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.

Thursday, March 24, 2016

Operation Jupiter 07 - Chateau de Eterville

Introduction
This is game 7 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
Germans are defending the Chateau.  The British have 6 turns to take over the German aid post in the Chateau.

Overview of the table from the British entry view - farm on the back left, chateau (the objective) on the right
A larger picture of the right side of the table with the road tracks through the woods a bit more visible.
The chateau with a large flat bare field aka potential killing field to its front.

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

The British attackers, plus 4 carriers I forgot to include in the picture.
1 Company HQ
     6 figures
2 Platoons, each:
      1 CO
      3 sections (3 figures each)
4 Carriers (for one platoon)
2 Churchill VII
2 Archers
German

And the German defenders. 
1 Company HQ
   6 figures
1 Zug
      1 CO
      3 Gruppe (3 figures each)
1 PanzerIVG
1 Panther

Deployment
The German plan: The British are unlikely to to advance to the Chateau over the flat field to its front - the avenues of attack will be the woods.  They may also attempt to go through the farm and attack the chateau from the side.  The German defense splits the infantry between the farm and the chateau (as the latter is the objective to defend). The tanks guard the Chateau front and also cover the woods to the edge of the chateau ,and may turn 90 degrees if an attack comes via the farm.  All the Germans have to do is stop the Brits in 6 turns, so delaying them advancing is the key.

Two German sections (3 figs = 1 section) in the farm buildings (picture from the German edge).

The tanks and the other half of the infantry (again, picture from the German edge).

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 now know the game took exactly 41 minutes to play from post-deployment to the end.
The British plan is to use the carriers to determine enemy location and strength; Tanks are split across the farm and the chateau.  Remaining infantry to go via the wood edge to take the chateau from the woods. Go fast, go hard! 6 turns is not long.
The Carriers split and go through the woods.  Carriers move very fast on the roads!
Fortunately (good planning) or unfortunately (bad luck) the carriers achieve their aim and the first carrier to enter into the farmyard is destroyed by a lucky panzefaust shot from the nearest farm building.

Carrier destroyed by a panzerfaust from the German gruppe.
The tanks come on next to support the infantry.  One Achilles and Churchill through the woods following the carriers, and the other enter to guard the area in front of the chateau.

Tanks enter into the woods.  Churchills are very slow compared to carriers!

While the other two take up a defensive position in front of the chateau.
The remaining British infantry move on. The platoon heads for the woods, ready to move down the edge facing the Chateau.  The company HQ takes up a position behind the stone walls in front of the Chateau.

The other British platoon enter to take on the Chateau.
The Germans in the chateau, or the tanks, do not open fire.  The Brits cannot see any of them yet and the Germans are better off holding their fire, especially the infantry that van wait until either a) the British need to cross the open or b) need to engage in close combat and the Germans will be in hard cover.  Also, the German tanks have a better chance to hit stationary tanks and so can always wait on hold until next turn when some of the them have stopped and so count as stationary.

Which is exactly what happened next turn...

The Panther and the PanzerIV fire at the Achilles in front of the Chateau.  Panther misses but the PanzerIV hits and KOs the Achilles. The Churchill returns fire but misses.  On the recording I heard me sum this up as me saying flatly "Oh dear".  In the previous scenario play there was 5 turns of trading shots before a vehicle was destroyed, this game it occurs with the first trading of shots.

First tank blood to the Germans - one Achilles is knocked out.
Meanwhile over at the farm (British left flank), the infantry from the central two carriers deploy - one platoon and the commander 4 figures.

The infantry deploy from the 2 carriers (that were not fired at).into the woods near the farm
..and the Churchill continues down the road towards the remaining carrier to hopefully help clear the farm.
Churchill desperately trying to catch up to support the infantry
The surviving passengers on the far left British flank leave the carrier and take up a position behind the wall in the woods, fire at the buildings.  With not much chance of hitting, no damage.  The Gruppe in the building returns fire and routs one of the figures.

The survivors to the right, down one after the Gruppe has just fired at them.
The Churchill makes it to be able to fire on the German occupied building but causes no damage.  This occurred for the net two turns - both HE and hull MG. and no suppression results either!  The British frustration levels are rising. Note: on the third turn of firing the British did manage to rout a figure. And turn 5 another one!  Still to slow to enable a breakthrough on the farm.

The German hits the Churchill with a panzerfaust but it is ineffective.  Same again next turn.

Churchill arrives to provide support fire...that was ineffective.
The Achilles that was following the Churchill split off at the fork to provide support for the infantry that is going down the wood edge.

