Wednesday, July 10, 2013

The Wrath of Caen!

A Headless Body Production
Location: Phil's Basement
Players: Phil Gardocki, Canadian Armored Squadron (defender)
                 Ed Bernhard Schwere Panzerkompanie(attacker)

Game: Flames of War, Late War,
The Forces:
Canadian Armored Squadron (Confident, Trained), "Monty's Pythons", 22nd Armored Regiment "Canadian Grenadier Guards", 4th Canadian Armored Division, 2nd Canadian Corps (defender).
          2 Troops of Shermans,
          1 Recce Patrol of Stuarts,          
          1 Battery of Priests


German (Confident, Veteran)
           3 Tigers
           3 Panzer IV's
           5 Panzer grenadiers, 2 half tracks

Mission: Breakthrough,  The defender sets up in quarters catacornered from each other.  The attacker in a third quarter, the 2 objectives are placed in the remaining quarter.   The defender has mobile reserves, the attacker delayed reserves.  Attacker wins if he can control an objective, defender on turn 6+ if the attacker is not within 16 inches of either objective. 

The Board:
4 by 6 feet.   An asymmetrical setup.  The narrow edges are North and South, the long edges East and West.  The board is bisected by a stream traveling east to west.  While most of the stream is bog check, it travels quite fast at spots and has dug a couple of ravines. 

The village of Verrières, a suburb of the city of Caen, is on the north edge.  Nearby the village are a number of farmers fields bordered by bocage.  On the south side are a couple of fields, woods and hills. 


Photo of the board taken from the north edge.  The village of Verrières is at the bottom.
The north half of the board.
The south half of the board.

Situation:
This scenario was set up to support WWPD's Operation Overlord Campaign and represents the Commonwealth assaults in lower Normandy region.
July 26th, the second day of "Operation Spring". 
==============================================================
Captain Palen looked at at the remains of his squadron, "Men!  I have good news."

He continued, "I always mistrust total competence. I've always felt life is a series of small disasters we try to get through."

His four remaining troop leaders looked to each other, searching for a face that beamed comprehension, but instead only finding the slightly crazed looks.

"Yesterday was one such small disaster.  It won't be our last.  But today we will not be called upon to go into the breech once more.  Today, with most of our heavy equipment in for repairs, our infantry in the infirmary with an extreme case of malingering, and half of our reconnaisance troops looking at god-knows-what.  We get a day off!"

Half hearted cheers erupt from the four surviving troop leaders.

"Today, we will go leaping from tree to tree as they float down the mighty streams of Normandy. The dutch elm, the larch, the fir, the mighty scots pine. The smell of fresh-cut timber! The crash of mighty trees!  With my best girlie by my side We'd sing ... sing ... sing.  (Queue music...) 

Off in the distance, there was the destinctive sounds of very heavy engines starting up, near Verrières, dust clouds errupted from the ground.  Captain Palen turned to see a messenger running towards him, a distinctive 75mm arrow sticking out of his chest, "Message for you sir!" he shouted, before dieing on the spot.

Unraveling the note, Captain Palen read, "Defenders of Verrières have been replaced.  New forces have heavy tanks, probably Tigers."

From the ranks arose shouts of "A Tiger, in France?"

Captain Palen ignoring the shouts, and the cutaway scene of fleeing Zulu tribesmen, crumbled the note in anguish wailing, "Brave Concorde, you shall not have died in vain!"
Messenger: "Uh, I'm-- I'm not quite dead, sir. "
Captain Palen : Well, you shall not have been mortally wounded in vain!
Messenger: I-- I-- I think I c-- I could pull through, sir.
Captain Palen : Oh, I see.
Messenger: Actually, I think I'm all right to come with you, sir--
Captain Palen : No, no, sweet Concorde! Stay here! I will send help as soon as I have ..."
A nearby bush explodes, followed by a scream from off camera.
"This demonstrates the value of not being scene"
==============================================================

Deployment:
Both of us have only 4 platoons in this game, so deployment is rather brief.

The Canadians started with their Priests and a Troop of Shermans on the board.  The Germans with their Panzer IV's, 2 Tigers, and their Panzer Grenadiers.
Not so much deployed, as hiding.
Panzer IV's will be attacking from a hole in the bocage, the Tigers will be moving through town.

