From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

'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.  

Bring on the Empty Horses

Just a quick progress update on my Hinton Hunt French hussars which have suffered from a number of distractions slowing progress.  The latest distraction from the hussars is their mounts.  As I've no doubt said before, I enjoy painting horses a great deal more than their riders, and the net result is that I've finished their mounts while making little to no progress on the hussars themselves.

I'm pleased with how the horses have turned out so thought they deserved a quick post.  So here are the 'empty horses'.


And some close-ups of the different painting schemes / markings - some of these show up some of the casting flaws in some horses that escaped my clean-up and fill process.







That's all for now, but for anyone following the Caesar's Camp, Chain of Command, campaign the next game is now scheduled for the 15th of the month.

Double Trouble at Villers

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

As the Germans have the initiative having won the last game, and as the last game was the fifth in this campaign, I have elected to launch a counter-attack (in this campaign the German defenders can only counter-attack after the 5th game).

For this AAR, I was determined to make notes on each phase, including the command dice thrown, to help with the write up.  While this worked, I seem to have taken far fewer photos than I thought I had.  I think this was partly down to the extraordinary number of double phases in the game; in 13 of the 34 phases the command dice rolled two or more '6's!  I obviously got swept away in the excitement of seeing who could achieve what with all those consecutive phases that I often forgot to take photos - SORRY! 

Scenario 6 - 'Counter Attack at Villers'

This scenario sees British defending the village of Villers sur Mareuil against the Germans coming from the north - see map (north is at the top).

The table set up to match this map, with named buildings, is shown below, viewed from the western table edge i.e., from the left of the above map[1].

To pull off a successful counter-attack the Germans must either defeat the British force, or control two of the three British, 2'x2', deployment areas (thin blue lines on the map) and exit a unit (section) off the British table edge.

While the Germans have a fresh platoon for this attack, the British platoon is that which was put into reserve at Villers after having taken heavy losses in the fourth game.  While 5 men have returned to duty (RTD) since then, it is still down by 5 men and a junior leader.  This means one of the remaining riflemen will be promoted to junior leader, albeit an inferior one for this game (only a 3" command radius and 1 command initiative).   

The rolls for Force Morale (FM) saw the Germans roll a '1' for a starting Force Morale of 8.  The British did better rolling a '3' for an FM of 9.  The Brits also rolled two d6 for the starting position their four patrol markers and got two patrols at each of the two points labelled '1' and '2' on the map.  I placed the German patrols centrally heading towards The Mairie (that really should be 'La Mairie').

Meanwhile, warming up on a nearby airfield ... [2]


The Patrol Phase

Despite the British having a higher Force Morale, the Germans start the patrol phase as stated in the campaign scenario description.  The resulting locked down patrol positions at the end of the patrol phase are shown below.


Then CONFUSION struck, as we thought we should've played the Stuka attack before the patrol phase, so we played it now before placing jump-off points (JOPs).  I realise now, this was a mistake as it should come after JOP placement and, obviously, after selection of support options as it is a support option.

Anyway, the Stukas promptly demolished the Large Barn, rendered the Small Barn unstable and left an unexploded bomb (UXB) in The Mairie.


This means that at the end of every turn dice are rolled to see whether the unstable building collapses and/or the UXB explodes, with dire consequences for anyone in them, or nearby. 

The JOPs were then placed, I placed one in La Haye Barne East, another in La Épicerie, and the last one in the thicket behind The Marie.  


The British JOPs were placed behind the hedge near the demolished Large Barn, behind the Church, and behind the road near the top of the photo below.

Now we selected our support options, obviously I had already selected a Stuka bombardment in the confused mess that was our Patrol Phase.  To accompany this, I opted for two SdKfz 222 armoured cars (a/c), one SdKfz 221 a/c; and, an adjutant to make up my 16 support points.  I was hoping to take advantage of the Stuka raid, that would leave him shocked and hesitant to deploy, to quickly shut down some of his JOPs with fast-moving armoured cars before he could recover.  

John's Brits, as was revealed during the game, had a free Vickers MMG and Drinks Cabinet, and with his 9 support points, had selected: an infantry section (4pt.s); a pioneer section[3] (3pt.s); a minefield (1pt); and, a barbed wire entanglement.  The minefield (red broken line) and barbed wire (blue broken line[4]) were immediately disclosed at this point as John placed them on the road effectively blocking the intended high-speed dash by my armoured cars.  

