From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label 20mm WW2. Show all posts
Showing posts with label 20mm WW2. Show all posts

When it's Too Hot to Paint

Courtesy of the recent heatwave (well it's a heatwave by UK standards) which makes the fumes more noxious, the paint dry too fast, and the temper too short, I've stopped painting for a bit.  Having, like most gamers, a mass of stuff needing doing I thought I'd use the time to finish of some other jobs i.e, my 15mm Ludus Gladiatorius set up and replacement Platoon Boards for my 20mm Chain of Command collection

Ludus Gladiatorius

The arena for my 15mm gladiatorial gaming has already featured in a previous post covering how it was converted from a chocolate box.  But at the time I hadn't completed all the cards and tokens I intended to use. These have now been made and packed away in the arena-box.



The cards describe the characteristics of the different gladiator types for the players, along with tokens used to indicate choice of any special action played or where a thrown net, or spear, has landed.  All in all, with the rules, special action reminder sheets and dice it's quite a pile of paraphernalia to accompany the figures.



The cardboard frame inside the arena-box not only provides compartments to keep these elements in place but for gaming is placed in the lid.  This not only allows cards and tokens not in use (not figures) to placed out of the way in it ... 



... but also lifts up the playing area (base of the box) when placed inside the up-turned lid to give a raised, and (IMO) pleasing, appearance to the arena in play.


This long drawn-out project is thus now officially done and dusted.

Chain of Command v2

Many of my recent posts have covered changes in these rules with the new edition, including a recent post on the replacement Force Morale and CoC Dice trackers I made as the changes had rendered my previous ones defunct.  

As well as rule changes, the organisation of the various platoons has also been changed to better reflect those actually used by the combatants.  So, with foam-board plus my trusty Stanley-knife and steel rule I've made replacement boards for my British and German infantry platoons.


After my opening paragraph about painting in hot weather, I should perhaps own up and admit some paint was involved in this process to colour the sides of the foam-boards in the 'pits' that hold the figures.  The shapes depicted in the pits match the base sizes I use for my figures which are on a mix of single and double figure bases.  Also, I use different base shapes to distinguish junior and senior leaders.

As my German infantry have recently been posing a lot as panzergrenadiers I also made up a specific panzergrenadier platoon board.  Likewise, I made one for my planned British airborne platoon, most of the figures for which were delivered while I was typing this post.



What Next?

So now I have to decide what to start prepping for the painting table once this heat breaks in a day or two.  Aaaargh!  The agony of choice! 

Final CoCv2 Practise Game

This was another practise game with John using the new 2nd edition of Chain of Command (CoCv2) before starting the Caesar's Camp pint-sized campaign.  Also, to get a bit of a feel for the 1940's forces we opted to actually use the 2nd scenario from the campaign, "The Seaforth's at Trois Foetus" (don't ask me how it got that name).  Anyway, the scenario map (north at the top) is shown below ...


... and this is our representation of it on the table-top (viewed from the west).


The broken blue line represents the German deployment area in this 'Flank Attack' scenario and the green arrows indicate the two sides from which the Allies may enter the table.  The hedge running along the southern edge was just to mark the limit of the playing area.

As I don't have any early war forces, all the terrain and troops, in this game (and in the forthcoming campaign) are from John's 15mm collection.

For support John had opted for: an adjutant, an additional infantry section and 2" mortar team; a Vickers MMG; and a Char B1 tank for a total of 16 points[1].

I chose a tripod-mounted MG34 and three entrenchments for a team (6 points). 

Our rolls for Force Morale saw me with a Force Morale of 10 to John's 9.

The Patrol phase was fairly predictable as the Germans can deploy their Jump-Off Points (JOPs) anywhere in their deployment area so, it was fairly easy to rapidly lock down all my JOPs before John's could get anywhere interesting.  The resulting JOPs are shown below.