The Tigers supported by Panzergrenidiers will invest the village.

Turn 1:
This is different.  Since I play exclusively armor, I am almost never the defender.  Ed on the other hand, almost is never the attacker.  Both of us were having a WTF moment.

I decided to play this one real cagey.  All my Sherman's either under cover or totally hidden.  I knew there was one tiger on a flank march, and the other 2 would take a long time to get to the objectives.  Maybe, I could swam the flank march before it could be supported.

The German Panzer IV's came out of the field heading for the escarpment, from there they would get to shoot it out with my Priests, while enjoying the advantage of the hull down position.

Their way there was not without peril though.  There was a gap that my spotter was able to see them, and I was able to bombard them.  I caused no casualties, but left the threatening "Ranged In" marker.

Also in response to this threat, I shuffled one Priest to a less vulnerable spot, leaving 3 to barrage.
Slow going, but sure.

The Canadians are not sure how to play this, so they don't commit anywhere.

Turn 2:
The Germans take their position, and bail a Priest. 
The bailed Priest, unbailed in its turn, and also hid behind the hill.  Shermans returned fire using "Semi-Indirect Fire", bailing a Panzer IV.

Panzer's hull down on the escarpment.

Tigers on the road.

Command Sherman's taking cover.


Priests are now totally behind the hill.  Shermans using "Semi-Indirect Fire" shoot back at the Panzer IV's.
Turn 3:
Turn 3, and no casualties yet, the calm before the storm.
No German Reserves arrived,
The Panzer IV's realized there was no more profit to be had from their position on the escarpment, and decide to leave.  Their purpose was to distract the Canadians from the ponderous advance of the Tigers.  But the bailed Panzer IV rolled double ones, staying bailed.
The Panzer grenadiers took cover on the east escarpment, totally hidden from any prying eyes, and only 12 inches from the objective.

2 Canadian Troops arrive from reserves, Stuarts and Shermans.
The one Panzer IV still in sight was, and was converted into wreckage the combined firepower of 6 Shermans.

That is one crew member that is happy they stayed out of the tank.
Turn 4:
No German reserves arrive. 
The Panzer IV's, having abandoned the west escarpment, were doing their best to join the rest of their forces, taking advantage of the creek hedge visibility (limit 16 inches) and the gentle hill.  With the arrival of both the Canadian reserves, the Tigers in the Village need no longer be concerned with their rear, and start heading down the road to the objectives.

At this time I think I can get a company failure out of the Germans.  If I kill the Panzer IV's, and the Panzer grenadiers, then I only need swarm one Tiger for a win.  To that end, I run my second troop of Sherman's to the creek hedge and take some potshots at the Panzer IV's, scoring a hit and a bail.  The Stuarts ran down the creek to take shots at the half-tracks.

Staff team Sherman's take up positions to swarm an expected Tiger.

Stuarts and Troop 'B' try to deal with the Panzer Grenadiers and Panzer IV's.
Turn 5:
A serious exchange of fire here.  The Germans burn two Shermans, but in turn had a Panzer IV killed, and the other fled the field. 

There is a chance here as one Tiger was both flanked, bombarded, bailed and smoked.  While the Panzer grenadiers were taking casualties as well.

Two Panzer IV's linking up with a Tiger.

While the Tigers are linking up with the Panzer Grenadiers.

The German flank march arrives, and bails a Sherman.

While his partner burns another.

But victory comes at a cost, as another Panzer IV is killed, forcing a platoon motivation check, which they failed leaving just the Tigers and the Panzer grenadiers.
Turn 6:
The bailed Tiger rolled his motivation check, and even with "Slow Traverse", (when did you see that rule used last?) killed the Sherman on his flank.  The Germans now control an objective.

The Canadian Artillery continued to hammer the Tiger, to no avail.  Neither does another Sherman, which managed to get on the other flank. 

The Stuarts, ignoring the heavies, move in for the kill against the Panzer Grenadiers, killing another team.
The Tiger on the road fires a ranging shot, as the Stuarts looked on.


Crank, crank, crank, crank, Boooommmm, CRASH, <queue crackling flaming noise>

Well, the Tiger has more than one flank.


