Saturday, February 25, 2017

Triumph game - Athenian Vs Achaemenid Persians

Introduction
Andy and I have played four games of Triumph! so far (only two of these made it to a blog post).  This is game five and Andy is using his Athenians rather than the Parthians he used for the other four.  Once again neither of us read the rules prior to playing.  We did not look up the rulebook very much - going with what we thought was correct base don what we remembered form reading them 4 months ago, and some of the rule lookups we did with our games last month.

Basing and board size
Andy created a board the right side - 64cm x 96cm.  And all his Athenians were based correctly for Triumph!  Mine are DBx based and so a few of them I used two bases one behind the other to represent a deep single unit.

Troops

Athenians: 1xElite Foot (General), 9xHeavy Foot, 1xLight Foot, 2xSkirmishers, 2xRabble, 1xJavelin Cavalry
Note that hoplites are classed as Heavy Foot and not Spears, and not quite as good as Spears.  But you can have more of them as they are 3 points, not 4 as for Spears!   


The well painted Athenians hoplites.
Persians: 3xJavelin Cavalry (one with General), 4xArchers, 2xPavisiers, 2xHeavy Foot, 1xBow Levy, 1xHorse Bow

The mostly average painted Persians.
Deployment
Both sides have similar Invasion and Maneuver ratings (used to determine terrain choices and attacker/defender) and the Persians became the attacker.  Athenians were the defender and so used Arable that has a compulsory village.  Having no village we put down a log house.  No special rules for villages - they are classed as difficult terrain that blocks LOS.

Neither of us wanted much terrain but I rolled the maximum (6 pieces).  All our current terrain is double sided rough or hills so that is what was placed with the village. The village (difficult) and the rough (also classed as difficult) that was deployed at the edges of the centre zone really constricted the useable space.

Deployment showing terrain placement
Plan
I took a few minutes on my setup (I had to deploy all my units after the Athenians had deployed only there battleline of a row of heavy foot).  I did consider putting the cavalry on the left flank and race around the rough going.  However they are my best troops against the hoplites (heavy foot) – it would be +3 Vs +3 and my worst result (being doubled) is an evade, while for the hoplites/heavy foot it is destroyed.  So I put the cavalry in the centre. I then looked up an archers and bow levy are not effected by difficult (something I did not know when placing terrain), So I put them on the edge of the battleline to move into the difficult terrain.  Pavisiers (Sparabara) are not great against heavy foot, and so put them to the edge as well.

The Athenian non-battleline units saw the Rabble and cavalry unit on their right flank to protect it against my lone horse bow and anything coming through the difficult terrain in that side, the light foot and skirmishers on their left flank to enter the difficult terrain and protect that flank.

Game
Pictures are almost all from my side as I was sitting down with the back of the chair against the wall - too hard to keep getting up.  Some of the pictures are a little blurry as I was more invested in playing the game than ensuring the shot was perfect!


I rolled low PIPS for the first three turns while Andy rolled high.  The first few turns, at least for Andy, was positioning.  I think all I did was move my battleline and left flank bow levy up.  Bow levy are OK in difficult.



After the first turn.  
I rolled low again and so, wanting to see how it all worked, pushed my three cavalry up against the hoplites.  One hoplite down down.

Moving up the Persian cavalry to attack the hoplites...

...one down (on the left).  Lots to go.
A reserve hoplite on the Athenian right flank moves up to shore up the end of the battleline that is missing due to the just destroyed hoplite. It engages the cavalry and it too was destroyed.

My bow levy was destroyed in the first go of combat (against Light foot).  My plan of them defending that flank for awhile has gone awry.  Lucky I have some archers in reserve.

Persian Bow Levy destroyed centre.  Another hoplite destroyed at the rear (in front of the cavalry).  I did not notice the skirmishers that turned in the rough to be on the flank of the Persian line..
I did not notice the skirmisher turn to face the javelin cavalry and on the next turn the general was flanked and destroyed.   I think that is possibly two, or maybe three times, out of the last five that I have lost my general early on! Losing a general means everything costs an extra command point.

