this point.  So, this ended my phase.

4GE(1,2,2,2,6): interestingly an exact repeat of my command dice.  John had clearly seen enough to realise he had to stop my armour, and quickly before he lost his JOPs.  First, he deployed an leIG.18 7.5cm gun ...


... 
from his central JOP and opened fire on the Panhard.  It was on target but only scored 1 penetration hit which the Panhard's armour duly saved (suffering no ill effects from the equal number of hits and saves).

Next, the German infantry section nr.I sought to deploy from the JOP near the Large Wood, but owing to the suppressive fire from the Panhard failed their hesitant deployment roll.  This mishap was rectified by nr.II section who deployed in their place, successfully passing their hesitant deployment die roll.  The wider aspect photo below shows nr.II section tactically deployed in the Large Wood in relation to the leIG.18 and Panhard[2]


5FR(3,5,5,6,6): a double-phase and two CoC points, but only a '3' for activations.  Not wanting to tempt fate by letting the Panhard face another round from the 7.5cm gun the vehicle commander ordered the driver to go flat out to get the Large Wood between them and it.  


I think I panicked a bit here, as I had just thrown two '6's so could've engaged the gun and withdrawn in the following phase (John had no CoC dice to interrupt my phases).  I was kicking myself almost as soon as I had made the move, but this was to prove to be just one of several similar mistakes I made during this game - it really does pay to think before you act.

6FR(2,4,4,5,6): and these command dice eased my embarrassment as they would not have allowed me to move the Panhard.  So, in the end it turned out to be a good move but more by luck than judgement.

In fact, they were an awful set of command dice as I couldn't activate any of my armour.  So, rather than do nothing I decided to deploy my platoon's sergeant (inferior senior leader) and No.3 section in the Boulangerie to fire at the Germans in the Large Wood.  Having declared this, my opponent informed me that he was employing a 5th columnist to block my JOP behind the Boulangerie with a 'Shabby Nazi trick'.  


The 5th columnist was successful in misleading the sergeant and the intended deployment didn't happen. 

This was actually a good thing from my perspective.  It reminded I had a couple of bands of Francs-Tireurs that I had forgotten to employ to delay the German deployment, and they were going to cause John far more trouble than this 5th columnist did for me. 

7GE(2,4,5,6,6): and it seems the dice were determined to play fair and also give John a double phase.  With his actionable dice John tried to deploy his platoon's second-in-command, the Feldwebel (senior leader) and nr.I section from his JOP by the Small Wood, on the German left.  But this time I wasted no time in informing him of the presence of a band Francs-Tireurs ...


... and the Germans failed to get through to the JOP.  

8GE(1,4,5,6,6): another double-phase, perhaps the dice were going to be fickle after all.  But John, it seems, had little desire to bring on a team, with or without a senior leader, so passed.

9GE(1,3,3,5,6): and nr.I section repeated their previous attempt to force their way through the Francs-Tireurs to the German JOP by the Small Wood, but failed again.  Turning to the troops that had actually showed up, John advanced nr.II section along the edge of the Large Wood, but not tactically.


He then tried to deploy his platoon's 5cm mortar team from the JOP by the Small Wood, but they were also thwarted by my plucky Francs-Tireurs.


10FR(1,2,2,4,6): and again not much my armour could do with these command dice.  At least I could advance one R35, using the '1' to activate the driver to go flat out towards the road - I was hoping to go around the Small Wood to shut down the German JOP that was currently being denied by a valiant band of Francs-Tireurs.


An attempt to get No.3 section and the sergeant to deploy into the Boulangerie was again foiled by the 5th columnist.


I suppose sauce for goose is just as appetising to the gander.  

With the weight of German effort coming against the French left, this failure to deploy on the left had to be resolved.  So, another section (No.2) was told to deploy to the Boulangerie.  No.2 section was clearly impressed with the importance of occupying the Boulangerie and were in no mood to listen to any nonsense from the 5th columnist, and he was swiftly 'neutralised'.


No.2 section, now ensconced in the Boulangerie, opened fire on their opposite numbers (nr.II section) in the Large Wood.


The Germans found themselves under fire from the French in the Boulangerie and not moving tactically.  They gained some cover from the wood but lost one LMG gunner killed and took two points of shock on the rifle team.
 


