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 Caesar's Camp. Show all posts
Showing posts with label Caesar's Camp. Show all posts

For the Last Time

Capturing Caesar's Camp, 3rd June 1940 - a pint-sized campaign 

This is the seventh game, not counting the counter-attack at Villers, and thus the last game in this campaign.

Scenario 4 - 'La Ferme de Caubert'

As this is the fourth time we've fought this scenario, other than a quick photo reminder of the table (below), I shan't describe the set up but get straight into pre-game activity.


You may spot this photo as being from the last AAR on this scenario, because ...

... it seems my last post, 'HizHut[1] Admits the 21st Century', was a little premature, and I haven't mastered my new mobile phone yet.  It didn't occur to me that the phone camera only had an optical zoom.  So, during the game I was using the zoom to save moving around the table and increase the depth of field.  The net result is that many of my photos turned out to be very low resolution, see the photo below of (spoiler alert) the sniper that John deployed in Phase 5.


So, with the apologies for the poor-quality images out of the way, it's on to pre-game business.

First up, John had to reorganise the remnants of his core infantry platoon that was down to 2 senior leaders, 3 inferior junior leaders (all recently promoted as replacements) and 9 men.  Two of the junior leaders had served in the previous action and thus needed to test to see if their men now accepted them, which would mean them ceasing to be inferior.  A d6 roll of 3+ was all that was required, but ...


So, with no fully effective junior leaders, John chose to man his 2" mortar, and put the remaining 7 riflemen in one team, both under a junior leader; leaving one junior leader unemployed and unused.

Then we chose our support options.  With 12pt.s, I went for: an leIG.18 7.5cm infantry gun with 5 crew and a junior leader (4pt.s); an MG34 MMG with 5 crew (3pt.s); a sniper (2pt.s); and Adjutant (1pt.); and, two entrenchments for a team (1pt. each).  I also had two emplacements still in place from the previous game, but they were to the west of the farm so didn't feature in this game.  I was also entitled to another free entrenchment for continuing to defend the same scenario, but I forgot and went without, not that it would've changed anything.

John's Brits, with 22pt.s, selected: 1x mortar bombardment (5pt.s); 2x infantry sections (4pt.s each); 2x Bren Carriers with a 2-man Bren team and junior leader (3pt.s each); 1x sniper (2pt.s); and, 1x Adjutant (1pt.).

The rolls for Force Morale (FM) saw the Brits start with an FM of 10 to the German's 9.  The Brits also rolled for starting CoC points, and received 2.

The Patrol Phase

I placed my patrol markers as before in front of the farm that I had to defend.


John surprised me by starting all his patrol markers, in two stacks of two, towards my right (western) flank.


The Brits d6 roll, as per the scenario, gave them 3 free moves to start with, and with the higher force morale they also started the patrol phase proper.  When we'd finished, with all patrol markers locked down, it looked like this.


Which gave us the jump-off points (3 each) shown below.


The three British JOPs are visible in the above, and John's hand can be seen placing his vehicle entry point.  Also visible at the bottom of the photo is one of my JOPs that I had no choice but to place in a fairly exposed position; the other two being in the farmyard (out of shot to the left of the photo). 

It seemed John had decided attacking the farm from the west offered the best chance of success.  With the existing entrenchments all being the other side of the farm and the La Haye Barn having no apertures facing west it made a lot of sense.  Unfortunately, it was also on that side that I had been forced to place a JOP in a fairly exposed position.

The Game

The Brits, as the attacker, took the first phase.  The description of each phase is headed by: the phase number, the nationality of the active side[2] and the command dice scores in parentheses.

1BR(3,4,4,5,6): and the British started the action, depoying support section No.2 in the thicket by the road.

2GE(1,2,3,4,5): a useful CoC point but IMO too early to respond.

3BR(2,3,3,4,5): No.2 section doubled forward, a disappointing 4"(!), along the hedge, after which their junior leader removed one of the points of shock taken for moving at the double, albeit I can't see the remaining shock marker in the photo.


This was followed by the deployment of a Bren Gun carrier from the vehicle entry point back on the British (southern) table-edge.


4GE(1,2,3,5,6): again I chose not to react.

5BR(1,1,1,2,2): combining a '1' and a '2', No.2 section's junior leader ordered them to advance (normal move) and removed the last of the shock from their previous move at the double.  John then deployed a sniper in one of the thickets (the poor resolution photo at the start of this post) and the Bren Carrier also advanced alongside the road - all three units are visible in the photo below.


6GE(1,3,5,5,6): judging it was time to act, I deployed my leIG.18 7.5cm gun in an entrenchment and opened fire on No.2 section; to no effect.  Not a great start, but early days.


7BR(2,2,2,5,6): No.2 section's Bren team engaged the leIG.18 also without effect thanks to their entrenched position.  Then the No.1 section, the 7 riflemen and an inferior junior leader from the core platoon, deployed behind a hedge (towards the top of the photo below) ...


... and immediately put down suppressing fire on my gun.