Persian general has gone. note that the Persian cavalry on the left will shortly get attacked from three sides and last for 4-5 rounds of combat.  
Meanwhile, on the Athenian left flank, Andy raced his Athenian javelin cavalry (his only cavalry!) to contact my horse bow (+2 Vs +3).  The Athenian cavalry bounced and there was another go at combat just before the game ended but they faced off for almost the entire time.

Persian horse bows face the Athenian cavalry.  this shot could have been taken just about anytime during the game as this is all they did besides about two goes at combat!
Another javelin cavalry was surrounded on three sides but lasted 5-6 turns due to excellent rolling by me.  In fact, I tended to roll good for combat and poor for command points, while Andy did the opposite.

I kept pushing forwards with my archers into the rough on the Persian left and managed to account for the light foot (from Andy's perspective, the light foot let him down - they are supposed to be great for defending difficult terrain).

Persian archers advance on the left through the rough and destroy a skirmisher.

The Persian archers continue their good luck in the rough and take out a skirmisher.

On the Persian right flank the archers *finally* made it into the village and shot up the rabble. One Rabble was subsequently destroyed by shooting.  Meanwhile, the Athenian battleline is all set and advances into the Persian line.  It is all happening now!

On the left, a Athenian skirmisher is destroyed; in the centre the Athenians attack; on the right a rabble is shot at and destroyed.
With the Athenian skirmisher gone on the Athenian right flank, it is looking a bit open Vs two Persian archers so the Athenian's turn one of their hoplites to defend that flank.  In the centre, the Sparabara (Pavisiers) are destroyed (not unexpected - they are hopeless Vs heavy foot).  The Rabble engage with the archers in the village.

Sparabara destroyed in the centre.
Both armies are now near their breaking point – any one unit lost by either side will win the game for the other.  It is my turn – I shoot at the other rabble and it is destroyed.  Persian win (just).

Rabble destroyed at the right and the Athenians reach their breakpoint 
Verdict
Another great game and a nail biter.  Very close and it could have gone either way.  The gamble of putting the Persian cavalry in the battleline paid off but was very risky and not sure I would do it again so rashly.  We both agreed  a) we need to play some more games b) we both like the rules, in preference to DBA (due to the additional troop types and the rules seem to flow better)  and  c) we should really reads the rules prior to the next game.

Saturday, February 11, 2017

Two games of Triumph! ancient rules

Introduction
Andy and I have played two games of Triumph! late last year (his Parthians Vs my Selucids).   These two games were definitely learning games as we were coming to grips with the rules. We organised for some more games in mid-January to gain some more experience and we got two more games in.   Neither of us had read the rules since last time we played so there was still a small bit of rulebook flipping but some were for new situations that had not occurred in our last two games.

I am not going to describe the rules in details but they share similar mechanisms with DBA but 'similar'  is the word - Triumph! does play out differently.  I am not a big fan of DBA but I do like Triumph!  More troop types, 50% wider table and the rules (to me at least) seem to be smoother to play and less fiddly than DBA (at least V2 - I have not played V3).

Basing and board size
Triumph! requires a 96cmx64cm board to play on with 15mm figures with 40mm bases.  We had only a 90cmx60cm so for the first game the centre deployment zone was kept to the correct size (as this is important for deployment) with the flank zones being slightly shorter.  The second game had a coast that we virtually deployed and so shrunk the actual area we had to the right size.

The Indians are based for DBM. Triumph! has different basing depth for many of the Indian troops compared to DBM.  Depth is important as a common combat outcome is pushback one base depth. We simply went with the using the depth of the based troops.

Game 1 - Parthians Vs Classical Indians
Both sides have similar Invasion and maneuver ratings (used to determine terrain choices and attacker/defender) and the Parthians became the attacker.  Two areas of rough were put down at either table edge that did not have any bearing on the game.  I am the Indians so the commentary and pictures are more from their side.

Troops
Parthians: 4xCataphracts, 8xHorse Bow
Classical Indians: 2xElephant, 2xChariot, 2xBad Horse, 4xBow Levy, 1xHeavy Foot, 3xHorde, 1xSkirmisher (note this force is 6 points short of the 48 points as I misread my spreadsheet total of 42 as 48).

Game
There are not many pictures for this first game and I used my phone (Nexus 6) as the camera I normally use (CanonEOS 450D) decided not to work that night (it was just a loose SIm cover I did not notice).