The game started with John deploying a scout team from the JOP in the cornfield (counts as light cover for stationary troops).  The small counter next to the team is a unit ID marker as 15mm troops can be harder to distinguish from each other.


I hadn't expected this but immediately realised this was intended to pressure me into deploying early.  Meanwhile, the local in the cornfield, just looked on with a knowing grin on his face as if he'd seen it all before and knew how it would end.


It was clear I was going to have to keep an eye on this team but I wanted to delay deploying until I could inflict significant harm on as many of the attackers as possible.  Consequently I took no action in my phase.  I was however hoping to collect as many CoC points from my command dice while holding back from deployment (needless to say I was to throw not a single '5' until later when I did finally have to deploy my troops!).

The next phase saw John's scout team move tactically so as not to offer themselves up as an easy target; it was clearly going to be some time before they had to be dealt with at this rate. 


Also, in this phase more British deployed; a section in the large wood and an entrenched Vickers MMG nearby.


The Brits were starting to show their hand, but I deemed it was still too early to show mine so I continued to pass.

In his next phase John brought on a senior commander who put the Vickers onto Overwatch.


He also brought on another section from the JOP in cornfield to back up their scout team; their junior leader instructed them to go Tactical. 

Sorry but no picture of this, and as the action heated up pictures became very few and far between so the rest of this AAR will be very broad-brush.

I decided enough was enough, and brought on my third section (with an old MG08 in place of their would-be MG34 - they were second wave troops) and an entrenched MMG, a tripod-mounted MG34. 


While the MMG took on the scout team the section with its MG08 targeted the rest of the section in the cornfield.

DUMMKOPF!!!  I had overlooked the fact that neither of the targeted troops had moved so gained soft cover from the cornfield, which, with their Tactical posture brought them up to Hard Cover!  As a result, this only killed one man (in the section's Bren team IIRC) and put one shock on each target.

John's Vickers on Overwatch targeted my section then in his phase (only inflicted shock), to pile on the pressure, deployed a section on the northern road and another on the eastern road.  Also deployed was a 2" mortar which successfully dropped smoke to protect the section in the cornfield from my MG34.

In my phase, deciding I didn't want my section caught in a firefight with an entrenched MMG their junior leader removed their shock and withdrew to seek cover.  Meanwhile my entrenched MG34, unable to fire at the section in the cornfield by the smoke continued to engage the scout team which lost a man.


John then thew a double phase for the Brits and decided to make most of it; deploying a section to advance down the northern road and advanced the section in the wood.  The section advancing down the northern road receiving cover from a 2" smoke road landed one the road ahead of it.

In my phase I countered by deploying a MG34 armed section in and around the Green Farmhouse; the MG34 in an entrenchment out front and the rifle team in the first floor of the house behind it.  An overview of the situation at this point can is shown in the photo below.


My newly deployed section (in, and in front of, the Green Farmhouse) mainly piled shock on, and killed one of, the Bren team of the leading section advancing alongside the northern road.  Also, the MMG MG34 put another point of shock on the scout team who were now teetering the edge of being pinned.

John then threw another double phase!  This time he concentrated in both phases on laying more smoke and trying to eliminate the MG34 team in front of the Green Farmhouse with his Vickers and HE from 2" mortars.  The latter only inflicted one casualty and three shock as shown below (I use the brown puffs of dust to indicate shock).


The photo above shows the MG34 team as pinned, we realised shortly after this that this was a mistake and the rest of the section were just behind them in the house (at this time one the ground floor as I had foreseen the need to reinforce the MG team).  My initial actions in my phase were to rally off some shock and fire again at the scout team hoping to pin them this time.

I only have one photograph showing the overall situation at this point but it's not great (my old camera struggles taking detailed photos of these smaller figures and this photo was particularly bad for some reason).


