Saturday, August 20, 2016

WW2 West Front 1944 20mm game with the children

Introduction
My 7 yo son has asked to get out my 20mm WW2 toy soldiers and play a game.  He has been asking for the last 5 months but weekend events seemed to conspire to never have enough time to setup and play.  Recently the rest of the family was away for a few nights and I got in some solo 20mm on half a table tennis table.  When they came back, I had packed it up but left it upstairs (not packed away downstairs with other stuff) on the assumption I would get a game in.  Well it all came together; and as a bonus, my oldest daughter (9) was also keen to play.  I got Zombicide earlier this year (long story as I have zero interest in zombies) and have played a few games with my son who I have never seen soooo excited as playing Zombicide.  Zombicide is a co-op game (players are all on the same side against the system).  So I had determined that if I played WW2 20mm it would be co-op.  My solo skirmish game is a d6  version of NUTS! so would be ideal.  I streamlined it is a lot, and very early in the game I streamlined it even more!

Rules
So I had some quite simple rules where you roll to hit, then determine if the hit target was suppressed or KO.  It got hard with the first dice hitting the table.  So changed it quickly to a hit caused the figure to be removed from the table.  And instead of rolling for a reaction individually, just rolled one die for the entire unit that either did nothing, fired back or was suppressed (really easy 1-2 fired back, 3-4 nothing, 5-6 suppressed and retreat).  The chance to hit was simple -  5+, +1 if firer did not move, -1 if target in cover - this was not that simple in reality!  So I just told them what the hit chance was.  4+ but 5+ if you moved, and 6+ if they were in cover.  Close combat was each figure rolls a d6 with 4+ a hit, +1 if in cover, +1 if charging.  Compare hits – winner loses 1 figure, loser loses the difference (up to 3) and retreats. I think that was just about it for the rules.  We were the British and they picked Churchills.  As they are slow, everything moved at 6", 12 inches if you ran (could not fire).  I think that was about it for the rules, Oh, hang on, there was a penetration test when a vehicle was hit.  And there were actually spotting rules – firing and moving units could be seen at any distance, infantry not moving/firing and in cover was 12”. 

Activation was card based - I had one red card for each of our forces and one black card for three unknown German forces.   Card matched their age so there was a 7 and a 9.  when I asked what my card should be, they both simultaneously said "A King!".  I have trained *cough* brainwashed *cough* them well :-)

If you want to know where I am with what rules to use next time, then go to the end as I do discuss future rules a bit more in the Verdict section.

Troops
We were the British. Scale of the game (not that I told the children) was 1 figure is 3 soldiers and distance scale of about 1:300  I gave each of them 10 soldiers, 1 Vickers MMG team, 1 PIAT team and 2 tanks.  My son really wanted some of the German tanks as they looked "awesome".  Or Russians – he picked out a KV-1 and said this must have been a difficult tank to kill.   He did not want Shermans either.  The Churchills were OK by his standard, so we went with them.  I was the Commander with 3 other in HQ and a mortar section.  I did not take much so I could help out running the game.

Son's 7 Platoon on the lest, Company HQ (me) at the top right 

Daughter's 9 Platoon

Table
We setup the table, which they found loads of fun.  I put a hill down, and then I said time to put down some roads and they went wild.  And then I mentioned to put a few houses down, but ended up using lots!  The woods were then put down and ready to go.  

The table - British to enter from the bottom
We picked out 6 objects (jerry cans, animals etc) to represent to unknown German forces.  I got them to place them where they thought would be the best place to be if you were defending the village.

unknown force location and indicative movement directions for the units.  S Platoon should be 7 Platoon, N Platoon is 9 Platoon.
For each of the unknown forces when it was to be discovered I used a roll of
   1-2: nothing
   3-4: 5 enemy soldiers
   5-6: 2-3 tanks, or 5 figures and a tank

My daughter insists on a photo.  We played in the morning and so we ended up not changing out of our pajamas until after the game had finished!  Behind her is the infamous map drawers from where inside I play all my 2'x2' games.

Deployment
The children setup near the entry edge however they liked.  Each had to make sure that one figure was the commander.  They did like having some troops riding on the tanks so there are a few pictures with infantry riding high on the tanks. The objective was to take the town and so we had a quick planning meeting – 9th Platoon to head up the road and clear the woods and right side of the village, 7th Platoon to take the village straight on via the left flank. I would travel with 7th Platoon.