All the Parthian Cataphracts and half the Horse Archers have to deploy in the centre zone that restricts their setup somewhat.  Most of the Indian infantry is deployed in their centre zone.

Elephants are good against Cataphracts so I thought I would deploy them on the left and move them into the centre to attack the Parthian Cataphracts.  Not my finest tactic.

Board after Indian turn 1 from Indian side.
Horse Archers move so fast and the plan with the elephants went awry from turn 1!  Andy's right flank Horse Archers screamed down that flank and the next turn into the flank of one of the elephants.  It turns to face. My general element is behind the turned elephant so all it takes is for the Horse archer to score higher, the elephant is pushed back but cannot and it destroyed, and the general elephant is destroyed as well.   So one roll of the dice could destroy two elephants.

Horse archer attacks the flank of an elephant that has turned to face them.  General elephant is behind it.
Horse Archers score higher and both elephants are destroyed. Note that a lost general makes it harder to command (+1PIP per command) but is not an automatic loss of the game.

During the mid-game, the flanks engaged - the Parthian Horse Archers Vs  the Indian chariots and Bad Horse. The centre lines get very close, the some Horse Archers attacking the edge of the Indian infantry battleline.  Surprisingly there are no further casualties during this stage - lots of pushbacks though.

Mid game with  flanks  and the edges of the main battleline engaged. 
On the flanks, Two Horse Archers are lost. The Cataphracts charge in but lose one.  The Indians lose some infantry and cavalry and finally reach their point limit for the Parthians to win.  Different elements have different point values (from 2-4).  Games are 48 points of elements and once you lose 16 points worth you lose.

End game.  Note the Indian flanks are positioned to be crushed!
One more Parthian elements lost and they would have lost.  However, the Parthians were in a much better positions to continue to wipe out Indian units, so not sure how the Indians would have managed it!

Game 2 - Parthians Vs Classical Indians
Parthians again on the attack and a coast place on one edge.  This made the table the correct width as we assumed a 3MU (6cm) coast off the table edge, leaving 90cm playing width that was the actual table we were playing on.

I had only bought the minimum of my classical Indian force I thought I needed to play so what worried about how to address the point shortfall highlighted in the previous game.  Except I accidentally bought along 4 elephants when I only needed 2.  This was lucky as I could remove a Bow Levy and add in 2 extra Elephants to make a 48 point army.

Troops
Parthians: 4xCataphracts, 8xHorse Bow
Classical Indians: 4xElephant, 2xChariot, 2xBad Horse, 3xBow Levy, 1xHeavy Foot, 3xHorde, 1xSkirmisher.

Deployment
Parthians perform a different deployment to previous games - the 8 Horse Archers in a line in front of the Cataphracts.  The aim is to quickly split the Horse Archers off to the flanks, and best protect the Cataphracts from the Elephants, and advance the Cataphracts if required.
The Indians put the Chariots and Cavalry on the flanks and intersperse the Elephants with the Foot archers.  This turned out to not be a great deployment as the archers move at half the speed of the Elephants., so the whole battleline was too slow.  I also put the infantry hordes as a reserve to the right of the centre but they move really slow too so my plan to move them out and help on the right flank was doomed to failure!

Deployment form the Indian side

All the Parthians.  Horse archers in the front, Cataphracts at the rear

Indian centre.  Out of shot are the chariots and cavalry on the flanks.
Game
In the early part of the game, the Indian centre slowly advances.  The opposing Parthian Cataphracts play the waiting game - thery don't need to move and can wait and see how it goes on the flanks. The horse archers race to the flanks.  The Indian right flank is still closing.  On the Indian left flank, contact has already been made - this flank was to prove to be very interesting over the game with constant surprises.    One of the Elephants from the centre line veers off to bolster the left flank.

Early in the game - the flanks are in, or nearly in contact, the Indian centre plods forward.

Indian Left Flank

I cannot remember exactly how it happened, other than by good rolling but a horse archer was destroyed on the left flank. I think the Elephant managed to contact a Horse archer on the flank and it got pushed back into the Indian Chariot and hence destroyed.   It is now down the 3 horse archers Vs a Bad horse, chariot and elephant.  Fast movers Vs not so fast movers.

The Indian left flank - # Vs 3.