Lieutenant Idle, in an uncommon act of bravery, drives his Stuart, "Sir Robin", in for the kill, nailing another Panzer Grenadier.
Turn 7:
Another double firing attack with "Slow Traverse", another flaming Sherman.  Not only to the Germans hold the objective again, but the Tiger stole Corporal Perkins' leg!

At this time we both know that baring a lucky shot, that the Germans were unstoppable.  Ed decides to remove all possibility of such a chance happening by focusing on the Stuarts harassing his Panzer Grenadiers.  He denied Lieutenant Idle of even the choice of "death before dishonor", going straight to death.

Unable to get a flank shot anywhere, the Canadians continue to rain down bombardments from the Priests, and smoking the Tigers.

Crank, crank, crank, crank, Boooommmm, CRASH, <queue crackling flaming noise in stereo>

 In this shot is Mr E. R. Bradshaw of Napier Court, Black Lion Road, (London) SE 5, who cannot be seen


The Tigers decide to ignore the Shermans and take out the Stuarts.
Turn 8:
At this point the Tiger to Sherman ratio is about 3-2, and the Canadians surrendered the battle field.

Amazingly, both remaining Shermans survived the round.

And contest the objective again.

But there really is no point going to turn 9, with a German win on turn 10.

Monday, July 8, 2013

Caen!

A Headless Body Production
Location: Phil's Basement
Players: Phil Gardocki, Canadian Armored Squadron (attacker)
               Steve Turn, Panzergrenadierkompanie (defender)


Game: Flames of War, Late War, 1750 points
The Forces:
Canadian Armored Squadron (Confident, trained), "Monty's Pythons", 22nd Armored Regiment "Canadian Grenadier Guards", 4th Canadian Armored Division, 2nd Canadian Corps (attacker).
          2 Troops of 3 Shermans and 1 Firefly (Troop 'A' and 'B')
          1 Recce Patrol of 3 Stuarts, (the Minstrels)
          1 Motor Platoon of 4 Rifle/MG teams. 
          1 Armored Car Troop of 3 Armoured Cars,
          1 Anti-tank Troop of 4 M10's
          1 Battery of 4 Sextons
          1 Air Observation Post. 


German (Confident, Veteran)
           3 Platoons of Panzergrenadiers, each with 6 Panzerfaust MG teams, and 1 SMG Panzerfaust team.
           1 Heavy Platoon of Panzergrenadiers, with 1 SMG team and 2 HMG Teams. 
           1 Tank Destroyer Platoon with 3 Pz IV/70,
           1 Panzer Platoon of 3 Panzer IVj's and
           1 Battery of 3 15cm Nebelwerfers (Reluctant Trained)

Mission: Pincer. Defender has delayed reserves, Each side places an objective.  Attacker wins if he takes either objective, defender if there are no attackers on his side of the field.
Caen, 1944.  The US built, Lend Lease provided, landing craft, LCI(L)-238-315 is in the foreground.

The Board:
4 by 6 feet.   An asymmetrical setup.  The narrow edges are North and South, the long edges East and West.  The board is bisected by a stream traveling east to west.  While most of the stream is bog check, it travels quite fast at spots and has dug a couple of ravines. 

The village of Verrières, a suburb of the city of Caen, is on the north edge.  Nearby the village are a number of farmers fields bordered by bocage.  On the south side are a couple of fields, woods and hills. 
Situation:
This scenario was set up to support WWPD's Operation Overlord Campaign and represents the Commonwealth assaults in lower Normandy region.
July 25th, "Operation Spring"  "The Canadians were deployed south of Caen, their objective the high ground on both sides of the Caen-Falaise road along the crossroads west of Cramesnil, securing villages of Verrières  and May-sur-Orne.

=================================================================
Captain Palen surveyed the fields in front of him.  At last, we are back in France.  Kicked out in 1940, then again in 1942, this time we are here to stay.  Unfortunately we are the bleeding edge of the sword this time.  Our objective is not so much the ground to take, but how much noise we can make, and draw attention away from the massive American buildup southwest of here.

Verrières  was to the north.  Well, hopefully we won't be going that way!
 =================================================================


The north half of the board.  The village of Verrières, which is south of Caen.  Remember Caen?  This AAR is titled "Caen!"