What the photo does at least show is the extent of the smoke, a speciality of the British who can link together individual smoke bombs within 6" of each other to create a wide screen.  Also, shown is the now pinned scout team - another error very quickly rectified as in inflicting two shock took it beyond being pinned to break.  The resulting 11 on the 2d6 (+6") for a routing team saw them leave the table, but the Bad Things Happen (BTH) test left the British Force Morale unchanged (the last good throw they would ever get on BTH table). 

With all the Brits now deployed (only their French tank support remained to deploy), I sent my section sheltering behind the Green Farmhouse back to their previous position to take on the Brits coming down the northern road and deployed my final section with my last two entrenchments in front of the Red Farmhouse ...


... to take on the section advancing tactically along the eastern road.


I can't recall exactly what this shooting achieved as the section had already taken some hits earlier in the game.  In fact, as the photos dried up about here, I'm having to rely totally on my hazy memory for the sequence of events.

John's response was to immediately bring on his French Char B1 up the eastern road to take on the entrenched section by the Red Farmhouse.  Killing one and inflicting a point of shock.  He also extended the smoke screen further to the north-west.

I then moved my section out from their entrenchments away from the tank's line of fire while elsewhere inflicting losses on his sections coming down the northern road.  I also transferred all the rifle team in the Green Farmhouse to the MG34 team as it was clearly going to struggle to survive otherwise.

John then threw a treble 6!  This removed all his smoke left him unable to do much else with his first phase.  The photo below shows this situation (note the German section that abandoned the entrenchments by one of the ruined barns at the bottom right of the photo, and the British section that they had fired at on the eastern road has got off the road to avoid their fire and obstructing the tank behind them).


The next British phase saw a fair amount of shooting but what hits they did score only translated to a few points of shock and even fewer kills.  Also, the Char B1 drove flat out down the road, why I am not sure but I suspect that moving flat out was designed to lower the chances of my off-table Flak 36 88mm gun from taking it out (I had completely forgotten to even try this in my previous phase).  


Anyway, at last it was my phase and I spent the two CoC points to activate the off-table '88' engaged the tank needing 6 or more on 2D6 to hit; I rolled 3!  never mind, with smoke gone it was time to punish John's infantry.  The section in the cornfield had it's Bren team wiped out and the rest broke, fleeing off the table leaving behind their stunned leader.  The two BTH tests for the stunned junior leader and the broken section both caused the British Force Morale to drop by 2 points, falling from 9 to 5.  Just not quite enough to start the 'Final Countdown'.  However, the furthest advanced platoon coming down the northern road was then hit, taking enough shock to see it pinned while the senior leader was wounded.  The latter saw the British Force Morale drop a further point to 4 at which point it lost a Command Dice and I elected to start the 'Final Countdown' (to last 4 phases as that was John's Force Morale value).  

This sorry state of affairs can be seen in the final photo taken in the game.


The return fire in John's phase was much reduced by the losses, pinned units and appalling dice throwing with just the odd casualty and point of shock spread across the German units.  Final Countdown = 3.

So, with things now going my way it was now going to be simply a case of continuing to pour in as much fire as possible.  And just to make life even easier threw two 6's for a double phase!  In the first phase I couldn't do much with my command dice but did spend a further two CoC points to fire the 88, only needing a 5 on 2D6 now the tank was no longer moving; I rolled another 3!  Final Countdown = 2.

In my second phase my off-table '88' I finally hit the Char B1 inflicting a net 2 hits, for 2 shock and wounded commander.  The BTH test for the wounded commander dropped the British Force Morale down to 2 which triggered a 'J Rating' event - a withdrawal to a JOP.   As John had a 2" mortar near a JOP that fell back to the JOP; this seemed a very underwhelming result (see discussion of the 'J Rating' in the wrap up).

All of this was soon moot as the next team that fired killed one of the British senior leaders and their Force Morale collapsed to zero and they retreated from the field - GAME OVER.  


POST MORTEM

The key point to emerge over a cup of tea was that we had made no significant mistakes and now felt we were ready to tackle the Caesar's camp campaign in earnest and scheduled that for a fortnight hence.