It was always a risk he'd do something like this, but I had figured he would opt for some anti-armour capability rather than passive defences - I was wrong.

So now we were ready to start the game proper.

The Game (#phase)

(1) The Germans, as the attackers, took the first phase and on their command dice rolled 1,1,1,2,4.  Despte the road being blocked off, I decided to stick with my plan to rapidly advance my armoured cars to shut down his JOPs.  For this I combined the three '1's to make a '3' and brought on my SdKfz 221 (from hereon I will omit the SdKfz bit for brevity) moving Flat Out with an enemy JOP firmly in its sights (arrow in photo).  I also deployed my third section (III), with an MG08 in place of a MG34, in the garden of La Ă‰picerie.


(2) The Brits, rolling 2,2,2,2,4, and no doubt wondering what I was up to, elected to await events before deploying any troops

(3) The German command roll of 3,5,5,6,6 gave them a 'double-phase' (i.e. the next phase, Phase 4, would also be theirs.  I couldn't believe my luck, immediately I used the '3' to urge on the 221 a/c.  Disaster!  On coming around the thicket I realised that the gap in the hedge I was aiming for, was, while on the table, actually off the playing area - there was no way through there!


(4) In my follow-on phase, I rolled 1,2,3,3,4, and decided to press on with the 221 through the rubble of the demolished Large Barn.  But on reaching it and looking up the effect of the rubble on vehicle movement found that it couldn't be crossed either and my 221 came to an embarrassing halt.

Realising the 221 was a busted flush, I needed to try something different, so I deployed a 222 a/c up the road, and my second section (II) with a senior leader between La Ă‰picerie and La Haye Barn.


(5) The British wanted to deploy a section at this point, but their command roll of 1,4,5,5,6 didn't allow that, and not wanting to deploy a team or a senior leader they did nothing else.  But they were steadily accruing CoC points.

(6) By contrast the German roll of 1,2,3,3,4 gave them lots of options.  First, the '1' was used to reverse the 221 a/c to shut down the JOP across the hedge - I should've done this earlier.  The '2' activated section III to leave the garden and move towards La Haye Barn while the senior leader activated on the '4' ordered section II to double to the hedge where he removed the resulting shock.  One '3' was used to deploy my final 222 a/c and move up the road to join its compatriot, and the remining '3' was discarded as not required.


(7) Now it was the Brit's turn for a double-phase on a roll of 4,5,5,6,6, albeit they could do little in this phase other than tot up their CoC points.

(8) The next British command roll of 1,1,2,5,5 gave them slightly better options, as well as a full CoC die.  The '1' used to deploy their Vickers MMG was thwarted by a roll of '3' on their hesitant deployment roll (lasting effect of the Stuka raid).  The '1' and the '2' were combined to bring on a section (no.1) at the hedge.  This succeeded in arriving but rolled catastrophically for shock (1d6 per team also thanks to the Stukas), taking ten points of shock! 

(9) And now, just to rub it in, the Germans rolled another double-phase, throwing 2,2,5,5,6.  I used both '2's to activate my senior leader to advance sections II and III.  

(10) With a command roll of 2,2,3,5,6 a 222 a/c and both sections (II & III) fired at the British no.1 section behind the hedge, albeit only the Bren team was visible to any but section II.  While the 222 missed, the two infantry sections between them inflicted 2 casualties and 3 shock which was enough to pin them.  The German infantry sections' new positions can be seen in the photo below.


The British no.1 section was now stuck in a very vulnerable position.

(11) A Brit roll of 1,3,3,5,6 saw the junior leader rally 2 shock off the pinned no.1 section, and a senior leader activated ('1'+'3') to deploy to help him.  Unfortunately, the senior leader failed his hesitant deployment roll so did not arrive.

(12) With a certain inevitability, the Germans then rolled 1,3,6,6,6 for a double-phase and End of Turn.  The '1' and '3' were used to fire both the 222 armoured cars at the beleaguered no.1 section, although as they were pinned, making them a harder target, they only inflicted 2 shock between them.  The turn then ended, which meant the after-effects of the Stuka strike had passed, and any damaged buildings or unexploded bombs had to be tested.  Rolling one d6 for each, the 'unstable' Small Barn remained standing, and the UXB in The Mairie just sat there on ticking. 

(13) The German follow-on phase, had a more useful set of command dice: 1,3,4,4,6.  First the gunner of one the 222s was activated ('1') to fire at the Bren team, and this time inflicted 1 casualty and 1 shock.  The shock was moot, as the casualty saw the Bren team wiped out and removed along with the 7 points of shock they had accumulated.  The resulting Bad Things Happen (BTH) test for the lost team left the British Force Morale unaffected at 9.

