Ready for my CoC v2 Debut
CoC Anti-Tank Trainer - Game 2
... 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.
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.
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)
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.
CoC Anti-Tank Trainer - Game 1
The Germans, who, as the defenders in this scenario, were heavily constrained by having far fewer patrols than the British ended up with all their patrol markers in their defended corner - see below (one, not marked, is inside the church, at the back up against the middle window).
The Germans as typically for defenders did not deploy any of their forces saving them for when there were some juicy targets to engage. My intent was to threaten their JOPs with the Stuart and force them to deploy some anti-tank weapons which I could then target to make it safer for my Shermans to come on.
The Panzerschreck team were just out of the overwatch arc of the Sherman accompanying the Stuart. So, safe from any retaliation, as unlike the Shermans the Stuart wasn't on overwatch, they fired at, and hit, the Stuart. The Stuart survived, just, but suffered two shock[4] and the driver was killed (two activations being required for another crewman to take over his position).
John then rolled the command dice for his next consecutive phase and got three 6's, which meant another consecutive phase the end of the turn after this currnet phase which would mean my Shermans would come off overwatch! In this phase John, safe in the knowledge the next phase would also be his, advanced the section behind the church to threaten my exposed JOPs in the orchard. The Panzerschreck team was also able to fire again and hit the Stuart with another rocket which this time proved fatal.
In the same phase the Panzergrenadier section continued its advance against my leftmost JOP in the orchard, crossing the hedge and entering the field containing the orchard. This did expose them to my fire from my Bren team on overwatch on the first floor of the Derelict Farmhouse, which needing 6's to hit elite troops at effective range, did nothing.
In the next, German, phase the Panzergrenadiers opted to rally off their shock and return fire. But, thanks to some fickle dice and the light cover provided by the orchard the impressive firepower of their two MG42 teams only managed to inflict four points of shock.
The next British phase saw more punishment meted out to the Panzergrenadiers caught in the open. The senior and junior leaders, with the British section in the orchard, rallied off all the shock before they fired again, this time killing two more men and wounding the junior leader.
In their next phase the Germans deployed their second Panzerschreck team in an entrenchment by the churchyard.
In the photo above, the smoke behind them was part of an effort by the British prevent any help for the pinned section coming from inside the church as another German section that had deployed earlier into the churchyard was not able to do so and was already taking fire.
Other firing pinned the first Panzerschreck team by the JOP, and inflicted more kills and shock on the section in front of the church. In return the Germans could achieve little other removing shock.
CoC Anti-Tank Trainer Scenario
The Germans will be defending the corner containing the church and the British will be entering from either, or both,of the opposite table sides (the top and righthand sides in the above).
Stuttering to Victory at Maltot
Firstly, an apology for getting sucked into the game again and not taking enough photos, hence the use of some dodgy ones.
Game 6
So, with the table all set (see last post) we quickly did some die rolling to see if John's Germans recovered any casualties, and how many elite SS panzergrenadiers would rock up as reinforcements. They answers were: none and the maximum possible - John rolling a '6' for reinforcements so gained 15 panzergrenadiers. With a replacement drafted in for his senior leader, captured hiding in an outhouse in the last game, John's platoon was now organised as follows:
- 1 junior leader with panzerfaust and a reinforced LMG team of 5 men (army).
- 1 junior leader with 2 LMG teams of 4 men and 1 panzerfaust (SS).
- 1 junior leader with 1 LMG team of 5 men and 1 panzerfaust (SS).
My British platoon was fresh and at full strength (36 leaders and men)
The Force Morale rolls saw the Germans start at '10' and the British at '9' and the following patrol phase resulted in the jump-off points (JOPs) shown below.
The British then diced for support, hoping for a generous amount as received in the two previous games, but...
So, just 2 points of support for the Brits and 1 for the Germans, who respectively opted for a 2" mortar team and a stretch of barbed wire. The Germans went first but, as defenders, held off deploying until they had a better idea of what the British were up to.
Over the next few phases, the British deployed one section in the 'Shot-up House' and one in the 'Stone Station' with the two 2" mortars deployed alongside the latter.
The mortars soon enveloped the 'Old Rectory' in smoke. Then, with all in place, the final section deployed from the Shot-up house into the road[1] and, in the next phase, started to cautiously (tactically) advance towards the Old Rectory.
The Germans decided to let them come closer before reacting.
In my phase, I started to have second thoughts about what he might throw at me and how I would respond. And, ooh err, on careful reflection, I realised my chaps were pretty much out on a limb as the two 'covering' sections, in hard cover, had poor fields of fire and could offer little support.
Realising my plan was a stinker, I seized the window or opportunity offered by the delayed German response, plus the luxury of three attempts to take the objective to win this scenario, and withdrew my platoon to start over again.
Net result: no casualties to either side and on to Game 7 with the same forces and the same scenario / table.
Notes.
[1.] This was an error, with a section in the Shot-up House I mistakenly forgot my JOP was behind the house not in it, and thus couldn't deploy this far forward. Luckily it had no real impact on the game.
