
British
"red" company commander (CC +2) stand. Airfix Australian infantry
radio operator with aerial replaced with a longer, thinner paint brush
bristle and Matchbox 8th Army officer (painted for a little more
northerly climate) along with their "portable" bunker and cam
netting. This is a pre-game photo.
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If
all you are interested in are pictures from the games, please carry on
to page 2 or other pages by navigating the arrows above!
Game
2 was, the players believed, a replay of Game 1 with teams on opposite
sides. In fact, players were lead to believe this with pre-game
and email briefings ahead of time. Apart from the switch in sides
(and opponents), there were some minor adjustment of forces as can be
seen in the force descriptions below.
If
you are not interested in orders of battle, please have a read of
the briefing for the two sides, skip the "forces", and have a read
of the "Post Recce/Pre Game Dispatches". Game 2 was played twice
(instead of the scheduled three times), but both times, the effect of
receiving the messages and the changes to the overall mission they
brought was rather exciting I think and provided a number of
interesting twists! |
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Briefing for British Players, Game 2
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Briefing for German Players, Game 2
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Refer to your memory of the last game:
SITUATION, Late July/Early August, 1944, Normandy
Referencing the gaming table,
your objective is to secure both the road through the hedgerows and the
heights in the open area beyond the hedges. Note that "securing
the road" is not the same thing as clearing the whole of the hedgerow
area!
You have a LARGE amount of forces that can be let on as you wish, from the end of the table at which the hedgerows start.
The two single figures at the front of the picture are your two
reconnaissance patrols which will do a recce phase, including setting up
as many pre-registered artillery targets as you want. Recce phase is no
more than half an hour - I'll explain it when you get here, but if one
guy bites the biscuit or doesn't make it back, you lose not only his
sightings of enemy but any pre-registered targets he sets up for your
two artillery batteries.
Note that in the reconnaissance phase of the game, you may choose to
detach some of your engineer squads to plant explosives (for breaching
hedgerows).
All British are veteran and use British command control (must begin
within LOS of platoon commander, but can end move action out of LOS)
except where noted.
British Forces
Unlike Game 1, there is no picture to reference here.
BRITISH INFANTRY PLAYER
RED COMPANY
+2 company commander
Carrier section, 2 carriers, each with bren gun and 2" mortar (with
smoke)
1st Platoon: +1 platoon commander, #1 Rifle squad with 2" mortar (with
smoke), #2 rifle squad, #3 rifle squad, Machine gun
2nd Platoon: +1 platoon commander, #1 Rifle squad with 2" mortar (with
smoke), #2 rifle squad, #3 rifle squad, Rifle squad with PIAT (bazooka)
3rd Platoon: +1 platoon commander, #1 Rifle squad with 2" mortar (with
smoke), #2 rifle squad, #3 rifle squad
YELLOW COMPANY
See Red Company
GREEN COMPANY
See Red Company, except 3rd platoon are engineers each of which has 2
sets of charges which can be used to blow a breach in a hedgerow.
INFANTRY BATTALION HEADQUARTERS
Battalion commander
BRITISH ARMOURED PLAYER
2 25 Pounder Batteries (off board) in support. One carrier (bren
gun only, FOO can dismount and move about 6" distant from the carrier
with radio line). Infantry battalion and company commanders can
call artillery as well.
1 Forward Air Controller for Typhoon support in Daimler armoured car
(bren gun only, FOO can dismount and move about 6" distant from the
Daimler with radio line). Infantry battalion and company
commanders can call artillery as well.
Cromwell Company
3 platoons of 3 Cromwells,
1 platoon of 4 Sherman Fireflies (these can be operated as one platoon or divided up into 2 sections of 2 tanks)
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Refer to your memory of the last game:
SITUATION, Late July/Early August, 1944, Normandy
You are a combined arms team (referred to as "combat team" here,
meaning combined infantry and armour forces at company/platoon level)
from a German SS Panzer Division (12th SS, the Hitler Jugend, same as
what you fought as the British) facing the British 7th Armoured
Division (I actually am not sure if these two units fought each other
in Normandy, however, to have the Wirblewind AA tank in July '44, you
have to be this SS unit, unfortunately).
A full fledged counter attack lead by the remnants of the division's
Panther battalion and your sister infantry battalion is scheduled to
take place shortly. Their form up area will be in the "open area"
of the table and their line of departure is the furthest hedgerow at
the end of the table.
Referencing the gaming table, as the armour and infantry commander of this combat team, you are
charged with securing this area. There is a high probability that
the British could attack during or before the German attacking forces
arrive. The counter attack is a critical operation and the
division's commander has taken a direct interest in the operation and
deployment of your and flanking combat teams. The pitiful remains
of Tiger Battalion 101 have been assigned to the area and penny
parceled out to act as pillboxes to guard and secure the start line.