The south half of the board.
Deployment:

German Panzergrenadiers in the northern outskirts of Verrières, near one of the objectives.

South side of the board.  22nd Armored Regiment deployed.  Armored cars on the left, Stuarts on the right, Shermans in the middle.  M-10s on the hill in over watch.  Off the bottom is a battery of Sextons.


=================================================================
Captain Palen started the briefing.  "Men!  He we are in Normandy!  The father land!  To complete our sacred task to liberate the heathen Normans from their ancient foes, the Normans!" 
"Bloody hell, there he goes again." murmured Lieutenant Cleese.
"And when we are done, we will go leaping from tree to tree as they float down the mighty rivers of British Columbia. The giant redwood, the larch, the fir, the mighty scots pine. The smell of fresh-cut timber! The crash of mighty trees!  With my best girlie by my side We'd sing ... sing ... sing.  (Queue music...)

"Now, now, now, whats all this?" interrupted the Colonel.  "We'll have no music here" (Music winds down)
"I’ve noticed a tendency for these inspiring speeches to get rather silly, and we'll have none of it." he continued, "And we won't be sneaking off to a hermit sketch either."
=================================================================

Recce Move:
With two Reconnaissance forces, the Pythons manage to cover almost the whole center of the board, denying many good ambush sites to the Germans.
Turn 1:
My plan may look subtle as a brick, but it was deceptive.  Taking advantage of a center line position, I would to threaten the left objective in the village, while working over the forces of the right side objective with artillery fire.  Even though the objective looked well protected by bocage, it was only 3 inches from the border, so I could contest it while lined up next to the bocage.  I could possibly even assault it with my small motor platoon.  This started well.  I ranged in immediately, with 3 panzergrenadiers under the template, killing one.  The other two panzergrenadier teams will have to abandon the position or be subjected to "Mike Target" rules on round two.

Moving out.  At the top are the armoured cars, in the center are Shermans, at the bottom are the Stuarts, backed by the motor platoon.  Good visibility keeping the ambushes way back.

Even at long range the ambushing Jagdpanzer IV's  manage to destroy 2 Shermans with their opening shots.
Turn 2:
Turn 2 was mainly a wash.  My forces danced so as to not present any targets to the Jagdpanzer IV's, while threatening the right side objective.  The Stuarts managed to "Eyes and Ears" the defending Panzer Grenadiers, which allowed me to get a good 5 hits and another kill on them.

The Germans responded by adjusting their Jagdpanzers, but only managed to bail a Sherman.
Good thing I have an AOP to find the turn counter.

Getting the armored cars in close for an "Eyes and Ears".  And Shermans up to short range to clear the bocage row.

The M-10's deploying to shoot it out with the Jagdpanzer IV's.
Turn 3:
I decided that the right side objective was vulnerable.  There were 4 defending teams, and the Jagdpanzers couldn't interfere easily because of the interlaced bocage.  So I placed a smoke barrage out to block their sight, and brought up the M-10's should they show themselves.

The dismounted motor infantry platoon dismounted and approached under the watchful eyes of the Stuarts, and Sherman Troop 'B'.

But the approach did not go well as German reserves arrived, 4 Panzer IVj's, which destroyed Lieutenant Idle's Minstrels to a man.  On the left while the smoke barrage mitigated the damage somewhat, the Jagdpanzers still destroyed another Sherman.

The motor platoon is small, but has a lot of support.

M10's lined up, hub to hub, as there is only a 40mm gap to shoot through.

Smoking the Jagdpanzers.


And on cue, German reserves arrive, 4 Panzer IVj's

While their Jagdpanzers smoke another Sherman.
Turn 4:
I am getting murdered here.  7 tanks down, and all I have to claim is 3 infantry teams.  And it could have been worse, at least my Troops of Shermans passed their platoon motivation checks, leaving their remnants on the field.  I placed the M-10's in over watch on a small hill, and lined up the rest as best I could, 5 shots at AT 13 should change the situation, but it didn't by much, only a bail.  But a Sherman then scored a direct fire smoke, obscuring 2 of the Jadgpanzers.

Over to the right, 4 Panzer IV's in a row was too much to ignore, and I ranged in on them with the Sextons, flaming one.