Game 7
This time the British got off to a better start rolling a force morale of 9 to the German's 8. This allowed the Brits to go first in the patrol phase which helped to offset getting only 2 free moves instead of the four they had in the previous game. As a result, the JOPs were in almost exactly the same place as before, the only difference being a JOP behind the Stone Cottage instead of in it.
This time, on rolling for support I got 7 points and John got 3 (half the attacker's support points rounded down). I selected the Churchill IV tank and, as before, an additional 2" mortar team. John opted for an entrenchment for a team, another length of barbed wire and a minefield which, added to the barbed wire still in place from the last game created quite an obstruction[1]:
I took the first phase and immediately rolled an 'end of turn' and not much else.
In my next phase, the first of the second turn, I managed to deploy the Churchill and my 2" mortar teams by the Stone Station as in the previous game.
Then John in his first phase of the game, rolled an 'end of turn'! However, this early in the game he decided to hold fire and wait for the British to advance into a more exposed position.
Now, feeling much happier about the level of fire support available, the section in the Shot-up House once again ventured out into the road and in the next phase went tactical.
In the very next German phase, they rolled another 'end of turn' and the smoke covering the British section in the road promptly vanished, and me, without a CoC die to my name, unable to do anything about it. In the German's next phase, John, after rolling two '6's(!) on his command dice, used his CoC die to spring an SS LMG team ambush[2] from the far side of the crossroads. This seemed a heaven-sent opportunity for the Jerries, as all my covering units had lost their overwatch status at the turn-end.
Lady Luck, obviously felt sorry for me as John only managed 2 kills and one point of shock; one kill was on the Bren team and the other turned out to be a light wound on the section leader (I'm using the red pin marker to remind me the section leader is wounded).
My luck held as I rolled a '1' on the bad things happen test and avoided any impact on my force morale. At this point, John decided not to withdraw his ambush team but leave it in place to take advantage of a third turn on the trot. Just to rub it in, his command dice for his third phase rolled another two '6's!!! But just as he was feeling he could do no wrong, Lady Luck promptly sucker-punched him in the gut as the LMG team failed to score a single hit (5+ needed at effective range)!
In his fourth consecutive phase, he finally threw less than two '6's on his command dice (phew!), and the LMG team managed another kill and point of shock on the exposed section.
In retrospect 2 dead, a wounded junior leader, and 2 points of shock seemed a small price to pay for three rounds of MG42 fire in the open.
At last it was my phase, and with a rather spiffing command roll, I could get in plenty of retaliation. Firstly, the senior leader in the Shot-up House took off both points of shock from the shot-up section and told them to fire back and see if they could roll the '6's necessary to hit the elite SS panzer grenadiers. And yes, they could!
The section in the road was then promptly screened again by some more smoke before their shooting was added to by the section in the Stone Station and the Churchill firing high explosive (HE). This left the SS looking a bit subdued with one dead and just one point of shock short of being pinned.
While this was going on the section in the road had fallen back into the Shot-up House so were unaffected by the disappearance of their protective smokescreen. However, as the SS LMG team had still not managed to escape the British arcs of fire their fate was all but inevitable...
...and the resulting bad things happen tests for a section wiped out and a junior leader wounded, and then killed, saw the German force morale plummet from 8 to 4! The Germans were now reduced to just 4 command dice and with only their senior leader on the table deploying any more troops would be problematic.
Feeling a lot more confident, the British now set about restoring their smoke screen to cover the resumption of the weakened section's tactical advance to the Old Rectory. This time they were accompanied by the senior leader (platoon sergeant) and the PIAT team. This elicited no response, so in my next phase the sergeant seized the bull by the horns and ordered his men to double up to the Old Rectory. A good set of movement dice saw them advance right up to it, close enough to shut down the JOP inside.
With Old Rectory occupied the only exit from the church holding the German senior leader was covered leaving the senior leader trapped inside (again!). Also, as the JOP in the Old Rectory had been captured the Germans would have to think twice before using their CoC die to end the turn to remove British smokescreens. The Germans decided not to deploy any more troops at this stage so the Churchill fired HE at the church and in one blow inflicted 3 kills, killing the senior leader inside.
John spent his CoC die avoiding the resulting morale test, but I then played mine to end the turn which removed his captured JOP bringing the German force morale down to '2'. this meant I could remove another of his JOPs and he was reduced to just three command dice. At this point John conceded and the campaign was won.
And to finish, a quick view of the field of battlefield, as at the end, from German side (the absence of smoke is due to my ending the turn with a CoC die to eliminate the JOP I had captured). And sitting in the middle, the German's nemesis, the Churchill tank.
Now, after a short break we'll have to start another campaign.
Notes:
[1.] I was surprised that John opted for more static defences and then didn't place these to impede the approach I had explored in the previous game. Equally surprising was his decision to, again, not choose an adjutant.
[2.] As an ambush is only a single team, I think we might've made a mistake in deploying the junior leader with it, but as it was a one-section team it doesn't seem unreasonable.
[3.] With no adjutant, the remaining three, off-table, German sections would now need to roll 4+ to successfully deploy when called upon.