German Forces
Unlike Game 1, there is no picture to reference here.
FORCES & DEPLOYMENT
ARMOUR PLAYER
1 Tiger I - Deploy anywhere.
1 Reconnaissance section (2 Puma Armoured Cars) - these are
"independent" vehicles, which don't need to be in line of sight of a
platoon commander to move. Deploy anywhere.
1 Panzer IVH platoon - these can only move if they begin their
move within line of sight of the platoon commander. YOU HAVE THE OPTION
TO BREAK THIS PLATOON DOWN INTO TWO SEPARATE "TEAMS" to operate as 2
platoons or combine themselves together as one platoon. Must Deploy in
Open area AS RESERVE.
AA detachment (1 FlakPanzer IV Wirbelwind). See notes on the other AA
detachment below. Deploy anywhere.
Mortar observer for battalion mortar platoon (81mm mortars are off
board - this guy, plus platoon commanders and the company commander can
call the mortars. Note that the mortars are busy supporting other
companies as well and will be hard to get. You will be allowed to
have eight (8) pre-registered targets which is good because German fire
control is accurate, but slow. Mortars are available on a 5,6,
with 4 smoke missions. For first mission, mortars are
automatically available. Deploy observer anywhere.
INFANTRY PLAYER
#1 Platoon: +1 platoon commander, 4 rifle squads (each of 3 with 1
panzerfaust – 1 shot, 1 with panzerschreck), machine gun. Must be
deployed forward, inside one of the four fields.
#2 platoon: +1 platoon commander, 3 rifle squads (each of 2 with 1
panzerfaust – 1 shot, 1 with panzerschreck), machine gun. Must
deploy in open area as RESERVE.
#3 Platoon: +1 platoon commander, 4 rifle squads (each of 3 with 1
panzerfaust – 1 shot, 1 with panzerschreck), machine gun. Must
deploy anywhere in hedgerows.
+2 Company commander with 2 Schwimmwagon mounted and 1 kettenkrad
mounted liaison officers (used for communication with units not on the
board). Deploy anywhere.
1 Anti aircraft detachment (20mm quad on halftrack). This AA vehicle
has coordinated with the wirbelwind and can combine reactive fire
against any attacking allied aircraft, but cannot combine fire against
ground targets.
FORTIFICATIONS
2 earth bunkers to be used with any infantry positions. All other
placed infantry are considered dug in (180 degree arc of fire, outside
of which -1 die to fire. Once the squad moves/pivots it is no
longer entrenched)
House and all initial infantry positions are considered to be connected
by buried field telephone wires (important for mortar fire, see mortars
under the armour player).
MINES
1 minefield (4 1.5" squares - 2 are required to block the road, one per
each hedgerow opening) to be placed anywhere. Mines in the
forward fields and/or the road will be cleared and marked before the
counterattack forces arrive.
DEMOLITIONS
The bridge is rigged for demolition. A PC or the CC can fire the
bridge at any time, including as reactive fire for anything moving
across the bridge, to destroy it.
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Post Recce/Pre-Game Events & Dispatches (Back to Top)
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The following messages are received in succession.
There is a message for the Germans and then a message for the British each time a message is sent.
The first messages are
passed just before recce phase ends. Players are dismissed to
separate rooms once the British recce patrols return.
Of course, neither side knows what the other side is receiving.
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Gaming table (Back to Top)
TIME: 0300 hrs
TO: BRITISH Battalion HQ
FROM: Brigade Headquarters
Infantry from a
neighbouring brigade on the right flank have begun a determined
attack. Your sister battalion's reconnaissance which started
before yours was scheduled, has produced encouraging results with
evidence of the enemy in disarray and they have immediately begun
probing in force on the left flank.
Hold your position and monitor the German front line activity. Hold your recce patrols for now.
Gather commanders at infantry battalion HQ [ie, move to family room at other end of house] and monitor radio traffic.
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Gaming table (Back to Top)
TIME: 0300 hrs
TO: GERMAN Company HQ
FROM: Battalion HQ
Heavy night
fighting has broken out on the left flank. You are ordered to
reposition the Tiger inside the forward field on the LEFT side of the
road. It cannot be allowed to move on its own in the dark without
infantry support: elements of one of your forward platoons MUST be
repositioned with it in that field to guard it. At least a squad
is required, but up to a platoon can be re-adjusted if necessary.
If there is already a squad covering that field, re-adjustment of
infantry is not needed.
For the Tiger to
travel, pick the CLOSEST infantry squad to the Tiger's current
position. That squad will escort it to the field. The squad
may then return to it's original position if the above infantry
conditions are met.
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Gaming table (Back to Top)
TIME: 0330 hrs
TO: BRITISH Battalion HQ
FROM: Brigade Headquarters
The neighbouring brigade has encountered serious resistance on the
right. Several Tigers and German flares are holding up their
advance.