Next the German senior leader advanced section III over the hedge into the road and directed section II to fire again at the British no.1 section (now reduced to just a Rifle team).  This inflicted another casualty and 2 points of shock.  The firing from the German sections against troops in hard cover (i.e. pinned behind soft cover) was proving exceptionally effective.  

(14) In their phase, the Brits fought back using a 1,1,4,5,6 to deploy a senior leader and Drinks Cabinet behind the church to rally the surviving Rifle team.  With the Stuka raid a distant memory these deployments were automatic and the senior leader rallied off 3 shock while the Drinks Cabinet (a special support option) rolled a d6 and rallied a further 6 points of shock.  The Rifle team were now free of all shock but would remain pinned until an End of Turn.

Also in this phase, the two '1's were used to deploy the weakened no.3 section (inferior junior leader with a Bren team and 5-man rifle team) inside the church.


We place troops inside buildings on floor-plan templates placed alongside the playing area as we find it easier than putting them in buildings, not all of which have removeable rooves.

(15) A German roll of 3,4,4,5,6 allowed one 222 a/c to slowly advance and engage the church with h.e. and inflict 1 point of shock (the a/c was within 18" so was aware that the church had been occupied).  The senior leader was also activated to order section III across the road alongside section II.  The latter being ordered to fire at the pinned section, but this time without effect.


(16) Finally, the Brits got some good command dice, a roll of 1,2,2,3,3 giving them a range of options.  They chose to deploy their no.2 section behind the Derelict Barn and, a little further east along the road, an entrenched 2" mortar team and senior leader.  The mortar immediately tried to place smoke to block the 222 armoured cars from engaging the church but it landed off target.  Lastly, the junior leader in the church rallied a point of shock off his men.

(17) The German's roll of 3,4,4,5,6 saw them use the '3' and '4' to deploy their final section (I), with a senior leader, in the thicket behind The Mairie, from where they unleashed 'Maschinengewehr' on the newly deployed no.2 section.  The resulting storm of steel saw the Brits take 2 points of shock on the Bren team, and 2 casualties, a Rifleman, and the junior leader (wounded).  The Bad Things Happen Test for the wounded leader saw British Force Morale drop from 9 to 8.

Over on the German right, the other senior leader was activated with the second '4', to order section III to cross the hedge and section II to fire at the Rifle team of no.1 section which took 1 point of shock.

Apologies for the lack of photos of all these deployments.

(18)  The Brits were heartened by a roll of 1,1,2,6,6 for a double-phase.  The actionable command dice saw no.2 section move to enter the derelict barn (they didn't all manage to make it inside); while the 2" mortar team fired h.e. at German section I, which hit the dirt[5] and managed to get away with only 1 point of shock.

(19) Another double-phase for the Brits with 4,4,4,6,6.  The senior leader activations available saw, no.1 section move to all get in the Derelict Barn and rally off their shock (the leader is on a pin marker to indicate he is wounded), ...


... and another 2" mortar h.e. round fired at section I, this time with no effect.

 (20) A roll of 1,3,5,6,6 gave the Brits a third double-phase on the trot.  The '1' allowed the 2" mortar to fire its last h.e. round at section I, again without effect (red markers = expended h.e. rounds, white = smoke).  

Section I was definitely leading a charmed life.  

This was all my notes say the Brits did in this phase, the '3' was probably used but as nothing was noted I expect it also failed to achieve anything.

(21) Just one '6' for the Brits this time in their roll of 1,2,3,5,6.  Again I seem to have little activity recorded other than the junior leader of no.1 section rallying off some shock.  But this phase the Brits spent a CoC die to end the turn to finally unpin the surviving Rifle team from no.1 section.  

The End of turn also saw the damaged buildings being tested again, but neither saw any change to their condition.  The situation after this flurry of British phases is shown below (the 2" mortar team can just be glimpsed on the road at the lefthand edge).


(22) At last a German phase, but despite having everything crossed, I rolled 3,4,4,5,6 so no double-phase for me, but time to get moving.  First, section I fired back at the mortar which had been harassing them but unsurprisingly without effect as they were entrenched (hard cover).  Next, a 222 a/c fired h.e. at the church inflicting 2 more points of shock on no.3 section inside.  


