'Taking the Gembloux Gap' a pint-sized campaign.
Turn 9, Game 8, Scenario 4 the 'Get the Guns!'
After the French counter-attack (Game 6) following their victory here last time (Game 5), the Germans, having rediscovered their Blitzkrieg mojo (Game 7), are back on the offensive and trying for a second time to take the French Gun Line.
This time they have brought 13 points of support with them (but no armour), while the French have only 8 pt.s and the free 75mm gun that survived the previous fight of this scenario, albeit now reduced by one gunner.
The German platoon was down by 6 men from previous games as shown below (the 3-man mortar is not on this platoon board but had been disbanded to keep the infantry sections nearer full strength).
With only one game left in this campaign and a full-strength platoon still in reserve, John decided to use his, one-time only, call for casualty replacements. With the losses taken this amounted to a D3+3, and John rolled '6' to get six replacements bringing his platoon back up to full-strength (with reconstituted 5cm mortar team).
My French platoon was only down by 2 men (the French get no replacements in the campaign), so looking pretty good, albeit this platoon will have to fight the next game as well.
The Scenario
The last time we played this scenario, the ever-present Stukas hit both Home Farm and La Haye Farm (see below), leaving the former on fire and both unstable and liable to collapse.
During that game La Haye Farm collapsed and the fire in Home Farm went out but the building, while unstable, was left standing. Totting up all the turns in the games played since then, we tested Home Farm to see if it had collapsed while the fighting had moved elsewhere. It had; this left the La Haye Buttery (the small outhouse) the only building standing for this game.
Pre-Game Phase
First the die rolls for Force Morale (FM), and the French despite adding +3 to the D6, still only managed a Force Morale of 10 (rolled a '2'). The Germans rolled a '5' for a Force Morale of 9[1]. John also rolled a D3 for starting CoC points and got 2.
Before the patrol phase, John declared a pre-game bombardment[2]; so no Stukas as anticipated.
The patrol markers were then placed as per the scenario, the French opting for 4 instead of 3 markers, seen here from the French end of the table (what's left of the buildings from previous encounters can also be seen - compare with photo above[3]).
The Germans with their mandated 3 patrol markers are shown below viewed from their end of the table.
Upon completion of the patrol phase, the resulting jump-off points (JOPs) for both sides (3 each), were placed as shown below from the French end (NB: the 3rd German JOP is just visible in the Large Wood directly above the leftmost French JOP).
As the attacker, the Germans took the first phase.
1GE(2,2,4,5,5): and the opening German move was an attempt to deploy nr.I section from their rightmost JOP in the Large Wood on their right flank; the more advanced of their two JOPs in that wood. My Francs-Tireurs immediately leapt into action and blocked their deployment.
A promising start.
The Germans, unfazed, immediately moved on to deploy their nr.II section from the other, more central and further back, JOP in the Large Wood (the blurred object in the foreground). As I had no more Francs-Tireurs this went unopposed.
2FR(1,1,2,3,4): a nice set of command dice allowing me to attempt to deploy both 75mm guns (aka 'soixante-quinzes'), my R35 tank and the No.2 section with my platoon sergeant. But the pre-game bombardment had obviously been well zeroed in as only one of these five deployments passed their hesitant deployment roll. The lucky one (?), was the 'paid for' 75mm gun with the full crew, who were now safely ensconced behind what I thought was hard cover - Nice!
3GE(1,2,5,6,6): giving John's Germans a fourth CoC point and the first double-phase of the game. John contented himself with just deploying nr.III section from the German lefthand JOP in the cornfield.
4GE(1,1,1,5,6): and John already had his first CoC die to my one CoC point (from his double-phase). Using two of the '1's nr.III section advanced tactically (5") along the edge of the cornfield and the 5cm mortar team used the final '1' to deploy in the field nearby.
The mortar immediately engaged my 75mm gun behind the wall; it only managed to inflict 1 point of shock. But, more of a 'shock' was the discovery that the wall was a 'low retaining wall' and only counted as light cover.
5FR(1,2,3,3,4): and this time the R35 tank successfully deployed ...
... and engaged the 5cm mortar with h.e., causing 1 casualty and 1 point of shock. Next, the junior leader of the soixante-quinze in the walled enclosure, removed a point of shock ...
... and also fired h.e. at the mortar, inflicting 2 more points of shock pinning the team. Next, I successfully deployed the 'freebie' soixante-quinze from my central JOP to a point on the road ...
... and despite the reduced effect from firing at a pinned target they put 3 points of shock on the team to rout them, but they stopped just short of the table-edge (the other side of the road) - Curses!
