A bit of a Sci-Fi / RPG theme to this meeting’s games.
David and Chris ran “A Bridge to Far – AD30,000”, a Legion Imperialis game using 8mm(ish) figures and models. Above we have some of their tanks.
David & Chris’ cityThe Brigade Compound?Troops occupy a high riseOne of Chris’ kit-bashed AFVsTanks enter the city
Chairman Mark ran a large Traveller RPG, with around 10 players.
The Travellers, and a laughing game master! He knows what’s in store for his vicitims, sorry, players.One of the traveller crews.The other crew.Carnage at the monorail station.
Stephen ran ‘Country Roads Take Me Home’, a three scenario Rangers of Shadow Deep adventure, set in Icelandic “history”.
The three Rangers and their companions were charged with a mission. “Make your way to Askjastead and retrieve the spirits of the the slain family of Jarl Gunnar. You will then accompany their revenants to the Wild Temple, where they will rest in Valhalla for all time. To do so you will need to find Godi Egill, who lives in the Vatnajokull. He is a man who is familiar with the spirits, but he is a wild man and dangerous in his own right. You must tread with care.”
Scenario 1
Finding Godi Egill of Vatnajokull and persuading him to help with the quest.
The rangers approach the Vatnajokull, it is night, so Stephen has only placed terrain we can see. More will be revealed as we advance.
The “?” markers are points of interest, the Rangers can check them, and may find something to their advantage. Or not.
First contact – a furious furry wolf appears over a hillockGodi Egill’s homestead appears in the gloomGodi Egill
Scenario 2
To the village of Askjastead, to find the bodies of Jarl Gunnar and his family, and retrieve their spirits. To aid this mission Godi Egill loaned the Rangers a talisman that would aid freeing the spirits from their bodies, which was entrusted to Ranger Helgi Karlson (Andy).
The ruins of Askjastead. Daylight this time.Godi Egill and Ranger Helgi Karlson raising the spirits of the dead Jarl’s family
Scenario 3
Escorting the spirits to the Wild Temple, where they could cross over to Valhalla.
Godi Egill and Helgi Karlson lead the spirits of the Jarl’s family towards the WIld Temple, while other Rangers and Companions battle the demons of the Shadow Deep.Not all companions completed the quest. Kristjan the tracker, one of Helgi’s companions, fell to a Bear, but was avenged.
Details of upcoming meetings can be found in our diary
We present Society member Peter M’s report on an operational megagame he run earlier in the year. As noted by Peter, this was a committee / map game with no figures on the table, but the editor has taken the liberty of including a picture from one of Stephen’s ACW games played at the Society as the header, purely for the aesthetic effect. We also owe Peter an apology for taking so long to post this article.
Over to Peter:
Despite having suffered my previous multi-player efforts (the ‘Platoon’ VietNam firebase defence and ‘Over The Top’ in 1918), May 9th saw a large group of players descend on the club to try my megagame of operational and reputational actions in the mid-1863 period. For those unfamiliar with the term, megagames differ from ‘normal’ multi-player encounters by:
Being team-based, reflecting higher levels of command and requiring communications
Generally, take place with maps rather than figures
Actions take place over several days (sometimes weeks), so planning is key
Above all there is the dreaded ‘fog of war’, with only vague information on enemy forces or even friends!
Background
This time I chose a game I’d run twice before, a ‘What If?’ scenario based on some passing references I had come across many years ago about strategic options discussed by both Union and Confederate governments following Lee’s greatest triumph at the Battle of Chancellorsville in May 1863. Each side had apparently considered the advantages of a ‘spoiling action’ in the Shenandoah Valley, albeit for very different reasons…
Right from the beginning of the war, the Union had always had plenty of ‘thrusters’ in the Army and Congress who wanted to see more action (at a distance) and less of this sitting around training, logistical stuff. That even minor successes could lead to significant personal gain (as with MacClellan) was not lost on many of these men, and they would be willing to take great risks with even green troops as resources were abundant. Except among the officer corps. Given this abundance of men and matériel, and in part to shut this faction up while the Army of the Potomac recovered, a thrust south into the Valley would create a crisis for the Confederacy by threatening the politically ‘wobbly’ state of North Carolina, removing a key food-production area, and placing a substantial force on Lee’s flank should he decide to move north or even stay in place.
On the ‘other side of the hill’, there was much discussion within the Confederate Govt in Richmond, Virginia as to What To Do Next. Yes, the previous victory was magnificent, yet again bloodying the poor old Army of the Potomac (but not demoralising it, as they would find out in July). But with an entirely defensive overall strategy (by default rather than real conscious decision; one big reason they ultimately lost), it really rested on waiting for the Union public to get tired and give up! There are plenty of documented accounts of the planning conference called by Davis (who really wanted to be general-in-chief rather than President), with the most famous idea being for Longstreet and Lee to take one corps of the Army of Northern Virginia by rail to the West front, replacing Bragg. Then, with 125,000 veterans, drive north into the heartlands of St Louis, Cincinnati etc and dare the Union to attack. However, Lee was fixed with his giant ‘raid’ into Pennsylvania and besides was heavily into reorganising the army follow the death of Stonewall Jackson.
As almost every strategic move by the Union was either predicted, signalled in the press or betrayed by a rather efficient network in Washington (or all three), it is impossible that the South would not cobble-together some counter-force to this new Union plan, and thus we have the basis for the game.
The System
Previous outings had involved rather more players (up to 50 last time), but still I was both pleased and not a little relieved that the club managed to field four teams. I also decided that teams would be roughly corps-level, with three players per team having wangled key positions as divisional commanders, each overseeing three brigades of infantry with a few additional extras.
As both sides are assumed to be putting together rather an, ah, ad-hoc set of units and commanders not necessarily drawn from the first rank, I came up with a ‘unit profile’ not just with the usual orders and combat strength, but also a profile of the brigadiers, in the style of the NPCs you might encounter in an RPG. These would reflect their ability to organise their forces for supply and march speeds as well as how well they could deploy that unit strength in battle (‘lastest with the least’). Apart from furthering their own personal reputations (and/or bank balance), the player would have to manage their units via interactions with their NPC brigadiers (the little dears). OK, but who was in command of the corps? You may well ask…
Given the generally poor level of high command in all the armies (with a few key exceptions), and to add another dimension to the player experience, I arranged that the corps commander would also be another NPC, but less a ‘Rommel’, more a ‘Sgt Wilson’! These would be influenced each turn by the players bidding their precious reputation points to get the ‘ear of the commander’, then issuing orders in his name.