German reserves arrive, the Nebelwerfers.  Fortunately for me, they can't move and shoot in the same turn.  But the German Panzers continue to rack up the score, with 2 M-10's and a Sherman killed.  So far I think my kill ratio is about 1-9.

Jagdpanzer IV's in the field.

25 pounders raining in.  Lieutenent Idle's Stuart, "Sir Robin", burns in the distance.

The Panzer IVj's continued on, burning another Sherman, then "Stormtrooped" back behind the hill.  Totaly missing that "Ranged In" marker. <heh, heh>


The remains of Troop 'B'.  But morale is good, and Sergeant Manual's Firefly, "Harsh Language", fights on!
 Turn 5:
One minor miracle.  The last Sherman from Troop 'A', which bailed on turn 1, finally finished their tea break and got back in their tank to head to the front. 

The Sherman observer tank spotted the German Nebelwerfer spotter team, and MG'ed it to death.

Dennis Moore's armored cars whipped around the west side of Verrières, crying "Lupins", machine gunning the Nebelwerfers, and scored, lets say, seven hits out of ten, forcing them to flee, leaving their lupins behind which were carefully gathered.

On the right, despite "Mike Targeting", I only managed to bail a Panzer IVj with artillery.

German reserves arrive, his last platoon of panzergrenadiers, which double time it to Verrières.
Observer on observer combat.

One Jadgpanzer bailed, two smoked, all blurred.

The Motor Platoon is thinking about it...

 
And the exchange continues, I think my kill ratio is 1-11 now.
Turn 6:
I am down to 2 tanks with AT 13, but the rhythm is with me.  Shoot, then direct fire smoke.  Flaming a Jadgpanzer, bailing another, smoking them all. 

With the Nebelwerfers down, I send the armoured cars to threaten the objective.  The Germans will have to abandon their dug in positions to defend it, which they did.

It takes a lot to kill one of these things.

The Panzer IVj's keep firing, but don't leave the area because of the nearby motor platoon.

Look what the AOP found!  One barrage, and three teams killed.
Turn 7:
Got a bit of luck here.  Between the Sextons, the Firefly, and the last M-10, I wiped out the Jadgpanzers. The motor infantry patrol aassaulted the Panzer IV's, running them back into the bocage field, while the armored cars shot up two of the defenders of the left objective, putting it in a "Contested" state.   

Unfilmed here, but there was a bit of action.  The motor troops closed, shot, assaulted the German Panzer IVj's.  The Germans subsequently fled the assault, back into the farmer's field.  The motor troops then fell back to their positions.

Armoured cars closing in on the objective.
We called it here on time, declaring it a tie.  Both of us had 2 platoons wiped out, and each had 2 platoons about to reach motivation checks.
======================================================================
Dennis Moore dismounted from his Staghound, "Concorde", and runs to the cottage door. He pauses. From inside the cottage we hear quiet moaning. Inside the cottage, lit by a single candle, the female peasant lies apparently dying on a bunk. Lupins are everywhere, in the fire, on the bed, a large pile of them forms a pillow. The female peasant is moaning and the male peasant is kneeling beside her offering her a lupin. Moore enters slowly.
Male Peasant: (dressed largely in a lupin suit) Try and eat some, my dear. It'll give you strength. (Dennis Moore reverently approaches the bed; the male peasant looks round and sees him) Oh Mr Moore, Mr Moore, she's going fast.
Moore: Don't worry, I've... I've brought you something.
Male Peasant: Medicine at last?
Moore: No.
Male Peasant: Food?
Moore: No.
Male Peasant: Some blankets perhaps... clothes... wood for the fire?
Moore: No. Lupins!
Male Peasant: Oh Christ!
Moore: (astonished) I thought you liked them.
Male Peasant: I'm sick to bloody death of them.
Female Peasant: So am I.
Male Peasant: She's bloody dying and all you bring us is lupins. All we've eaten mate for the last four bleeding weeks is lupin soup, roast lupin, steamed lupin, braised lupin in lupin sauce, lupin in the basket with sauted lupins, lupin meringue pie, lupin sorbet. We sit on lupins, we sleep in lupins, we feed the cat on lupins, we burn lupins, we even wear the bloody things!
Moore: Looks very smart.
Male Peasant: Oh shut up! We're sick to death with the stench of them. (sound of a miaow and then a bump) Look. The cat's just choked itself to death on them.  I don't care if I never see another lupin till the day I die! Why don't you go out and steal something useful!
Moore: Like what?
Male Peasant: Like guns, ammo, food, and...
Moore: Hang on, I'll get a piece of paper.