The Indian Bad cavalry is destroyed but the remaining Indian keep hanging on.  The Parthian horse Archers keep pushing them back where they can but never getting the kill.  An Indian infantry peels off from the centre to keep the left flank from going under.    I don't have a good picture of it, but two more Horse Archers are destroyed on this flank later on.  The only losses (the 3 Horse Archers) on the Parthian side were from this flank.  We had to refer to the rules a few times as we used all the different attack/move to flank/rear combinations you could think of  - we now know these a lot better than when we started!


The swirling chaos of the Indian left flank.
Indian Right Flank

On the Indian right flank, the Horse Archers line up ready to clash into the chariot and Bad Horse.  Will it descend into the same melee as per the Indian left flank where the Horse Archers were overcome by good dice rolls, or will it go as it is supposed to with 4 excellent bases Vs 2 OK ones?


The two sides on the Indian right flank line up for melee.
Things are going as they are supposed to - the Indian Bad Horse is quickly dispatched and the Indian Chariot is then surrounded and routed shortly after.

Bad horse gone, chariot surrounded and shortly to be gone as well.

Centre

Meanwhile the centre Indians crawl up the middle at 2 Movement Units (4cm) a move.

Indians centre gradually advancing on the Parthian Cataphracts
The Bow levy is not great against much and the Indians rolled a good command die so moved the Elephants by themselves into the Cataphracts.  Cataphracts are destroyed if outscored by elephants so it was worth a go.  But not much - a tie for one and pushed back with another Cataphract.

Elephants charge ahead of the line into the Cataphracts.  My general (on the right) is set up for defending fro horse archers on the right flank

Alas, it was not to be - a 1-6 roll next turn sees off an Indian elephant and it is game over with another win to the Parthians.  Another close game - if the Indians had managed to destroy one more Parthian element, they would have won instead.

An elephant is missing in the centre that was there in the last picture.  Gave over for a Parthian win.
Verdict
The phone pictures did not turn out as badly as I thought but I do prefer the Canon camera!

On the rules, I underestimated the Horse archers in both games.  They are +2/+3 compared to DBA Light horse +2/+2 and so I kept thinking of them as "not so great" when I should have been thinking of them as "better than my cavalry!"  And the Indian bow are classed as Bow Levy that move at a snails pace and have no shooting range (only on contact).  For the Indians, they should not plan to go anywhere much.

We like the rules and the interactions. Both games we close games which is a good sign. There were a a few rules questions we had to look up as we had last played a few months prior.  We are hoping to get in another few games soon.

Sunday, February 5, 2017

Operation Jupiter 15 - Attack on Louvigny

Introduction
This is game 15 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).   I played this one on a 4'x4' table using 20mm. The background on why I am playing these is at the start of the first game post.

Normally I play these solo but for this game I played with the 12 year old son of a friend.  I had played a few WW2 20mm games with him before over a period of several months (this is the 3rd of those games).  He has been asking to play again for the last year or so but only realised late 2016 that it had actually been two years since we last played!  Badgering for two years, not one :-(  The stars aligned and he came over during the Christmas break and we got three games in (game 13, 14 and 15 in the Operation Jupiter book).  We have a few people staying with us at the moment so there was no room to get out the half a table tennis table I normally use so I used the dining table that gave a 4'x4' area.

Rules used
Games 13-15 are using a revised company level rules, still at 1:3 for infantry and 1:1 for everything else.  The revision is I have done away with roll to hill, roll to kill and gone with rolling 1-3 dice with a die roll of 4-5 is one "success" and a 6 is two "successes".  The number of successes determine the result.  I have not written these up well enough to post them but they exceeded my expectations and they worked really well.  Reasons on why I switched  away to this mechanism is at this rambling blog post.

Scenario
The British need to advance across the river though the Germans to meet up with the Canadians. The British need to exit 51% of their forces off the east edge.

Troops
Note that although I am playing with 1:3 ratio and the scenario is at 1:1, I fielded the same number of figures and vehicles as the scenario e.g. the 10 person rifle squad became a 10 figure platoon.