So, the player forces ended up with:
Union:
XXIV Corps (drawn from the Army of the Cumberland in Tennessee), under NPC General Lee (no relation)
2nd Division, under General Legg (a West Pointer of promise but overlooked as a pre-war Democrat)
4th Division, under General Campbell (from a major manufacturing background, plus supply)
6th Division, under General Livermore (organised many militia units for his brother, the Senator…)
ORDERS: Essentially, they were to co-operate with the fanatics of XXVIII corps, but on no account lose control of the railways or valley exits to the NW.
XXVIII Corps (a temporary title, not yet approved by Congress), under General Godfrey
10th Division, under General Kirk (a prolific author of military treatise and romantic fiction)
12th Division, under General Johnson (helped to design the Washington defences, siege expert)
14th Division, under General Smith (veteran of Mexican War, much praised by Gen Santa Anna)
16th Division, under General Roche (ex-Navy, ex-cavalry, ex-Episcopal Bishop; pre-war Democrat)
ORDERS: They were to drive south, clear any ‘residual forces’, and prepare to thrust into Central Virginia. Ideally winning the last battle but letting others do the work!
Confederate:
IV Corps Army of Northern Virginia (provisional) under General Lincoln (no relation)
11th Virginia Division, under General ‘Liberty or Death’ Ockleford
13th Virginia Division, under General ‘Might Makes Right’ Simons
15th Virginia Division, under General ‘Freedom Now’ Gibbs
ORDERS: To blunt any drive into the valley and prevent any threat to Lee off the SE section of the map.
Carolinas Relief Force (a temporary title, not yet approved by Congress), under General Abernathy
1st South Carolina Division, under General David ‘Burn Washington’ Simes Snr
3rd North Carolina Division, under General Tony ‘Don’t Tread On Me!’ Pellett
5th Georgia Division, under General Sean ‘States Rights’ Holden
7th Provisional Cavalry Brigade under Christopher Simes Jr (a protégé of JEB Stuart)
ORDERS: To cover the southern exists to the valley at all costs and embarrass the uppity Virginians!
Some Rebels plan, others discuss… Note Gen Simons is awake
In addition to these player teams there were also the current ‘occupation forces’ which were the remains of the three small Union and Rebel contingents left to watch things in the Valley after the former’s thrashing by Jackson in his classic 1862 campaign (still studied by military students today). The Union was grandly titled The Department of the Shenandoah and based centrally at Winchester (which changed hands 73 times during the war!), it was therefore an independent force not directly under anyone’s control. But it still had four decent brigades and could be ‘persuaded’ to co-operate – if enough political influence could be brought to bear. Or anyone noticed they were there… but more on that later.
The Confederate force was similar, currently hiding in Front Royal behind a river and entrenchments under General Jubilation T Cawnpone, who hoped that no-one would notice. At the start of the game neither the War Dept in Richmond or the State capitals of North Carolina or Virginia seemed to have any idea of who controlled them, although they did draw a lot of supplies…. Unbeknownst to the players, therefore, the two sides were in effect identical, the Union having more artillery whereas the Confederates had much better cavalry (and more accurate reports).
The final aspect of the game – which was, you recall, centred on the players, not their respective causes – was to reflect the impact of the ‘larger picture’ of the war and their part in it, plus possible effects on operations in the field. To model this, while the umpires struggled to process orders and decide on cavalry reports the players could chat and indulge in four main areas of ‘extra-military activity’ by risking their precious reputation points and sometimes cash to try four tables:
Inventions – either personally or being paid to flog some new idea to their War Dept
The Power of the Press – giving briefings to the hordes of story-hungry journalists following the armies
Investments – primarily the flogging of War Bonds to provide loans to their govts (on a nice commission)
War Plans – to lobby the War Dept and Congressional committees with yet more war-winning ideas
Each of these tables (via rolling 2d6) therefore had the potential for substantial gains – but also the risk if any move backfired (being charged with fraud could be a career-limiter).
SO, WHAT HAPPENED?
Still with us? Well, what now follows is my own somewhat limited take on what took place on the map and combat tables. As to why and how the players got there, that will be down to future historians (and possibly litigation). Opening moves in any large, unfamiliar game would always be slow, not helped by yours truly frantically setting-up, explaining rules – oh, and coping with last minute drop-outs and no-shows…
XXVIII Corps began by probing generally south (good, good; knew they’d get the hang of it) from Harper’s Ferry, although General Smith’s progress was not as fast as planned when he discovered that the railway only ran about 20 miles from his starting position and he could have gone faster with a hoop-and-stick!
The umpire explains which way is north to XXVIII Corps
General Johnson, however, drove along the all-weather Turnpike (ignoring the Union forces in Winchester – except for a nice lunch), until confronted by no less than the two divisions of Simes Snr and Holden (from the Carolinas Relief Force) just south of Strasburg heading north along the same road, aiming to take the forces at Front Royal in the flank….
Meanwhile General Kirk stayed on the East of the river, which meant that he quickly came on to Front Royal from the flank, thus negating all the defences which faced north across the river… He then had a sharp action with the Valley Defence Forces – sharper than it could have been in fact, as Cawnpone was actually in the process of bugging-out but his tardiness vs Kirk’s speed forced the action! Unsurprisingly, therefore, the Union force “…drove-off…” the Rebs – but then decided to follow-up, without waiting for support and with the uncrossable N/S river between them and Johnson the other side. More of this anon…
As mentioned, the Carolinas Relief Force decided to thrust up the central valley, cleverly using both the railway (for supplies) and the all-weather Turnpike for speed. Early operations seemed to be something of a shock as they realised (to their horror) how spread-out their NPC-led brigades could become if ‘given their head’(!), but they wisely took a turn out to close-up and also collect stragglers. However, there was also the issue of geography to consider as the main valley was itself split north-south in several places by extensive hills if not actual mountains. With scant roads between them, any Union force striking south along the Western edge could cause acute embarrassment, as there was only the provisional cavalry under General Simes Jnr allocated to that whole sector…
…Which is exactly what the Union XXIV Corps had planned! Driving quickly south from Cumberland, General Legg gradually drove the Confederate cavalry ahead of them, acting under the suggestions of newly-transferred General Roche (back at corps HQ), with General Campbell’s division (one of the drop-out players) in reserve. Although it did cost some time, slowly and inexorably Legg became the most southerly division in the valley. A point not lost on the Governor of North Carolina, as he explained – quite forcefully – to the players of the CRF team during an ‘interview’ later in the game!