Monday, April 22, 2013

9th Panzer Division on the Road to Dunkirk

A Headless Body Production

Flames of War After Action Report: Leichte Panzerkompanie vs Compagnie de Combat.
Location: Steve’s Game Room
Game: Flames of War, Early War 1600 points

Mission: Dustup
Players: Phil Gardocki, Leichte Panzerkompanie (defender)
              Steve Turn, French Compagnie de Combat (attacker)
The Forces: 3rd Leichte Panzerkompanie Kompanie, 1st Abteilung, 33rd Panzer Regiment, 9th Panzer Division  (defender) 6 Zugs containing 3 Panzerbefehlswagens, a recovery vehicle, 4 Pz I’s, 10 Pz IIc’s, 4 Pz IIIe’s, 9 Kradschutzen teams (6 MG’s, Mortar, Light AT, and Leader)

Compagnie de Combat (attacker) 8 platoons containing 10 H-35’s, 3 R-35’s, 3 Panhard’s, 4 Laffly’s, 8 infantry teams, and 4 75mm towed guns.
Scenario:  Following the French Retreat along the Route des Estuaires, near the border town of Ghyvelde.
The Board: The quiet town of border town Ghyvelde, where French forces have pulled out of to avoid civilian casualties.  But they continue to control access to the Route des Estuaires leading to Dunkirk.

The 9th Panzer is hot off on their heels though, as leading elements clash with the yet unprepared defenses.
The South East corner of the board.  The Germans will deploy in this corner, the French in the North West near the wood.


German Deployment.  Kradschutzen interleaved with Panzer III's.  Panzer II's are hidden behind the Chateau.  (Why I don't know.)  The burning half-track is an objective.


A Peloton of French H 35's are deployed unseen behind a small knoll.  Fast firing 75's standing by, with Infantry hiding in the woods.
May 24th, 1940.  The Panzerbefehlswagen pulled up to a chateau and stopped.  Kapitän Klaus Krinkle of the 3rd Kompanie, 1st Abteilung, 33rd Panzer Regiment, 9th Panzer Division, climbed out of his tank, walking carefully to avoid cramping his legs.  It had been a long ride.  The 9th Panzer had swept all resistance before it so far.  But even if they only faced Dutch and Belgian forces it was enough.  After two weeks of driving, the panzers were beginning to see a lot of wear.  A few impromptu depots have been established to park those that were already mechanically disabled, their crews already eying up the nearby taverns for celebrations.  Krinkle didn't blame them but the core French army hadn't been defeated yet.  And while they were not willing to fight in their own towns, they were ready to deny this road to the 9th Panzer.

He walked into the house and nodded to the frightened family huddled in the corner.  This low lying area had a high water table, preventing the construction of basements for them to shelter in.  He gave them a polite nod and a reassuring wave.  The husband glared back at him.  These people were of hardy stock, as this town was near the front lines of the last war for four years.  This time, win or lose, it will be different.  The German plan did not allow for a draw.  

Klaus left the family and went up the stairs.  He Surveyed the nearby terrain.  Burning off in the distance was one of 10th Schutzen's half-tracks.  A twin to the half-track he passed on his way into Ghyvelde.  As indicators of enemy presence goes, this rates a level of high assurance.  He opened his case and pulled out the Zeiss binoculars.  So, cannons at the ready, with 3, no, 4, no, 7 tanks.  He studied the deployment and noted the French Artillerymen were just breaking out their shovels, Ah an opportunity!  

He bounded down the stairs, pausing to offer a polite, and sincere, "Aufedersein" to the cowering family before dashing to his panzer and it's most valuable piece of equipment, the radio.  

"Schutlz! von Waffen!" he yelled, "I have assignments for you."

He turned his gaze to a nearby Panzer II, he shouted, "You too, Leutnant Friedenswächter, get those panzers moving."