British (L---)
1 Company HQ
    6 figures
2 Platoons
    1 platoon HQ (1 figure)
    1 2" mortar
    3 Sections (3 figures each)
5 Universal Carriers


Germans (me)
1 Kompanie HQ
    4 figures
1 Zug
    1 Zug HQ (1 figure)
    3 Gruppe (3 figures each)
1 MG42 team
3 Fire missions of 80mm mortar

Germans are all regular

Deployment
The river may or may not have a ford - the picture in the book had a track leading to the river.  I put a ford in just in case it was supposed to be there.  to cross the ford is one turn i.e. stop when enter the ford, stay on the ford for one turn, then next turn may move off.  Very vulnerable, but then crossing the bridge would be too!

The Germans deploy the HQ to the right of the bridge be able to call down artillery, and slow down the advance.  One German Gruppe on the British side of the ford to also slow down any advance there.  The rest of the German forces are deployed in the town.

Deployment, Germans to the bottom.
All infantry are not dug in and so can be spotted with LOS.  In woods/orchards spotting distance is 8".

Game
Note that I use card driven activation.
Out of the three games played against the 12 year old, this one was the most tense.  And it has the most pictures too.

The British move on their Company HQ in carriers.  The German Kompanie HQ successfully call in the mortars and pin the leading carrier.

Kompanie HQ (bottom right) successfully call the off-board mortars on the lead carrier.
The other British carriers move towards the ford.  The 2nd Gruppe defending the ford fires at the advancing British and kills one passenger and pins the section.

Action shot of disembarking the infantry from the carrier near the ford (at bottom right)
One of the carrier unloads it passengers and that section charges the 2nd Gruppe section at river. In the ensuing melee they lose one figure each and the two Germans survivors are forced to retreat across the bridge and are suppressed.

German 2nd Gruppe retreats across the bridge. The green "bush" near one of the figures is a suppression marker for the Gruppe. 
The 2nd British platoon, without any transports, enters on a wide front from the British table edge.

At the top, you can see elements of the 2nd British Platoon entering.
The lead carrier in front of the bridge (with ½ the Company HQ) moves to bridge, unloads and the section fires on the suppressed German Gruppe and kills a figure.

1/2 the British CO HQ advance over the bridge and kill another German figure on the other side.
One of the British sections, with the 2" mortar is advancing to the German Kompanie HQ.  The Kompanie HQ fires on the advancing infantry but only managing to pin them (-1 dice when shooting).

German Kompanie HQ fails to inflict much damage to the advancing British infantry.
The German off board 81mm mortars fire for the last time at the 2nd platoon that entered on the edge of the board and manage to kill one figure.

The British company commander, with the rest of the HQ section (was in front of the bridge) moves to their right and to the ford. The Gruppe in Building 1 (the closest to the ford - white with a brown roof)  fires at the British Company HQ while crossing the ford and manages to suppress them.

British Company HQ crossing the ford but are suppressed (the green bush is the suppressed marker)
The German occupied building to the right of the bridge fires at the British section on the top of the bridge and kills 2 figures! The one German at end of bridge failed to rally and so is still suppressed; at least the section advancing over the bridge has been stopped for now..

German Gruppe in building fires on the Brits on the bridge.
Due to a good run of cards, the British get a turn of moving up, consolidating and unsuppressing some of their units. A 2nd British section from the rear moves up and fires on the Kompanie HQ and KOs one.  Near the end of the turn the Germans get a few cards the Bridge right side Building Gruppe fires again on the lone British figure on the bridge and he is knocked out.  Another Gruppe also fires at the British Company HQ crossing the ford and KOs one figure there as well (too busy for any pics of these actions).  The lone German at the end of the Bridge moves into the building nearest the ford

Five British figures on ford charge the nearest house.  Wow - the five British rolled 6 hits and four (the three original Gruppe and the extra figure from the bridge) defending Germans rolled zero.  Excellent dice rolls for the British!  The most you can KO in one round of melee is three, so that many Germans are gone and the remaining one retreats to the red roofed building and is suppressed.  The British are slowly losing a figure here, a figure there.  It is starting to become a bit tense on both each card draw and each combat.

The British charge from the ford into the nearest house.
The German occupied building - opposite the newly taken building - fires but cause no damage.  The MG slightly further down the road fires and suppresses the Brits in the building.

The British in the building attempt to rally - one section is OK but the other section (of one figure) have had enough and rout.  Not good - another figure gone that was a easy candidate to get off the table.