8GE(1,2,2,3,4): the leIG.18 switched its fire to the Bren Carrier but just missed, with what would've been a hit but for the incoming suppressive fire.  It was clearly time to deploy more troops to prevent my gun from being overwhelmed.  First, a sniper deployed in the Small Barn and shot at No.1 section killing a rifleman.  He was joined in the Small Barn by the German II section who also targeted the No.1 section.  The Brits hit the dirt, but II section, who always seem to shoot well in this campaign, still managed to kill two riflemen and inflict a point of shock.


The hedges along this track have always seemed to attract the British infantry in these games and every time they have paid a heavy price for being there. 

Then, rather foolishly I deployed a senior leader in the Small Barn - I should've deployed him at the same time as II section and he could've used his initiatives to improve their fire - not that there was much room for improvement.

9BR(2,3,6,6,6): the first double-phase in the game, and also an end-of-turn!  The Brit's carrier advanced and fired at the leIG.18, inflicting a point of shock.  No.2 section's Bren team also fired at the gun but without effect.  The turn then ended, but there were no consequences this early in the game.


10
BR(1,2,2,4,6): and a British Forward Observer (FO) was deployed heralding the arrival of a mortar bombardment.  The sighting round landed on target and the bombardment commenced with immediate effect, but only inflicted a single point of shock on the leIG.18.  All the other teams, now pinned inside the Small Barn, escaped unscathed.  


While this was happening the Brits deployed another full infantry section (No.3) by the carrier at the junction of the track with the road (see photo above).

11GEÌ(1,2,3,3,5): with everything pinned down by the mortar bombardment, I deployed my entrenched MG34 MMG team in front of the La Haye Barn to keep applying pressure on the British No.1 section.  It just managed to inflict a point of shock on them.  The only other action was by the leIG.18's junior leader who removed the shock from the mortar bombardment. 

12BR(1,2,3,4,5): the '1' had to be used to maintain the bombardment, which failed to inflict any harm on the well-protected Germans.  The Brits then advanced No.2 section along the hedge, but it only managed to go 2" leaving it rather exposed crossing a gap.


Then, they deployed a senior leader by the thicket behind No.2 section ...

... and a second carrier from the vehicle entry point ...


... which put suppressive fire down on the recently deployed MG34 MMG.


All this can be seen in the overview photo below, bar the newly deployed carrier which is just off the top of the image.


13GE(1,1,3,6,6): a double-phase, but with the bombardment pinning down all but my MMG there didn't seem much I could do with it.  Nonetheless, the MMG, despite being suppressed, managed another point of shock on the beleaguered No.1 section.

14GE(2,3,4,6,6): another double-phase!  Nice, but frustrating while still under mortar bombardment.  With the MG34 MMG no longer suppressed, I deployed a senior leader with them so they could fire and benefit from the 'Maschinengewehr' national characteristic.  And this time they killed a rifleman as well inflicting a point shock on No.1 section.


15GE(1,2,4,4,4): the senior leader directing the MMG managed a repeat performance, killing another rifleman in No.1 section, which with the further point of shock, pinned them.


16BR(3,4,5,5,6): without a '1', the Brits had to spend a CoC point to bring down the third and final round of the mortar bombardment.  This final round was the most effective yet, inflicting a point of shock on II section's Rifle team in the Small Barn and killing two of the leIG.18 gunners.

Also, taking advantge of the fact that the Germans under the barrage would still be pinned in their next phase, the newly arrived carrier drove flat out towards the German MMG.  At the same time the Brit's senior leader directed No.3 section to suppress the MMG, and No.2 section to advance further along hedgerow.  All this can be seen below, including the carrier which having advanced flat out now just appears at the top of the photo.


17GE(1,1,2,3,6): while the bombardment had finished, the effects, in terms of troops being pinned, linger on until the end of this phase.  Thus, most of my troops were still unable to do anything.  As a result, all I managed was to remove the shock from my leIG.18 and, with the MMG, to put another point of shock on No.1 section in an attempt to break it.  So not much change, other than the removal of the barrage at the end of the phase. 


18BR(1,2,2,5,6): and the rapidly advancing carrier continued speeding towards the MG34 MMG with the intent of overrunning it.  To stop this, I spent my only CoC die to spring an ambush with the rifle team from the, as yet, undeployed III section.


The team successfully posted a grenade into the carrier which killed two and inflicted a point of shock, but no 'vehicle shock'.  The British junior leader survived but the gunner and driver were killed (we assumed the leader would neither be drive nor manning the Bren).  What happened next was subject to quite a bit of discussion and rule searching.  In the end we decided the vehicle would stop, as continuing without a driver seemed wrong.  Also, we agreed that the leader could spend two initiatives to extract the driver and take his place.  We were unsure about this and will be posting this as a question on the Chain of Command forum.

Anyway, with only the junior leader surviving, John took a Bad Things Happen Test for his team being wiped out, but British Force Morale remained a resolute 10.

