Take 2: The Battle of Biville-La-Baignarde - a Chain of Command Game
This game was a repeat of the game John and I played last week (here) as we both felt we could've made better choices and wanted another go at it. The scenario background is available at the link above so I won't repeat it here but will show the image with the building labels again as I've changed some during this game.
The French are defending the far, northern, end of the table as seen above and the objective of the German attack, coming from the near, southern, end, is the War Memorial.
This time with 16 points of support, the Germans opted for 2x Panzer IV with junior leader (5pt.s each); 1x upgrade of a PzIV leader to a senior leader (2pt.s); 1x Red Die (2pt.s); and, 1x Pre-game barrage (2pt.s).
My plan was to press down the main road (Rue Principale) with my infantry using the craters for cover, and the buildings along the road to cover my flank. The tanks could offer support from the orchard and the more open terrain would allow units to support each other and concentrate their fire (the high walls prevented this inside the village in the previous game). The Red Die and senior tank commander were chosen to minimise the chance of the tanks being paralysed by a lack of suitable command dice, and hopefully the pre-game bombardment would hinder any coordinated response by the French
The French wrote down their 10pt.s worth of support options, to be disclosed during the game; choosing: 1x Canon de 75mm M1897 with five crew and Junior Leader (4pt.s); 4x entrenchment for one team (1pt. each); and, 2x satchel charges (1pt. each), one each for sections No. 1 and No.2.
Preliminaries
First, we rolled for Force Morale and my Germans got really lucky with a starting Force Morale of 11[1], while the French only got to start on 9. When it came to starting CoC points I also got lucky, getting 2 while John got 1.
In the Patrol Phase, I went with 4 instead of 3 patrol markers for the Germans, who, having the higher morale, went first. The Germans also got a free patrol move; it could've been two but I rolled low. The patrol markers ended up as shown below.
The fourth German patrol marker is out of sight, pressed up against the far end of the Long Barn.
The Germans had managed to get theirs much further forward this time as shown below (viewed from the west with the Germans attacking to the left (north).
John had no fortifications to deploy this time, so the last pre-game action was my declaration of the pre-game barrage - seen here landing around his JOPs.
The Game Begins
1GE(2,3,3,4,4,5) The red command die score indicates the Red Die, so the '5' was useless[2], but otherwise a great start.
As this was the start of a turn, the scenario called for a group of refugees, in this case some nuns, to appear on the road fleeing the Germans. Unfortunately for the sisters, I had decided to press hard and fast on my left to exploit the open ground and cover offered by the Large Orchard and Crater Field. This meant my PzIV with the senior leader[3], deployed on and through them.
As a result the nuns were removed as dispersed[4].
Next nr.I section deployed on overwatch by no3 Rue Principale and nr.II section, also on overwatch, deployed in the Large Orchard.

