Capturing Caesar's Camp, 3rd June 1940 - a pint-sized campaign
After the first three scenarios we have come to the main German defence line so the fighting starts in earnest. Both my Germans and John's British start this game with a fresh platoon, because I withdrew quite quickly from the last scenario from which neither of us took casualties to our core platoons.
Scenario 4 - 'La Ferme de Caubert'
In this scenario the British have to either break the morale of the German defenders or take two of the four buildings in the farm complex - see scenario map below (North is at the top of the Map).
The rolls for Force Morale (FM) saw the Germans starting on 10 and the British on 9, with an additional d6 roll giving the British 3 Chain of Command (CoC) points at the start of the game.
The Patrol Phase
Our initial Patrol marker deployment is shown below - we both had 4 patrol markers, I stacked two together in the middle and John stacked two at the bottom of the photo.
John rolled a '1' on a d6, getting only one free move before the Germans went first in the patrol phase as they had the higher Force Morale. The completed patrol phase saw all the markers fixed in the western half of the table.
And consequently, the jump-off points (JOPs) were also confined to the western half. One German JOP, marked by a black star, is inside a farm building; and the British JOP highlighted with a yellow arrow is not a JOP but a vehicle entry point as there are no roads on the British table-edge.
The placement of the vehicle entry point induced a degree of panic as, having not remembered there might be one, I had no JOPs to cover any approach from that direction. Had I given more thought to my JOP placement I would've placed one at the eastern edge of the farm - too late to do anything now; hindsight's a wonderful thing but foresight would be better.
The Game
John as the attacker took the first phase and promptly two '6's for a double-phase - was this going to be an omen?
the Brits wasted no time and in the first of their phases brought on a Carrier with Boys Anti-Tank Rifle (ATR) and senior leader from the vehicle entry point ...
... and, simultaneously an infantry section and Vickers MMG from their forward JOP on the western table-edge.
British doubled down in their second phase, with the rest of the Carrier section deploying to join their senior leader[1] ...
I was faced with threats from two directions, one of which, thanks to my poorly placed JOPs, I was unable to respond to. So, deciding now was not the time to hold back I decided to focus on quickly defeating the threat I could counter. And, thanks to an extremely handy command roll, I was able to deploy both 7.5cm infantry guns, an infantry section, and a senior commander to coordinate them ...
This may seem like overkill, but overkill was what I was aiming for to try and crush these targets before the carriers could do too much on my other flank. And, it worked a treat, with the Storm of Steel bonus for both guns firing HE and the deploying section's MG34 benefitting from maschinengewehr. The Vickers, the target of all this firing took one casualty and seven shock which pinned it on the verge of breaking.
John immediately countered in his phase, first by firing his section behind the hedge at one of my guns, killing a gunner but inflicting no shock. Then, he deployed a senior leader and both 2"mortar teams. The former immediately rallied 3 shock off the Vickers team, while the latter heralded the arrival of an all too inevitable British smokescreen to block off my line of sight to the Vickers.
Frustrating as this was, it meant that with the British entirely focussed on saving these troops, they were unable to advance their carriers.
Annoyingly, I didn't track Force Morale during the game so I can't provide a countdown as the bad things happen tests chipped away at the British FM.
The second part of the British double-phase saw lots happening. First the new section advanced to the smaller hedge behind that previously occupied by the routing section.
Then, switching to the British right, the carriers advanced, and a CoC die was expended to advance a JOP and deploy a section alongside them.
Now, with a CoC die of my own, I was finally able to move one of my JOPs across to the eastern side of farm and deploy my Pak36 to engage the carriers.
It was time to put the disgraceful shooting from the last fight behind us, I rolled the 2d6 to hit a carrier ...
To be honest, I got swept up in the game at this point (again!) and took few photos so I'll just give a broad outline of the end-game. All the action revolved around the attack by the British right; their left being held in check by the infantry guns and a German section (one of the two German sections previously deployed against the British left was moved over to help occupy the farm).
With John forced to focus on removing shock to keep his troops in action there was little retaliation. And then, m next phase saw the MG34 pull off another tour de force courtesy of Storm of Steel, ...
... the resultant pinning of the British section supporting the carriers saw John decide to cut his losses and withdraw.
Notes:
[1.] This was an error as only one vehicle is allowed to deploy, per entry point, per phase. But we both missed it.
[2.] Don't look too closely as, lacking an MG08 model, an MG34 is being used.
[3.] In the second phase this included the only two riflemen able to fire in one German section scoring two kills! And this was when the British were in hard cover (pinned in soft cover).
[4.] Possible another error here as the senior leader appears, from the photo, to be in command range but not close enough to be attached to the Vickers so can't rally off shock. But this wasn't noticed at the time and there's always the possibility that this photo wasn't taken exactly at this point in the game.