The Game
I took no notes and only took some pictures but will do my best to recreate the narrative.

7th Platoon head out, leaving some behind as a reserve and the Churchills and some soldiers up to the hedge in front.  Measured to the enemy marker – 12”! so we rolled to see what it was – a 6.  I get my son to put out three Stug IIIs.  We rolled to see who go to fire first.  The Germans.  Three rolls and all misses (a 5+ required).  The Churchills fire back and destroy a Stug!  My son (7th Platoon) did manage to roll what seemed like a lot of 6s in the game.  Unlike my daughter with 9th Platoon that had a lot more 1s….

7 Platoon engages with some Stug IIIs.
9th Platoon heads up the road and into the woods.  The unknown force there turns out to be five Germans. Five soldiers of 9th Platoon charge them, but with unlucky rolls sees 3 of 9th Platoon dead and the rest retreat.  But one of the Churchills moves into the woods and kills a few of the Germans and the rest retreat.

Churchill enters the woods to take care of the Germans that killed some of her soldiers.
The 9th Platoon MMG that retreated is unsuppressed and fires at the Germans for no effect – 3 1s.

The 7th Platoon get within 12” of the large house.  It is 5 soldiers.  9th Platoon decides to fire at it with the tanks but only one soldier destroyed.  The Germans fire back and kill off some more of 9th Platoon.  But with combined fire form the Churchills and 9th Platoon, and a little help from a few soldiers of 7th Platoon, the house is captured!

9 Platoon advancing on the right building that turns out to be 5 Germans.
I assault the last Stug with 3 soldiers.  I make up the rule that they each roll 1d6 and on a 6 the tank is destroyed, else 1 soldier is killed and the retreat. I managed to roll a 6 and the last Stug is destroyed.

The Company HQ (without the Captain) assaulting a Stug.

With the last Stug gone, 7th Platoon is still mostly intact and advances forwards with the infantry and a Churchill in support.  7th Platoon managed to clear out the house eventually, losing more soldiers and also the MMG was suppressed and failed to rally.  Leaving the MMG, 9th Platoon (or what is left of it) advances to assist 7th Platoon to assault the read of the village. Note that the unknown enemy force in the burnt out ruin on the edge of the village turned out to be nothing, This leaves the two unknown forces at the rear of the village to clear.

Action shot of my son moving his 7 Platoon forwards (the ruler is from the NZ War Museum from when we did a trip to NZ  last year).

9 Platoon Lieutenant riding the Churchill and leading the remnants of his infantry platoon to help 7 Platoon. 

7th Platoon gets within 12" of one of the rearmost building.  It turned out to be 5 figures and a tank, so I put out the last of my late War Stugs.  just to add an element of danger, I also added in a Panzerschreck team - both the 7th and 9th Platoon still had both their tanks). Shocking rolls by the Germans saw them miss, and the 7th Platoon tanks roll well and brew it up.

The rearmost building - 5 figures, AT team and  a Stug, the latter already knocked out by a Churchill. The smoke on the building is simply smoke coming \out of the chimney that my children put there at the start of the game.  The cow at the rear is the other, and last,  unknown enemy force.
My son fired at the house with the Churchill for no damage, so he charged in with all the infantry he had.  The opposed die roll was about equal and the score was a tie!  One loss each and the melee will continue next run.

the 7 Platoon charges into close combat with teh house, a soldier lost on both sides, and melee conttinues.
Meanwhile, 9th Platoon that was advancing up the centre road also gets within 12" of the last unknown force.  a roll of a 6 sees it being 2 tanks.  I put out two mortars and just to make it a little harder, put out some infantry as well.  While I was getting the Marders out, my some saw an AT gun and said that should go out too!  So out it went right at the rear of the table - it doesn't appear in any of the shots.

The Marders open fire on the advancing 9th Platoon Churchill and knock it out with a lucky penetration roll.  Out first armour loss.

Right next to the previous building (which would be off to the bottom of this picture) the last remaining unknown force it revealed to be Marders and more infantry.
9th Platoon brought up their remaining soldiers (some went the long way around via the wheatfield at the rear) and the remaining Churchill.  Under a combined effort of firing they managed to destroy the soldiers defending the house.
9th Platoon sent three soldiers to try and attack a Marder that was successful (still made it only a 5-6).   They then went on to attack and destroy the crew of the AT gun. The other Marder destroys one of 7th Platoon Churchills. Two armour down.  Luckily, the Churchill manage to destroy the last remaining Marder.

