After all of the hard work getting my Yanks ready for action, i thought we’d have a bit of a fun game with week at the club, just getting to know their strengths and weaknesses. As a result the scenario was a bit tongue-in-cheek, with both sides having their own objectives which weren’t mutually exclusive.
For the US players, BA, Noddy and Doctor Daz, a small of two platoons backed up by a reduced platoon of three M4 Shermans was tasked with rescuing some comrades who had been incarcerated in the local Gestapo HQ and, according to the local FFI, were being treated in a beastly manner by their evil captors. Their task was to rescue their comrades from the hands of their terrible tormentors.
On the German side Elton and The Traitor McKipper (hot from the campaign trail) were tasked with defending the chateau until a unit of Feld Gendarmerie could arrive to remove highly confidential papers. After that they could withdraw. Just one platoon was available, but they also had a Pak 40, a Marder III and an SdKfz 222 to assist them. Here The Traitor is seen expounding his plan. Elton looks on admiringly as Noddy, right, seems to have heard it all before.
And here’s how the Patrol Phase ended.
Above and below, the Yanks advance.
The 60mm mortar deploys to bring down fire on the Jerries on the Chateau roof.
A jeep discovers that the road is blocked.
The Germans deploy to defend the crossroads.
Fiddling on the roof.
“Marching fire!” The words of General Patton ringing in their ears, the Yanks advance whilst bringing down fire on their evil foes.
The tanks are here! BA’s armour puts down terrible fire into the chateau…
…and Noddy’s boys rush forward, the prisoners in the cellars can be heard calling to their rescuers…
In his enthusiasm BA was shelling the chateau with three Shermans lined up. The German defenders rushed down from the roof when the building became unstable but were still on the first floor when the whole structure collapsed, killing them and the US prisoners in the cellar. At that very moment the Feld Gendarmerie drew up in their truck, only to see the precious papers buried under tons of rubble. In one moment both sides lost the game, their victory conditions unachievable. How we laughed.
What was amusing was that both sides pretty much ignore their briefing and we looking to get a “win” in the traditional sense. The Germans were, obviously, on a hiding to nothing with far fewer troops and supports (and persistent calls of “it’s no fair” from The Traitor would have brought a tear to a glass eye), but then they didn’t need to try to defeat the Yanks; just hold them up for most of the game! Meanwhile the US players seemed to have forgotten that their mates were in the chateau and were shelling it for all they were worth.
As it was, honours were even and a fun game was had by all. We certainly learnt that the Yanks are an aggressive force with their marching fire option, and the Garand re-rolling any 1’s is a significant advantage in a firefight. The 60mm mortar may not have smoke but it packs a bigger punch than the British 2″ mortar and is, I reckon, a great support option when you’re up against the very “shooty” Jerries. Personally I believe that deploying scouts and then shelling any opposition discovered with the mortars is the best way to go with these boys. Now we’re looking forward to the 29th to start campaigning on the road to Carentan.
Its the one you’ve been waiting for and asking for and finally we have got into the studio and produced the first part of the Dux Britanniarum series. In Part One we look at what you get, the rule book, the maps, the cards. We discuss the historical background to the period and look at