Showing posts with label fighting withdrawal. Show all posts
Showing posts with label fighting withdrawal. Show all posts

Saturday, 19 February 2022

1940 Fighting Withdrawal Campaign - Game Four

 

Germans (Blue) aim is to capture the area around the crossroad


Continuing our 'Fighting Withdrawal' campaign, Tom (BEF) and I (German), met again on Sunday for the next battle. Unlike the previous two, which used a tweak of the 'Probe' scenario, this one takes the 'Attack on an objective' plan.

The Germans arrive on the bottom edge of the table and need to capture the crossroads and building surrounding it in order to force the British to fall back. Again the Germans have the advantage in Support points, but not to as great an extent as in the last games.

I considered using some armour, but decided to deploy a Pre-game barrage, an IG18 (both standard choices for me!) and added an MG team and FOO to the supports, thinking to try to blast the British out of their positions before pushing in with an assault.



The 80mm mortar barrage was called in very efficiently in the first phases by the FOO and senior officer deployed in the building at C, whilst the MG team took up position in the small house on the eastern edge (B). 

80mm mortar round fall around the crossroads

Three infantry sections advanced from the south and east, Tom managed to end the turn twice, once with a triple six and once using a command dice, allowing a window of opportunity to deploy and fire on the approaching infantry as the barrage lifted. Although the FOO succeeded twice in calling back in the mortars, and despite pouring HE into the area, the British that had deployed in the buildings managed to avoid serious damage (although a Junior Leader did meet his demise). A Vickers MG team in particular, survived everything thrown at it, including HE from the IG brought in next to the house at C. As the phases passed, my rolls of 4s and 5s really weren't helping to get the sections moving and effective MG fire at close range in the open forced back two sections advancing from the south. The section rushing from the east made it up to the walls of the farm buildings, seeing off a sniper that had wounded their junior leader.. 



two sections start their advance from the south

some less than accurate German firing (followed later by a similar British volley)

infantry creeping up to the crossroads, waiting for the mortar fire to stop so they can be destroyed by the Vickers in that building!


Not always effective, but always a pick for German support - the IG18

Just before they routed

Things were starting to look shaky for the Germans, with their force morale down to 4. However, they still have some support and another section to bring on, and the British, although in a good position, can ill afford to take too many casualties. 

The barrage ceased again, and this time the FOO struggled to call it back into play. In the meantime, British fire continued to whittle down the sections stuck in the open, and a lack of command dice didn't give the Germans the opportunity to move.. so, despite throwing as much fire into the buildings as they could, the Vickers and Senior Officer within held on, and the German morale eventually gave way, another section and junior leader being lost proving too much for them today.

On reflection, we did some things wrong, not enough to majorly affect the outcome, but every game is a learning one! I don't think tactically the Germans could have done much else.. the off table barrage I think was the right call, if nothing else providing smoke to cover the advance.. but the HE fire consistently failed to really cause enough damage, and a couple of ended turns didn't help to keep the momentum up.

I used up all my shock tokens!

On to the next game. We think that means playing this one again, with the Germans upping the supports to 18 points. They need to break through in 7 turns and this was turn four, with one scenario left to play in the campaign.

Read Tom's account of the game here.


Sunday, 13 February 2022

1940 Fighting Withdrawal Campaign - Game Three

Having made a surprisingly fast breakthrough in the last game, the advancing Germans came across the next line of British defence on the outskirts of Risquons Tous. A line of anti-tank ditches and barbed wire covered another bunker and stretched from the cemetery walls in front of the imposing hospital buildings.

The Germans were faced with another march across open ground into this defensive line, again with the objective to push at least one team off the British baseline ('Probe' scenario in Chain of Command). The fact that they had 12 points of support to the BEF 6 should help!

In addition, in this very one sided campaign, the Germans are the 'NPC' and don't need to worry about casualties from one game to another, whilst the BEF player needs to be much more careful about losses depleting his slim resources.



The patrol phase allowed me to place jump off points high up on both flanks whilst Tom deployed in the graveyard and made use of the hard cover in the building and bunker. 



A combination of double phases, a number of 5s giving me a chain of command dice, allowed me to push up the jump off points even further, and the use of a pre-game bombardment to stall British arrival, all meant that in very short time I had pretty un-battered infantry assaulting the line. 






The arrival of a Stug, pouring effective HE fire in to support, was enough and the British were very soon beating a hasty retreat back to the next defensive line.