Churchills, Jocks and a Jagdpanther – a Big Chain of Command Battle Report

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.

Society Meeting 25th April 2026

Andy presents a taster of the games at the last meeting. Five, count them, five, games in progress!

Let’s have a look at them in historical order:

First up we have a mixed scale (6mm & 15mm) Field of Glory Game. Apologies to the players, I only took one photo of this.

Battle lines are drawn

Next up Stephen & Andy concluded their three game Barons War mini campaign. Totally unbiased reports of these games to follow.

Baron Stephen le Tookere’s troops prepare to defend the Trebuchet.
Sir Andrew’s troops close in on Baron Stephen le Tookere’s Trebuchet.
The Trebuchet burns! Sir Andrew’s mission accomplished.

Moving to more recent history, Chairman Mark ran a 28mm Chain of Command game, Operation Bluecoat, Normandy 1944.

The outskirts of a village in Normandy 1944.
The curse of a freshly painted model making its debut, KO’ed early in the game!
Churchills support the British advance

Next we had a game of AK47 Reloaded, more 15mm mayhem in 1970s San Guano. A rare outing for this ruleset at the Society.

Infantry take cover as an APC burns.
Militia defend the factory
Heavy Armour (for AK47)

And last, but by no means least, Tony & Jeremey tried out Grimdark Future Mass Battle rules with their collection of 15mm armies.

Jeremey’s forces deploy
Tony’s Jenpalo seize the junction
One of Jeremey’s tanks is about to get a surprise!
A clash in the Technoliths

That’s all for this time, next meeting is on the 9th of May, you can see Society diary here.

Society Meeting 14/02/2026

Andy rounds up the Valentine’s Day meeting

A quieter meeting this time, just three games in progress.

Paul and Colin staged a 2mm recreation of the Battle of Waterloo.

French advance covered by skirmishers

Mark J and Tony F were trying out ‘O’ Group with an early WW2 encounter between the French and Germans in 10mm.

German and French Infantry line the hedges
French Infantry
French Armour
German Armour
German Infantry
Germans push back the French right flank

And finally Stephen ran a Stargrave game, with a Valentine’s Day theme. Look out for the Captains’ unbiased reports in a blog post soon.

Some nere-do-wells in the streets of Verona on the planet Romance
The mean streets of the west side of Verona
Carnage outside the pub.
Mariah – the Angel, guarded by Captain Greyfax’s crew
Captain Reynold’s crew passing quietly down a back alley.
All is quiet again in Verona
MWS meet on the 2nd and 4th Saturdays of the month (except the 4th Saturday in December) from 10:00 to 17:00 at Linton Village Hall, south of Maidstone on the A299.

Information about the Society, including directions, can be found here.

The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.

Society Meeting 24/01/2026

Andy rounds up last weekend’s society meeting.

Another good turn out for the second meeting of the year, around 20 members were present with 5 games in progress.

First up we have John L running another naval game, this time in the South China Sea with Emperor Ming taking on Li Chee (the Pirate Queen) using Galleys and Galleons rules.

We then move on to David P running a small Chain of Command 2 game, in 20mm, to introduce the rules to a couple of players.

Former Chairman John ran a 6mm Ancient FOG game with multiple players

Current chairman Mark, together with Dave and Chris put on a Legions Imperialis game using masses of tanks etc.

 

And finally Stephen ran the third of his trilogy of 173rd Airborne in Vietnam games, Operation McLain, in 15mm. A write up of this game will be appearing soon.

MWS meet on the 2nd and 4th Saturdays of the month (except the 4th Saturday in December) from 10:00 to 17:00 at Linton Village Hall, south of Maidstone on the A299.

Information about the Society, including directions, can be found here.

The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.

 

 

A new beginning…

Maidstone Wargames Society held their first meeting of the year on Saturday. This meeting includes our AGM so often has a good turnout.

Around 24 members were in attendance for the meeting. The AGM was, as usual, short, only around 30 minutes. Also, as usual, the existing committee was re-elected without opposition. Despite the chairman’s pleas to be released!

There was also a very good turnout of games, covering a variety of scales, periods of genres, here’s a short photo round up.

John L brought out his 1:1200 Baltic Galleys for some Naval action.

Another naval game, but a few centuries later and under the water rather than on it, Peter M staged a 1:100th Stingray game, “Anything can happen in the next half hour“.