The three figures in the British Company HQ charges the red roof building down the road from the newly occupied white building.  This was the building the German retreated into just recently. The Company HQ wins and loses a figure (the winner of a melee always loses a figure, unless they are only a single figure) and the German is KO'd.

Victorious Company HQ after charging the red roofed building.
A golden opportunity for the Germans - four Germans charge across the road into the building with the Company HQ of two figures. Great odds!  Not great enough.  It is a tie (that is rules in favour of the the defenders) so each lose one figure and the Germans retreat suppressed.  At least the Germans managed to get rid of another figure - the British are getting closer and closer to having only half their troops left and they need to exist over half.

Top  shot on the attack on the red roofed building.
While this has been going on, the British forces on other side of the river have been grouping near ford for a big push.  They cross the ford fine while the above combats were going on.  The are no Germans to oppose them :-(  The Brits (i.e L--- the 12 year old) has done quite well to neutralise the buildings that can attack the ford and now if moving his entire force across it.  But he needs to get nearly all of them off the table.

Just about all the British on the far side of the river are grouping.
The British move two figures from the buildings off the board while the units move off the ford and towards the edge. Two down, 13 to go to win.

British just before they move enough forces off the table for a win.
The British manage to get 15 figures off the table in total for a win! They needed to get 15 for the win (started with 28 figures and need to get more than half -14 - off the table). There is only one British figure left on the table at game end - the suppressed Company Major.  It was a very close thing!

Game end - some Germans in the building on the right, and one Company Major in the red roofed building (although he cannot be seen in this picture - unless you look very carefully and can see his head among the trees to the left of the building).

Verdict
It was a very intense game!  Although the report does not really do it justice, by about halfway through every card draw was tense - who was going to get to do something?  And the British were gradually being whittled down figure by figure and it was really a close run thing, considering if 2 more British figures had been KO's, the British could not win.   The scenario likely does not call for the ford and it would be a lot more difficult for the British to win if there was only the bridge as the crossing point.  A great game to end the three games we played over the course of the day.

Sunday, January 22, 2017

Operation Jupiter 14 - Crest of the Hill

Introduction
This is game 14 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).   I played this one on a 4'x4' table using 20mm. The background on why I am playing these is at the start of the first game post.

Normally I play these solo but for this game I played with the 12 year old son of a friend.  I had played a few WW2 20mm games with him before over a period of several months (this is the 3rd of those games).  He has been asking to play again for the last year or so but only realised late 2016 that it had actually been two years since we last played!  Badgering for two years, not one :-(  The stars aligned and he came over during the Christmas break and we got three games in (game 13, 14 and 15 in the Operation Jupiter book).  We have a few people staying with us at the moment so there was no room to get out the half a table tennis table I normally use so I used the dining table that gave a 4'x4' area.

Rules used
Games 13-15 are using a revised company level rules, still at 1:3 for infantry and 1:1 for everything else.  The revision is I have done away with roll to hill, roll to kill and gone with rolling 1-3 dice with a die roll of 4-5 is one "success" and a 6 is two "successes".  The number of successes determine the result.  I have not written these up well enough to post them but they exceeded my expectations and they worked really well.  Reasons on why I switched  away to this mechanism is at this rambling blog post.

Scenario
The British have a foothold at the crest of Hill 112.  The Germans attack to try and drive the Germans from the crest.. The Germans have 6 turns to destroy 51% of the British forces.

Even though I am using card activation with a turn ends on a joker, we opted to only increase the turn limit to 7 turns as the table is quite short, and on the first turn the joker is ignored.

Troops
Note that although I am playing with 1:3 ratio and the scenario is at 1:1, I fielded the same number of figures and vehicles as the scenario e.g. the 10 person rifle squad became a 10 figure platoon.

British (L---)
1 Company HQ
    4 figures
1 Platoon
    1 platoon HQ (1 figure)
    3 Sections (3 figures each)
1 Company Sergeant Major (CSM Smith) with PIAT (counts at a vet)
3 Universal Carriers
1 17pdr AT gun

Germans (me)
1 Kompanie HQ
    5 figures
2 Zugs
    1 Zug HQ (1 figure)
    3 Gruppe (3 figures each)
1 MG42 team
1 PanzerIV (while it could enter on turn 1, I read this wrong and thought both came on in turn 3)
1 Panzer IV (enters turn 3)
2 Fire missions of 80mm mortar

Germans are all regular

Deployment
British deploy the 17pdr at the rear of the table, some units along the wall of the orchard and a forward element on the other side of the road.

