Introduction
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.
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.
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
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 HQ6 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. |
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.
Kompanie HQ (bottom right) successfully call the off-board mortars on the lead carrier. |
Action shot of disembarking the infantry from the carrier near the ford (at bottom right) |
German 2nd Gruppe retreats across the bridge. The green "bush" near one of the figures is a suppression marker for the Gruppe. |
At the top, you can see elements of the 2nd British Platoon entering. |
1/2 the British CO HQ advance over the bridge and kill another German figure on the other side. |
German Kompanie HQ fails to inflict much damage to the advancing British infantry. |
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) |
German Gruppe in building fires on the Brits on the bridge. |
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 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. |
Top shot on the attack on the red roofed building. |
Just about all the British on the far side of the river are grouping. |
British just before they move enough forces off the table for a win. |
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.
No comments:
Post a Comment