The Achilles arrives at the wood edge in the centre to provide much needed armour support
The main British centre platoon continue down the wood edge and get to the corner or the wood.  They are now in an excellent position to assault the chateau off the to back right of the blow picture).  The British are bogged down at the farm, but have a bit of concentration of effort right here.  The plan is working, what could go wrong? Formerly frustrated, the British are now mildly confident.  

The main British platoon arrive.  Armour support, lots of infantry.  All that is left is to assault the Chateau (just off to the top right)
There was a whole turn here (turn 3) of lots of firing back and forth to absolutely no effect to either side.  Which is actually in the German's favour.  The British are on a very aggressive time limit after all.

The British charge a section to the chateau for some close combat action.  British lose two of the three figures that assaulted and the remaining figure retreats and is pinned. Germans automatically lose one.  But now the British know what is there.

Charge! (they fail are rout)
Lots of firing into the chateau but no effect.  After a few turns of engaging fire between the Achilles and Panther, the Achilles is destroyed.  This is not good for the Brits.  There is nothing left to take on the Panther, or more importantly -  to keep it busy.

Panther destroys the Panther.
The British send some more infantry (another section) to assault the Chateau.  A figure is lost to MG fire but the rest are fine.  However, the assault fails badly (poor dice rolling for the British) and 3 figures are lost.

Another charge.  Also fails.
The British platoon is down quite a few figures and takes a morale check - they will pull back.  This effectively ends the game as there is no way the British can dislodge the Germans from the Chateau, and occupy it, in one more turn.

End game.- note the Churchill at the right was immobilised late in the game.
Verdict
The rules seem to work well again and so did the voice recording to prevent often having to interrupt the games to scribble down notes.  But it was a bit slow sometimes listening to the narration.  In preference, I prefer to not interrupt flow of the battle to write notes, and take the hit listening to my narration. 

The game is another great scenario.  Wild swings and decisions to be made.  The British sent too many troops to the farm on the left, and turn 3 was a time waster for the Brits.

I continue to enjoy these battles.

Sunday, January 31, 2016

Operation Jupliter 06 - The Edge of Town

Introduction
This is game 6 is 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
Germans are defending the village.  The British need to get 10 figures into one of more building on the village to win.  No time limit.

View of the table from the British entry edge.

View from the German edge.
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
British.  I have no Crocodile tank so the lighter coloured one will count as the Croc.
1 Company HQ
     4 figures
2 Platoons, each:
      1 CO
      3 sections (3 figures each)
2 Churchill VII
1 Churchill Crocodiles (flame)
Note that the British also have 4 Bren carriers for transport but ignored it as, in my rules, they would have to dismount once 18” from the enemy.  As there is no time limit it would only save them a turn and that is why I did not include them.

German
German defenders with the Marder standing in for the Sdkfz 251/22
1 Company Commander (1 figure)
2 Security platoons each:
   5 figures
1 Pak-40
1 MMG
1 Sdkfz 251/22, which I don’t have so is represented by a Marder III

Deployment
Will so few units, it was hard to decide where to put them.  But the goal is to stop the British getting enough figures in to the building.  So no counterattacks required.  AT gun deployed forward in the orchard to cover most approaches with the Marder III further back to be a mobile reserve if required.  One platoon in the large building, another in the orchard and the right flank building.  MMG in the top floor of the central building offering a good commanding view.  A fairly forward deployment, but one the British get 10 figures into the buildings, the game is over so a counter-attack is not required.

German deployment of the British left flank

Right flank deployment of 5 figures.    The red building is a railway one I built in 1981-ish and rarely get to use as it is quite large.  I have a factory that is 3 times larger that I had not had a chance to get out for a long time either :-(

Just to show the 3 figures that are in the building.
For the British, the large building on the right flank looked very dangerous and hard to get to. All units concentrated on the left flank.  While further to reach the buildings, it offered better cover along the way.  Two Churchills to deploy centrally and the third to accompany the infantry.

Game
Normally I play the game and take notes as I go and also indicate when I took pictures so I can align the notes to the picture.  I then write it up in longer form.  For this game after deployment I dictated the game as I was playing using a voice recorder on the PC.  I could only do this as I knew I would be playing the game with no other noise around, as the rest of the family were out.  I then listened to the recording to provide the game writeup.  Three things – this worked well, I know the game took 51 minutes to play from deployment to the end, and lastly, although is was a little tedious listening to me for 51 minutes telling me what happened, it meant that when I was actually playing the game there was no interruptions (normally to take notes).

The British move on to the table. Infantry focus on the left flank, Churchills deployed to assist.  Immediately the Churchill are on, the German Pak 40 fires at a Churchill but misses, gets another chance to fire and misses again.