The British No.3 section again suppressed the MMG, that the carrier had been trying to overrun.  No.2 section also fired at the MMG, but despite getting ten hits only managed to kill a single gunner.  That ended the phase and the German ambush team withdrew (mandatory as they were part of an undeployed section).  This left the table looking like this (NB: the ambushed carrier is almost completely obscured by a tree).


19GE(1,1,2,3,6): taking stock of what John had deployed, it was clear that all but one point of his support was now on the table.  With no more surprises in teh offing, I deployed III section in and around the farm - the LMG (MG08) team behind the wall and the rifle team entrenched in front of the La Haye Barn.  

This was a risk as it created a large bunched target (easier to hit), but I reckoned everyone being in hard cover made it an acceptable risk.  II and III sections immediately rewarded me by inflicting 2 kills and 5 shock on the British No.3 section. 

20BR(1,3,4,6,6): was this double-phase going to allow the British to unpick my hard-won edge?  First, the junior leader in the ambushed carrier removed the body of the driver and took the wheel.  

Then, the platoon's 2" mortar deployed and immediately dropped a smoke round directly in front of the leIG.18 completely blocking its line of sight (LOS) to any target.  Finally, the platoon's second senior leader deployed to remove three of the shock from No.3 section (two shock remaining).  The next photo shows the situation with the 2" mortar and junior leader at the bottom near the JOP, and the senior leader in the road near No.3 section.


21
BR(3,3,5,5,6): the junior leader with the 2" mortar directed them to lay more smoke, successfully blocking the line of sight for the occupants of the Small Barn.  And, with the other '3', the junior leader in the carrier avenged his team by overrunning the MG34 MMG (the loss of the MMG team caused German Force Morale to drop from 9 to 7).


22
GE(1,2,2,3,5): the German sniper in the Small Barn (able to use a LOS from anywhere within 3" of his position) fired at No.1 section and inflicted 2 shock (shock from sniping is doubled) which saw them break and rout.  

John spent a CoC die to avoid the test for this so British Force Morale remained unmoved at 10.

The German II section then fired, with the added assistance of its junior leader directing Maschinengewehr, all against No.3 section.  This saw the death of a Bren gunner, a rifleman, and another 2 points of shock.


Then after ending my phase and taking photos while John rolled his command dice, I realised I had completely overlooked the rogue carrier overrunning my positions in front of the La Haye Barn! 

23BR(3,3,4,5,6): the recently arrived senior leader continued his task of removing shock from No.3 section, but with one of his initiatives he ordered the 2" mortar to lay some more smoke.  This final smoke round blotted out the LOS of III section's rifle team entrenched in front of the La Haye Barn by the overrun MMG position.


Then, for the first time in this campaign, we had a close assault, as No.2 section burst through the smoke to put the leIG.18's crew to the bayonet.


The action wasn't very bloody, the entrenchment greatly reducing the attackers' lethality, but the crew fled and German Force Morale fell still further from 7 to 6.  No.2 section, who took no losses from fight, quickly consolidated on the position, occupying the abandoned entrenchment with their rifle team.


The final action of this phase saw the first carrier i.e., not the one that had overrun the MMG, advance 10" alongside the road and turn in towards the farm.


At this point, we realised we'd forgotten the rule about British smoke, that individual smoke rounds within 6" of each other link up to form a continuous screen.  The smoke was suitably amended as shown below.


24GE(3,3,4,5,6): I was starting to feel the pressure at this point, although surprised that John had not tried to overrun III section's rifle team in front of the La Haye Barn.  Later when asked, John said he'd thought the chances of infantry evading the overrun were much better than for a crewed weapon so opted to bring up other units instead.  Anyway, this offered me an opportunity for some pay back, and III section's junior leader moved his men up to the carrier and directed them to post another grenade inside.  

This finished off the junior leader inside who surely deserved a posthumous gallantry award for his efforts.  However, his sacrifice upset the troops, and British Force Morale dropped from 10 to 8.

Next, II section's leader ordered them out of the Small Barn and into the farmyard.  The MG34 team managed to exit the building, but the rifle team who had to descend to the ground floor remained inside.  

The junior leader then ordered one of the MG team to throw a grenade at the No.2 section riflemen in the gun entrenchment.  The grenade landed on target, killing one and inflicting a point of shock.  The nearby senior leader then instructed them to throw their last two grenades.  One fell short but the other killed another rifleman.


II section braced itself for the inevitable reply.

25BR(1,2,4,4,4): the two British senior leaders took two of the '4's.  The first, to remove 2 points of shock from No.3 section and get them to double towards the farm ...

... and the second to direct the 2" mortar to the nearby JOP to obtain some more smoke rounds after having exhausted their initial supply.  

Unfortunately for the latter, there was no 2" mortar ammunition to be found.

Then, combining the '1' and the '2', No.2 section's junior leader directed them to throw two grenades at the German II section in the farmyard.  The first grenade was fumbled (on a double-one) killing two of his own men who also suffered a point of shock.  The second grenade successfully sailed over the wall into the farmyard but only inflicted two points of shock on their opponents.  