Paul and Colin brought out some 3mm Ancients for some FoG games.

Tony G and Stephen both fielded Anglo-Saxon warbands for some 28mm SAGA games.

Some more recent conflict now, some late WW2 Chain of Command action staged by chairman Mark J with 28mm vehicles and figures.

And last, but by no means least, Tony F and Phil staged a battle from the Lord of the Rings, again in 28mm.

That’s it for the round up of the first meeting of the year.

MWS meet on the 2nd and 4th Saturdays of the month (except the 4th Saturday in December) from 10:00 to 17:00 at Linton Village Hall, south of Maidstone on the A299.

Information about the Society, including directions, can be found here.

The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.

 

Stout Hearts, The British and Canadians in Normandy 1944 – Book Review

Stout Hearts, The British and Canadians in Normandy 1944 by Ben Kite.

Review by Mark J

I have been a lover of books for as long as I can remember and very much love the fact that books really help me play better games on the tabletop. The research part of our hobby is one of my favourite parts. Learning about a battle, campaign and the men and women that fought brings the historical game narrative to the tabletop.

I’m always on the lookout for a good book that helps me create and run better games. Ben Kite’s Stout Hearts fits the bill perfectly. Easy to read, covering British and Canadian armed forces that fought to liberate France in 44. I’ve used this book to create an Op Bluecoat game at the club next year. Here’s my take on the book.

Stout Hearts is an impressive, deeply researched analysis of British and Canadian operations in Normandy, offering a refreshing counterbalance to long-standing myths about Allied performance. Ben Kite blends operational history with tactical detail, drawing heavily on primary sources to show how units fought on the ground. His writing is clear, measured, and avoids the polemics that so frustratingly often colour Normandy historiography.

Kite’s great strength is his ability to contextualise British and Canadian actions—explaining doctrine, logistics, training, and the battlefield environment—to illustrate why commanders made the choices they did. The book challenges the idea that the British and Canadians were slow or lacking aggression, showing instead a professional and adaptive army grappling with a formidable German defence and extremely difficult terrain.

While occasionally dense due to its technical depth, Stout Hearts is accessible and is packed with valuable insight for wargamers, military historians, and anyone interested in the Normandy campaign. One of the most balanced and authoritative studies of Allied performance in 1944 I’ve read in a long time.

If you want to view the book on Amazon you can find it here. The club earns a small referral if you purchase it which we put towards our website fees.

Work in Progress Wednesday

Jeremey is on holiday this week, so he’s left Tony the keys to the WIP Wednesday post…

We’ll start off with Chairman Mark’s fine collection of 28mm Shermans that he’s been working on for a while, building up towards a big Nijmegen game later this year. There’s been a bit of rivalry at the club over who has the biggest Sherman collection – we suspect Phil is still ahead, with Dave also a strong contender, but Mark’s catching up…

He’s also added a British half-track (likely an M5) and Daimler armoured car, a German bunker and some anti-tank guns (type unspecified, but some internet research points at them being 50mm Pak 38s).

Eric has been turning yet more Matchbox cars into wasteland warriors for a Gaslands game with all manner of add-ons and accessories. The one on the right with exposed wheels looks especially cool.

Stephen has made some 15mm objective markers for Vietnam games, which should also serve for WW2. I suspect a few of us will be hunting for those in an upcoming game of Charlie Don’t Surf.

And finally, I quickly turned out some individually based figures to act as Big Men (NCOs and officers) for a game of TFL’s Quadrant 13. They’re only 6mm, so really they should be Little Men. Or Little Big Men ?

Jeremey will be back next week, you’ll doubtless be pleased to hear !

Eisenhower – Rules First Look

Colin, John Le and Paul L had a try out game of the new Eisenhower rules from Sam Mustafa. The rules were released earlier this year and are ww2 strategic / operational in scope.

Players control up to 6 divisional formations across a table representing a ground scale of 24 by 16 miles.
Our game was a home brew eastern front Barbarossa type scenario pitching 2 Panzer divisions and a motorized infantry division against a Soviet defence of 2 infantry divisions with a reserve tank corps.

The armies were made up from 2mm Irregular ww2 models with bases of 4x4cm representing battalion strength units.
The table is gridded in 6×6 inch squares and this controls placement and movement of the units.

This works well for this scale of game where the players represent corps commanders. At this scale its not mm placement of units which count but key decisions such as which areas of the front are you attempting to break through in, which units are you structuring your offensive with and are your reserves in the correct position based on the timescales of the offensive.

