Introduction
This is mission 1 in a campaign following a British company
through 1944 France. I am using 6mm
forces and playing on a 3x4 grid on a A4 page.
I did a similar East
Front campaign in 2017.
I am still playing another 6mm East Front campaign on a
2'x2' table but this one is quicker to setup and play.
I was looking for a un-fiddly game – something on a 6x6 that
was not too dynamic. I thought about
using One Hour Wargames as I have some 6x6 grid rules I could use but while
they provide a great tactical game, I find the atmosphere of them a bit bland.
I also wrote some of my own for ancients and WW2 but then remembered I had the 3x4 rules and game! Hoping it will scratch the itch for a campaign that is quick, no measurements, and fairly simple rules but has tense and tricky tactical decisions.
Lastly, you may note the pink case that the battlefield (well A4 sheet) is in. This is my daughter's document case that she no longer uses. In mission 3 I went into my storage and got out a wooden box I had made and used that rather than the pink one.
Rules
I am using my own rules.
I have modified the ones I used in 2017 to be 1d6 for all rolls, rather
than 1-3 per attack. They are likely to
change slightly as I playtest them on the games. I am using Platoon Forward
to generate the missions.
The rules are here: ww3x4 Advancing Companies V2.0b.pdf
In summary, most units move 1 square and can fire out 1 square and non-firing units are seen at 0 or 1 square. Stacking is 3 units of one side per square. Each turn normally has one square activated (random side but a chosen square) and units in that square can fire, move or rally. Then the other side activates a square. After each side has an activation there is a special melee phase where opposing units in a square fire at each other. Play another turn and keep this up until one side's morale fails.
Mission 1
Luckily a very simple mission was generated. Two German sections defending a building with most of the British company (8 sections) with mortar support sent out to destroy it. How hard could that be? Well, the Germans are vets and the company is green...
It is 1944 and a UK infantry force is attacking a German
recon force. The UK mission is a raid on observation post.
The force is ordered to raid into enemy territory to destroy
an observation post.
The terrain is rural, with some wire deployed:
Stream | Road |1-3 buildings
Key building | Crops |Crops
Open | Hill |Crops
Brush | Rough |Open
The battlefield - listening post top right, Russian entry at bottom. |
The stream is represented by a pond as I do not yet have a stream. A stream would block infantry from crossing so it basically makes the top square inaccessible, as would a pond.
Major Victory is achieved if capture a prisoner or
observation post without sustaining significant casualties. Minor Victory if
spend at least 4 turns engaged in combat without receiving major casualties and
cause several enemy casualties.
The UK force enters in zones 10-12. The German force deploys
in zones 1-6.
Note: Observation post needs to be on high ground (hill,
building etc). Zone 3. The counter-attack force are reinforcements that enter
on turn 3 after shooting starts.
The UK has green morale for its eight sections and two
leaders. No support.
Preparatory artillery consists of 2x25pdr. Available
indirect support is 2x3" mortars.
The German has veteran morale for its two sections and one
leaders. They start dugin. No support.
The counterattack force consists of 1xSquad.
Troops
Co HQ Godfrey (Green)
1 Plt HQ Spencer (Green), 1 Plt 1 Section Burns (Green), 1
Plt 2 Section Knowles (Green), 1 Plt 2 Section Davies (Green)
2 Plt HQ Rowley (Green), 2 Plt 1 Section Turner (Green), 2
Plt 2 Section Wade (Green), 2 Plt 3 Section Hartley (Green)
3 Plt HQ Burns (Green), 3 Plt 1 Section Manning (Green), 3
Plt 2 Section Hanson (Green)
Note: although Rowley and Burns are in the game they are
intrinsic to a squad. They are not
represented on the table as leaders so cannot add a bonus to rallying. It is
the way the scenario is generated that specifies the number of on-table
represented leaders.
Deployment
All the Germans - 2 Gruppe in the building aka listening post. |
The lack of any MGs on either side is frustrating for them
both. MMGs have a range of 2, while
normal rifle squads have a range of 1.
The Germans cannot stop the British early, and neither can the British
setup a MG on the hill.
Game
25pdrs suppress the Germans. Not unexpected. But they should be able to recover in time – veterans with a leader. They do a turn later.
1st and 2nd British platoons arrive. |
Mortars move on while the 1st platoon continues the advance. |
Brits get a reinforcement – the 9th section.
All the Brits on now. |
The company is now all one square away from moving into the crops, which then has access into the building. Plan is to supress the building with the mortars and then advance.
And now the Brits are in a good position |
OK, German units suppressed, move up 1st platoon.
1st platoon in position |
The Germans get a chance to unsuppress (3+on a d6). Only one succeeds. Spencer and the 1st platoon goes in!
First platoon assaults. |
Note on the rules: Each side alternatively activates a
square. Units in an activated square may move OR fire OR rally. After every activation, every square that has
units from both sides conduct a melee phase where units simultaneously fire at
each other. Units that just moved into
the square cannot fire but may be fired upon (to reflect defensive fire) and
suppressed units that cannot normally fire can fire in the melee phase at a
penalty (last stand). If all a sides
units are suppressed and there is at least one unsuppressed enemy unit in the
same square, all that sides units will retreat.
This seems, at least to me, to neatly capture combat at the scale of a
square (150mx150m).
The unsuppressed Gruppe fires – no effect.
Melee phase: one 1st platoon British section suppressed and all Germans suppressed.
Lots of suppression but no units lost on either side. |
Allies get two activations so move up Rowley's 2nd platoon next to the house. No point doing fire in the house with the 1st platoon sections as Germans are in hard cover and can only suppress them and they already are. Note: Can’t read my own rules properly – at range 0 the hard cover no longer counts as both sides are in the same situation.
In the melee phase a British section suppressed and in the following turn the Germans all unsuppress.
Next turn. One British
section lost, one German Gruppe suppressed.
And then another British section lost to German fire L
Not looking good. |
The last British section is supressed and there are
unsuppressed Germans in the square at the end of melee so the British retreat.
Hmm. It has been four rounds of combat and no casualties inflicted. Victory conditions have not been met . I will call it a loss for the British who will retire from the battle.
Post-battle status
Co HQ (Godfrey) 2XP gained.
1 Plt HQ (Spencer) routed during the mission and will not be
returning.
1 Plt 1 Sect (Burns) routed during the mission and are ok to
continue. 1XP gained.
1 Plt 2 Sect (Knowles) surrendered during the mission and
are not replaced.
1 Plt 2 Sect (Davies) routed during the mission and are not
replaced
2 Plt HQ (Rowley) 2XP gained.
2 Plt 1 Sect (Turner) 2XP gained.
2 Plt 2 Sect (Wade) 2XP gained.
2 Plt 3 Sect (Hartley) 2XP gained.
3 Plt HQ (Burns) 2XP gained.
3 Plt 1 Sect (Manning) 2XP gained.
3 Plt 2 Sect (Hanson) 2XP gained.
3 Plt 3 Sect (Williams) 2XP gained.
Verdict
Tough game – really shows why MMGs were invented. The Brits may have been able to take the
building with a new round of mortar suppression and assault except the aim was
minimal casualties and they did not do that. I really like that the rules show
how difficult It is to dislodge a small number of dug-in veteran units. I thought it was going to be hard for the
Brits to win and it was harder than I thought! A good small game that shows me the rule at working how I want them. Future missions have more opposing forces.