3 soldiers of the 9 platoon assault a Marder (successfully)
Another melee at the other house and another tie!  Three soldiers of the Company HQ have finally arrived and join in. Another another melee and a decisive melee win.  The last of the German defenders run away to fight again another day.

Success at the house.  
We won!

A shot at end game - the two destroyed Churchills can bbe seen, and almost all the British infantry left is in this picture.

But what about the Captain of the Company? The commander setup shop on the top floor of the left flank house.  From there he had a wide view of the table to call in the mortars.  I ruled it would be a 3+ to call them in  So for the next 5 turns of the game I continued to roll 1 and 2s!

..and the PIATS? The PIAT team of 7th Platoon did manage to squeeze a few shots off at some enemy tanks, but missed every time.  The 9th Platoon PIAT team was lost midway during the game as casualties to enemy fire.

Verdict
They had fun. They want to play again. So those two things indicate success.  And I had fun too.  Three successes!  I did not help them out at all, except to tell them whether it was a 4,5, or 6 to hit, and by the end of it they were getting better at knowing 6s were always good!  I think I need to go for more dice or less modifiers.  I have come to realise that my children do so much better with adding and removing dice than with dice modifiers.  e.g. 5, 6 is a hit roll 3 2 dice to hit, 1 dice if in cover.  I have been adding and subtracting modifiers to d6s for 35 years and it comes automatically to me - I just know what 4+2-1 is without even working it out anymore.  Not so my children. Although I still do want to play One Hour Wargames again with my daughter - it does have addition/subtraction but there are not so many dice rolls, and so she would have time to think it though.  WW2 with 30 figures is a different story.  We have played WarHammer Quest for many years now with modified combat rules where a 5,6 are hits and you roll x dice to hit.  The target rolls x dice for saves (a save ona 5 or 6).  so they are quite familiar with adding and subtracting dice to a dice pool.  I don't really like buckets of dice - anything up to 5 regularly would be fine and more at the odd time is OK.  I also played the Arkham Horror boardgame that also simply adds and subtracts dice from a pool.  I can see the attraction of this now, after 35 years of having a preference for single d6 with modifiers.

Anyway, the next rules I use will be something that adds and removes dice.  I have been looking to play Nordic Weasel's 5Core skirmish for ages and this will be perfect.  So the next game with them will be that.  The 3rd edition is out (wow - has it been that long since tit first came out).  I think I will use that over 5 Men in Normandy or 5 Men at Kursk (although I think I will use the activation mechanism from Kursk).  5Core is a tight well defined game and I can then reuse it for sci-fi games.  Kursk has more rules (range etc) and Normandy is not as Streamlined.  They are all good rules and you need to buy all of them!

Lastly...

But here is the strangest thing.  They want to play on a smaller table, and when I say smaller, I mean *much* smaller.  As in 3’x2’. Over the last three years, we have got out my 3’x2’ board about 3 times to play with the toy soldiers.  Not really gaming, just setting them up and pushing them around.  They all agreed that the bigger 4.5’x5’ table was just too big.  I was not expecting that.  We had a discussion and they decided that about 5 figures and 1 tank each should be fine on a 3’x2’ table.  We can still play the same rules – I play with the same movement rates when I play on a 2’x2’ with a section/squad, so 3’x2’ will be fine.  5core will be perfect for this size table and with 5 men and a tank each.  Not sure when the next game will be – we have a busy few weekends ahead.  And my daughter has also started pestering me to play ancients with Neil Thomas’s One Hour Wargaming with horses - I mean cavalry - again.

Saturday, June 25, 2016

WW2 20mm Skirmish game Normandy 28 June 01

Introduction
This is a game to test out my revised rules for 20mm WW2 skirmish.

I am using my streamlined and very modified version of my rules based loosely on NUTS!.  I am using 20mm figures on a 2'x2' table and with a ground scale of 1:300. The terrain generation is from Platoon Forward and  random events are based on Patrol:WW2. Comic is dome with Comic Life 3 software

Background
I am loosely basing the these skirmishes on the journey of the British 7th Battalion, Hampshire Regiment of the 43rd (Wessex) Division in 1944.
This is a section action that is part of a larger company action to clear a section of farmland.
Note that previous reports (three at the time of writing) were based on one section during 28-30 June 1944 saw many patrols and a few German stragglers captured.  This is not that section.

