Introduction
This
is game 18 in replaying the scenarios from the Briton
Publishers Operation Jupiter skirmish scenario book.
Links to previous games are on this blog page.
Rules used
I
am using a variant of my 4x3 grid rules without grids and sections are 3 person
units rather than 1 base. But mostly the
same. I did play this scenario out with
the rules but they were too brutal (no cover bonus in a building if moved into
it). So I have changed them a little and
now if within 3” are fighting in melee but have all cover modifiers. And also
activation is now (mainly) 2 section/vehicle per side per player turn.
Scenario
Each
side has 8 turns to control the objective building. Control means no unsuppressed
units occupy the interior structure.
The
scenario calls for an urban layout so rather than use a large table I am opting
to set the game up on a 2’x2’ table.
Troops
1 Platoon HQ
1 figure
1 2" mortar
1 PIAT team
2
Sections
3 figures
3
Universal Carriers (enough to carry the infantry assuming 3 figs per carrier)
1
x Achilles (M10)
1
X Churchill VII
British are all regular
Germans
1
Zug HQ
1 figure
2
Gruppe
3 figures (with panzerfausts)
2
Halftracks for transport (to carry the infantry)
2
x Tiger I
Germans are all regular, except the Tigers that are Veteran.
Deployment
The objective building and table edges of entry
Game
British get to move first and move on a
Churchill and a section of infantry (via the Brens). They have taken the
objective building.
British have taken the objective
The Germans move on two Gruppe. The Gruppe is the buildings are with 3” of
the objective occupied by the British.
The Germans fire and suppress one of the figures. The British return fire and 1 figure is KO.
The remaining British infantry enter the battlefield
The german turn is an event. A random 81mm attack on the objective building but no effect. The Tiger enters the battle and fires at the Churchill but misses. The Gruppe and Brits continue to exchange fire that sees another British figure suppressed.
The British in the objective building unsuppress. The Churchill hits the Tiger but for no effect. The British and Germans exchange fire and the Germans are all suppressed and so retreat. The Germans in the forest move into the building just vacated by the other German Gruppe. The second Tiger enters. Lots of firing for no effect.
View from the German entry point
The British section in the forest move up to also be able to attack the building. They are successful and the British manage to suppress all the Germans in the building forcing them to retreat. The British advance and take that building. The tanks are surprising ineffective with lots of shots missing.
British take control of another building
The British section manage to rout some Germans behind the wall. Even though the Germans in the building manage to unsuppress (with one routing) it is not enough. Time has passed and the Germans are unable to occupy the building so retire.
British successful in defending the building
Verdict
The rules are working well. I have had
this table setup in the map drawers for 2 years – have been dithering over
rules to use. Finally I have played a game!
It was good to use the 20mm forces again – I have great fondness for
them and likely my favourite scale and period to play. The rules are the ww3x4 with some minor
changes for no grids and also using the activation system from another older
ruleset of mine (ww2 on a 12x12 grid) rules that seemed to be better than
activating by squares. Basically roll a
die and usually 2 units can activate.
Needs more testing but is fine so far for only a few units and a 2’x2’
table. There are another 6 or 7
scenarios to play out on the same layout so hoping to keep using these rules
for them.