British deployment.  Brits must set up the the left of the blue line.
All infantry are not dug in and so can be spotted with LOS.  In woods/orchards spotting distance (in my rules) is 8".

Game
Note that I use card driven activation.
Also note that I took only a few pictures for this game - it was a very fast game and I was busy playing!

The Germans move on a Zug on their right flank.  The British open up and kill one. 

the 1st German Zug enter on their left flank and the British section hiding behind the wal open up immediately.
All of Germans, except the tanks, move onto the table.  Panzers are due turn 3.  Note in the picture below I,as the Germans, have advanced on a wide front.  Not to spoil the outcome but...time is limited and I would have been better off focusing on making sure the British could not hide in the orchards and then clearing them out from the rest of the (open) terrain using the orchard as a base.  This translates to I should have moved 1st Zug to the orchard.  While my tactic seemed sound of using each Zug to support the other and waiting to concentrate depending on where the British are, there is just not enough time!!!

The Germans move on their remaining forces, except the Panzers
(turns 2 and 3)

The German 1st Zug on their left flank charges the British section and kills 2.  I think this was the last decent fire group I managed to accomplish in the game.

1st German Zug is over the hedge on the left flank!
The remainder of the Brit Platoon behind the orchard hedge fire after the German Zug has crossed the hedge.  They kill one and pin the Gruppe and another Gruppe is suppressed.

(turn 4)

The British section with the Platoon HQ (one figure) moves into the orchard.  There work has been done - seen where the Germans are, cause a bit of damage and then go and hide and survive until the turn limit is up.  Excellent tactics by the 12 year old (better than my line them up and move them forwards). The remainder fire at a German section and kills another figure.

Immediately they are over the hedge they are fired on with one Gruppe pinned (brown marker) and another suppressed (green marker).
The German Company HQ moves 6" up the hedge and fires on the British section at the corner and kills one of them and suppresses the rest.  Again, L--- has left the section to hinder my advance with the unit of my left flank.

CSM Smith fires and pins the German Kompanie HQ.  

(turn 5)

The German Kompanie HQ fires again at the British section at corner and KOs another one.
The British section and Platoon HQ (Lieutenant) are moving to meet up with the Company HQ; the remainder of the other British sections move into orchard as well.  The Germans are running out of time - there is a whole bunch of British in the middle of the orchard and I have no idea how I am going to get there in time and inflict enough losses to win.  Hint:  I didn't have an idea..

A British section and the Company HQ is holed up in the centre of the orchard.
The 1st G Zug fires at a) Smith, who is killed and b)  the suppressed section that remains suppressed


(turn 6)

The 2nd German Zug moves up into the orchard and the British Company HQ spots them, fires and KOs one and pins the rest of the section.  The British section then fires and suppresses the other section. The Germans may not be charging in melee just yet...it is close to the end of the game, and was actually the last infantry action of the game

The German 2nd Zug comes under fire by the British in the orchard
1st German Zug  runs across the road to get to the orchard.  The 17pdr opens fire as they moved across the road.  A section is suppressed.  The German just cannot seem to engage the British fast enough! 

Germans suppressed by the 17pdr as they cross the road (green marker = suppressed)
Then, Germans finally bring the Panzers on!  i never had enough activation cards - the end of turn card came out just at the wrong time for all the previous turns and why I like card activation - you just have to prioritise each turn. 

The Panzers arrive to late for the party!

Tturn 7 ends quite quickly with one move to the Brits and the the end of turn card.  Called it a game at this point with a win to the British played by L---.  Time just ran out for the Germans.

Verdict
Another great game.  Well done to L--- playing the British on timing his move into the orchard.  Note sure if I had bought the tanks on any earlier it would have made much of a difference.  One possibility I overlooked that would have given me a chance to win would be going straight through th the orchard first - once done, everything else is open terrain and the British would have nowhere to hide.  I should have been a lot more aggressive  - time is really against the Germans.