The British Section
The following is the attacking British nine-strong section:


Rank
Name
Level
Ability
Corporal
Archer
Veteran
L corp
Baker
Reg
-1 to be spotted
Soldier
Cobbler
Reg
Soldier
Dingsley
Reg
Soldier
Earl
Reg
can run and shoot
Soldier
Fallsy
Green
Soldier
Green
Reg
Soldier
Houghton
Reg
-1 to shoot
Soldier
Isles
Veteran
Count as regular for activation


Table and deployment
I randomised the terrain for the table.  British enter on one side.

Note, the trees will keep moving, not because they are really Ents but I am playing the the map drawer and the trees are higher than the drawer.  I close it between game sessions and so the trees get set up each time.
The pig, chickens and cow are the 3 unknown forces deployed on the table at the start (aka PEFs in NUTS!)

Objective
The British need to clear the enemy from the table.

Game
















Verdict
Previous skirmish games were written up using Comic Life but I had no an intention to continue this  - due to lack of time - when I decided to play the game,  I then started the writeup and could not help it! I really like the Comic style for these skirmish games.

The rules gave a fast and surprising game, which is what you want in the solo game.  I was shocked that the British lost so many soldiers - in the last few games I had only lost a few, and this one game I lose more than the previous three games put together!  I think I must have just been lucky those last few games.  It also did not help losing the Bren so early on.  A tiny bit of tweaking to the rules was all that was required during the game. At the moment they are just a two pages - a one page QRS and one page of reminders on how some things work! I may just have to play again.

Sunday, April 3, 2016

Medieval Naval Warfare in the Channel - first game

Introduction
I have recently embarked on playing with some miniatures that I have for over 20 years.  I had some 15mm Ral Partha SF minis that I am using to play SF skirmish.  I had a small amount of 35 year old Modern (as it was in 1980!) British forces that I have recently played a few games with.  I also have some 1/3000 medieval cogs that I bought, painted and them played a few games with back in 1980.  This post is digging out those cogs for a game, using them for the first time in 35 years.

Rules
There are not many medieval naval rules out there.  The ones I used in 1980 were the Lance Railton Medieval Warfare in the Channel rules published in the June and July issue of Military Modelling. They are designed to use with Bill Lamming's 1/3000 cogs.

The other rules I looked at were Lord of the Sea.  Lord of the Sea seems like a good set but are a little more abstract than Railton’s Medieval Warfare in the Channel as they cover a lot more different ship types.  From reading them only they do seem like they would give a fine game and would really like to try them out.  They also cover a wider period and more ships types than Medieval Warfare in the Channel (just cogs).  I went with Medieval Warfare in the Channel as it is what I know.  The rules are very 70’s and I *needed* to streamline the rules I could not help myself and the rules still keep all the elements from the original rules that I liked, but easier mechanisms.  The sailing rules are mostly the same, the ship sizes are slightly different (revised and based on the same source as Lance used) but the combat rules are greatly simplified.  The original rules had individual casualty tracking, combat casualties inflicted based on soldiers multiplied by a die roll and divided by 20, written orders two moves in advance and hull damage tracked per 10 tonnes.  My rules simplify the amount of tracking and use rolling for initiative rather than written orders.  Hull points are about 1 per 40 tonnes (instead of 1:10), and soldiers are represented at about a 1:10 ratio (instead on 1:1).  The original rules were in inches, with many ¼” ½” and ¾” measurements.  I changed to 1cm for ¼”.

My draft rules that I used can be downloaded here: Cog Combat in the Channel

Ships
For this I selected only a few cogs on each side, with one side with less but a big cogs and less archers, and the other with more ships and more archers.

England
Alice, 120tons, Hull:3, Troops: 2 men-at-arms, 1 Archer, Officers:2 + fleet commander
Bethany: 120tons, Hull:3, Troops: 2 men-at-arms, 1 Archer, Officers:2
Charity: 100tons, Hull:2, Troops: 1 men-at-arms, 1 Archer, Officers:2

France
Forkum, 200tons, Hull 5, Troops: 4 men-at-arms, 1 Archer, Officers: 3 + fleet commander
Gelderland, 100tons, Hull:3, Troops: 3 men-at-arms, Officers:2

Game
I set them up with enough distance between them for a bit of manoeuvring and neither disadvantaged by the wind direction.  The mat is a 1 foot vinyl tile I picked up a few years ago to make a river but never got around to it.