While XXIV Corps plans its next move, General Roche (in hat; +10 REP pts) composes a telegram to Lincoln: “I’m a celebrity, get…”
This little chat, a few threats, a bloody if victorious action against Johnson near Strasbourg, and an even bloodier one by gallant General Pellett holding the passes to the West of the Turnpike, not against a ‘probe’ but in fact the bulk of XXIV Corps, persuaded the CRF that they had done enough for now. A two-pronged attack on Legg (actually ordered back north) by Pellett and Simes Jnr was sufficient to satisfy the Governor – for now – and allow Simes and Holden to retire gradually, unmolested. Just in time, as it turned out, given the large XXIV Corps forces hovering in their left-rear near their lines of supply and with three other dented but unbowed (and very well-armed) Union divisions ahead….
The high watermark of the Union advance (umpire version)
Meanwhile, the slightly undermanned Rebel IV Corps had been feeling it’s way north, aided in great part by General Gibb’s intelligent use of the railway network to shift the base of operations quite some ways up the map. General Simons was the first actually in action as he ran first into General Cawnpone (heading south at some speed) and then swiftly followed by Kirk’s forces in pursuit. An appeal to Cawnpone’s sense of duty (plus a substantial bribe and threats) caused his force to ‘support’ Simons’ units, and in another battle drive the Union back at some speed into Front Royal, which Kirk quickly fortified.
The last critical acts were therefore in the NE of the map. An attack by Simons and Cawnpone drove Kirk’s battered forces over the river from Front Royal, but they were then reinforced in the nick of time by General Smith, whose use of the massed Corps artillery tore large holes in the Rebel ranks and forced them back. This was even more tense at the start, as a degree of enmity had arisen between Smith and Kirk after several scurrilous stories appeared in the Washington Post questioning Smith’s fitness for command (rightly, I think, but not for these reasons), and attributed to Kirk who had by now scored phenomenally high on the ‘Power of the Press’ charts! However, duty prevailed (more reputation points for that) and honour was satisfied. For now…
Finally, there was General Gibb. Having detrained half way up the map, he then manoeuvred north in a series of well-connected right-hooks which eventually both severed the line-of-supply for Kirk at Front Royal (although they were by now leaving via Winchester), and ended the game within striking-distance of a very lightly-defended Harper’s Ferry, causing consternation in Washington, and the recall of XXVIII Corps! Lee would be proud……
That then concludes the ‘alternate history’ of 1863. I did have a combat system, but it was intended for multi-player contests, so a bit too much for the several smaller actions which actually occurred, necessitating some rather ad-hoc rules but still trying to reflect both force-balances – and fate; sorry guys. So, what might have happened to our heroes? Well, given their historical counterparts my suggestions would be…
UNION:
General Johnson is offered the No2 spot to General MacClellan in his bid for the Presidency next year
General Scott is offered a Chair on the Board of Procurement in Washington (not a position, just a chair) …
General Kirk (heavily wounded at 2nd Front Royal) may retire and co-operate with General Lew Wallace to work on the latter’s ideas for a sweeping historical/biblical epic provisionally titled ‘Get Hur’….
General Roche is appointed to French Liaison Officer, headquartered in Paris….
General Livermore is appointed to command of the Dept of the Valley (until later in 1864 when he remembers a pressing engagement) …
General Legg is to be Head of Tactics at West Point…
CONFEDERATE:
General Simes Snr is appointed by the Governor to command the defences of Savannah…
General Holden is transferred, with the Governor’s support, to the Western theatre to assist General Pendelton in the defence of Vicksburg…
General Pellett is made Chief Procurer for the South Carolina militia (I think it was about munitions, but…)
General Simes Jnr is transferred to the Army of Northern Virginia under General Stuart…
General Simons is appointed to command of the Valley Defence Forces, in place of General Cawnpone…
General Gibb is commended by both Lee and President Davis, being allocated immediately to a prestigious post in Longstreet’s 1st Corps of the Army of Northern Virginia – under General Pickett…
Thanks once again to all the players, but especially to my long-suffering fellow umpire Chris Steadman, without whom the whole game would not have worked as well as it did. And if anyone who is chuckling at all the small cock-ups or missed opportunities after reading this, well, try it – and see how you fare with the dreaded blank map and uncertain allies…….
Next time I may stay with the 19thC (1814 France, 1859 Italy, 1854 Crimea), or perhaps go back to a point when Rome was in crisis – there’re plenty of them.
Andy shares a few photos from the games at the latest meeting.
A very good turnout for this meeting with five games in progress.
We open with a WW2 Operation Sealion game, using 28mm figures and Chain of Command rules put on by Alan K.
Above we have the view from the German end of the table.
The British helpfully make sure the Germans can read the minefield signs,A break in the cloud cover as a German section approaches the minefield. Have they noticed the signs?British regulars take position behind a hedge.The Local Defence Volunteers occupy some hasty defence positions.A couple of German tanks fall victim to the LDV’s improvised anti tank weapons, a Northover Projector and a Fougasse (one of the German players apparently noticed the oil drums under a hedge at the T junction, but didn’t mention it to his colleagues!).
Tony P and some of the FOG regulars ran a 6mm Ancients game.
Ancient battle linesA lot of members use 6mm figures on the same size bases intended for 15mm figures, this lets you depict formations such as the cavalry wedge.The main battle, looks like both sides had some good die rolls.A cavalry clash
Stephen and Andy concluded their “Lackland Goes North” Barons’ War campaign. A write up to follow (eventually).
Angus Balfour and his highlanders, including Father Ninian. Part of Stephen’s army.Some of Baron Andrew’s Mounted Sergeants charge to finish off some Highland Rabble after they’ve been decimated by his crossbows.Laird McTook’s troops approach the river bankLaird McTook, who appears to have forgotten his horses!Baron Andrew’s deputy Lord Eric charges Laird McTook’s knights (although on foot these were treated as mounted, simply because Stephen forgot to being his cavalry box)/
Peter M ran one of his Victorian Sci Fi games, the Earther invasion of Mars, using some wonderful kitbashed / scratch built 6mm flying ships.
Martian and Earther flyers cross over a Martian cityA close up of one of Peter’s magnificent flyers.Two Martian flyers in convoyA Russian Flyer passes a Martian CityA selection of Peter’s flyers.
And last, but by no means least, David S and Chris S ran an Infinity 28mm SciFi game. They made a lot of their scenery from domestic waste materials.
David & Chris built most of their scenery from waste material, including packaging, straws and bottle tops.David’s troops (I think) in their bright orange suits. +1 to hit?More of the Dayglo warriorsYour first mistake, mate, was to come out from behind the plastic straw pipework. And it may well be your last.