Considerable track noise in the bocage field on the right, behind the
front of the hedgerow facing you. Sounds like heavy armour,
possibly Tigers or the new heavy tank. Note that reports have
been received of a new German heavy tank, the King Tiger, which has
been encountered across the Normandy battlefield this past week.
Initiate barrage on the area with both batteries – the ranging point
can be on the hedgerow and the area of effect past it to hopefully shut
down the activity. [note = no activity required on the part of the
players – this is "notional"]
The other battalion in our brigade is making steady progress on the left.
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Gaming table (Back to Top)
TIME: 0330 hrs
TO: GERMAN Company HQ
FROM: Battalion HQ
Infantry and fire support is urgently needed in the fighting on the left flank.
Dispatch your reserve tank platoon and your full reserve infantry platoon.
[In both games, this command was met with some nervousness and
trepidation by the german players! That's their whole bloody
reserve!]
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Gaming table (Back to Top)
TIME: 0430 hrs
TO: BRITISH Battalion HQ
FROM: Brigade Headquarters
The right flank attack has stalemated with no advance and most of the attacking brigade has withdrawn, leaving piquets.
You have been ordered to dispatch your GREEN infantry company and send
it to the right flank to support the neighbouring brigade's
losses. This company may not be available to you for your own
dawn attack!
German troops on the left seem to have abandoned positions. They
may have been sent to our right flank to help with the fighting there,
but it is more likely they have beefed up the forces in your objectives.
The battalion on the left has advanced as far as the river and their
flank guards have reported hearing considerable movement in your
sector. They are probing further to see if there is the
possibility of your forces following their axis of advance and
advancing on your objectives from the left instead of down the bocage
road.
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Gaming table (Back to Top)
TIME: 0430 hrs
TO: GERMAN Company HQ
FROM: Battalion HQ
Heavy casualties on the left flank, but the British attack has been
contained. Your reserve forces have suffered casualties and will
be maintaining their battle positions on the left flank.
No replacements for your lost reserves are forthcoming.
The battalion does have a reserve company, however it will be
participating in the morning counter attack with the Panther battalion
and other infantry battalion.
You may dispatch any of your forward defences to the open area to
maintain a reserve if you wish (optional). If they occupy
positions abandoned by the reserve platoon, they will be dug in.
If not, they will be hidden, but not able to dig in by morning.
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Gaming table (Back to Top)
TIME: 0445 hrs
TO: BRITISH Battalion HQ
FROM: Brigade Headquarters
URGENT
The battalion on the left has probed as far as the right hedge on the
large field closest to the river on the left. Their pioneers have
planted a large amount of high explosive along the hedge so that you
will be able to enter through that field (and also on the small field
bordering the left side of the table if you want, but that has not been
"mined" by engineers explosives). You may also enter on the road
on the left side of the table and into the woods features on the left.
YOU MUST LEAVE A PLATOON OF TANKS AND AN INFANTRY COMPANY TO HOLD IN
YOUR CURRENT POSITIONS. Green company has been called back and
they will perform this duty (ie will not be available for the start
game), except for the engineer platoon which is going with you.
You may choose whatever tank troop (if you choose the Fireflies, all 4
must stay) to stay (and those tanks will not be available for the start
of the battle either).
YOUR OBJECTIVE IS NOW TO TAKE THE HILLS AS QUICKLY AS POSSIBLE. THE BOCAGE ROAD DOES NOT NEED TO BE CLEARED.
Move now, your H-hour will be shortly after a massive divisional artillery attack and Typhoon attacks on the German rear.
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Gaming table (Back to Top)
TIME: 0445 hrs
TO: GERMAN Company HQ
FROM: Your panicking company second in command!
Communications with elements from the division's other infantry regiment on the right flank have been lost.
Other than the usual harassing artillery shelling, there does not appear to be any fighting occurring on the right, however.
Liaison officer dispatched in a radio equipped schwimmwagon was
dispatched to make contact with elements of the other infantry regiment
on the right flank.
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Gaming table (Back to Top)
TIME: 0545 hrs
TO: BRITISH Battalion HQ
FROM: Brigade Headquarters
Heavy typhoon attacks are occurring far to the front, i.e. the German rear.
CONTACT REPORT FROM YOUR LEADING ELEMENTS IN POSITION ON THE LEFT
A German schwimmwagon with radio equipment was ambushed and machine
gunned by your forward sentries as it came down the road on the left of
the table. It is not known if any messages were sent.
This information is radioed immediately to brigade headquarters
ULTRA URGENT Message from Brigade Headquarters, 0545 hrs
No further time to plan. Move now.
A platoon of Three Churchill Mark VIIIs has been assigned to you from an Independent Infantry Tank Brigade.