Apologies for using black for the ship labels in the pictures.  I will use while next time.  I normally use white, no idea why I used black this time.

Setup.  Winds is coming from the far edge to near edge.
The first few turns were moving towards each other.

7 turns later.  maybe set them up close next time!
With low number of archers on board (1) the ships, they only have a small chance to hit.

Alice fires on Forkum - no result.(there is a 1/6 chance of a stun).

We are at turn 8.
Alice fires at Forkum - nothing again
Bethany fires at Forkum and gets a stun.  Forkum will be -1 for next turn's close combat.
Charity fires at Gelderland - nothing

Close enough for firing.


next turn sees some grappling.
Alice versus Forkum
Alice and Forkum grapple
Alice rolls 1d6 of 6  +2 troops (the 1 archer does noot add anything) + 1 fleet commander = 9.  The natural 6 is a special casualty that results in helmsman hit and Forkum will drift for 2 moves if it is ungrappled.
Forkum rolls 1d6 of 5 +4 troops  +1 fleet commander -1 stun = 9.
Difference of zero see both lose one troop (both archers)

Charity Versus Gelderland
Charity and Gelderland grapple.
Charity rolls 1d6 4 +1 troop =5.
Gelderland rolls 3 +3 troops = 6.
Gelderland wins with +1 difference that results in charity losing one (Gelderland would have lost 1 troop is charity's roll had been an odd number).

Charity has lost 50% of it troops and rolls a 4 for morale so it OK.

Next turn...

Fire phase:
Bethany fires at Forkum - nothing

Even more grappling.
Grapple:
Bethany tries to grapple Forkum but Forkum decides not to. An opposed roll sees Bethany winning and so grapples Forkum.

Alice and Bethany versus Forkum
Alice + Bethany rolls 1 d6 6 + 2 Alice troops + 2 Bethany troops +1 fleet commander = 11.
Forkum rolls 1d6 of 4 +3 troops  +1 fleet commander = 8.
Alice/Bethany win and Forkum loses 1 troop.

Charity versus Gelderland
Charity - d6 of 6 +1 = 7
Gelderland - d6 of  2 + 2 troop = 4
Charity inflicts one 1 hit on Gelderland

Gelderland has lost over 50% troops, fails morale test and surrenders.

Alice and Bethany versus Forkum
Alice + Bethany rolls 1 d6 6 (again!) + 2 Alice troops + 2 Bethany troops +1 fleet commander = 11.
Forkum rolls 1d6 of 3 +2 troops  +1 fleet commander = 7.
Alice/Bethany win and Forkum loses 1 troop.

Forkum has lost over 50% troops, fails morale test and surrenders.

Admission
This was actually play 2.  The first time, I wrote some rules but forgot half of them and while the play was fun, it was not really what I expected.,,because I wasn't playing my rules as I had written them! So I rewrote them,  changing the combat rolls to opposed rolls.

Verdict
Well, that was quick!  And fun.  An unbelievable number of 6's rolled for the English   Ships with archers should not grapple and wait for the right time to enter into melee. Thery were lucky with the 6's The rules, the second time around, worked fine.   After the game I looked through some of the rules I had found in a bit more detail.  One stood out from 1976: A Medieval Naval Wargame by Rod Hunt (the link is to boardgamegeek where the two page images are the rules).  The combat rules in this are simpler than mine and certainly much faster. The sailing rules are very similar. I think A Medieval Naval Wargame would work better for me as the rules are less complex.  maybe one day I will use these rules. I have other games to play but want to get back to these or my rules with more ships.  Fun and fast!

Wednesday, March 30, 2016

Operation Jupiter 08 - Counterattack

Introduction
This is game 8 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link).  I playing them on a 4.5'x5' table using 20mm; Games 1 to 5 used my own Advance to Cover rules (1 figure = 1 section).  After the last few games, I felt 1:10 was too abstract to me and so have gone to a 1:3ish figure ratio (so 3 figures = 1 section).  The rules are largely unchanged – all I have done is doubled the ranges to account for the fact is it is now company level and not battalion level; the deployed frontage of companies are different to battalions leading to the distance scale needs to be different.   Background on why I am playing these is at the start of the first game post.

Scenario
The British have managed to get into Eterville and the Germans launch as counterattack before the British can dig-in. The Germans have 6 turns to take the main building on this side of the town.

