Tyson brought his Germans in to meet my Brits in practice for our upcoming tournament in Pittsburgh. My list from Blitzkreig Book:
It’s a pretty balanced list, I think. Eight platoons for deployment with two recce platoons, good artillery, and a Heavy Tank platoon for a lotta lovin’ for the Germans.
Early War doesn’t allow the Brits “Mike targets” for the artillery, but the AT factor of 8 on a turntable based platform that can touch enemy at 24 inches is STILL impressive.
Tyson, the German commander.
The German list was from Barbarossa:
We rolled up Free-for-all, and then set up. I’ll confess ahead of time that we played rather slowly as we were both getting more familiar with our forces and how they interact. We discussed options along the way so the game went more slowly than we both are used to. Two and a half hours goes fast!
The table was rolling contoured terrain built in so it’s not evident in the picture. A stream ran in the lower corner which we played as delaying terrain only. The town at the top left was to become the focus of the battle. I was the nominal defender for set-up, so chose the North (top) side as my pick.
The right side of the map shows one of the placed German objectives. My 18/25pdrs deployed in the high crops. The railroad tracks give cover as a low wall (raised track bed) and may bog vehicles crossing except at the level road crossing. An infantry platoon defends the town to the front of the guns, and a carrier platoon is forward behind the buildings.
Two German infantry platoons deploy opposite, with one British objective on the hill top almost directly across from the German one. A lone 88mm gun set up at the top of the hill near the objective.
The right side of the board from the German lines show a British objective (blue Newcastle Brown truck) behind a wood. German PaK 38s deploy near it with Nebelwerfers behind. To the far right are PaK 36s.
The British have deployed an infantry platoon near the German objective just north of the church. Two 2pdr AT guns are deployed in the woods to provide covering fire. A carrier platoon lurks near the left behind the village.
The Matildas went near the center as did the German MkIVs.
The British are the attacker for the first move, so there will be no artillery this round. The left infantry platoon and the 2pdrs dig in, so the left is done. The carriers move to the left to use the buildings to block the sight of the PaK 38s. On the right, the 18/25pdrs dig in (Tyson didn’t like that roll!), but the infantry does not. There is no other British action.
In the German turn, the Nebs, PaK 38s, and the 88 all dig in. Tanks and infantry move forward on the German left. The PaK 38s fire at the Matildas at long range and score two hits which bounce from the heavily armored targets.
The nebelwerfers drop a double-wide barrage on the Brit artillery and score three hits on artillery and one on infantry. The lucky guns and infantry all save as they are gone-to-ground. The 88 tries to range in on a British gun but misses.
Turn two starts with a familiar beginning as I can’t unpin the guns or infantry, even with a command re-roll. (I AM the Diceman…do not attempt this at home). The mortars and infantry do manage to dig in.
I move my tanks to the right to threaten his advance, but my dice luck continues as one of the Matildas bogs down on entering the woods. The carriers on the right advance to shoot at the German infantry. They score three hits and kill one stand. The Matilda misses the German tanks.
The mortars range in on the nebelwerfers but score no damage. On the left I try a shot with the carriers against the PaKs but fail to roll a 6 when one save is missed.
In the German turn, the nebelwerfers recover and target the mortars, killing one. Now with one remaining tube, the mortars are pretty much out of action. The 88 hits a British gun, but bounces harmlessly since the guns were gone-to-ground. On the left, one carrier is bailed by PaK fire. (Tyson and I were both affected by the “can’t roll the firepower” syndrome in this game!)
Turn three continues in my dice-rolling skill: Matilda still bogged, carrier still bailed, infantry and mortars still pinned (infantry with a re-roll!) The artillery, which amazingly I un-pinned, fails to range in on the 88, and the Matilda misses the German tanks again. Good turn!
The German push on my right with infantry and tanks. The werfers target the guns..two guns and an infantry hit. The infantry and one gun save and Tyson misses his firepower roll to kill one. The 88 misses the guns totally. In the center the pesky PaKs target the Matilda and gets a bail when I roll a 1 for armor save!
The Germans push…
The bailed carrier on my left is not so lucky any more as the PaKs finally connect.
Turn four begins with the guns still pinned (with re-roll….sounds familiar). The Matilda is still bailed but it’s companion frees itself and advances, hoping to get a shot at the panzers. Carriers from the left move toward the center. The pinned guns are now in direct fire range and the panzers go up in balls of fire with four hits. I can’t land a barrage worth a crap, but these gunners know how to shoot over open sights!
The Germans now go defensive. All the infantry digs in. The PaKs, after advancing into the stream, kill the mobile Matilda with a flank shot. (I screwed up and should have faced the guns with my hull and rotated the turret to the right. Then I would have had a chance that he struck front instead of flank. Note to self…remember for the tournament!) The werfers target a carrier platoon, but all targets save.
The bailed Matilda is then killed by the 88. No tanks for either side remain….
As a side note, the big red poly-sided die is the turn marker.
The werfers target a carrier platoon, but all targets save. Here you can see how this board is contoured. The left carrier is higher than the rest of the platoon.
Turn five starts “The Big Push”. Time will make this the last turn for both of us. Neither will be able to win unless we break the other’s army, so this turn will be for victory points. The guns and mortar remains pinned (with re-roll, naturally!) but the bailed carrier re-mounts. My infantry advances to try to knock out a German platoon. MG fire from the carriers and infantry all fail to pin the enemy…having a barrage would have helped here!
The whistle blows anyway and the Brits charge the railway station. Return fire is massive as the Germans score 11 hits! The plucky Brits only lose one stand, though, but are forced to break off. They then take cover behind the buildings.
The Germans need three stands to cause the Brit infantry platoon to check morale, so set up to try and get a point for that. The 88 hits a gun but the gun saves again.
The last chance: Infantry MGs take out two. The werfer barrage targets the Brits, needing only one kill for a morale check. One hit on a carrier and four on the infantry. Can I make the saves???
Sorry, Tyson..the carrier brews up but the infantry all make their saves.
Post-mortem: two well-balanced lists faced off in an even scenario. With all troops on table it would be hard to capture an objective, although Tyson tried hard. My fire was very ineffectual for the first three turns, so I had no hope of capturing an objective. Being continually suppressed, my barrages never silenced his 88 or the werfers. The Matildas had to hide from the 88 and missed all their shots at the panzers and infantry. My idea was to eliminate or smoke the 88, destroy the panzers, then assault through the infantry with carriers, tanks, and infantry. Tyson did much better and almost succeeded in his plan. If we played longer he may have secured his objective.
Good game, Tyson!