The rules feature a number of innovative mechanisms including an objectives based victory point mechanism where the objectives move once they are secured so ensuring a dynamic game of movement for the two sides, each of which takes the role of strategic offensive or defensive.
The time period represented in the game is between 4 to 6 days with each day consisting of separate rounds which allow formations to move and combat across the table. At the end of each day is a night phase where supply is checked with potential attrition of units. Exhausted units can also be recovered to a worn status.

In our game we had the Soviets dug in with prepared positions across the table. The panzer divisions lead the attack with mixed success in achieving objectives early on and forcing a breakthrough. We ended up concluding that in our scenario the Soviet reserve tank corps was too powerful when placed on the table at the outset. A more balanced game would probably be achieved by holding it as reinforcements off table which is catered for within the rules.
Future scenarios we will explore include France 1940 and a Normandy amphibious landing.

France 1940 – The Bridges – Battle Report

Alan takes us through a big game of Chain of Command set in France 1940.

The purchase of a Cigar Box Battle river mat on eBay sparked thoughts about the interesting challenges of a game with one side having to make a strategic withdrawal across a river and the other trying to seize the crossings.

This led to the purchase of not just one, but two bridges from Sarissa Precision, a road and a rail bridge. The latter then led to building the track to go with it and then a station. To make the game work it needed to be big both physically (a 12 foot by 6 foot table) but also from a Chain of Command perspective; this meant at least a company a side. This was the result.

It saw a rag-tag French outfit as the defender facing a determined German company supported by a platoon of tanks. The French were made up of a platoon of Foreign Legion and a platoon of Tirailleurs Sénégalais on one side of the river, needing to withdraw across the bridges and a Motorcycle platoon holding those bridges. The French also had some support in the form of an anti-tank gun and some engineers in a truck – the latter to demolish the bridges before the Germans could capture them intact. Along with two Bouteilles Incendiaires, two roadblocks and a couple of full Chain of Command dice for the withdrawing troops, this was the defending force. The Germans, in addition to their infantry company and tank platoon, had an Adjutant, a Pioneer team in a Kubelwagen, a SdKfz 222 armoured car, an infantry gun and a truck with four rubber boats. It wouldn’t have been an early war game without a Shabby Nazi Trick – the German players selected a fifth column sniper (Jean-Claude). We played through the patrol phase which saw some interesting jockeying for positions around the buildings on the German side of the board. With jump off points then positioned we were ready for the meat of the game.

The Foreign Legion were covering the French left flank and the Tirailleurs Sénégalais on the right. The Germans began their advance with the platoon on their right flank making serious progress until they encountered the Legion. The other German platoons soon found that the Tirailleurs weren’t going to be easily dislodged and put them under heavy concentrated fire. The roadblock constrained the easiest route for their Panzers and so the main armoured advance was through the farmland to the right of the road.

Repeated exchanges of fire were telling on the French forces as they tried to hold the Germans long enough for their engineers to deploy and mine the bridges.

Eventually they began to fall back but not before taking serious casualties. Meanwhile Jean-Claude who had been placed in the church tower (it’s traditional!) was causing the French some unexpected problems.

With the French C-in-C desperate to blow the now mined bridges he ordered a full withdrawal but this was easier said than done with the Germans covering most of the routes to the bridges.

The Tirailleurs were aiming for the road bridge but when they got there the C-in-C ordered them to switch to the distant rail bridge so he could blow the former.

Meanwhile the German pioneers were making heavy weather of destroying the roadblock and the motorised elements of the German force were still held up as a result.

In the end only a single Legion section got to safety before the second bridge was blown and with neither side having been able to meet their victory conditions we declared the game a draw.

Battle at Blavatsky Station – August 1944 – Battle Report

Society member Stephen kicks of our posts for 2025 with a WW2 game of Crossfire.

During the Festive period I decided to have a non-Festive WW2 game using Crossfire rules.

It was a late-war Eastern Front game with the Russians on the attack. Each side had a company which comprised three platoons with a company HQ and machine gun. In addition, since the Russians were attacking, I gave the Russians an extra SMG platoon. I made these veterans (an NKVD unit, no doubt) and decided this platoon’s command bonus would help in both close combat as well as morale (obviously led by a commissar – usually Russian commanders only assist in close combat). Since it was a late-war game, to reflect the change in training and doctrine the Russian army went through, I also decided that Russian squads could end movement out of line of sight of platoon commanders but still had to start movement within LOS as usual (normally, Russian squads have to start and end movement in LOS). This reflects the Russian adoption of the British and American structure they went through when the Russian army went on the attack.