View from the German entry looking at the town of Eterville.

The view from the British side looking to the German entry (top of picture).

Lastly, a picutre of this side of the town, looking from the Germans.  The objective is the building in the centre with the red roof. 
Troops
Note that although I am playing with 1:3 ratio and the scenario is at 1:1, I fielded the same number of figures and vehicles as the scenario.

British



1 Company HQ
     4 figures
1 Platoons, each:
      1 CO
      3 sections (3 figures each)
      1 PIAT team
      1 2' mortar team
2 Churchill VII
German



1 Company HQ
   5 figures
2 Zugs
      1 CO
      3 Gruppe (3 figures each)
      1 251/1 halftrack
2 PanzerIVG
2 Stug IIIG
2 fire missions of 80mm mortar battery

(the scenario called for 3 halftracks, I forgot about the third one.)

Deployment

The British focus on the two large buildings facing the German entry point.  A PIAT team is set up behind the hedge in front of the objective building (the one with the red roof).  The Churchills are deployed to be able to cover the approach to the town, with one Churchill also well positioned to assist in defending the buildings. 

British defense.

Game
Like the previous game, after deployment I dictated the game as I was playing using a voice recorder on the PC rather than typing notes as I went along. It worked well, and I know the game took 37 minutes to play from deployment to the end.

The Germans are on a very short time limit.  One half track rushes up the field to the right of the main road and drives right next to the hidden PIAT team.  Bang!   A 6 die roll to hit sees the half track destroyed.  Most of the passengers make it out - 3 of 10 figures killed - and are suppressed.

Halftrack driving past the hedge with the hidden PIAT team

The result of the PIAT fire.
The other halftrack goes down the field to the left of the road and the passengers unload behind the hedge facing the closest building of the village.

This halftrack does ok and makes to the hedge in front of the town. 
The tanks come on ad planned - Stugs down the right flank and PanzerIVs down the left.  The Company HQ move down the woods on the far left of the table.

The German tanks arrive in support
The white house closest to the second Zug is subject to mortar fire and suppresses the building occupants -  one section (3 figures in defense). The Germans jump over the hedge and assault the building.   The British, being suppressed and attacked by superior numbers, are overwhelmed.

Two Gruppe assault the closest building defended by one section that was suppressed by mortar fire. 
Meanwhile, the Germans that escaped the destroyed halftrack rally and  charge at the PIAT team that is easily destroyed.
The other Zug assault the PIAT team.
The Churchill could fire on a PanzerIV but the white house being occupied is a much bigger threat - the Germans are only one building fromthe objective.  Both Churchills fire on the building and cause a few casualties.  The PanzerIVs fire at the Churchill but no damage is inflicted.

PanzeriVs move around the hedge while Churchills fire on the white house.

The Germans in the white building spot the unit in the objective and fire, causing one casualty. The mortar fire on the objective building but is ineffective.  The Germans mount a large assault on the objective building using figures from the Zugs that recently destroyed the PIAT team.

The Germans crossing the road to assault the objective building (the Brits on the right are the defenders).

The Germans lose three figures from fire when crossing the road and the assault results in equal losses on both sides and the figures are locked in melee.  The figures remain in melee for another turn as well.

Germans and Brits locked in melee.
More units from the first Zug are bought up into the white building

Germans move more units into the white building.
The British shore up the defense of the objective building but the resulting melee is still a tie!

View from the British side of the building with the defenders visible.
The Brits win the melee in the building and the Germans lose a few figures, retreat and the whole Zug takes a morale check and rout.

The remains of a Zug retreating before they rout.
The Germans in the white building, the only infantry left on the table, make a last ditch attempt to assault the building.

Germans make one last attempt to take the building.  Note the Brits I moved from the other side for visual effect.
 They fail, lose two figures and also rout.

The Germans lose, retreat and rout.

The Germans withdraw.  The British win, having held the town against the German counter-attack.

Table at game end from the British edge.

Verdict
The rules seem to work well and the melee rolls were very tense!. The objective building I treated as one large building and sometimes had quite a few figures (7-8) on a side. I must think about whether I should split them up into a couple of rooms and only allow 4 or so figures to a room. The game would go slower but it would capture the deadly nature of building fighting. I think I will leave it as an option - fast games can use one building, slower games can have a couple of "rooms" to fight over.

This was the last game I played while I had time and space in January, not sure when I will have the space or time to setup a 20mm game again to continue the campaign.