Of the rule changes in v2 we felt they all added to the game and removed some 'super weapons' like the previous mechanics for mortar bombardments.   We especially liked the use of CoC points as well as CoC dice.

In terms of new rules, we are unconvinced about the Final Countdown and Ticking Clock as they have seemed irrelevant in our practise games with forces being defeated before the clock could bring the game to an end.  They seem a lot of mechanic for little effect, but maybe they'll prove themselves in future games.  

The J rating however seemed a waste of time as the player can choose which unit withdraws to a JOP and in our case this was just a 2" mortar team that were already close to one.  Why that team would withdraw when there many others units further forward and under fire seems counter-intuitive.  We also questioned whether a pinned section could be selected as the unit to withdraw in this way but decided that seemed wrong as it made 'J' event an ideal way to extract a unit from a bad situation, i.e. a benefit rather than a penalty for failing morale.  Anyway, if anyone knows whether we got this wrong do say in the comments.



Notes:

[1.]  The points costs were used as in the campaign guide which, preceding CoCv2, has slightly different point costs for some items.




CoC v2 - New Rules vs Old - Questions?

This was my first game using the new (2nd edition, or 'v2' for short) Chain of Command (CoC) Rules.  The table / scenario was covered in the previous post but for clarity the table is shown again here with the names used to describe various features.


The Set-Up

The Force Morale dice favoured me with a starting value of 10 while John was unlucky to only start on 9.

I felt the patrol phase went badly for me, with John (German) getting a jump of three moves before the phase started.  That, the large amount of cover, and the fact that defender jump-off points (JOPs) have to be at least 12" in from their base edge saw all three of mine constrained to being in and around the buildings; two of them looking quite exposed in the farmyard.


The German JOPs were well advanced and more handily placed, two either side of the road leading to / through the buildings and a third over on the German's righthand edge of the table - see composite image from the German viewpoint below.


This meant John's panzergrenadiers were going to start pretty close my JOPs and have a good head start on their right to get a team to my base edge.  This game would've been over pretty quick under the old rules, where exiting a team off the defender's base edge was all that was required to win a Probe scenario.  The new victory conditions for this scenario require the attackers to capture a JOP in addition to exiting a team off the enemy's table edge; there's also a turn limit to put the attacker under time pressure.

At this point I forgot (D'oh!) to place my barbed-wire entanglement (1pt.); my other support options being a Vickers MMG (3pt.s) and an additional 2" mortar team (2pts.s) for a total of 6 support points.  Unlike my last game, this time I treble checked my sums and so didn't end up deploying more than the allowed level of support.

John's chosen support options were: a tripod mounted MG42 (3pt.s); a mortar bombardment (4pt.s); a sniper (2pt.s); and, a Red Command Die (2pt.s), for a total of 13 support points.

The Game

John as the attacker took the first phase and immediately decided on a left-flanking and right-flanking approach to prevent me concentrating against a single line of attack.  To this end he brought on two sections: one from his far right JOP heading towards my unprotected left, and the other, plus a senior leader, from the orchard JOP moving towards the Compressor Building.  These can be seen, viewed from the British perspective, in the top left corner and middle right of the image below.


My Command Dice didn't allow me to bring on a section in response, although at this stage I wasn't sure I was ready to commit one.  I was able to deploy my lieutenant (senior leader) in the upper floor of the Derelict House with a 2" mortar team behind it.  The lieutenant immediately directed it to fire HE against the German section on their right flank but to no effect.  The Germans continued their advance on both flanks and this time I responded by deploying a section in the Compressor Building (but not yet in a position to fire out).  Also, I deployed my PIAT team in the ground floor of the Derelict Farmhouse (why I did this I can't think[1]), and a second 2" mortar behind the farmhouse.


The deploying 2" mortar immediately lobbed HE at the left flanking German section inflicting a point of shock (the photo also shows the appearance in the next German phase of the FO controlling their off-table mortar battery.