The battlefield was set up as follows:

The Germans deployed on table with all units deployed north of the east/west road. The two large barns and the railway station were big enough to accommodate three squads. The other houses and the chapel could only accommodate two squads.

The Germans put their first platoon in the easternmost barn. In the house looking south down the road was the German company command and machine gun – this would make it very risky for any Russian squad trying to cross that road. In the big barn in the middle went the second German platoon. The final German platoon deployed with one squad in the chapel and a squad in each of the wooded areas either side.

The Russians would deploy by activating from the southern edge.

Each side would gain 1 Victory Point for each enemy squad/machine gun killed. The first to 7 VP would be declared winner.

This was obviously going to be a difficult job for the Russians. The sides were more or less equal (Russians with four platoons and the Germans with three) but the Germans had the advantage of being in defence and set up in protective cover.

Right then, on with the game.

The Russians started activation by bringing on their first platoon and occupying the sunken ground on the extreme left. Second platoon came on and took position in the adjacent woods, and the third platoon came on and took cover behind the fence that ran alongside the wheat field. The plan was for the Russians to attack on one flank where they could concentrate their firepower and force the Germans to break cover or risk being rolled up. The Russians held the NKVD sub-machine gun platoon and the company HQ with HMG back – these were due to deploy on the right.

Initiative still lay with the Russians and so the platoon in the sunken ground made a group move to advance across the rail track and into the woods in front of them. At this point the Germans opened up with Reactive Fire. Using a coordinated crossfire, the German first platoon in the woods and chapel let rip – a series of Pinned results ensued but no Suppression, so the Russians maintained initiative. The Russian platoon decided to return the favour – they Pinned the German squad in the woods on the left but also failed to cause a Suppression. This meant they lost initiative and it switched to the Germans.

With all the action taking place on the western side of the battlefield the Germans decided to advance one of their platoons: those on the right, in the other barn, crossed the road and rail track and took up position in the woods. The German first platoon chose to keep up the pressure and poured more fire on the Russians in the woods. They caused a Suppression, so carried on firing, hoping for a kill on the Russians. But they failed to cause another Suppression which meant the initiative switched to the Russians.

The Russians did two things. Firstly, they brought on the NKVD platoon, which came on at the extreme right in the sunken ground there. They also decided to advance their third platoon across the wheatfield into cover behind the fence overlooking the rail track. At this point the German second platoon, in the barn opposite, engaged them with Reactive Fire. Not only that, but the machine gun also had line of sight and fire arc to the Russians in the field. This would be a lot of Reactive Fire. The machine gun was firing independently and fortunately scored a Suppression, meaning the Germans could carry on. The Germans in the barn shot as a firegroup but only caused Pinned results and so initiative went back to the Russians. But the Russian platoon had taken a lot of fire and all squads were either Pinned or Suppressed.

Both Russian platoons that had advanced found themselves with their heads down – all Pinned and Suppressed. So the Russians needed to start putting the pressure on elsewhere. They did this by bringing on the company HQ and machine gun. These took position on the edge of the fence by the farm. The German platoon in the woods on the right had line of sight and took Reactive Fire, but failed to score even a Pinned result – squads failing to score at least a Pin are marked No Fire (NF) and are unable to conduct any more Reactive Fire during that initiative. This gave the NKVD squad a chance – since they would receive no Reactive Fire they could charge forward and try to engage the German platoon in close combat! Being SMG armed and veterans would give them a bonus. So that is what they did. And it paid off very well indeed – the NKVD over-ran and eliminated the German platoon!

The Russian Company Command and machine gun moved into the first of the farm buildings. What they needed to do next, though, was try to rally some of their squads. However, failing a rally roll also means initiative is lost. As it happened the platoon in the wheatfield managed to rally all its squads, whilst the platoon in the woods on the left managed to rally one squad but failed the others. So initiative once more went over to the Germans.

The loss of the German platoon to the SMG platoon really blunted the German options. The other two platoons had little choice but to dig in and see what they could do. As such, both platoons were organised into firegroups and crossfires to make the most of what they had. The Germans in the barn once again Suppressed the Russians in the wheat field but the platoon in the woods and chapel could only cause Pins on the Russians in the wood so they lost initiative.

