We had our monthly game of the Kennesaw Mountain Wargamers Saturday and it was an very enjoyable WWII skirmish game put on by Jim S. We are using a set of Jim's rules that are under development and will hopefully be published by TFL once completed. The game is a nice combination of detail and simplicity. We did recommend one change which Jim agreed would make sense and this had to do with a rule that allowed an officer to direct rifle fire at a single target/target area. It turned out that our game showed that this made a platoon of British riflemen to be too powerful. More powerful as it turned out than a German MG42 that was set up with bi-pod and in hard cover etc. I will post the photos and briefly describe what was happening.
The scenario was a French and British counterattack to retake an important bridge that had been captured by a small German force. The Germans were to hold the bridge for advancing mechanized units. The first shots are of the battlefield before deployment and then a couple showing some of the Germans deployed in positions.
The village held by the Germans that was on both sides of the river consisted of 2 soft cover (wood) and 2 hard cover (stone) buildings. There were numerous light woods, fenced fields, knee to waste high wheat, grass fields and some rough rocky terrain.
Sounds like the German's are sitting pretty right? Not exactly, they had to defend attacks that were coming down both of the roads. The Germans had 2 platoons each with a MG42, plus there was a light mortar and an anti-tank rifle in support. The quality of the troops were randomly selected. One Green and one Regular for the Germans. The French had 1 Green and 1 Regular while the Brits had 2 regular platoons. Jim and Mark played the Germans while Greg, John and I played the "good guys". Well "good guys" as I that was the side I was playing on of course! LOL
Jim's group faced the French advance while Mark had to contend with the British advance.
In addition the French had a true light tank (AMR I think) with a light machinegun and a 60mm mortar in support. The Brits had a 6 pounder with Bren transport for support.
Jim's rules allow for each unit to roll for a variable number of command points that can then be allocated to each figure. When a unit is fresh it will move easily. Depending on how many command points there are in a particular turn for a unit. Points are then deducted from the unit total for wounded, dead or stun markers (similar to a pinned marker in other rules). A non wounded infantryman in command can be provided with a maximum of 3 command points. Each point allows on action, except for firing which is limited to once per turn it is possible to move for all 3 points or a combination of actions like stand up (1 action), move (2 actions) and then go prone (no cost). You can use points to spot, aim and fire at 1 action per. All of the costs are spelt out on the cheat sheets that Jim provides. When you fire you determine if you "hit" the target and then roll to see if the target is stunned, light wound, heavy wound or dead.
Above:German infantry preparing to fire on the Brits.
You will notice that all of the French are bunched together, a real gamble and potentially disastrous formation. This was the quickest way to advance and keep all of the infantry in command. Command distance was only 6 inches. The British on the right flank are obviously aware of the dangers of such a formation and are dispersed as they advance behind the cover offered by buildings and terrain. The 6 pounder deployed in the center of the British line.
I somehow managed not to get a photo of the British left flank, they were slightly bunched to allow all of the platoon to be in command. The left flank advanced slowly in the open by making a short move and going prone to minimize hits.
Above German's hiding behind the wheat, but will it do them any good?
Not only did Greg's tank stop to maximize its abilities it managed to spot the Germans behind the wheat and then put a light and a heavy wound on two of the men while also adding a couple of stun markers. Stun markers can be removed at the first of every turn by spending one command point to remove one stun marker. That mortar is mine and setting up on the road in an attempt to support Greg's advance. The mortar team managed to KIA one of Jim's Germans that the tank did not and then they became a great target for a MG42 that was hidden in one of the buildings. After that there was no mortar support!
Another shot of Greg's advance, it got off to a slow start but that would change.
Greg's light tank and infantry advance. The infantry takes cover behind one of the buildings.
The tank trades shots with Mark in the stone building that is to my front. Mark has an anti-tank rifle that at this range should have knocked out the tank. Mark achieved about 3 hits on the tank but evidently they were only glancing blows as none of the damaged or destroyed the tank. Luckily for the tank Mark rolled an out of ammo for the anti-tank rifle. Everyone started calling it a tiger tank as it appeared to rule the game table at this point. LOL
The view from my infantry positions of the stone house where Mark's infantry had me pinned down.
Above are two photos of John's Brits. The right flank had captured the first building and were taking up positions. The figures in the garden are prone though it appears there are a couple of markers on them. The first of the photo shows John's left flank, once again the guys are prone and not casualties.
Above are the remaining German's holed up in two of the buildings. Mark's stone house is still very strong with over half of his infantry in it. Jim is down to 3 infantrymen plus the mortar. Jim will most likely not pass the next morale test that he might have to take.
As the anti-tank rifle was out of ammo and John and Greg making headway with their troops we decided to call the game with an allied victory.
Our game next month with be Maurice.