Finally, on the right flank, section III moved into the Red House and section II fired at the no.1 section Rifle team who, despite being no longer pinned, hadn't moved!  The (inebriated?) Brits paid dearly for this sloth, as II section's exceptional shooting inflicted 1 casualty and 3 points of shock.  What was worse, was that the casualty was the junior leader who was killed outright.  The resulting BTH test dropped British Force morale from 8 to 6 - this was starting to look promising.  

(23) A British roll of 3,4,4,5,6 gave them the chance to deal with some of the shock that was mounting up.  The senior leader by the drinks cabinet, immediately rallied off 2 shock from no.1 section and moved them around the church to safety.  No.3 section in the church fired at the Red House but without effect (it's hard cover and they were carrying a lot of shock).  The other British senior leader directed the 2" mortar to fire smoke to block the armoured cars line of sight but it landed off target by the La Haye barns as can be seen in the photo below (the Red House occupied by German section III is just across the road to the right of the church).


(24) With a roll of 1,2,3,6,6 for a double-phase, German victory seemed to be there for the taking.  Both 222 armoured cars and section III fired at the church, and while the latter had no effect, the former killed a Bren gunner and inflicted 2 points of shock.  

(25) A German roll of 2,4,4,6,6, and another double-phase that saw a senior leader direct section III to fire again at the church, this time inflicting 2 points of shock.  He also ordered section II to advance into the rubble, that was the Large Barn before the Stukas flattened it, to get in position to lay down even more fire on the church.  On the other flank, the other senior leader again ordered section I to fire at the 2" mortar, but to no effect.

(26) No double-phase but 1,1,2,2,2 offered plenty of scope for the Germans to keep up the pressure.  Sections II and III fired at the church but without effect, by contrast the two 222's fired h.e. at the church inflicting 3 shock and pinning no.3 section inside.

(27) The British roll of 1,1,3,3,5 saw them deploy their Vickers MMG by the church to fire at section II in the rubble of the Large Barn.  Section II promptly hit the dirt and escaped unscathed.  The senior leader by the church and the (inferior) junior leader inside rallied off some of the shock from no.3 section and then John ended the turn with another CoC die to unpin them.  This time the End of Turn damaged building tests saw the unstable small Barn Collapse, but the UXB in The Mairie ticked on.

(28) Yet again the Germans got a double-phase with 1,4,5,6,6 on the command dice.  This luck with the dice continued as the 222 a/c firing at the church inflicted 1 casualty (this time stunning the junior leader) and 2 points of shock.  The test for this saw British Force morale drop from 6 to 4, reducing them to just 4 command dice.  And to put a cherry on top, section II fired at the church and scored 4 points of shock to once again pin the unfortunate no.3 section inside.

(29) The Germans were now gifted a really useful 1,1,2,3,3 on their command dice.  However, when both 222's fired at the church, they only managed 1 point of shock.  Section III's fire at the church was completely ineffective, but yet again some stellar shooting from most of section II inflicted 1 casualty and 2 more points of shock.  The Brits in the church were now in dire straits.

The reason not all of section II fired at the church was that their junior leader, looking to crack the British morale had detached a scout team towards the British JOP which was still being closed down by the adjacent 221 a/c.  


(30)
Down to just 4 command dice the British rolled 1,1,6,6 - a double-phase, but no possibility of rallying off any of the shock that was dragging them down.  With the two team activations available, the 2" mortar successfully dropped it's last smoke round to block the 222's line of sight to the church, ...


... and the Vickers ...


... inflicted 1 point of shock on II section in the rubble (they had again hit the dirt maximise their cover).


Surely it was too late for a British recovery?

(31) But when they rolled 2,5,6,6 for a second consecutive double-phase, it did make me wonder.  But then, with only 4 command dice, there's not much you can do if you roll two '6's, especially if you also roll a '5'.  With his lone section activation, John's no.2 section in the Derelict Barn fired at my section I putting 2 points of shock on the MG34 team.  And so onto John's next phase ...

(32) ... and, 1,3,6,6 for yet another double-phase!  Three on the trot with only 4 command dice, this was starting to get silly.  But while John's command dice were fine his shooting dice consistently let him down, his Vickers MMG only putting 1 point of shock on the MG08 in the Red House.  


With his '3' John deployed another infantry section (no.4, one of his support options) in the open by the Derelict Barn.  


They opened fire on my section I and, because my guys didn't hit the dirt (I was conserving my CoC points), inflicted 1 casualty and 1 point of shock.