The Russian second platoon which, up to now, had remained ensconced in the woods behind the railway station were given the order to move up – by bringing the whole Russian company into line it would spread the German fire. As a group they moved into the railway station and took Reactive Fire from the Germans in front of them – the Germans causing Pins on each of the Russian squads!

Now, by causing a Pin a squad may continue Reactive Fire, but should they fail to cause a Pin then they may no longer do Reactive Fire during that initiative. So the Germans could carry on with their Reactive Fire, hoping to Suppress and steal initiative. But they’d seen what could happen if they get a No Fire marker and are charged. So rather than continue Reactive Fire they chose to hold back and allow the Russians to continue with their activations and maybe another opportunity to react may present itself.

The Russian company command and machine gun chose to move up to the next farm building which brought them directly opposite the German company command and machine gun. And these decided to do Reactive Fire against the Russians – causing a Suppression and taking initiative away from the Russians! So the German machine gun kept on chattering away, this time turning to the NKVD platoon in the woods in front of them – a kill! One of the NKVD squads was off. The Germans decided to make the most of their firing so the platoon in the barn resumed fire against the Russians in the wheat field – another kill!

Things were starting to improve for the Germans.

But not for much longer – they attempted more fire against the Russians in the station but failed. Initiative went back to the Russians. There then followed an extended exchange of fire between the Russian and German machine guns – one side would fire, fail and initiative would switch, and this went on for several rounds, changing initiative after just a single activation. This ended up inconclusive. Occasionally one side or the other would be Pinned or Suppressed, but then rally this off and resume firing.

Something needed to be done.

Then during one activation the Russians Suppressed the German machine gun and decided to advance the NKVD platoon into the barn on the opposite side of the road on the right. But as they moved into the open crossing the road the German squads further down opened up with Reactive Fire. Being in the open was never going to go down well and one of the NKVD squads was killed and the other Suppressed! The Germans took initiative, rallied their machine gun, which opened fire on the Russian machine gun and…eliminated it!

Victory Points were now equal – 3 each. If the Russians were going to win they would have to think of something daring. For the time being, though, it was still with the Germans who continued with their fire against the Russians in the station, but a failure to Suppress soon meant it went back to the Russians.

Close Combat is very decisive in Crossfire – a simple win means the opposing squad/s are destroyed. So the Russians looked to bring things to close combat since they had advantage of numbers on the left. The Russian platoon in the woods on the left opened up on the solitary squad beside the chapel, causing a Suppression. With that, they decided to go for it and charged across the road with guns blazing.

As soon as they broke cover the Germans in the chapel opened up with Reactive Fire. They scored a Pin against the first squad meaning they could carry on, but failing to score any more hits meant they received a No Fire marker and the other two Russian squads charged the Germans with the inevitable result – one dead German squad. With their blood up, and a No Fire marker on the Germans in the chapel, they kept up the momentum and sought to charge the squad in the chapel. However, they could only get one squad against them (remember, the chapel has a capacity of two squads and there was already a German squad in there), which meant it was an even combat and on the dice roll. Which favoured the Russians! Another German squad gone.

The remaining German squad of this platoon, in the woods to the right of the chapel, used Reactive Fire on the Russian attackers and scored a Suppression. With initiative, what could the Germans do? Truth be told, they didn’t have many options. The machine gun opened up on the Suppressed NKVD squad and killed it. Victory Points were now 5 to the Russians and 5 to the Germans – still tight. The German machine gun then turned its attention to the Russian company command but failed to score a hit.

So what could the Russians do? They decided to see if they could Suppress the Germans in the barn. They did even better than that and killed one squad. With a platoon in the railway station and another moving up through the woods and chapel, they decided to bring things to a close. The platoon in the station opened up at the German squad in the woods and caused a Suppression – this was what they wanted and made a charge against the Germans. The platoon in the station fixed bayonets and moved out. They drew Reactive Fire from the Germans in the barn and found themselves Pinned down by the roadside! So the Russian squad in the chapel, under cover of the woods, made a final charge against the Suppressed German squad.

And that was that. The German squad was killed which meant the Russians had reached their Victory Points – 7 German squads eliminated.

It had been a very close game and a very enjoyable one, and the Russians had won.