Once again it seemed the dice were determined to thwart John at every turn.

26GE(1,2,3,4,6): the sniper now switched his attention to the British No.2 section (again courtesy of being able to trace a LOS from anywhere within 3") but this time without effect.  II section's junior leader directed his MG34 team inflicting 2 shock on No.2 section's rifle team.  At the same time, the senior leader in the farmyard ordered the rest of II section out of the Small Barn to form up by the entrance and removed two points of shock.  Meanwhile III section seized on the opportunity afforded by the smoke to withdraw back inside the farmyard.

27BR(1,2,4,5,5): No.2 section's junior leader decided to pull his men back from entrenchment behind the smoke screen and onto the German JOP to capture it. 

This would make an end of turn a double-edged sword as while it would remove the smoke blocking fire and the routing No.1 section, I would also lose my JOP.

Elsewhere, No.3 section was doubled forward (11") by the senior leader with them who also removed the resulting shock.

28GE(1,4,4,5,5): gave me a CoC die to play with.  That, and the '4's allowed my senior leader to launch II section in a counter-attack against their opposite number (No.2 section) to retake the JOP.  A second Close Combat, but this time one with a very one-sided result, the Germans inflicting 6 hits for only 1 in return.  The British Bren team was wiped out causing their Force Morale to drop from 8 to 7, and the 11 shock broke the section with the resulting rout sending British Force Morale tumbling still further from 7 to 6.

At this point I declared I would be ending the turn with my CoC dice and thus the routing No.1 and No.2 sections would be removed along with the smoke.  With two junior leaders leaving the table British Force Morale spiralled down from 6 to 4 to 3, leaving them with only three command dice.

At this point John basically left with only one section and a carrier against my full platoon so conceded the game and the campaign.

I only have one photo of the situation at this point.  I put this forgetfulness down to the excitement of the final phase, together with John conceding and the realisation that he had little time left to pack up and get home.

The Butcher's Bill

As the final game in the campaign this is largely academic.  But again, all the German casualties were among the support teams, with both the MG34 MMG and leIG.18 teams being lost in their entirety.

The British lost a carrier and its LMG team, plus 5 men from the core platoon and 6 from the support sections.  Strangely, none of John's infantry leaders were wounded or killed, something which had been happening with monotonous regularity in previous games.

Post Mortem

I think it's all been said before, but John's ability to throw the most atrocious dice is little short of unbelievable.

More importantly, the principal observation was that this was a thoroughly enjoyable set of games and, after a short break, another campaign is very much on the cards.


Notes:

[1.]  Although the 'Cabinette' in the blog name refers to my cabin, I've sort of named it 'HizHut', but I'm not going to change the blog name now.

[2.]  BR = British, GE = German.

'La Ferme de Caubert' - Will it be Third Time Lucky?

Capturing Caesar's Camp, 3rd June 1940 - a pint-sized campaign 

This is the third attempt by the British to capture the farm, and their platoon is now badly understrength, consisting of: 

  • 2x Senior Leaders.
  • 3x Junior Leaders (two being promoted from the ranks as inferior jnr-ldrs).
    • [with just one command initiative and a 3" command radius]
  • 16x Riflemen to man the Bren guns and 2" mortar, or serve as riflemen.

However, as the British gain two additional support point for every repeat attempt to win this scenario, they now have 20 points of support available.

My German platoon is still at full strength and has 12 support points but gains 2 free defences, one for each attack beaten off.

Scenario 4 - 'La Ferme de Caubert'

Not much new I can say about this one - see scenario map below (North is at the top of the Map).

The terrain lay-down has been altered slightly from the previous two games as the line of trees (outlined in yellow above) is now an open line of trees that doesn't affect visibility or provide any cover.  Previously we had mistakenly read this on the map as a thick hedge blocking line of sight (LOS) and providing hard cover.  This will only make things harder for the Brits.  The resulting table-top terrain, pretty close to what we used before, looked like this.

Another mistake we corrected this time, was to select our support options before the Patrol Phase.  Previously I had been following the scenario description which always describes the patrol phase before detailing how much support each side gets.

With my 12 points, I selected two 7.5cm light Infantry Guns (leIG.18) at 4pt.s each, a flamethrower team (3pt.s) and an extra entrenchment (1pt.), plus entrenchments as my two free defences.

John, unknown to me, spent his 20 points on: two infantry sections (4pt.s each); a Vickers MMG (4pt.s)a Bren carrier and LMG team (3pt.s); a Sniper team (2pt.s)a 2" Mortar Team (2pt.s); and, an Adjutant (1pt.)

The rolls for Force Morale (FM) saw my Germans roll well, a '6', to start on 11, and the Brits did nearly as well rolling a '4' for a Force Morale of 10.

The Patrol Phase

The Germans, with the higher force morale start the patrol phase proper, but the Brits get D6 free moves before the start.  They rolled a '6', which enabled them to lock down two of my patrol markers before I had a chance to move.  The resulting locked down position of the patrol markers can be seen below (The two German markers, side-by-side just ahead of the farm being those that never moved).