The British enter on the left flank
The first thing to occur at the end of turn 1 is a random Typhoon bombing run that resulting in friendly fire in the original battle.  The scenario called for random placement but I chose instead to inflict it on a random unit to reflect that real casualties did occur on the day.  With bad (or good) die rolling, all 4 dice hit and wiped out all of the company HQ except the company commander.  A subsequent morale test saw the commander pass with flying colours.  However, the CO is suppressed and the cards never saw him get a chance to move for the rest of the game...


Typhoon attack wipes out the Company HQ except the CO. 
The Pak 40 gets another chance to fire before the Churchills can react and destroys it,  The Pak 40 is fired on by the other Churchill but the Churchill never manages hit the Pak 40.  This happens for the rest of the game with appalling rolls on both sides sees neither destroying the enemy target.

The Pak 40 in the central orchard.

The Pak 40 third shot manages to destroy the Churchill.
The other Churchill  The German platoon on the British right flank (including the big read house) begins moving towards the centre where they can fire on the British invaders.

Germans moving from one flank to another.
A random event sees the British subject to 1d6 sniper attack.  It is successful and 1 figure down. The British require 10 figures into the village to win so every figure gone makes it harder.

One British figure has been lost to a sniper.
Both British platoons advance over the first hedgeline and into the crops and the woods.  It seems a way to go to get to the first building, and barely a German unit has been seen.

British continue to advance.
The Marder moves from its central location to the German right flank to repel the British coming down that flank.

Marder moves to a good defensive position to fire on the advancing Brits.
The PanzerIV enters as the German reinforcement.  The aim is for it to move up the centre to provide a fire base from its central location towards any British it can see.

The PanzerIV enters as the reinforcement.
The British reach the second hedgeline, and the second last before the buildings.  The Churchill moves up in support.  The stage is set for the British to charge in and take some buildings!

The German MMG believes the time is right to fire on the British in the wheatfields, but causes no casualties.

The British  all ready to advance and take the village.
The Churchill spots the Marder, fires and destroys it.  I believe this is the first kill for the British.

The British finally destroy something (the Marder)
The left most British platoon send two sections (6 figures in total) in the wheatfields over the hedge and towards the last hedgeline before the buildings. The German platoon (3 figures) in the orchard fire at the exposed advancing British - certain to cause casualties - but cause none!

British advance.  The Germans seen on the right open fire but fail to inflict any damage.
Now that some German defenders have been seen, the British platoon in the woods send to sections (6 figures) to charge at the Germans).  The British successful close assault the defending section, cause one casualty and the rest then rout.  The British advance over the wall into the orchards.  that went well.

British assaulting the Germans in the orchards, and win!
The German from the other flank decide it is time to advance into the orchard to provide a mini-flank attack on the British.

Meanwhile the German MMG is spotted, suffers one casualty and is suppressed.

The Germans advancing into the orchard.  Also note the PanzerIV that has moved up to protect the orchard as well.

The Germans jump the wall land now in the orchard.

The Germans are charged by the British.  The Brits lose the assault, fired on shortly later and go from 6 to 2 figures very quickly.  This was a mistake for the British and they really need to conserve figures.   I would say this was a turning point for the British that made it very hard for them to get 10 figures into the village.

Germans and British meet in the orchards.  The British lose.
Meanwhile the other leftmost British platoon is advancing besides the orchard trying to actually achieve the objective of occupation rather than destruction.

The other leftmost British platoon is still advancing 
The orchard is effectively lost to the British.

Six figures went in and only one is left.
The British charge the building.  They are down to 12 figures left on the table and so hope that there are not many Germans in the building.  There are Germans who are on hold in the building, and the MMG in another building, so they fire, cause some casualties as the British advance. The British continue to advance to assault the building but lose.

The British assault the building but lose and do not have enough figures left to continue.
The British are down to 9 figures on the  table and so cannot meet the objectives and so retreat. Game over.

Picture at game end.
Note: I used the word appalling about 6 times when describing the second Churchill and Pak 40 rolls!  I was very surprised they lasted though about 6 exchanges of fire.

Verdict
A great scenario and my rules seem to work well.  Card activation (to decide which side may activate a previously inactivated unit of choice with a joker for end of turn) is still my favourite mechanism to recreate the uncertainty of battles, at least in my opinion.  It also is great for solo play.  The rules worked fine with the doubling of distance.  My 6mm rules for a similar scale of game on a 2’x2’ table had suppression as the main result for infantry fire with a really good roll required for a KO.  For these rules I went with an unchanged Advance to Cover rules firing process with hits as the main result.  While my last 6mm game has the same number of units of the table as this game, I did not miss the suppression result.  The game played faster as a result.  The 6mm rules are 1 base = 1 section and so is a ruleset in-between the battalion level rules and these rules.