11GE(1,3,3,4,4): a rather splendid set of command dice and German persistence finally paid off as nr.I section finally overcame the Franc-Tireurs to successfully deploy in the Small Wood on the German left. 


Next, the leIG.18 fired HE against the French section in the Boulangerie ...


... killing 1 rifleman and also placing a point of shock on the rifle team.


Looking to reinforce the right-flanking push, the German Leutnant attempted to join them together with an 'undisclosed' team.  But, up popped my second band of Francs-Tireurs who promptly denied them access.


A quick overview shot here, from the French perspective. should help explain how most of these actions relate to each other.



12FR(3,4,5,6,6): and the dice turn in my favour.  The French sergeant deploys into the Boulangerie ...


... and instructs No.2 section to keep firing at the Germans in the Large Wood, but they only succeed in killing 1 rifleman.


Then it's the turn of the other R35 to move flat out to get to a position from where it can challenge the German 7.5cm gun.  


13FR(2,3,4,5,6): No.2 section continues to punish the German nr.II section in the large Wood, killing an LMG gunner and putting a point of shock on the rifle team.


The R35 that advanced flat out in the previous phase now slowed down to adopt a covered position by Home Farm ...


... and fired its coax MG[3] against the German gun, inflicting 1 point of shock.


15GE(1,1,2,4,6): which allows the obergefreiter leading nr.II section in the Large Wood to remove a point of shock and withdraw his men to safety deeper in the wood where they can regroup.


Then, the Leutnant succeeded in driving off the Francs-Tireurs from the German JOP by the Large Wood from which he deploys with an MMG team (a tripod-mounted MG34 in the sustained fire or medium machine gun role).


This, from safety of its entrenched position, and directed by the Leutnant ('maschinengewehr') engages the French in the Boulangerie, who were very lucky to escape with only 3 points of shock between the two teams.


16FR(1,2,3,3,4): the phase starts with the R35, near the Small Wood, machine gunning the German nr.I section in the wood (to no effect), before attempting to crush them beneath its tracks ('overrun').


But, with neither German team carrying any shock they both easily evade back towards their JOP.


The other R35, by Home Farm, then fires HE at the German 7.5cm gun but misses completely.  The Panhard a/c ...


... t
hen moves back to regain some of the ground lost from its flight from the German gun, but not far enough to expose it to being fired at again.


The sergeant with No.2 section in the Boulangerie, deciding discretion is the better part of valour, removes a point of shock and instructs the section to withdraw behind the building. 
 

Unfortunately, the shock on the rifle team is sufficient to stop them getting out, and they are left behind.


17GE(2,2,3,4,6): and I'm surprised when the Germans expend a CoC die to pull back their JOP near the Small Wood, obviously worried by the French R35.


Elsewhere, the German focus is on punishing the French rifle team left behind in the Boulangerie, and they are subjected to fire from the MMG team ...


... and the leIG.18


They are exceedingly fortunate to get away with just 4 points of shock and no casualties.


The Germans complete their phase with the Feldwebel leading nr.I section through the Small Wood, well away from the French tank.


18FR(3,5,5,5,6): some very useful CoC points, but what I really need are command dice to activate my troops.  The '3' is used to activate the sergeant leading No.2 section to remove a point of shock and order the rifle team out of the Boulangerie.  But now carrying even more shock they once again fail to get out.


Are they doomed?




At this point, Blogger started to choke on the size of this battle report, not helped by the excessive number of photos.  To overcome this, I split the report into two parts.  The next can be found here (Link).



Notes:

[1.]  The campaign rules, 'At The Sharp End', define a counter-attack is a serious attempt to gain territory and not simply a spoiling attack. The counter-attacking player cannot withdraw from the action until they lose one Chain of Command Dice due to reduced Force Morale.

[2.]  The photos are typically taken at the end of a phase, and in this one John had already cleared away the Suppressive Fire marker from the German JOP by the Large Wood before I took the photo (suppressive fire effects only last until the end of the phase after it happened).

[3.]  HE would be more effective, but as the R35 has a one-man turret operated by the commander, operating the main gun fully occupies him leaving him unable to direct the driver.

[4.]  This does raise the question of whether the penalty should've been applied in the previous phase.  Surely it must be one or the other, and not both? 

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