This saw me pretty much penned in to the farm complex, although I managed to place one jump-off point (JOP) to the east (left) of the farm see below (the one on the roof of La Haye Barn is actually inside the barn).


The three British JOPs can be seen half-way down the eastern edge (top-left), at the south-east corner (far corner) and behind a thicket near their table-edge.  Also marked with a red arrow is the British vehicle entry point, although, spoiler alert, this didn't feature in the game.

The Game[1]

The British as the attackers, start with 3 Chain of Command (CoC) points and take the first phase, but nothing happened for the first seven phases!

1-B(23356): no activations or deployments.
2-G(11346): ditto.
3-B(12455): the Brits gain a full Coc die.
4-G(11456): no activations or deployments.
5-B(33344): ditto.
6-G(12566): a double-phase but no activations or deployments.
7-G(11345): no activations or deployments.

By now I was really puzzling what this inactivity by the attacking Brits foretold - did they have some fiendish plan?  Surely they didn't expect me to deploy first?

8-B(11246): at last the British started the ball rolling by deploying a senior leader (snr-ldr) and an entrenched Vickers MMG ...

... which immediately laid down suppressing fire on the hedge running south from the Big Barn.


This was new, we had hardly ever, if at all, used suppressive fire in our previous games.  John was clearly trying a different approach.

9-G(22334): I felt it was a bit early to respond so I decided to wait and see what the Brits would do next.

10-B(45566): a double-phase!  Was I going to pay for my inactivity?  Well not this phase as with only a '4' that was actionable the Vickers was directed to refresh the suppressive fire[2].

11-B(22234): the Vickers MMG again re-laid the suppressive fire.  But this time John also deployed one of his support infantry sections (no.3) from the JOP behind the thicket, adopting a Tactical stance for protection.


12-G(11256): not wanting to let John set up too many mutually supporting units before I acted, I deployed an entrenched 7.5cm leIG.18 gun (henceforth IG#1) in the hedgerow and opened fire on the Vickers MMG.  It only inflicted 1 point of shock thanks to its entrenchment (hard cover) albeit h.e. reduces cover by one level.  Oh well, early days.


The entrenchment is actually embedded within the hedge and capable of firing through and along it.

13-B(25666): a double-phase and end-of-turn (EoT)!  But with no smoke or pinned or broken units, this had little effect other than removing the Tactical marker from no.3 section.  With only a '2' to activate on, the Brits deployed the only full section (no.1) from their core platoon between the Vickers and the hedge.


14-B(23336): the newly arrived no.1 section cautiously (tactically) advanced along the hedge towards the farm.


Then no.3 section advanced from the thicket to the hedge facing the Big Barn.

An overview of this two-pronged advance is shown below.


15-G(24556): which gave me my first CoC die.  With the '4' I deployed a senior leader into the Big Barn to bolster the IG#1 and direct it to fire at the MMG, inflicting another point of shock.


16-B(23456): the senior leader activated and removed both shock from the Vickers and directed it to lay down suppressive fire against IG#1.  At the same time no.1 section advanced along the hedge and threw a grenade at IG#1, it fell short (the rather awkward angle of the photo is down to me me leaning across to take the picture).


No.3 section then fell-back (tactically) from the hedge facing the Big Barn, no doubt fearing the imminent appearance of something nasty therein.  No photo I'm afraid as the game now entered a photo blackout for several phases - and I had been doing so well up to now.

17-G(24556): the German III section deployed into the first floor of the Farmhouse and together with IG#1, both targeted no.1 section behind the hedge.  The net result 2 shock, one each on the Bren and Rifle teams.

18-B(22446): the British senior leader removed both shock from no.1 section and directed the Vickers to continue suppressing IG#1.  Strangely that was all they did in this phase.

19-G(11366): a double-phase, and in this phase, a repeat of phase 17, with III section and IG#1 targeting no.1 section inflicting 1 kill and 2 shock (all on the Rifle team).

20-G(12345): and more of the same against no.1 section for 2 shock (one on each team).

21-B(33456): the senior leader removed a point of shock from no.1 section (mistake? - see phase 25) and directed the Vickers to suppress III section who were firing from the Farmhouse.  No.1 section's junior leader removed another point of shock and directed his men to throw a smoke grenade towards IG#1.  This landed successfully meaning IG#1 would now fire on -1 for firing through the smoke (smoke from grenades impede firing but do not block LOS).

22-G(2444'5/6'[3]): IG#1 and III section again inflicted 1 shock on each team within no.1 section.  Now they were suitably softened up, I spent a CoC die and sprang an ambush against no.1 section with my flamethrower team - which reminded me to start taking photos again!


The effects were devastating; two men killed and 10 points of shock which left the section pinned (8 figures with 14 points of shock). 


The ambush team withdrew unhindered at the end of the phase.

23-B(23456): the senior leader removed 2 shock from no.1 section (mistake? - see phase 25) and kept the Vickers supressing the German III section in the Farmhouse.  

