Colours 2018 – game report

Right, now I’ve sorted out some technical issues I can get this post done!

Saturday saw me up and at ’em at 5 o’clock so I could get the first train to meet Daren at Tulse Hill so we could get on the road to Newbury Racecourse to attend Colours. We were putting on Daren’s cracking game centred around the fighting for Son Bridge during the Market-Garden operation in WW2 (the Arnhem campaign if anyone doesn’t know). Unusually for us we hadn’t had a chance to do a full run-through as both Dan and I were on two different Mediterranean islands when the club was last open for an all day game but we had discussed solutions to some issues in the few partial games that we had so were confident things would run smoothly.

Luckily we had no problem on the journey to the show and were in and ready to set up by half 8, even though we were down as being from SELWG (oh, the horror!!) on the organisers sheets and in the programme which caused a touch of confusion when signing in, and pretty soon the table was ready to rock and Dan and Bart arrived pretty soon after too. After Daren had finished setting the forces on the table it was time for a quick tea/coffee and obligatory bacon roll and a quick spin round the traders before the public were let in. I had a quick chat with Ian at the H&R stand about some of the planned Swedes in the pipeline (no plans for the BILL atgm but I’ve been in contact with Andy since and it might be a goer, fingers crossed for that!!) and checked out the models for the up-coming releases, there’s some very nice trucks coming soon that’ll make Warsaw Pact and ‘non-aligned’ players very happy! Then a quick visit to Pete at Baccus to get a few bits and to have a quick chat about next years Joy of 6 as there’s been talk of more than one Warlords game being taken and I wanted to check it’d be ok – apparently the more the merrier so all good there.

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So with everyone back from the traders we were ready to go and started the game just before the doors were open. Dan and I were in charge of both the Irish Guards advancing along the road and the US Paras dug in around the bridge, Bart was trying to stop us with Kampfgruppe Walther and was expecting some reinforcements later. Our plan was quite simple – barrel up the road as quickly as possible and by pass any tough pockets of resistance. Before we get stuck into the action though some shots of the battlefield before all the nasty shooting and stuff started! (as usual you can click on pics to make them bigger)

Dan had developed a fire plan for the first 5 moves which we thought would allow us to get past the PAK-40’s lurking in the first wood and maybe neutralise the second line of defence. We were also allowed to deploy the ‘Purple Smoke’ from the off to bring in a Tiffy strike too. Unfortunately things started to go wrong from the off. First of all the Typhoons didn’t make any impact on the waiting anti-tank gunners and neither did the application of HE from the 25pdrs, and soon a couple of armoured cars were brewed up whilst the long line of traffic behind them slowly started inching their way forwards. We decided to push the recce types forward hell for leather and they fell prey to, as Dan said, ‘A filthy Hun trick’ of being ambushed by Panzerschrecks. Bart also started calling in artillery onto the head of the column behind the Armoured cars and unfortunately for us his shooting was very precise causing the lead vehicles to become disorganised and supressed which slowed things down for the following units.

We did mange to knock one of the Pak 40’s out with an artillery strike but the other one led a charmed life and started taking out the lead Shermans. Our problems then went up a notch when we realised that we had miscalculated just how fast the Armoured Cars would be able to move and they were hit by our own guns when they lifted forward from the wood, a situation that was exacerbated when some RAF type missed his target and dropped his bombs smack on the survivors! Just to make things even nicer for the Irish Guards Bart’s artillery had a particularly effective couple of stonks in which he took out the majority of one of the infantry platoons when their carriers were knocked out. So a sticky start to say the least, so we decided it was time to get off the road.

We managed to eliminate the pesky infantry and their nasty anti-tank weapons and the last surviving PAK-40 finally succumbed but only after being shot at by a whole troop of Cromwells! However it had taken about 4 moves to get past the wood along the road and the Cromwells that were now free to go round the other side were having problems with the boggy ground (we had to dice for each model more than 4″ off the road and not in fields to see if the bogged down for a move) which slowed them down somewhat. Once past the wood however meant that we were now in range of the 2 Panthers deployed along the left hand road and they soon started taking out vehicles with gay abandon. So, we got the Purple smoke out again and trusted in the RAF to sort them out. Unfortunately we didn’t account for the German ack-ack boys who were on fine form, the first mission saw the Tiffy’s manage to miss both of the Panthers albeit unscathed but the second pair off the cab-rank weren’t as lucky, one copping a hit from an 88 that caused it to explode whilst the other was badly damaged by the Quad 20mm that was accompanying the Panthers. The Yanks by the bridge did have some success though with their mortars and artillery making short work of the quad 20mm halftrack and 88 that were posted on the other side of the river. The only other notable success was the taking out of a Marder around the hamlet but at the cost of a couple of Shermans.