That’s all for this week.
Three weeks until the next meeting, you can see what’s on on our diary page.
Andy rounds up the games at a recent society meeting.
Only one historical game at the society at this meeting, a Fields Of Glory clash between Alexandrian Macedonians and Later Selucid armies using 6mm figures.
A pike block appears over the crest of a hillAerial view of the battle linesLight troops clash on one flank
We welcomed a contingent of South London Warlords members who came down to help society member Peter (who has “dual nationality” as it were) to run a couple of Sci Fi games based on the 1970’s TV series UFO.
Some of our guests from the South London Warlords
The first game is set in space, where SHADO Lunar Interceptors, guided by S.I.D. (the Space Intruder Detector), attempt to locate and destroy alien UFOs before they can land on Earth.
The space game table with a row of alien UFOsClose up of a UFOA Lunar Interceptor releases its missile.Lunar Interceptors, S.I.D., a UFO and a transport shipNot sure how Skydiver got into space?
Unfortunately, some of the UFOs always seem to elude the space borne defenders, which means the SHADO ground forces need to hunt them down and eliminate them.
SHADO mobile units search for the aliens.“Spread out and search”A group of aliens
The hexagonal tiles are laid as the SHADO mobile units explore, so the SHADO operatives never know what they are about to encounter.
Last, but by no means least, the Quar enthusiasts, and a newbie, tried out the Clash of Rhyfles rules again.
Andy’s Crusader contingent on the march, figures loaned by Tony & Phil.Stephen’s CroftyransAndy’s Crusaders advance to the blasted woodsJeremey’s Gwyntish contingent (in red) dispute ownership of the ruins with Phil’s Crusaders, supported by a tractor.The sad end to Andy’s contingent.But it wasn’t totally one sided, the Croftyrans also took casualties. Slightly out of focus at the rear in white is Stephen’s musician, Private Maurice DancerOff to one side, the Croftyran camp, not a game objective but Quarnest Hemingway (in white, typing at the table) serves as a Pluck counter.The Gwynt contingent’s scatter gun lets loose.Gwynt also fielded a tractor, a recent kitbash by Jeremey
Andy shares some photos of games at the meeting on 25/07/2026.
PETER – 10mm AWI. A Shot Heard Round The Pub.
British lines advanceAmericans advance in column.Smoke drifts across the battlefield as the British approach the rebelsContinentals discharge a volleyBritish units advancing into the smokeThe Continentals approach the British lines.
MARK J – 28mm WW2 – Chain of Command, Operation Martlet.
Germans defend the hedgeA hedgerow, and some Germans!Anyone got the keys?British advance down the roadWho pays the piper?British infantry take cover.
STEPHEN – 15mm Vietnam – Charlie Don’t Surf: ‘Battle For AnLoc April 1972’
ARVN deploy, 1st Platoon mounted in M113s, 2nd & 3rd platoons to either side on foot, and NVA mortars falling in front of them.USAF about to bomb the first NVA platoon1st Platoon debusses from its M113sThe second NVA platoon open up as the ARVN approach the villageARVN 1st Platoon occupy the elephant grass and prepare to out flank the NVAT55s out of action!
If you would like to see what games are coming up at the Society you can see our diary here.
Yesterday the Society staged its Open Day, putting on half a dozen games.
Here are a few photos in, roughly, historical order
Barons War (13th Century)
Andy’s sergeants charge Stephen’s LowlandersThe remnants of Andy’s Knights charge Stephen’s Burghers, while the crossbows and spearmen guard the livestockStephen’s knights charge through the village, Andy’s Crossbows in front of them and archers behind.Andy’s spearmen close on Stephen’s BurghersStephen has fallen! Only one of his knights left.Andy’s Sergeants vs Stephen’s Light Cavalry
Commando raid, WW2, 1940’s (0200 Hours Rules)
Somewhere on the coast of France…… canoeists approach the U-boat.A commando lays his chargesFido has smelt something.Turn out the Guard!
Vietnam (1960’s – 70’s) Charlie don’t Surf rules
Out in the ‘NamACAVs advance down the road.Dustoff on standbyThe firebase
Technicals, somewhere in Africa, 1970’s – 80’s, home grown rules
Technicals parked up ready for their next game.
Apologies to David, I only got one photo of his game, if any are shared by other members I’ll update the post.
We now depart history for some more whimsical,and fantastical, games.
A Clash of Rhyfles, battles with the Quar.
Crusader Quar advance against…… their opponents, the Principality Of GwyntCrusaders pass a fallen comradeA Crusader Cook / Medic on the latest mechanical contraption rushes to the casualty’s aid.The Principality Of Gwynt pluck counter
And finally, some Dragon Rampant.
A three way stand off? Ogre vs Dragon vs warriorsA selection of Chaotic troopsA fight over the village
That’s all for now. Our next open day will be in June next year, but if you fancy coming along to the club we meet between 10:00 and 17:00 on the second and fourth Saturdays of the month (only the first of these in December) at Linton Village Hall, Linton Hill (A229), Maidstone. The first two meetings attended are free for prospective members, and subs are prorated.
Andy reports on the first day of a Barons’ War mini campaign (with comments from Stephen)
Stephen and I arranged to play the Barons War “A Most Ignoble Feud” mini campaign. This comprises of three linked battles of 500 points, 750 points and 1000 points.
The campaign gives army lists for both commanders in each battle, it was written for edition 1 of the rules and we have moved on to edition 2 so we decided to create our own lists, to the original points values. In the original campaign one side has a number of militant monks in their force, so we kept that requirement, together with the requirement to have 10% of a retinue made up of Green troops.
Stephen’s force was led by Baron Stephen le Tookere, ably assisted by one of his retainers Willard of Wickham. Andy’s force was led by Sir Andrew Fitzroi, supported by his Sergeant at Arms and half-brother Geoffrey Fitzroi, which had the contingent of monks.
The reason for the enmity between Baron Stephen and Sir Andrew was an incident during a hunting party where the Baron accused Sir Andrew of trespassing on his lands, an accusation Sir Andrew firmly rejected.
Battle 1 The Ambush.
Objectives and Victory Conditions
Sir Andrew must fight off the ambushers and escape the battlefield via the board edge opposite their deployment zone, and scores VP based on the points values of all his Warriors that escape the battlefield, doubling the amount of any commanders.
Baron Stephen must try and kill all the opposition, and scores points values of the enemy Warriors his Retinue slays during the battle, doubling the value of any Commanders.