No.1 section's junior leader also removed 2 shock from his men.

Was my masterstroke going to be for nothing?

24-G(34556): III section pulled off some impressive shooting dice in this phase managing, despite the suppressive fire and the hard cover, to stun their junior leader, kill a rifleman and inflict 1 shock on the Rifle team.  The Bad Things happen test for the stunned leader saw British Force morale drop from 10 to 9.

Now wishing I hadn't withdrawn the flamethrower team I spent another CoC die to repeat their ambush of no.1 section.  This time they only killed one man, wiping out the Bren team and inflicting 8 points of shock.  The British morale survived unscathed from the loss of the Bren team and as they were carrying a lot of shock the remaining 6 men just missed breaking (6 figures with 10 shock).  


The observant reader will no doubt spot another mistake here, as the 6 figures in question include the stunned junior leader (stunned leaders are not counted for sharing shock) so the section should have broken.

This time I decided to leave the flamethrower team on the table.

25-B(22456): the first thing that happened was the senior leader removing 2 shock from no.1 section.  It was only now that we realised he was not 'attached' (within 4") to the section and thus couldn't, and shouldn't have, rallied off any shock from them.  So, while he limited himself to keeping III section in the Farmhouse suppressed by the Vickers, a second senior leader deployed close enough to no.1 section to remove 3 shock.  Then John spent a CoC die to spring his own ambush with a Bren team and junior leader[4] appearing alongside the recently arrived senior leader.  

They naturally fired at the flamethrower team, but their firing proved completely ineffective; they also departed at the end of the phase.

26-G(22356): the senior leader left the Big Barn to get within command range of the flamethrower team and directed them to fire the last of their fuel at no.1 section - see photo (the smoke is from the smoke grenade thrown by no.1 section in phase 21).


Unfortunately the flamethrower seemed to suffering from the law of diminishing returns, only inflicting 6 points of shock which was not enough [sic] to break no.1 section.  


To try and tip them over the edge, III section also fired at no.1 section but without effect.

27-B(34556): the senior leader now took another 3 points of shock off no.1 section and the second support infantry (no.2) deployed.


The Bren team from no.2 section, bottom left of the above photo, had a LOS to the flamethrower team and promptly opened fire.  They killed one man and inflicted 2 points of shock, just failing to pin them.


28-G(22445): my senior leader instructed the flamethrower team to move to the JOP away from enemy fire and hopefully to resupply; they just made it.  On reaching the JOP a D6 was rolled and they successfully replaced the empty tanks with full ones for another three bursts of flame. 


Elsewhere, IG#1 fired at section no.2 without effect, and III section managed to inflict a point of shock on no.1 section.

29-B(33366): both support sections, no.s 2 and 3, advanced tactically, up to the hedges near them.  In the photo below, no.3 section is front and centre, while no.2 section is at the top right behind the pinned no.1 section.


30-B(11156): and finally the British got a '1' allowing them to deploy a 2" mortar team from their forward JOP to immediately deploy smoke to block the fire from III section in the Farmhouse.


Also deploying in this phase was a sniper in a thicket from which he engaged IG#1 and killing one of the gunners.


The smoke blocking III section in the farmhouse and the dead IG#1 gunner can be seen in the wider area photo below.


But John wasn't finished yet, spending another CoC die to repeat his Bren team ambush, this time deploying it the same side of the hedge as its target, the flamethrower team.  


Despite the change of position, and for some reason leaving the junior leader behind in the dressing room, the result was the same as the previous ambush - a complete waste of ammunition!  At the end of the phase they retired suitably embarrassed.

31-G(14566): I started my double-phase by activating my senior leader to move towards the flamethrower team to take them under command.  But, before I could move him, John once again used a CoC for a third 'ambush' by the Bren team, this time with their junior leader.  


For them it was case of third time's the charm as they killed one and inflicted 3 points of shock.


This was enough for the sole surviving member of the flamethrower team to rout back into the farm.


This rout caused the German Force Morale to drop from 11 to 10.  The senior leader, stopped in his tracks now the team he was going to sort out were no longer there, used his remaining initiative to order IG#1 to fire at the survivors of the British no.1 section.

This enforced change of intent turned out to be very fortunate, as IG#1 threw some impressive dice to inflict 1 kill and 2 points of shock which broke no.1 section[5] and they routed off the table leaving their stunned section leader behind.  The Bad Things Happen test saw British Force Morale drop from 9 to 8.

32-G(11336): with the departure of the British no.1 section, I figured I could spare my senior leader to go and rally the flamethrower operator.  Unfortunately, after directing IG#1 to fire, he didn't manage to catch up with the flamethrower in this phase, only getting as far as the JOP in the farmyard.  Was this a mistake?

Maybe not as IG#1 switched to a new target, inflicting 1 kill and 1 point of shock on the 2" mortar deployed near the Vickers MMG.   Also, starting to scent victory I deployed my second 7.5cm leIG.18 gun (IG#2), also entrenched.  This immediately placed 2 points of shock on no.2 section at the hedge.  The two infantry guns and the senior leader en-route to the flamethrower can all be seen in the photo below.