(33) And finally, the sequence of British double-phases came to an end with a roll of 2,3,5,6.  Nonetheless, the newly arrived no.4 section continued to lash my section I, who took 2 more casualties (one being a wound on the senior leader) and 2 more points of shock.  My Bad Things Happen Test for this saw my Force Morale drop from 8 to 7.  The British No.2 section also fired at section I, no doubt hoping to build on this last-minute bit of success, but failed to inflict any further harm.

(34) Pleased at having survived 4 consecutive British phases with no critical losses my command roll of 1,1,3,4,5 offered me the chance to finally crack the British.  But there was still a sting in the British tail, as when section I's junior leader removed a point of shock and ordered his MG34 team to fire, John interrupted with a CoC die to have no.4 section brass them up again.  This piled another 5 points of shock on the section I putting them close to being pinned.

Despite all the shock the return fire from section I on no.4 section, stood out in the open, inflicted 2 casualties, both riflemen, but no shock.

Now, with the British bolt definitely shot, it was time to end this.  First the scout team captured the British JOP, freeing the 221 a/c to move off towards the German left flank.  Then the senior leader removed some shock from section II and instructed them to fire at the church.  Again, this section showed its prowess, inflicting one casualty (a rifleman) and 3 points of shock!  This was a real bonus as it broke the British no.3 section in the church who immediately routed and British Force Morale dropped from 4 to 2.

The coup de grĂ¢ce, was the use of a CoC die (the reason I couldn't spare CoC points for section I to hit the dirt earlier) to end the turn.  With the routed no.2 section being removed, the Bad Things Happen Tests for a leader routing off table and the loss of JOP saw the British Force Morale collapse to zero.  The final act was to test for the UXB at the End of Turn but it just kept on happily ticking along.

Game over, and no photos!  What was I thinking? 

The Butcher's Bill

The Germans lost 2 riflemen and a senior leader wounded.

The British lost 11 riflemen and had a junior leader wounded.

Post Mortem

This was a most unusual game with all the double-phases, but the luck of the dice seemed the determining factor in this game as the British could never seem to kill Germans while the Brits were dropping like flies.  Partly this may be because the Germans have an edge in straight fire-fight, but also they made much greater use of the Hit the Dirt option available in the new edition of the rules.  

I had thought John had been too slow to use his CoC dice to end the turn to unpin his units but having just been through the game phase by phase for the AAR I realise he was always just one phase away from being able to make the most of the opportunity.

I made a bad start with my mistaken armoured car dash at the beginning, but it did shut down a British JOP, which opened up John's left flank.  Once I had exploited this, John was almost always in a crossfire from which there was little cover.  If John had tried to deploy, with the effects of the Stuka bombardment still in force, to stop me shutting down his JOP it would've been really risky.  Later, when he did deploy when this was still in effect the section was crippled by 10 points of shock and gave the Germans an easy victim.

Another key element was having the SdKfz 222's that can fire h.e., which meant occupying buildings was no longer a safe option for the Brits.  Perhaps they would've done better to get sone anti-tank support.

So, the question remains, is this campaign winnable for Brits?  PLEASE, if anyone out there has done it, do get in touch through the comments below.

Mistakes, we've had a few ....

... too many to mention.  But one grievous error, that has penalised John in the earlier games, is that we both thought that in the new rules all crew served support weapons deployed with entrenchments.  It was only on reading 'The Tactical Painter's recent post[6], and the discussion in the comments about an entrenchment for his 6-pounder that I checked up on this and found it's only MMGs and HMGS that come with a free entrenchment.

Next Scenario...

The next game is at present t.b.d. ...


Notes:

[1.]  The hedges on the southern and eastern edges denote the edge of the playing area and are not actually in play.

[2.]  Yes, I know that the 'B' variant in use in 1940 shouldn't have drop tanks.

[3.]  The section consists of two rifle teams each of four men and a Junior leader. Their presence allows the British player two entrenchments and to purchase other fortification support options such as minefields and barbed wire.

[4.]  The Minefield and Barbed-wire entanglement are rectangular, and, respectively, extend behind the building and tree in the photo.

[5.]  As h.e. would negate the light cover section I had from the thicket, Hit the Dirt seemed well worth the 3 CoC points, especially as the Brits were on a double-phase.  It proved even more valuable given the Brist actually pulled off four consecutive phases.

[6.]  "The Scottish Corridor Scenario 6: Counterattack at Le Valtru", 3rd September 2025.