The scenario specifies that the game lasts 5 turns, with a sixth turn available if any unit has a chance of exiting the table. We considered that somewhat challenging considering the distance the defenders would have to move, 7 turns of normal movement for the slowest foot assuming no combat, so we amended that to 9 to 10 turns.
(Stephen: seems strange this wasn’t picked up in play testing. With just 5 turns to get off table they would have to Run for every activation and couldn’t stop to fight or shoot arrows. That’s extremely unlikely and wouldn’t make for a fun game. Hence we increased turns, which would still make it difficult for that ne’er-do-well poacher, Sir Andrew).
Baron Stephen’s Retinue
Baron Stephen (R) & 4 knights (R)
Willard of Wickham (R)(C) & 7 spears (G)
5 Archers (R)
4 Archers (R)
Sir Andrew’s Retinue
Sir Andrew (V) & 2 Knights (R)(Mounted) (C)
Geoffry & 3 Spearmen (R)(C)
3 Mounted Sergeants
4 Marksmen Sergeants (R), Crossbows
3 Archers (R)
5 Militant Monks (G)
(V) Veteran, (R) Regular, (G) Green and (C) Commander.
This scenario uses Deployment map D, forces deployed along opposite short edges of the table.
While escorting a group of monks from Yorkshire to Derbyshire Sir Andrew found the road blocked near the hamlet of Brookhill by a couple of abandoned carts, above the carts he could see the tips of spears, to the left of the road were two groups of archers, while on a hill to the far right he could see a group of knights flying Sir Stephen’s pennant.
(Stephen: I still don’t know why I put them there. It was pretty much the only open bit of terrain where I could use the might of a knightly charge).
Sir Andrew sent his mounted sergeants through the village to find a route around the ambush. The spearmen and crossbows advanced either side of the road, coming under fire from both of Baron Stephen’s groups of archers. Sir Andrew following so he could issue orders as needed. Sir Andrew’s monks and archers were deployed to the right, the archers advancing to the crest of a hill and the monks running as if for their lives towards a patch of woodland.
The Marksmen loosed quarrels as fast as they could, to paltry effect, one knight fell from his horse and an archer was brought down.
As the spearmen under Geoffrey advanced past the village they came under relentless archery, Geoffrey and two of his men fell leaving a single man, however his nerve held and he charged into one of the enemy archer groups despatching two of them and forcing them back.
Seeing the monks heading into the woods, Baron Stephen ordered his spearmen to leave the barricade and try to head them off
(Stephen: like anyone, I was determined those damned monks were not going to get off the table, even though I knew they probably weren’t worth many points and there were bigger fish to catch).
Baron Stephen and his bodyguard eventually came down from the hill, advancing towards the barricade.
Sir Andrew’s Mounted Sergeants moved swiftly through the woods, but lost one of their number to archery before they left the battlefield.
The monks ran from the wood and headed up the next hill, with the enemy spearmen chasing them. They almost made it but were caught and lost a brother to the vicious spearmen, fortunately on their next turn they were able to escape the field of battle.
(Stephen: Sir Andrew won initiative meaning he got them within one move of being off table, otherwise I’d have caught up with them sooner)
In the centre Sir Andrew and his bodyguard advanced and charged a group of Baron Stephen’s archers, wiping them out for the loss of one of Sir Andrew’s knights.
Baron Stephen then committed himself and his three remaining knights, charging Sir Andrew and his pennant bearer. Sir Andrew won the first clash, but Baron Stephen charged again and, in the melee, both Baron Stephen and Sir Andrew fell.
As Sir Andrew had no commanders left to try to take over command the battle ended; the loyal retainers carrying their respective lords from the field of battle.
(Stephen: Willard of Wickham had loyally passed his Morale test and took control of the brave Baron’s forces, meaning they would fight on).
Determining the winner
Sir Andrew had managed to get two Mounted Sergeants (50 pts) and 4 Monks (44 pts) off the table for a total of 94 points.
Baron Stephen had injured Sir Andrew (116 pts) and killed Geoffrey (82 pts), a knight (34 pts), a mounted sergeant (25 pts), two spearmen (40 pts) and a Monk (11 pts) for a total of 308 points.
A major victory to Baron Stephen, but still only one campaign point!
The post-game injury rolls resulted in Baron Stephen suffering a Mangled Arm, meaning he can no longer carry a shield. Sir Andrew suffered a mangled leg, as written this would slow him down whether on foot or mounted, but we thought that as the horse would be doing all the hard work we changed that to slowing him down only if dismounted and reducing his points value by 1.
The astute among you will have noticed a distinct lack of photos from the first game. We were so engrossed in the game we forgot to take any!
Game 2 Burying the Hatchet. 750 points
Following the ambush on the remote Derbyshire road, the conflict between Sir Andrew and Baron Stephen escalated. Small clashes bled both sides, in a senseless waste of blood and treasure. Determined to settle things once and for all, the two lords agreed to meet on a stretch of open ground nestled in a meander of the river Don between Sheffield and Doncaster.
There would be no subtlety here, this was to be a straight up fight between the two aggrieved nobles’ retinues, with a duration of 8 turns.
(Stephen: Again, we extended game duration. Although on this occasion it was simply because we had the time and wanted to make full use of it).
Baron Stephen’s Retinue
Baron Stephen (R) & 5 knights (R)
Willard of Wickham (R)(C) & 6 spears (G)
Fulkes de Boutin (V)(C) & 3 Mounted sergeants
4 Mounted sergeants
5 Archers (R)
5 Archers (R)
Sir Andrew’s Retinue
Sir Andrew (V) & 4 Knights (R)(Mounted) (C)
Geoffry & 4 Spearmen (R)(C)
3 Mounted Sergeants
6 Marksmen Sergeants (R), Crossbows
8 Archers (R)
(V) Veteran, (R) Regular, (G) Green and (C) Commander.
This scenario uses Deployment map C, forces deployed along opposite long edges of the table.
Burying The Hatchet Battlefield
Baron Stephen arrayed his retinue with a group of Archers in a cornfield on his right flank, with the Baron himself nearby in a field of cabbages. To the Baron’s left was Fulkes de Boutin and his mounted sergeants.
Baron Stephen’s Archers, The Baron and his escort and Fulkes de Boutin’s Sergeants trampling the cabbages
In a small hamlet Willard of Wickham deployed with his spearmen, the second group of mounted sergeants and second group of Archers, the latter taking cover behind a wall.
The left flank
Sir Andrew’ Monks were on his left flank in another cornfield, opposite Baron Stephen’s archers, next to them were the mounted sergeants, and then the Marksmen Sergeants with crossbows.
