'Taking the Gembloux Gap' a pint-sized campaign.
Turn 10, Game 9, Scenario 5 the 'Defending the Heights'
The German Blitzkrieg is looking unstoppable. In the last two games (Game 7 & Game 8) they monopolised the double-phases while the French could only put up minimal resistance as they struggled to deploy through the German pre-game bombardments, whether by Stukas or artillery.
We are now on Game Turn 10 the last turn (there was no game in Turn 3 while Germans had to bridge the culverts the French successfully destroyed (Game 2).
In this scenario - see map below - the Germans must exit one unit from the French table edge whilst having cleared the French out of two thirds of their side of the table, i.e. two of the three 2'x2' sections comprising the French half.
To help them do this, the Germans have 12 points of support, while the French get 6pt.s, plus 1pt. thanks to the CO's opinion of the valiant French platoon commander, Lieutenant Victor Renard. Despite having lost the last couple of engagements, he has kept his men safe and for this they love him (their opinion of him stands at +10[1])
John, as ever, did a splendid job producing a terrain set-up to match the scenario map, above (shown with the French side at the bottom of the image in this shot of a test set-up).First the die rolls for Force Morale (FM), and again, the French despite adding +3 to the D6, still only managed a Force Morale of 10 (rolled a '1'). The Germans rolled a '5' for a Force Morale of 9.
Before the patrol phase, John, as expected, declared a pre-game bombardment.
The patrol markers were then placed as per the scenario. All 4 French markers, thanks to the dice, started at 'Point 1' (see scenario map), and the Germans opted for 4 markers placed along their table edge; all marked with red arrows in the photo below (with labels for the key features on the battlefield).
Thanks to having to move my patrol markers laterally as well as forward the patrol phase ended with the Germans (who went first) further advanced across the table.
This resulted in the French jump-off points (JOPs) being placed well back, and two of the German JOPs well forward, their third is back (out of shot) near where the road enters their side of the table.
As the attacker, the Germans took the first phase.
1GE(1,1,4,5,5[2],6) The Germans get the ball rolling by deploying nr.I section, tactically ...
2FR(3,4,4,6,6) A double-phase to start! I need to get some troops on the table quickly as experience has shown deployment to be very unreliable while the effects of a pre-game bombardment are still in place. The French No.3 section successfully pass their hesitant deployment roll from the righthand JOP in Home Wood, and set up at the hedge around the 5-Acre cornfield ...
... from where they can target the German nr.I section.
5GE(2,2,3,5,5,6) John seems to be getting all the CoC points at present, and I'm the one who desperately needs them to end the turn and the effects of the pre-game bombardment. It doesn't leave him many actionable dice, but the two '2's allow the Leutnant to repeat his maschinengewehr trick.