This was all looking rather threatening, but with a section in Compressor Building and my 'massed' 2" mortars I was feeling a little more secure.

That nice warm feeling was quickly shattered as the German FO (see previous photo) called in a mortar bombardment targeted against the Derelict Farm (the red Pin Marker being used to denote the aimpoint).  Even worse the bombardment came in on target and immediately fired for effect.  Luckily not a 'Devastating Bombardment' but bad enough, especially for my exposed mortar teams (4 dead and two shock), one being wiped out (British Force Morale dropped to 9).


Even the section in the Compressor Building (one dead and two shock) ...


... and the PIAT team in the Derelict Farmhouse[2] (one dead) were not safe!


Now I was starting to panic!  The only good news was that the Germans approaching the Compressor Building were caught 'Danger Close' and so needed to stop for the duration of the bombardment.

In my next phase, my senior leader rallied the shock off the surviving mortar crew and the section in the Compressor Building advanced up to the end of the building to be able to fire at the German left-flanking section[3].  As they couldn't all fit in the extension at the end they still suffered from the next bombardment phase (one dead and one shock); elsewhere the bombardment only managed to kill one 2" mortar crewman. 


Next in line to fire at the section in the Compressor House was the panzergrenadier section facing it[4].


This was all at close range, even for the Obergefreiter's MP40, but, thanks to the hard cover, it only inflicted five shock, which left them teetering on the brink of being pinned (8 figures with 8 shock).


At the same time the German left-flanking section continued to advance ...


... and a third section, followed by the second senior leader, deployed in the woods heading towards the farmyard.


If I was panicking before, I was bricking it now, which probably explains my forgetting to take photos for the next couple phases.  

In my phase the section in the Compressor Building fired back at the panzergrenadiers outside and, despite the large amount of shock, did inflict some damage as the Germans were in the open.  Realising this was not going to be enough I deployed my Vickers MMG team by the Compressor Building on the side away from the road (the photo is one taken from a later phase but is just as appropriate here).


This inflicted a lot of casualties on the panzergrenadiers, without photos I can't recall the numbers but wiped out one section causing German Force Morale to drop to 8.  

The next German phase was the final phase of their mortar bombardment which, apart from pinning the British section in the Compressor Building with a couple of shock, was curiously ineffective - a sign of things to come?  However, the left-flanking panzergrenadier section inflicted a hatful of shock on them and they broke (British Force Morale dropped to 8), a lucky low die roll seeing them stop just short of leaving the table.  

Also in this phase, the central German section in the woods advanced to the wall surrounding the farmyard, perilously close to my two JOPs (actually only one team made it to the wall the other being a few inches short.  

My next phase was a double phase; this was heaven sent!  With no '1's on the other Command Dice, I was unable to fire the Vickers MMG against the now depleted left-flanking panzergrenadiers.  But, more importantly, I needed to do something about the section threatening my JOPs in the farmyard and I still had a section in reserve.  But where could they usefully deploy?  Could I line the wall the Germans had just come up to?  Deploying so close to enemy troops did not seem something likely to be allowed in the rules, or so I thought, but we both searched long and hard and could find nothing prohibiting it![5]

So, that's what I did, deploying my last section, and my platoon sergeant (senior leader) to man the wall for some point-blank firing on the enemy[6].

John immediately used his available CoC die to interrupt and fire first - I was hoping he'd forget, but he didn't.  The shooting was at close range with one team at the wall firing at me in the open, and the other being further back having to afford me hard cover.  The resulting 16 fire dice was catastrophically bad, only resulting one shock on each team and one dead Bren gunner!  

In reply my sergeant ordered up a couple of grenades (both hit) before unleashing 13 fire dice at close range against a target in the open - it was pretty ugly with their junior leader going down stunned dropping German Force Morale to 6.  

The next phase gave me a CoC die to end the turn[7].  The section at the wall now finished the job, wiping out both teams (German Force Morale drops to 4 losing one Command Die and their Red Command Die!), and at this point I picked up the camera again.