Sir Andrew’s Marksmen, Mounted Sergeants and Militant Monks
Next came Sir Andrew and his bodyguard, and the archers, with Geoffrey and his 4 Spearmen on the right flank.
Sir Andrew’s loyal servant Geoffrey with Archers and Sir Andrew himself.
All were sheltered by a hedge lining the road that ran through the battlefield.
The battle started with a volley of quarrels from Sir Andrew’s crossbowmen aimed at Fulkes de Boutin’s mounted sergeants, the quarrels flew true and two sergeants were felled.
The Marksmen release their bolts
(Stephen: stern words were had with all the mounted sergeants once we got back to the castle. Suffice to say, they did not earn their keep that day).
This shattered Fulkes’ resolve and he and the remaining sergeant were broken, falling back towards the hamlet behind them.
Sir Andrew’s monks and mounted sergeants advanced towards the Baron’s archers in the cornfield, with one of the monks going to his heavenly reward courtesy of one of the Baron’s archers.
On the other flank the Baron’s second unit of archers loosed arrows at Sir Andrew’s knights, one falling to a lucky shaft.
Baron Stephen’s archers engage Sir Andrew’s spearmen
Andrew’s archers returned the compliment taking out one of the Baron’s Archers. The Baron’s mounted sergeants advanced to protect the archers.
Baron Stephen’s Sergeants advance…
Sir Andrew advanced his bodyguard to counter the Baron’s mounted sergeants.
In hindsight maybe it wasn’t such a good idea to advance
(Stephen: In fairness to these sergeants, I’m not entirely sure what made me advance them. I could see it was a dicey situation to put them in, but I think I just wanted to stir things up and see what Sir Andrew would do in response).
Fulkes de Boutin tried to rally his mounted sergeants, but failed miserably and they routed from the field of battle.
Sir Andrew and his knights charged the Baron’s other group of Mounted Sergeants.
… only to be charged by Sir Andrew
In the ensuing melee Sir Andrew killed two of the Baron’s sergeants and breaking the remainder who fell back
Sergeants fall back after receiving a thrashing
Geoffrey and his spearmen crossed the road and entered the woods, coming under ineffectual fire from the Baron’s archers.
The Baron’s Knights advanced, only to be charged by Sir Andrew’s Mounted Sergeants, taking advantage of a split in the group due to the terrain.
Sergeants get ready to charge
Despite their numerical advantage Sir Andrew’s sergeants failed to cause any casualties.
(Stephen: my mind may be a bit fuzzy here, but I seem to recall killing off a couple of Sir Andrew’s sergeants and, what’s more, I have photographic evidence to prove it).
The monks advanced again, being shot at by the archers without loss.
Willard of Wickham’s spearmen advanced to counter Sir Andrew’s Knights
Willard of Wickham wonders whether he can do better than the Sergeants
My Marksmen shot at the Baron’s Knights, to no effect, who then charged my Mounted Sergeants, killing two and breaking the sole survivor.
The result of the sergeants charge
(Stephen: Oh, maybe that was it then…).
Sir Andrew charged Willard of Wickham’s spearmen, killing two and forcing them back.
Geoffrey’s spearmen charged out of the woods, reaching the Baron’s archers hiding behind the wall, killing one and forcing them back.
The monks moved again towards the Baron’s other archers suffering one casualty.
The Baron charged his Knights at Sir Andrew’s crossbowmen, but just failed to make contact.
A nice juicy target for the crossbows, who failed to hit anyone!
The Baron issued a second order, and charged my crossbowmen, inflicting a casualty and forcing them back from the hedge.
The bloody battle for the trackway
(Stephen: I had to charge. My knights were in crossbow range and I knew that I could expect one or two flurries of bolts every turn unless I killed them. It wasn’t an enviable situation – the crossbows were behind a hedge and Sir Andrew and his knights were just a short way down the lane, but I had no choice).
Sir Andrew prepares to charge Baron Stephen as his Marksmen hold the hedgeline
Sir Andrew charged the Baron, with no effect. His archer’s shot at my Spearmen, to no avail.
Still have one order left
The monks finally were close enough to charge the Baron’s other archers in the cornfield, killing one of them and forcing them back.
My crossbowmen returned to the wall and shot at the Baron’s group, but inflicted no casualties. The Baron then charged again killing a crossbowman and forcing them back only to receive another flank charge from Sir Andrew’s knights, with two of the Baron’s men falling this time with no losses to Sir Andrew.
On the right flank Sir Andrew’s archers shot at Willard of Wickham’s spearmen, who were then charged by Geoffrey’s Spearmen, but no casualties were inflicted.
(Stephen: Good ol’ Willard. He’ll be receiving a promotion and some land for his sterling service).
The Baron turned his attention from the crossbowmen and charged Sir Andrew, but came off worse, losing a Knight and falling back, only for my Crossbows to shoot at them as they passed, sadly with no effect.
Baron Stephen and his shrinking bodyguard face up to Sir Andrew
On the right the Baron’s archers shot at Geoffrey’s Spearmen, killing one, the spearmen failed their morale test and broke.
Sir Andrew’s archers shot at Willard of Wickham and his men, killing one but their morale held and they charged Geoffrey’s broken Spearmen, killing one and routing them from the field, Geoffrey running with them.
(Stephen: Again, good ol’ Willard).
Geoffrey’s last stand.
We reached the last turn of the game.
The Monks charged the Baron’s archers again, killing another one and forcing them back. Sir Andrew’s archers shot at the Baron’s archers but missed.
Sir Andrew’s last Mounted Sergeant launched a last-minute charge at the Baron and his sole remaining companion, killing the latter and forcing the Baron back. The Baron then charged back in, but failed to cause a casualty, so fell back himself.
How dare he think he would be a match!
In a last desperate gamble, the remaining Marksmen Sergeants moved to their left, into a position where three of them could draw a line of sight to the Baron; Sir Andrew gave them a second order to shoot at the Baron; the shots fell true and the Baron fell from his horse clutching his eye.
(Stephen: you’ll notice how the cowardly Sir Andrew never had the courage to charge himself).
(Andy: I think Sir Andrew proved his mettle in several combats earlier in the game; and the Marksmen Sergeants needed to earn their pay!)
The victory conditions for this game were simple, based on the points value of the figures lost with commanders counted at double their cost.
Sir Andrew lost one Knight (34 pts) 2 Mounted Sergeants (50 pts), 4 Monks (48 pts), 2 Marksmen Sergeants (40 pts) and 4 Spearmen (80 pts), for a total of 252 points
Baron Stephen lost a total of 525 points.
