In all the last minute scurrying to get BGO ready and back by Salute (this weekend), I forgot to post the second part of my Villiers Fossard game. So here it is, rather picture heavy, but enjoy.
I hope a few people can come a say hi at Salute on saturday, I'll be around the PSC stand and its twin demo games for BGO, 'Inland from Utah' and GMG boys' amazing 'Omaha' game, come and see that board at least, its a site to behold.
But, it was all worth it, the books will be on sale at Salute, and all pre-orders will be going out straight after.
After a ‘quick’ drive down the M6 to Wolverhampton, and the
second game was played out at WMMS on Sunday afternoon. Again, here are the forces
involved. This was a 1000pts aside ‘company’ level attack/defence scenario,
with the FJ dug-in holding Villiers Fossard itself and the US attacking over
the stream (my river is probable a bit big for what it actually is). On turn 3
the US armoured reinforcements would start arriving at the rate of D6 units per
turn, along the road, or within 10” either side of it.
US attackers,
Villiers Fossard - afternoon game
FHQ in jeep, with radio communications upgrade
Forward Signals Unit, radio truck
Infantry Platoon (inexperienced)
Infantry Platoon (inexperienced)
2 M10 Tank Destroyers
Aerial Observer – L4 Piper Cub
Battery 2 105mm guns (off-table)
Forward Aid Post
Ambulance
Sherman Dozer
3 x 1st Priority artillery requests
3 x Timed on Target barrages
Reinforcements
2 M8 Armoured cars
Armoured Infantry Platoon in 4 M3 half tracks
M8 HMC
Sherman Tank Platoon (3 x 75mm)
Forward Observer Team in Jeep
Totals: 998 pts 62
BR 7 officers 2 scouts
Defenders, Villiers
Fossard afternoon game
Forward HQ in Kubelwagen
Forward Signal Unit, radio van
Wire Team
FJ Platoon (veteran) with 4 x pzfausts
HMG 42 team
Pzschreck Team
80mm mortar team
FJ Platoon (veteran) with 4 x pzfausts
HMG 42 team
Pzschreck Team
80mm mortar team
StuG III G Battery
Forward Observer Team
Nebelwerfer Team
Nebelwerfer Team
Fortified Building (church)
Fortified Bocage
1 Minefield
1 Booby-Trapped Building
Panhard 178 armoured car
3 x Snipers
Supply Truck
88m Flak36 with loader team + tow
Pre-Registered Target Point
2 x Counter Battery Fire missions
3 x Timed 80mm mortar barrages
Totals 996 pts 60 BR 4
officers 4 scouts
I know the FJ won the last game, but we can assume that a
later attack pushed the FJ back to allow this game to happen in the afternoon
(I didn’t want to replay the same game anyway).
I deployed the FJ defenders again. My plan was for a defence
in depth. To have a first ‘delaying’ line of resistance watching the stream,
using the fortified bocage, snipers and HMGs to cause havoc for as long as possible.
The OP team in the church would call in werfer fire and the pre-registered
target point would allow the two 80mm mortars to keep up a harassment barrage
turn after turn (which it did to great effect). On turn three I would abandon this frontline,
and leave timed mortar strikes to hit it (hopefully with the Americans now
there – this worked well).
The StuGs would be arriving in reserve, on the two roads
from St Lo, as would the 88. The platoons scattered themselves through the
buildings (including the fortified church), but I decided my outnumbered forces
would give up the first objective (the farm) and leave it mined on the road outside
and booby-trapped. I spread out into ‘pockets’,
knowing the American artillery can be devastating and knowing the Piper Cub
would be circling overhead again.
The US forces all deployed on the far side of the stream,
and took the first turn. They set off across the stream, wading in, and we
decided it was dangerous ground for vehicles. The Sherman dozer tank and two
M10s nosed forwards very slowly. This was met by ambush fire from my 2 HMG42s
and 3 snipers, causing some pinning as the GIs hit the deck or scrambled into
the bushes. In removing that pinning the
US pulled and air attack counter, and surprise, surprise, a P-51 banked in to
cause havoc.
The FJ’s first turn saw the mortars start their turn by turn
harassment into the US lines, and more MG and sniper fire. Others got onto
ambush fire, and the StuGs began to advance to join the fight. The 88 and tow
raced up the road, ready to deploy to cover the road through the village. It
didn’t get the chance as the P-51 strafed along the road and destroyed the tow,
leaving the crew to push the wheeled carriage very slowly for most of the rest
of the game (it finally got into position on the final turn).