The junior leader survived as he was stunned in the first phase's fire so escaped being a casualty in the second and then recovered as it was the end of a turn.  We have always played that leaders with no troops left under their command leave the table (removed).  Once again, we searched the rules but could find nothing covering this situation so played it that way anyway.

HELP!  If this is wrong, please correct us and point out where in the rules it says what does happen in this situation.

Also in this phase, I deployed another section in the Compressor Building vacated by my broken section, and the Vickers cut down even more of the Germans facing the Compressor Building but with a surprising lack of any shock.


In the next German phase, John decided his depleted section should double away from my Vickers MMG to get out of what was an increasingly one-sided fire-fight.  Unfortunately for him, their movement dice did not allow them to disappear into the depths of the orchard and safety.


Next was John's third attempt to deploy his 'hesitant' sniper, which again failed with no senior leader off-table to chivvy on the men.


In my phase I got my second CoC die which again had to be used to end the turn[8] and this time start the 'Final Countdown', which with John's Force Morale at only 4 it would only last four phases. 

With John pulling his forces back to reorganise for a second attempt I, believing the final countdown to be just that, relaxed and focused on rallying off any shock.  

John then, finally, deployed his sniper, missing my platoon sergeant but killing one of the riflemen in the farmyard ...


... and continued to advance his right-flanking section, shown here with some shock from my remaining 2" mortar that had replenished from a friendly JOP.


It was now, as the final countdown ended, that I found out it was anything but final, as the game continued!  I really should've read this bit of the rules more thoroughly.  So in my next phase, to provide more protection to my JOPs, I brought my section in the Compressor Building across the road to the farmyard.  Unfortunately, the Bren team didn't make it all the way across the road.

In John's next phase the depleted panzergrenadier section that had fallen back from the Compressor Building were now in position to fire down the length of the road and promptly wiped out my Bren team caught short crossing the road.  A lucky roll of '1' on the 'Bad Things Happen' table left my Force Morale unmoved and John's four Command Dice did not allow anything else of note in the phase.

My next phase saw me roll three '6's to end the game, a win for the plucky (or should that be lucky) Brits.

That all took longer than I had anticipated as we were doing a lot of rule checking, as in retrospect more had changed than I'd realised - I'm obviously not good at reading rules cold.


So, OLD vs New - what do I think!

I can't think of a single change that wasn't (IMO) a better representation of the action represented.  The mortar barrages and limits to British 2" mortar ammunition are much better.  

The contents list and index are much improved; the sequence is probably better laid out but being familiar with the old set did see us looking in the wrong place a few times.

Storm of Steel for the weapons we used worked well, although I hate the name and have concerns (untested) about it being used for any small arms.

The deployment of heavy support weapons coming with entrenchments seems much better as these would be unlikely to deploy out in the open.

The changes to the Force Morale tables, such that different units lose Command Dice at different levels didn't seem to offer much in our game, but maybe in other games, who knows?  That said, my peg-boards tracking Force Morale, CoC and Command Dice, now need to be redesigned and re-made.  The same goes for my platoon orbat trays as both the British and German standard infantry platoons have changed - still it's better than re-basing figures.

The use of CoC points as well as CoC dice is useful giving more ability to react in an emergency and varying the cost of these actions is an improvement.  

Overall, on one play through, I think the changes are an improvement, but we've decided we need at least another game before diving into our next campaign.


What do you, if a CoC-player, think?




Notes:

[1.]  The only utility I can imagine I saw in this was being able to use it to fire at any Germans taking cover behind the wall around the farmyard as the lieutenant was in the building and could direct them to do so.

[2.]  As mentioned in previous AARs I don't put figures in my building (no removable roofs) but place them off-table on card floor-plans the same size as the buildings.