33-B(11245): the British now engaged the newly deployed IG#2 getting the nearby rifle team to fire 5 Rounds Rapid (the stunned, and abandoned, leader of no.1 section can also be seen nearby).


This well-directed fire wounded the junior leader of IG#2 and inflicted 3 points of shock.  The wounding of IG#2's leader caused German force Morale to drop from 10 to 9.  The British sniper then targeted IG#1 and missed, but IG#1 did take a point of shock from h.e. fired by the British 2" mortar.  The state of the two gun crews can be seen below.


34-G(23445): in this phase the German senior leader caught up with his flamethrower and rallied off 2 points of shock.  


IG#1, firing at the 2" mortar managed to wound the junior leader[6], at the top of the photo below, which, thanks to one of John's signature morale die rolls, caused British Force Morale to drop from 8 to 6.  


35-B(22355): the British senior leader got the rifle team to repeat the dose of 5 Rounds Rapid against IG#2 inflicting 2 more points of shock.  The junior leader joined in with the Bren team but didn't add anything.  Nonetheless the IG#2 gun team was perilously close to being pinned and my senior leader was still away rallying the flamethrower operator.


36-G(34556): using the only two actionable dice, the German senior leader rallied off the last of the flamethrower's shock; and German II section deployed into the Big Barn.


II section opened fire at the British no.3 section to keep it tied-up, but only inflicted 1 point of shock.


37-B(14556): the senior leader again directed another 5 Rounds Rapid at IG#2 to inflict 2 points of shock, just one short of pinning them.  But before I could breathe a sigh of relief the 2" mortar chipped in with an h.e. round and stunned their junior leader leaving them pinned and German Force Morale was sank from 9 to 8.


38-G(13466): the senior leader left the, now restored, flamethrower 'team' and ran off to join II section in Big Barn, where, together with their junior leader, they focused the section's fire on no.3 section.  All this expert direction only delivered 2 points of shock.  IG#1 fired at what was left of the British 2" mortar team, and succeeded in wiping it out, but John sacrificed a CoC die to avoid taking the Bad Things Happen morale test.

39-G(22345): being fairly happy with way things were trending, I just kept on firing at everything I could.  IG#1's junior leader removed a point of shock and fired at the section leader of the now defunct mortar team and killed him!  Even better, John again suffered from poor morale dice and British Force Morale dropped from 6 to 4 reducing them to 4 command dice.  The excellent shooting continued with II section delivering 6 shock on no.3 section, who were starting to look shaky.


40-B(1356): limited by the command dice, the sniper engaged IG#1 and missed, and no.3 section's leader rallied 2 points of shock off his men.


41-G(35566): a double-phase; it seemed nothing was going to go the British way.  Again, II section in the Big Barn fired at no.3 section and put back the 2 shock their junior leader had just removed. 

42-G(33356): first, IG#1 fired at the Vickers but failed to inflict any harm.  Then, II section inflicted yet another 2 points of shock on no.3 section - their plight was starting to look desperate.  


43-B(5666): a turn end, just what the British didn't want.  With no actionable command dice, nothing happened in the phase but at the end, all the smoke was removed opening up more German lines of fire.  Also, the end of the turn saw the stunned leaders of the British no.1 section and the German IG#2 recover, and the unpinning of the German flamethrower, leaving the table looking like this.


44-B(2556):
 all the British could manage was to advance no.2 section along the hedge towards IG#1.

45-G(22345): with clearer fields of fire there was lots I could do with these dice.  First, II section, courtesy of maschinengewehr, managed 14 hits on no.3 section, albeit these only translated into 1 kill and 1 point of shock.  IG#1, fired at the now recovered, isolated, and exposed junior leader left behind by no.1 section, and killed him.  

British Force Morale dropped from 4 to 3.  Finally, III section fired at the Vickers but without effect.

46-B(2244): at the cost of a CoC die, John repositioned no.3 section back from the hedge denying them as a target to the German II section in the Big Barn.


Then, the Vickers MMG laid down suppressive fire against III section in the Farmhouse.  And finally, in a last-ditch attempt to turn the tide of battle, the senior leader with no.2 section advanced them along the hedge and directed them to throw 2 grenades at IG#1.

Both fell short of the required 9".

47-G(23566): another double-phase, this was so jammy.  Despite being suppressed, III section in the Farmhouse managed to kill a rifleman in no.2 section; and IG#1 inflicted 2 points of shock on them.

48-G(11124): IG#1 and III section continued to target no.2 section adding 3 more points shock to the pile.

49-B(2456): the senior leader with no.2 section rallied off 2 points of shock and ordered them to throw their last grenade at IG#1, and as before, it fell short.  No.2 section then fired at III section in the Farmhouse and put 1 point of shock on their MG08 team.


