Introduction
This is game 8 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link). I playing them on a 4.5'x5' table using 20mm; Games 1 to 5 used my own Advance to Cover rules (1 figure = 1 section). After the last few games, I felt 1:10 was too abstract to me and so have gone to a 1:3ish figure ratio (so 3 figures = 1 section). The rules are largely unchanged – all I have done is doubled the ranges to account for the fact is it is now company level and not battalion level; the deployed frontage of companies are different to battalions leading to the distance scale needs to be different. Background on why I am playing these is at the start of the first game post.
Scenario
The British have managed to get into Eterville and the Germans launch as counterattack before the British can dig-in. The Germans have 6 turns to take the main building on this side of the town.
Troops
This is game 8 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link). I playing them on a 4.5'x5' table using 20mm; Games 1 to 5 used my own Advance to Cover rules (1 figure = 1 section). After the last few games, I felt 1:10 was too abstract to me and so have gone to a 1:3ish figure ratio (so 3 figures = 1 section). The rules are largely unchanged – all I have done is doubled the ranges to account for the fact is it is now company level and not battalion level; the deployed frontage of companies are different to battalions leading to the distance scale needs to be different. Background on why I am playing these is at the start of the first game post.
Scenario
The British have managed to get into Eterville and the Germans launch as counterattack before the British can dig-in. The Germans have 6 turns to take the main building on this side of the town.
View from the German entry looking at the town of Eterville. |
The view from the British side looking to the German entry (top of picture). |
Lastly, a picutre of this side of the town, looking from the Germans. The objective is the building in the centre with the red roof. |
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.
British
3 sections (3 figures each)
1 PIAT team
1 2' mortar team
1 PIAT team
1 2' mortar team
2 Churchill VII
German
5 figures
2 Zugs
2 Zugs
1 CO
3 Gruppe (3 figures each)
1 251/1 halftrack
1 251/1 halftrack
2 PanzerIVG
2 Stug IIIG
2 fire missions of 80mm mortar battery
(the scenario called for 3 halftracks, I forgot about the third one.)
2 fire missions of 80mm mortar battery
(the scenario called for 3 halftracks, I forgot about the third one.)
Deployment
The British focus on the two large buildings facing the German entry point. A PIAT team is set up behind the hedge in front of the objective building (the one with the red roof). The Churchills are deployed to be able to cover the approach to the town, with one Churchill also well positioned to assist in defending the buildings.
Game
Like the previous game, after deployment I dictated the game as I was playing using a voice recorder on the PC rather than typing notes as I went along. It worked well, and I know the game took 37 minutes to play from deployment to the end.
Like the previous game, after deployment I dictated the game as I was playing using a voice recorder on the PC rather than typing notes as I went along. It worked well, and I know the game took 37 minutes to play from deployment to the end.
The Germans are on a very short time limit. One half track rushes up the field to the right of the main road and drives right next to the hidden PIAT team. Bang! A 6 die roll to hit sees the half track destroyed. Most of the passengers make it out - 3 of 10 figures killed - and are suppressed.
Halftrack driving past the hedge with the hidden PIAT team |
The result of the PIAT fire. |
This halftrack does ok and makes to the hedge in front of the town. |
The German tanks arrive in support |
Two Gruppe assault the closest building defended by one section that was suppressed by mortar fire. |
The other Zug assault the PIAT team. |
PanzeriVs move around the hedge while Churchills fire on the white house. |
The Germans in the white building spot the unit in the objective and fire, causing one casualty. The mortar fire on the objective building but is ineffective. The Germans mount a large assault on the objective building using figures from the Zugs that recently destroyed the PIAT team.
The Germans crossing the road to assault the objective building (the Brits on the right are the defenders). |
Germans and Brits locked in melee. |
Germans move more units into the white building. |
View from the British side of the building with the defenders visible. |
The remains of a Zug retreating before they rout. |
Germans make one last attempt to take the building. Note the Brits I moved from the other side for visual effect. |
The Germans lose, retreat and rout. |
The Germans withdraw. The British win, having held the town against the German counter-attack.
Table at game end from the British edge. |
Verdict
This was the last game I played while I had time and space in January, not sure when I will have the space or time to setup a 20mm game again to continue the campaign.
Shaun,
ReplyDeleteGreat stuff once again, and I look forward to when you can get back to this campaign. I plan on restarting with the boy once I get back home.
I can't believe you fought the Germans off in this one. Congrats to you and your magic dice ;) and you managed without even getting your tanks much involved!
V/R,
Jack
I was too keen to get the Germans into action. I should have used to tanks to suppress the buildings more before assaulting them. While there is the 6 turn limit, I am using card activation with a Joker, so 6 turns is really 12 turns. But I was tired and forgot, hence the rush to get to the objective in 6 turns. The Germans activated the infantry before the tanks and so the tanks only got in a couple of fires as the Joker was often drawn before they had a chance to activate.
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ReplyDeleteHi, very very nice!!! I'm interested in your idea of a "drawer wargame". I'm looking for a Skirmish WWII ruleset I can play on a small surface. Any suggestions? Thanks
ReplyDeleteThe "game in a drawer" came about as I had small children and needed somewhere to setup games I could play over several weeks and not get damaged. Clearing a few drawers in an antique map drawer in the lounge was the solution and then I started gaming on 2'x2' as that is all that would fit in a drawer!
DeleteWW2 Skirmish for small surfaces for 10mm-20mm figures that come to mind and would recommend (in my priority order) are:
5 Men at Kursk (Nordic Weasal games). Similar to his 5 men in Normandy bu a little different on activation.
NUTS!
Some Corner of a Foreign Field
USEME WW2
FUBAR (but requires a few more figures than the above to really shine)
Flying Lead (based on the Song of Blade and Heroes rules)
There are others but I am not familiar with them so do not know if they work well or not.
Thanks a lot!!!
ReplyDeleteI have just checked out your blog (google translate is my friend here) and see you have already checked out FUBAR and also that you are a member of the small game table club!
DeleteI'm just restarting solo play after many years when I lacked time to do what was needed. I am at the stage of struggling with the troop scale for WW2. I can't decide if it's better to scale right down and play at as near to real numbers or at least company level or reduce squads to a single figure and play battalion level. It looks like you've had the same thoughts. Would love to chat by email if you have time, sometime. Al
ReplyDeleteYou should have my contact details as we are in two google circles.
Looks like classic wargames fun!
ReplyDeleteIt certainly was - playing with plastic 20mm forces and terrain from the 80s!
DeleteGreat readiing this
ReplyDelete