[3.]  Being in what, we agreed, was a substantial building of two or more stories, the section in the Compressor Building was not pinned by the bombardment.  Also, while the extension at the end nearest the Germans was only single-storey it was out of the bombardment zone and troops getting there could fire out and be fired at.

[4.]  My barbed wire (1 support point) can be seen just peeping in the right-hand side of the photo.  As I forgot to place it at the right time we put it somewhere out of the way - and this fleeting glimpse is its only contribution to the game.

[5.]  I have since found the rule that allows you to deploy into close combat (section 9.1.2).

[6.]   The wall, as a medium obstacle, allows the active player to choose whether or not to enter close combat if within 4".

[7.]  In accordance with the Probe scenario rules, any CoC die gained by the defender must be used to end a turn.  After the second turn is ended in this way the game starts to draw to a close placing the attackers under time pressure as the next end of turn will end the game.

[8.]  My broken section didn't leave the table recovering to pinned status as I had rallied off some shock since they broke.
 

Ready for my CoC v2 Debut

Before embarking on our next Chain of Command campaign, John and I need a few familiarisation games with the new, improved, second edition of the rules, or CoC2 for short.  

Today I set out my table based on the 'Probe' game scenario from the TooFatLardies' Kampfgruppe von Luck 'Pint-Sized' Campaign (pdf) - see the map below.  



My best attempt to replicate this is shown below, viewed from the German's side of the table.

In the campaign description the road from the Y-junction up to the farm is a sunken road.  As I couldn't easily recreate that I opted for high banked bocage hedge either side of the road which will both provide good cover and obstruct movement (especially vehicle movement).

As could probably be inferred from the map, the scenario sees a German Panzergrenadier platoon, from 21st Panzer, attacking a British Airborne platoon just after D-Day (D+1).  As I don't have any airborne troops I'm using a regular British platoon in its place, and giving them an extra 2 support points to compensate for their lower platoon force rating.  This gives the British 6 support points against the German's rather scary 13 points given they only need to get a team to the British baseline to win the game.  However, if the game is over pretty quick it will give us a chance to re-set and play again, as after all the name of the game is practise.

The game is in a couple of days' time but the AAR will be along eventually.

CoC Anti-Tank Trainer - Game 2

This game was repeat of that in the last post, but John and I swapped sides.  The battlefield was left as it was in the last game including the JOPs and deployed defences: a minefield and an entrenchment.  



John, as the British, had the same three tanks as I used in the last game.  I as the defending Germans opted for something a little different for my 5 support points.  Unfortunately, as I write this up, I now realise I spent far more than 5 support points!  As well as an additional Panzerschreck team, I had a 7.5cm IG.18 infantry gun with five crew and junior leader plus an entrenchment to deploy it in.  All this totals 7 support points and this cheat goes a very long way to explain why I managed to 'win' the game, and why the result is very much a moral victory for John.

Oh, the shame of it!

Anyway, for what it's worth here's an abbreviated account of how this played out.

John got off to a great start, rolling enough of 6's to give him three consecutive phases!  First, he occupied both floors of the Derelict Farmhouse with a section, ...



... then deployed his 2" mortar team in the farmyard and put another section in the wood next to the Derelict Farm; all this being overseen by his platoon sergeant (senior leader).



Then, with smoke for cover, he brought on both Shermans, one down each road as I had done in the previous game, although this time not led by the Stuart.  One towards Station Row Cottages ... 


... and the other on the road running past the Derelict Farm.



After all this, I got my first phase of the game and a good command roll allowed me to deploy both Panzerschreck teams to take on the Shermans.  One missed and the other only succeeded in rendering a bow machinegun inoperable.  They immediately suffered from some return, overwatch, fire; the team in the entrenchment losing a man and taking a point of shock.



Also deployed in this phase were two sections in the churchyard ...  


... who promptly flayed the British section that had advanced to the edge of the wood; almost all the losses and shock fell on the unfortunate Bren team who were wiped out[1].