50-G(45556): not a particularly useful set of command dice; CoC points are always handy but I already had a whole die, plus a few points, in hand.  This CoC die was undoubtedly why the British weren't bothering to finish off IG#2 as I could use it to avoid the morale test.  Anyway, using the '4' to activate my senior leader, he ordered IG#1 to fire on no.2 section.  And, in another demonstration of how much the dice were loving the Germans, as, despite the hard cover, they killed 1 rifleman and 1 Bren gunner as well as inflicting 1 point of shock.  I'm not sure why the accompanying photo only shows one kill.


51-B(1145): a better roll for the Brits allowed them to deploy another of their support assets, a 2" mortar, which took up position near the Vickers MMG.


It immediately attempted to lay smoke to block the LOS of III section in the farmhouse, but the smoke round went astray and landed off-table.  The British sniper fired at IG#1, failing to hit their leader but killing one of the gunners.  The phase was rounded off by the senior leader rallying 2 shock off no.2 section and getting them to throw their only smoke grenade at IG#1 - which successfully impeded its field of fire.  All these outcomes can be seen below.


52-G(12335): IG#1 and section III kept on firing at no.2 section, killing another rifleman and inflicting 2 more points of shock.  It was starting to look like no.2 section was going to go the same as no.1.


Almost as an afterthought, the junior leader of IG#2 removed a point of shock from his gun team.

53-B(2346): the leader of no.2 section removed 2 points of shock from what was left of his section.


Then, the 2" mortar fired h.e. at IG#1 and, even though they hit the dirt, the gun team lost another gunner leaving only three crew, including the leader.


54-G(23346): the leader of IG#2 removed another point of shock, before III section's MG08, using maschinengewehr, inflicted 1 point of shock on no.2 section but more importantly, also hit and wounded their junior leader.  This saw British Force Morale drop from 3 to 2, losing them another command die.

55-B(): at this point, acknowledging the writing on the wall, the British ceded the win and withdrew from the field of battle.


The Butcher's Bill

The German casualties were all among their support teams, the two leIG.18's lost 4 gunners between them and the flamethrower team lost two of their three men.  A total of 6 casualties.

The British also lost several from their support units, with 5 casualties among the two supporting infantry sections.  More importantly, their core platoon suffered a total of 9 casualties including the death of their only effective junior leader.  This means, that for the next game, which will be the last in the campaign, the British platoon will consist of:

  • 2x Senior Leaders.
  • 3x Junior Leaders.  
    • One being newly promoted from the ranks after this game as an inferior jnr-ldr [with just one command initiative and a 3" command radius].
    • The other two inferior jnr-ldrs will dice to see if they are now accepted as fully functioning jnr-ldrs by their men (i.e. on a D6 roll 3+).
  • 9x Riflemen to man the Bren guns and 2" mortar, or serve as riflemen.

Post Mortem

This felt a much closer fight than the two earlier attacks on 'La Ferme de Caubert', but the end result was pretty much the same and this scenario is still looking unwinnable for the Brits.  Unless of course the Germans make some bad mistakes.

We did make several mistakes in terms of game-play.  I had set up the British morale track incorrectly so they lost their command dice a little later than they should have, but that would have made no difference to the outcome.  Also, as mentioned in the report, we forgot for most of the game that stunned leaders are not counted towards the total number of figures when sharing out shock to determine whether pinned or broken.  This would've seen the British no.1 section rout much sooner than it did, so really only prolonged their agony.

In terms of tactics, the British made very good use of suppressive fire and smoke grenades but perhaps should've pressed on to close assault the guns.  They also had a carrier as a support option which was not fielded, but then the Germans never deployed their last section either, so they probably cancelled each other out.

In my opinion, the Brits are at a BIG disadvantage due to the lack of any decent support weapons that can fire effective h.e. rounds, unlike the Germans with their leIG.18.  When there is so much hard cover available, the ability of h.e. to reduce cover by one level, and have everything on the table within short range, makes such weapons invaluable.

The Next Game

Will be the final game in the campaign with the British playing for pride, and the chance to reduce the Germans from a Major Victory to a Minor one.


Notes:

[1.]  Each phase is annotated with the phase number, the active force (B = British, G = German), and the command dice scores; thus 12-G(11256): is 12th phase in the game and the Germans have rolled 1,1,2,5,6 on their five command dice.

[2.]  This was pointless as suppressive fire only lasts until the end of the next phase, and with this being a Brit double-phase the next phase was theirs as well.  

[3.]  My notes here are illegible making it unclear whether the last die was a '5' or a '6'. 

[4.]  We weren't sure whether the junior leader should go with the team but as his depleted section only consisted of a Bren team; we decided it made sense for him to go with them.  If anyone knows different do get in touch.

[5.]  We counted it as 5 figures with 12 points of shock, as we were still mistakenly counting the stunned leader for the purposes of sharing out shock.

[6.]  I should've have explained at the start that the core British platoon was heavily reorganised on account of the losses it had suffered in the campaign.  Its new order of battle was one full strength section plus a Bren, and 2" mortar team, each under the command of one of the newly promoted section leaders.