This is game 2 is replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book (Lulu PDF link). I am replaying them on a 4.5'x5' table using 20mm, my own Advance to Cover rules and a figure scale of 1 figure = 1 section. Background on why I am playing these is at the start of the first game post.
These games are like vignettes of larger battles. The report is not long nor very detailed...and I took no notes during the game as it was so much fun!
Germans are dug-in within a horseshoe shaped wood. The British have 12 turns to dislodge them.
The Germans setup in foxholes about 12" (300 metres) from the woodline - far enough away to not be spotted too easily, but close enough to fire rifles (18" range). Battalion HQ is in the centre rear foxholes.
|Germans in the foxhole. British enter from bottom right (you can just see the front of a Churchill there).|
|The British force|
4 figures + 1 PIAT
1 CO, 1 2" mortar and 9 figures
2 Churchill VII
Note: I only realised when writing this up there should have been two companies. One was enough.
|The Germans - Battlaion HQ and one company + foxholes.|
3 figures + 1 radio
1 CO and 9 figures
2 2x80mm mortar fire missions
British plan: Advance with a Churchill and a platoon to draw fire and so spot the positions. Then open up with everything that should be at the edge of the woods.
German plan: Fire at will - the range between the foxholes and the woods is only a few hundred metres.
The British advance to edge of wood. This takes 4 turns (due to the fall of the activation cards) of the 12 total in the scenario.
|British travelling through the woods.|
The British advance a platoon and a Churchill out of the wood line and towards the foxholes.
The Germans spot the British moving in the woods and radio in mortar fire that causes 3 casualties to the British Battalion HQ that is pinned and does not do much the rest of the game. Receiving mortar fire in the woods is not recommended.
Not wanting to stay in the woods, another platoon exits the woods behind the first one.
|The platoon advances, followed by another one. The Churchill follows soon after.|
British still fail to spot anything after 2 turns of spotting. Finally after another turn, the company spots someone in a foxhole and open fire with everything they have. One foxhole down.
|The Germans have lost half of their battalion HQ (the foxhole centre right)|
Fire continues back and forth for a few more turns. Time is on the Germans side and they are only losing about 1-2 figures a turn.
|Some of the defenders, already down a figure in the foxhole. The Battalion commander and radioman can be seen at the back.|
The German mortars suppress a platoon in the open. 4 dice but only one casualty.
|The German mortars suppress (green bush markers) a platoon.|
|A defending foxhole is lost (centre left). There are six defenders left - 2 are the remainder of the battalion HQ in the centre.|
The German company is reduced to 4 sections and routs. The required overall force morale test fails and German retreat. This was at game turn 10 so it was a close game.
|Routing German company (3 to the top left and one top right, hard to make out). Battalion HQ left in centre pulls back.|
Another great game. Short and fun. I am enjoying the scenarios and my rules. The scenario calls for another 10 figures but I think the game would have been much more one sided to the British.