The British then withdrew their depleted section further back into the wood to escape the hail of fire coming from the churchyard.  In return, the British tanks managed to wipe out the weakened Panzerschreck team and inflict some shock on the remaining team.

The next phase for the Germans was a double phase, and in the first of these the remaining Panzerschreck team again fired at the Sherman by the Derelict farm, and this time they made no mistake and the tank was hit and blew up.


In the following consecutive phase, the Panzerschreck team fired their last round at the remaining Sherman but missed.  Also, around this time, the Panzergrenadier sections in the churchyard, their job down against the infantry in the wood, retired back round either side of the church so as not to provide a target for the remaining Sherman.




With the Germans having all fallen back to escape H.E. fire from the Sherman there were no targets available to the British.  This included the surviving Panzerschreck team, still both alive but carrying two shock, who withdrew to the JOP behind the church to replenish their ammunition only to find there was none available.  

So, over the next few phases the British started to advance their infantry to provide close support for their remaining Sherman, and brought on the Stuart in support.  



All this time, the Germans stayed in cover behind the buildings while the British approached closer and closer as shown below (not seen is the PIAT team also moving up in the road alongside the Derelict Farmhouse).


Then, fate delivered the Germans another double phase and end of turn.  In the first phase some of the Panzergrenadiers behind the church started to move back into their firing positions and the last, off-table, Panzergrenadier section deployed by the Station Row Cottages.  The British spent their only CoC dice (these were as rare as hen's teeth in both games) to interrupt and open fire with the section behind the hedge but to little effect.  In return the Panzergrenadiers annihilated what was left of the section accompanying the Sherman (this was the much-weakened section that had been in the wood earlier)

Then in the following phase, after the British smoke was removed, two Panzergrenadier sections were able to fire, one wiping out the PIAT advancing down the road (this was an attempt to bring down the British Force Morale which was already getting shaky), and the other firing at close range on the British section advancing along the hedge who had lost their Tactical Movement marker at the end of the turn.

To make the most of the close-range target I used my only CoC die of the game at the earliest opportunity to interrupt John's phase and again fire at section behind the hedge.  This fire reduced them half-strength and pinned. 



This left the British with not much that could shoot back apart from their tanks who inflicted some losses and shock on both German sections.



The next German phase delivered the much awaited '1' on a command die allowing them to bring on their final support asset, a 7.5cm IG.18 in an entrenchment.


This gun, which should never have appeared (I didn't have enough support points to pay for it!!!), was able to deploy in a position where it could engage the British tanks in flank. 


Having only a limited armour penetration capability it selected the Stuart as its target and, needing a score of 4+, managed to score 3 hits from 4 dice.  As if that wasn't bad enough the Stuart then failed to get a single save from its 4 dice and promptly blew up.



At this point, as we were both keen to get down the pub, and the British Force Morale in response to the loss of the Stuart had sunk to 3, John conceded. 



Needless to say, there was a bit of a post-mortem down the pub, but as the game was spoilt by my use of excess support, the validity of the following 'lessons'(?) could be called into question.  

1). In both games the effectiveness of the German Panzerschreck was a serious threat to any armour.  Having infantry in close support can make them vulnerable so better options would be to either lay on a mortar barrage to suppress a large area or make sure you have a CoC die in hand so you can interrupt the Panzerschreck and either shoot it first or move the tank to safety.

2). If deploying infantry anti-tank weapons to attack the armour or other troops to attack any accompanying infantry it is best done with as much firepower as you can bring to bear i.e., if one team / section is good, two is better.  Also, once this has achieved the desired effect move them to safety, and in this respect behind buildings is better than in them when there are H.E. firing tanks around.




Notes:

[1.]  We pretty much always forget to divide the hits between the teams before rolling to find the effect - what we do in this circumstance is dice to see which teams suffer the effects (shock and kills).   This can, as in this case, lead to some extremely unbalanced distributions.  Clearly, we must do better in future - hopefully the imminent second edition will be the catalyst to get us to apply the rules more accurately.