Reconnaissance Move.
With the rules for the Dust Up mission, the first side to finish deployment adds a one to the die to see who gets to move first.  The Germans only had 6 platoons, and so finished first, while the French rolled a 1, so it didn't matter what the Germans rolled.  They would move first.
The Kradschutzen take off during the Reconnaissance Move, heading for the flanks of the yet to be dug in French 75's.
Turn 1:
Moving boldly forward, the Kradschutzen run up the flank of the 75's, getting 8 MG's behind the gun shields, the remainder in front.  It was enough, 4 stands were killed and the canons failed their motivation and melted into the woods.  I don't think I have ever killed a platoon on turn 1 before.  (But I have had it happen to me!)

Leichte von Waffen's Panzer III's work their way around the knoll for a variety of moving short and long range shots and managed to only bail an H 35.

The French retaliate by advancing a peloton of H 35's and shooting up the Kradschutzen with MG fire, pinning them.
After shooting, 3 75's and the command staff were gone, the remainder fled the field.  there is only 3 H-35's between the Kradschutzen and the objectives.
Turn 2:
The Kradschutzen failed their motivation check and remained pinned.  I retreated them to make room for Leutnant Friedenswächter's Panzer IIc Zug, which due a  combination of short range and very bad deployment was still not in effective range.

Most of von Waffen's Panzer IIIe's were already in short range, so I only had to move one PzIIIe for a clear shot.  10 dice, 10 hits.  But the H 35 armor is tough, and the end result was 1 dead, 2 bailed.  It was up to a motivation check, and the confident French failed. 

The remaining French H 35 peloton stood its ground and gave the stationary Panzer III 6 shots, bailing 2 of them.


Rolling against the right hand peloton and the French Compagnie commander.  That's 10 for 10.

Another peloton down, with the Compagnie Commander bailed.  Two Platoons down.  One more platoon down will cause a Compagnie check
Turn 3:
German Reserve's arrive.  But in a lousy position.  One tank bogged in the woods, the others started peppering the dug in infantry with MG fire.  Maybe I can entice the French Infantry out of their positions with a surprise assault.  Which they did, but there were unengaged panzers that managed 5 hits in defensive fire, and killing 1 team, and sending the assaulting infantry back to their trenches.

In the open field, one of my Panzer III's stayed bailed, the others focused on the Compagnie Commander killing him.  The Panzer II's approached the H 35's but getting only 5 shots, and AT 5 against FA 3 didn't accomplish anything.  The H 35's they fired back, killing a Panzer II.
Driving through the woods.  On the lower right you can just see the smoke of the objective.

The Panzer II's enter effective range on the H 35's.


The French go for the surprise attack, but the two unengaged Pz II's still manage 5 hits out of 6 shots, pinning the Infantry.
Turn 4:
German reserves arrive, another Leichte Panzer Zug.  Emboldened by their arrival, the first Leichte Panzer Zug assaults two French teams in the woods, killing them both.

I kept forgetting my Kompanie Kommander, leaving him in town, and so he was to far away to assist in unpinning the Kradschutzen, which had failed all their motivation checks so far.  I double timed him this turn to within command range.  

French reserves arrive, a section of Lafflys, they have a thin shell, but big teeth. and put the bite on the still pinned Kradschutzen, killing several and bailing the German Kompanie Kommander.

The exchange of fire between my Panzer II and III's and the H 35's wound up just generating so much noise.  Lots of hits, but no kills on either side.



Kapitän Klaus Krinkle leaves town just in time to be swatted by enemy reserves.
Turn 5:
The exchange of tank fire continued in the field.  Two of my Panzer III's turned their turrets and shoot at the Lafflys,  bailing two.  The remaining six II's and III's manage to kill another H 35.  In the woods, my two Panzer Zugs were still whittling away at the defending infantry.  Contesting the objective.

French reserves arrive, a  Peloton of Panhards.  Seeing an opportunity for a win, Steve figured out that the stream surrounding the town is only about 14 inches from the corner of the map, and he could arrive within 16 inches of the corner, and so deployed the Panhards on the town side of the stream, and double timed to the objective.  Only the rule preventing double timing troops from capturing objectives will keep him from winning the game on turn 6!

The Lafflys continued to pile it on to the Kradschutzen and also killed the German Kompanie Kommander.