A section of 2 17 pounder AT guns limbered and ready to go are also available.
RE-ASSIGN FORCES TO PLAYERS
Each player to take one of the two infantry companies and 2 tank
platoons (Fireflies count as one platoon), 1 17 pounder each, 1 25
pounder FO each and one person has the battalion commander, the other
the Air controller.
Let the referee know when you have read this.
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Gaming table (Back to Top)
TIME: 0545 hrs
TO: GERMAN Company HQ
FROM: Your panicking company second in command!
Heavy Typhoon attacks to the rear.
Communications with the counter attack force have been lost.
Communications with liaison officer sent to the right abruptly lost.
Communications with your battalion HQ (in the vicinity of the counter attack force) have been lost.
You have communication with the left flank, but they too have no communication with the rear.
The British sound as if they are now attacking the left flank once
again and, in daylight, should probably be hitting frontal positions
any moment.
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Gaming table (Back to Top)
REFEREE INSTRUCTIONS FOR BRITISH
Referee – inform Brit players they have 5 minutes before they can begin
(includes dividing the forces). After that, points will be
deducted.
At this time, British forces will be attacking from their left.
Anywhere along the side of the table from the river all the way back to
and including the the original entry side on the table.
The game begins.
The forces specified as holding forces (the tank platoon and infantry
company) can be used. However, if they are, the players are
breaking the "spirit" of the messages communicated in the above
dispatches and the British will suffer serious points loss resulting in
half their points gained for the game.
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Gaming table (Back to Top)
REFEREE INSTRUCTIONS FOR GERMANS
At this time, British forces will be attacking from the right. The game begins.
The British advance, having the first initiative.
Before the beginning of the first game initiative, in full view of both
sides, one Hanomag is placed on the hill, in an observation position
(turret down). A Stug III will assume a hull down and fire on any
British if able to. The FO will also move on and on the German
initiative, if the Germans do not get control of the reinforcements,
the Ref will play a quick "neutral" initiative consisting of a shot
from the Stug, and range from the FO – first attempt is automatically
available for the referee (and also for the player when the player
takes the control).
Referee target will be an area barrage covering bridge and ford.
These will be controlled by the referee, using the "neutral" initiative until:
There will be no communication with the Hanomags who will not move
forward or change the above behaviour until the german players send a
liaison officer or the company commander or a platoon commander is
dispatched to speak to them. Only then will it be revealed that
(see message).
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Gaming table (Back to Top)
Message
Received by German players once (if) they make appropriate contact with
the Hanomag/Stug III on the hill as described above.
TIME: <On contact with mysterious forces on hill>
TO: GERMAN Company HQ
FROM: Your liaison officer
Message from APC mounted platoon coming from DIVISION HQ
1) The battalion/Panther attack has been canceled
due to extremely heavy casualties and disarray from air attacks.
2) This under strength infantry company and a Panther
platoon are a small combat team now under your command: Your combat
team radio frequencies have been exchanged and you can control the new
company and the Panther platoon coming with it (place the Panthers and
the rest on the edge of the table whenever you want to).
YOUR POSITION IS NOW FLANKED ON BOTH SIDES.
WITHDRAW _ALL_ FORWARD (ie, current) FORCES IMMEDIATELY TO THE HILLS AND OFF THE BOARD.
THE NEW COMBAT TEAM CAN BE DEPLOYED FORWARD OF THE HILL TO COVER THE
WITHDRAWAL OF THE FORWARD FORCES. IT WILL WITHDRAW AFTER ALL
FORWARD FORCES HAVE WITHDRAWN.
DIVISION DOES NOT CARE ABOUT THE ROAD – F*&^ THE FUHRER, GET YOUR
MEN OUT OF THERE – THIS IS A WITHDRAWAL OPERATION WITH THE HILL AS THE
LEAPFROG POINT. YOU WILL BE HELD RESPONSIBLE FOR EVERY SOUL LOST
IN THE BOCAGE!
Player control is now changed so that player 1 looks after all initial
forces left, player 2 looks after the reinforcements below.
Infantry Company
Company Headquarters
● Company Commander, +2
● FO (light half track) 105mm battery (no smoke), available 5,6
● Stug III with 105mm (5 smoke shoots)
Platoon #1
● Light half Track with +2 PC, MG stand
● 3 Hanomags each with Rifle squad (1 panzerfaust)
Platoon #2
● Light half Track with +2 PC, MG stand
● 3 Hanomags each with Rifle squad (1 panzerfaust)
Panther Platoon
● 4 Panthers - can be divided into 2 sections (see Pz IV platoon)
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The offshoot of this, and players will not be told exactly, but the objectives have changed from what was given in the original briefing to:
Germans - Get the original forces off the board!
British - Same objective - take the hills, but the scoring will be based on how much of the original German force gets away.
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