(Stephen: I can’t remember exact loses. My mounted sergeants all fought poorly and I lost all of them – either killed or routed off table. In addition, the kind and friendly Baron le Tookere and his knights were also taken out. Plus dribs and drabs of archers and spearmen. What did for me was losing expensive troop types plus command groups, which is what made up the bulk of my loses).
This was a decisive win for Sir Andrew, gaining him one campaign point to bring the series to a tie at one point each. The campaign would be decided by the final battle “The Bad Neighbour” of 1000 points a side, to be fought another day.
Following the first two battles both nobles have been injured.
Sir Andrew
Mangled Leg: The noble isn’t as fast on their feet as they used to be. Reduce their Move stat on foot by 1, and their total points value by -1 (Modified from original).
Baron Stephen
Mangled Arm: The Baron has lost the use of his left arm until it properly heals. He can no longer equip shields
Missing Eye: Clipped by a crossbow bolt in the dying moments of the battle, bound up behind an eyepatch, the Baron takes on a distinctly piratical air. He will always act second if counterattacked.
Written in the late 1940s by a former Tiger tank driver, this book supposedly shocked the post-war German public in its depiction of the savagery of the fighting on the Eastern front. It tells the story of a Tiger company during a 3-day battle to defend a river crossing point and allow as much of the retreating German army to escape as possible.
The first thing to point out is that the book is remarkably vague about where and when all of this took place. There are no town or village names, we don’t know the name of the river and can only assume that the action takes place in Russia. But there are also hints that we are close to the border with Germany as Faust worries about the Red Army reaching the territory of the Reich. Hardly anyone is named apart from the crew of the Tiger tank that is the centre of the action.
We follow Faust’s tank and its crew through a series of delaying actions as they gradually make their way back to the river crossing and join the defences there. On the way we encounter Soviet infantry in concealed fox holes, partisans in the woods and increasingly powerful enemy armour. They initially face T34s, then T34/85s, and ramp up to IS tanks and various types of SU and ISU tank destroyers and assault guns. As the driver, Faust has to deal with the gradual degrading of the tank from continued minor damage, along with a shortage of fuel.
The book is quite short and is entirely from the viewpoint of the author, so we don’t see much other than the goings on inside the tank, and what Faust can see through his driver’s vision block (which has a minor storyline of its own), although it must be said that he does seem to have a remarkably good view from there. A crashed Luftwaffe pilot and a Soviet PoW are the only significant characters we meet beyond the crew (no-one else seems to live long enough!). It’s a fast-paced story, the tank is continuously in action so there’s little down time. And without giving too much away, there’s quite a shocking scene at the end of the book, which apparently caused much disquiet at the time of its original publication.
The description of the combat is remarkably graphic, with tanks exploding left, right and centre, and lots of severed limbs and heads. This is certainly different from other tanker memoirs that I’ve read – in those, most tanks break down or are incapacitated from minor damage such as broken tracks or jammed turret rings. In fact, it reads more like a Sven Hassell novel than a historical memoir. Or if you swapped the Tiger for an M2A4 blower tank, and turned the enemies from the Soviet army into the Lightning Division, then you could be reading one of David Drake’s Hammer’s Slammers stories. It really doesn’t read like a memoir.
So I looked a little deeper into the origin of Wolfgang Faust and his book. And, surprise, surprise, it may not all be quite true… I can’t get a definitive answer, but the consensus of various other reviews I’ve read seems to be that it is indeed a work of fiction. It may be based on historical events, but the claims about it being written and published in the 1940s seem dubious at best – if nothing else, the tone and style of the writing doesn’t feel like it’s from that time.
So by all means go ahead and give this book a go, but do so with this in mind. Consider it a story, not a historical document, and you’ll be treated to a fast moving, action filled tale. It has several encounters that could be turned into wargames scenarios, or even a linked mini-campaign.
Just for completeness, the version I reviewed was the audio book on Audible, which is unabridged.
Chairman Mark J shares his thoughts on a book looking at the British combined arms doctrine during WW2.
Monty’s Functional Doctrine – Combined Arms Doctrine In British 21st Army Group In Northwest Europe, 1944-45
By Charles Forrester
Hellion 2015
I really enjoyed Monty’s Functional Doctrine as it offered a fresh and evidence based assessment of Montgomery’s leadership and the way he shaped 21st Army Group. Rather than relying on the usual myths and assumptions surrounding Monty, the author examines how his methods, planning and command philosophy actually functioned in practice. The book explains clearly why Montgomery fought the way he did and how his approach reflected both the strengths and limitations of the British Army during the campaign in North West Europe.
What stood out most was the balanced nature of the argument. The author neither presents Montgomery as an untouchable genius nor dismisses him as simply cautious and over methodical. Instead, the book makes a convincing case that his doctrine was deliberate, practical and designed to reduce unnecessary losses whilst maintaining constant pressure on the enemy. The emphasis on set piece battles, overwhelming artillery support and careful preparation is shown not as a lack of aggression, but as a conscious operational method developed from experience earlier in the war.
The book also gives some excellent examples of how this doctrine worked in practice. Montgomery’s insistence on detailed planning and strong logistical preparation allowed 21st Army Group to maintain momentum after Normandy despite difficult terrain and determined German resistance. The use of concentrated artillery firepower, combined arms integration and limited objective attacks demonstrated his belief in fighting battles that could be controlled and sustained rather than relying on risky improvisation. Operations such as Goodwood and the battles around the Rhine are used effectively to show how Montgomery sought to wear down German forces through material superiority and coordinated pressure rather than dramatic breakthroughs.
What I particularly liked was the way the book challenges the idea that Montgomery’s command style was entirely rigid or overly centralised. Whilst he undoubtedly exercised tight control over planning and operational objectives, the author shows that he also fostered a culture of problem solving within his formations. Subordinate commanders were expected to understand the wider intent of the operation and adapt to changing battlefield conditions whilst still working within the overall framework of the plan. This balance between control and flexibility allowed officers and units to react, innovate and exploit opportunities without losing cohesion or operational focus.
The book also places Montgomery’s decisions within the wider strategic reality facing Britain in 1944 and 1945. It argues convincingly that his methods reflected the manpower limitations of the British Army and the need to preserve combat effectiveness over a long campaign. For anyone interested in British operational doctrine, command leadership or the performance of 21st Army Group, this is a very worthwhile and thought provoking read.
Our illustrious Chairman takes us through a recent game of Chain of Command.