Turn 6:
German Reserves arrive, the kampfgroup consisting of 2 Panzer II's.   They arrived in a bad location, and didn't accomplish anything.

Relying on firepower, I shot everything I had, but didn't accomplish much.  Pinning the French Infantry section, bailed a tank and two Lafflys.  The French fired back with similar results.  But he didn't need to, as the Panhards were sitting on an objective, and will win the game on turn 7.

Turn 7:
It's do or die for the Germans.  I am too far away from the objectives I had to defend, and taking the French objectives will still lose me the game as the French will win first.  My only route to victory is to cause a French Compagnie motivation check,   This will require me to kill two French platoons this turn.  3 of the 4 French platoons were vulnerable.

I started with the long shot.  The Kradschutzen finally unpinned and maneuvered for flank shots on the Lafflys.  Not much chance here even with the Laffly's armor of zero, as I still have to make 6 up firepower checks with MG's.  And the numbers ran pretty much as expected and the Laffly's remain unharmed.

My Panzer II's and III's poured it on the last two H 35's, killing one, and double bailing the other.  The last H 35 had enough and the French Peloton surrendered.

It all came down to assaulting the French Infantry Section in the woods.  The first Leichte Zug went in, killing two infantry teams before being counter assaulted.  The Panzers received received a hit, failed their motivation, and retreated.   This left the French Section with three infantry teams.  Enough for a platoon motivation check, but I didn't want this decision to be down to a die roll.

The second Leichte Zug assaulted, two panzers bogged on charge.  Another bogged later in the assault phase, and the last panzer fought the French Section down to its command team.  The end result, the Leichte Panzer Zug was defeated, then failed its platoon motivation check its crews screaming "Its a trick, there's two of them." The other bogged crews abandoned their vehicles and they were captured by a plucky French Sergent-Chef and his Eleve.  Realizing they were all that was left of their section, they shouted, "Mon Dieu!" and melted into the woods.

The end was a nail biter.  The Germans achieved a 5-2 win on the turn sequence.  As the "Check Company Morale" phase occurs before the "Check Victory Conditions" phase.
Lousy picture, but this is an end game shot.  The Krad's pile on the MG's but with no hits.
Setting up the final assaults with two Leichte Panzer Zugs.  Lots of bails, bogs and pins here.  Taking the objective is not enough, I have to defeat the French Compagnie.
The Panzer II Zug fires 12 rounds assisted by 12 more shots from the Panzer III's (off fame to the right), destroying the last of the  H 35's.

Final Photo.   The first Panzer Zug that assaulted retreated to behind the pine trees but is otherwise unharmed.  The second failed their motivation and abandoned their vehicles.
Epilog:
A nod to 'allo, 'allo.
Soldat (reserve) Artois pulled himself free from under the burning German half-track.  He watched his Sergeant-Chef and Eleve flee into the woods.  They were indeed the bravest of men.  But what was he doing here?  He thought of his wife, which is why he joined the the Army.  6 months in the army was a vacation compared to living with her.  He then thought of Yvette, which is why he would desert now.  He didn't sign up for this!  He was a cafe owner, he should have been assigned to the supply corps, not the infantry!  
But before the last of the half tracks riders were run off, he heard something interesting,  something about "Van Klomp"  He didn't know much about fine art, but after 20 years as a cafe owner, you learn a few things.

Rene carefully looked into the half track, and on the drivers floor there was a crate.  The corner was shot off, but had done its job.  The painting within was unharmed.  It was the Van Klomp's Fallen Madonna (with the big boobies).  So the Germans didn't just come to conquer, but to loot.  Well, this is one painting that they won't get, he will defend it with his...

He stopped and let out a heavy sigh.  Who was he kidding?  Rene was not one of those brave men he had just witnessed fighting steel monsters.  He would give up this painting in a heatbeat.  But still, no one knew he had it, and he would hide it till after the war.

Glossary:
Compagnie - French Company
Eleve - Short for Eleve Sous-Officer or Corporal
Kompanie - German Company
Section - French Infantry Platoon
Peloton - French Motorized or Cavalry Platoon
Sergent-chef - French midgrade sergeant.
Soldat - French Private
Zug - German Platoon