The US infantry
scrambled on, on their left they were in trouble, heavily pinned by hails of MG
fire. Return fire from BAR teams did wipe out one of the HMG teams, and the
other was pinned by MG fire from the dozer tank. On the right the GIs moved
faster and quickly made the hedgerow against sporadic mortar fire only. They
also wandered into the minefield in front of the objective, but failed to set
it off – drat. The Piper cub flew off to find my werfers (not hard), which drew
105 fire, only pinning one. I realised now that I should have split them up to
avoid both being in the same target area, hindsight being 20/20 and all that...
The delaying defence of the first hedgerow was almost
complete, my survivors began to pull back into the church, leaving only a
sniper behind as a rearguard, but he continued stirling work in keeping GIs
heads down (and was still alive at the end of the game). The first timed mortar
barrage hit, and caused more pinning (I used it as harassment barrage too), and
the first werfer cut loose. It added more pinning, with a direct hit wiping out
the platoon HQ - LT down!
It was going well, I had dished out 8 counters and taken 3.
It didn’t stay this way.
The US artillery got going. 8” Corps-level guns smashed the
farm next to the church and wiped out its defending MG team, and pinned the Panhard
178. More 105 shells hit my mortar teams, but only pinned them (still a pain
though, the Piper cub was conducting its own on table counter-battery fire). The P-51 swung back in and strafed up a Nebelwerfer
team, who lost a man, and in a ‘beyond the call of duty; action hit fire! The resulting
shells on the PRTP caused more death and pinning. The first farm objective
fell. The US broke it, and I rolled a 1 for the booby-trap so it didn’t go off –
foiled again! Also the first US
reinforcements arrived, three Shermans rolling on past the farm and heading for
the village. Not seeing my squad on ambush, they loosed their panzerfaust at
the lead tank, which hit, then glanced off! Hmmm... like that then hey!
To add insult to that insult, another US aircraft showed up.
A P-47 with 4 bombs swept in and dropped them into the village as they
attempted to wipe it off the map. A direct hit wiped out a squad lurking in a
barn as it collapsed on them. Three US aircraft where now circling overhead.
My StuGs moved forwards to engage. On the left one found a
clear flank shot across an orchard, and destroyed the Sherman platoon HQ tank.
The other StuG in the centre missed, whilst in the village the third reached the
church and took a shot at an M10, now at the hedgerow, and also missed. Much to
my disappointment (I‘m getting used to it), the M10s return fire blew it up!
So it would continue. More artillery fire, more mortar fire,
and the US reinforcements piling on. Their armoured infantry quickly dismounted,
to avoid placing those vulnerable half tracks in harms way, and joined the Shermans
advance. The Sherman missed the StuG, and ran out of their 3 AP shells (oh
dear), but little did they know, the StuG only had 1 shot left (which missed) and
then withdrew to find its ammo truck. That duel had been inconclusive.
Things got hot in the village, volumes of 105 shells rained in
on the church, and then I pulled a mine strike, played it on a Sherman, only to
roll a 1, have it played on my flanking StuG and see it explode. The defences
on my left had crumbled to nothing (1 MG team then), and the village was being
outflanked to the west. How long could I hold on and risk encirclement. Not
long. The counters had been piling up (I’d used quite a few tactical co-ordinations
early on too, but veterans are so good at it!). The P-51s last strafing run saw
my radio van brew-up (like it was hurting anybody), and the P-47 dived in again
to strafe my hard hit ‘werfer crews with its 8(!) MGs. It was a messy end.
I was almost done. I now had 22 counters, my opponent 16.
There was time for one last hurrah. In his turn of shooting-up the church (or
what was left of it after all the artillery), I got a ‘beyond the call of duty’
counter, which I used on a Panzerschreck team. It fired once at a Sherman
dozer, once at an M10, and got both – heroics, but only in a losing cause.
The order to withdraw came. I had lost half my infantry, 2
StuGs and would have to abandon the 88 (it never got a shot in). I had inflict 42 loss BR on the US, but it was
a solid US win. The village had fallen, mainly thank to some fearsome artillery
requests (corps-level 155s hurt a lot), and the USAAF who put in good work in a
‘follow-on forces attack’ mission, and basically kept my werfers out of the
game, as well as hunting down easy ‘soft-skin kills’ for the counters.
It was a great game (lasting just 4 hours, but both of us
are experienced players). It felt brutal as an infantry force under the US
bombardments, and their aircraft added to it, which I guess is right for Normandy.
But my out-gunned veterans had fought hard, and done significant damage before giving
up their ground. For the campaign, the US
had earned 13 victory points, whilst the Germans earned 8. So, the scores now
sat at US 18, Germans 17, with the evening counter-attack still to play.
Thanks to all those you drop by to say hello, ask questions
and take a look at the new book’s proofs. All the enthusiasm really helps when it comes
to getting stuff done...