Picture the scene, Linton Village Hall on a sunny Saturday morning, a gathering of War Gamers at one of the oldest clubs in the UK and a game of big CoC. Me, Mark J (club chairman), Alan K (long time fan of Lard), Pete S (best damn terrain builder south of Leeds), Eric G (bravest of them all) and last but never least Dave P (another keen lardman). All of us ready to do battle across an eight by five table.
I decided I had to run a game of Chain of Command at the club based around the aftermath of the encounter at Hill 226 on Sunday 30th July 1944, right at the start of operation Bluecoat in Normandy. What happened on that day was a crushing encounter for the Scots Guards, who were I believe one of the first British units to encounter the mighty Jagdpanther, three of them in fact. The encounter left 11 Churchills destroyed and sadly quite a few Scots casualties. If you go to Hill 226 now you will see a memorial to them.
The game took place Monday 31st July with a bit of a ‘what if’ twist to it. What if instead of simply zooming off after giving the Guards a very bloody nose, the Germans consolidated against the Guards right flank just beyond Hill 226 taking advantage of their tactical victory.
British forces
Two platoons of British infantry, The Argylls. Supported by a Vickers machine gun team, one 17 pound AT gun, an engineer team and a medic. Both platoons were armed with Gammon Bombs. The British also benefited from a pre battle bombardment and a company HQ and replen point.
One troop of Scotts Gaurds, 2 Churchill mk VIIs supported by 1 Churchill Crocodile from the 79th Division.
German forces
1 platoon of German infantry, 326th Division. Supported by MG42 team, 20mm flack cannon, 88mm flack gun and a Stug IIIG.
One Jagdpanther, 311 Leutnant Scheiber
The Battle
We played a broad front big CoC with two British objectives. British orders were to take both objectives (a road junction and farm just beyond Hill 226) and hold until reinforcements arrive. The British had good intel having carried out night patrols and were aware that while the Germans had pulled in some heavy fire power, they were short on manpower. Actual intel at the time stated that the 326th were depleted and in need of rest.
The Germans having hastily consolidated their position had relatively poor intel, I told the German player to expect heavy armour and a flame thrower. I took the decision to add a Crocodile as they were in the area at the time. The addition of intel worked well, with the German player selecting two mine fields and placing one across a road, the only place where the Crocodile could pass without using its flame thrower or another Churchill smashing through the bocage hedges to clear a path. I had given the Crocodile three shots with the flamethrower.
The battle started with Pete’s platoon probing the middle section of the battlefield hoping to sweep right around the woods to reach the farm. Eric to the left fank heading for the road junction, a dangerous mission given substantial open ground to cover towards the objective. Dave’s troop supported Pete’s sweep by pushing against the German’s weaker right flank (or so he thought).
Alan played things pretty cool, not deploying for the first four phases as he tried to sus out the British plan. He knew given the terrain (bocage into farmland) that the Brits would have to pepper pot with one Platoon taking the attack to him, exposing his position with the other following up and of course the heavy armour and support. Despite a lack of Germans, the British attack was quite sluggish, and they failed to deploy their platoon mortar teams. The open ground between hedges was clearly worrying them and over occupying their thoughts.
Pete was the first to take the bit between his teeth ordering Eric to push on (Pete had company HQ) he moved forward with two sections leaving one behind cover. Time for the first German ambush. As the Argyles began to cross a field toward another hedge and potential German territory, they heard the Blam! Blam! Blam! of a 20mm flack cannon. The section hit the dirt taking one causality and two shock, could have been a lot worse.
As this was taking place the Crocodile rumbled into view just to the right of Pete’s platoon, further right a Mk VII took on a bocage hedge hoping to flatten it and create another route to the Farm for the Crocodile. Unfortunately, the Mk VII didn’t make it across the hedge and was ambushed by a couple of German infantrymen with a Panzerfaust, Boom! one Churchill down. Not looking too good for the Brits. To make things worse Alan had thrown a double phase and once again blasted the poor Argylls with his 20mm, a section corporal was hit and stunned leaving the lead section stuck in the open.
Now was the time for the Crocodile to have a go, having got into range Woosh! Great streaks of flame burst out toward the 20mm flack gun destroying it and the crew plus the hedge it was using for cover. There was now a gap in front of the Argylls in open ground. What would they do next.
Alan clearly feeling it was time for some serious heavy metal deployed Jagdpanther 311 at the farm with a line of site along the road through the woods into British territory. The British responded by deploying their 17 pounder in line of sight of the Jagdpanther, a gutsy move given they would not be able to move away in time if things didn’t go well. The Germans struck ambushing the 17 pounder as it deployed and got ready to fire. An 88mm HE shell hitting the gun but doing no significant damage, unbelievable luck. The crew wasted no time firing an AT round at the beast and taking it out in one shot to a roar of cheers from the Brits. The last few minutes may have turned the battle in their favour.
On the British right flank Eric had followed orders and had pushed hard, finally deploying his platoon mortar and laying smoke he quickly moved toward the objective using sound tactics of cover and move and deploying a reconnaissance team. However just as he reached the objective, he was ambushed by a German infantry section losing two men and gaining shock. Eric continued to lay smoke well, blocking line of sight but his attack had stalled. He fought on to hold the road junction but lost a section corporal, his lead section was now severely depleted and pinned. Eric pushed on with his two remaining sections towards the German infantry section.
Pete deployed his Lieutenant and rallied the lead section; on they went with a fresh section in support towards the broken ground. No smoke was used, and his men again hit the dirt after hearing the awful BRRRRRRP! of an MG 42. The lead section had been ambushed by a tripod mounted MG42, once again luck was on their side and while this stalled their advance they took no casualties. Pete finally started to lay smoke across the German line buying his men some time to recover and move.
The Germans sensing a pivotal moment in the battle deployed another infantry section in front of Pete’s platoon. However, Eric poured fire onto their right flank forcing them back into a cornfield and in line of site of the Crocodile. Woosh! another blast of flame and Five of the section were gone, their leader remained unscathed amazingly and they fell back to some vines to the left of the Farm. The Germans now pulled back their other section giving up the road junction to consolidate their position at the farm, the Stug III was also deployed.
Once again, the Brits stalled staying behind their line of smoke and not taking the ground. The second Mk VII pushed on to right of Pete’s flank where his third section had deployed in the woods in front of the farm. The Crocodile moved across the minefield which had now been made safe by the engineer team. The British re-supplied obtaining more smoke and got ready for a final attack but time had run out.
A great game followed by a de-brief at the pub next door. What did we learn from this game. As always having fun is the main objective which we did. The Brits had opportunities to push on which would have resulted in causalities, but we all agreed would likely have won the day. Easy to say hard to do, no one wants to lose their troops.
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