Not happy to sit in the edge of the field that he was in waiting for more attention from the Brylcream Boys, Bart decided to attack the head of the column with his Panthers and they set off for the junction merrily dispatching more British tanks whilst laughing off all attempts to take them out. We did manage to supress them and their accompanying AA  once but that was as close as we got to a victory all day where they were concerned, even repeated strafes from the RAF didn’t work, and pretty soon the area around the road junction was a terrible scene littered with burning vehicles. The right hook around the wood by the Cromwells didn’t fare any better with a StuG and a Marder soon taking out half their number for the loss of the Marder. Luckily for us time was running out at this point and we decided to call it a day, with Daren declaring a victory for the Germans. For the loss of 2 Marders, 2 PAK-40’s, an ’88’, a Halftrack mounted quad 20mm and a few infantry teams Bart had destroyed: 6 Armoured Cars, a Platoon of half tracks plus their infantry, a Typhoon (and badly damaged another), and 20 odd tanks – we were running very short of knocked out markers by the end!

 

To be fair the dice gods were with Bart for most of the day but it did show just how difficult it must have been in real life, once the road was blocked it slowed the advance to a crawl not to mention ‘suppressed’ and ‘disorganised’ vehicles also slowing things down. It was lucky for us that the Germans were limited to only 4 rounds of artillery fire as it would have been so much worse for us if they had more. We spent some time discussing ways that we could improve things and are all keen to get the game on at a club Big Game Saturday to really get stuck into it and are thinking of maybe taking it up to Joy of 6 next year.

Apart from the playing of the game it was really cool to see the interest in the game, we had people around the table nearly all day long and some were coming back throughout the day to check on the progress of the advance (or lack thereof!). It was also great that we solicited as many quotes from ‘A Bridge Too Far’ from people, racking up 8 ‘this is the wide bit’ during the course of the day, it was a major inspiration obviously. It was genuinely nice to engage with everyone, (thanks for introducing yourself Greg by the way!), with people saying nice things about the game, models and terrain and thankfully we didn’t have any rivet counting annoyances this year!

Of course big thanks go out to the chaps who made it a great day out as usual and a good humoured game played in the right spirit, although Dan did look a bit twitchy at one point after yet another of Barts dead eye dice rolls! Special thanks must go to Daren for all his brilliant work in making the terrain and for coming up with the scenario as well as letting us use his terrific models. Mind you I did the Purple Smoke so, you know….

 

Son Bridge ’44 at Colours – Preview

Just like last year an intrepid band from the South London Warlords are heading off to put on a display game at Colours tomorrow (we when I say intrepid I mean me, Dan, Daren and Bart). Again like last year we will be using Daren’s lovely 6mm kit and his spiffing terrain to try and recreate the action around Son bridge during Operation Market-Garden.

Unfortunately I was away on hols for the final dress rehearsal so haven’t got my usual teaser photo’s but will post what I do have, rest assured Daren has come up trumps again with the terrain. Both the village of Son and its bridge are brilliant and done with the usual level of meticulous detail we’ve come to expect from the good Bombardier (he’s just a massive show off really!!). Anyway, as usual, please stop by and say hello if you are around – the organisers have put us down in the programme as being from SELWG (oh the sacrilege!!) but we’ll be sporting our spiffing new club attire and should have a ruddy great big SLW banner up as well so it’ll be hard to miss us.

Again apologies for the lack of numbers but here are the teasers, full report and pics Sunday or Monday.

Preparations for Colours 2018

Once again Daren, Dan and myself will be flying the flag for the South London Warlords at Colours this year. As is our wont we will be putting on a 6mm game, this time set in WW2 and in particular the action around the Son bridge during Operation Market garden. As this one is going to be a large one we will be assisted by a few other clubmates we already have Bart on board but have realised that the 15′ length of the table means that we are going to have to rope in a few more!

Also as usual Daren has pulled out all the stops to model the terrain and we will be using his lovely collection of GHQ kit to try and make sure that XXX Corp can push through the ad hoc German defenders and link up with the American Para’s holding onto the bridge. Although everything isn’t quite ready yet we have done a couple of quick playthroughs of the rules (Micro Armour from GHQ) to acquaint ourselves with them again and to hash out any scenario specific bits that we want to bolt on to add a bit of flavour to proceedings.

So to whet anyone’s appetite that might be interested here’s a few pics of the practice games (as usual click on them to see larger). I’ll be adding another post once we have the full dress rehearsal in September with more details and pics.

 

Des’ Shed Game 1: WW2 IABSM

Back in December I was invited to Des’ inaugural big game in his new shed-o-war, that I haven’t posted about it yet has been bugging me so I’ll try and remember what happened to get something down at last. The game was a WW2 Normandy bash using I Ain’t Been Shot Mum by the Lardies and Des’ lovely 20mm collection.

I was in charge of the Canadian forces (the first mistake made by our side!) and I was ably assisted by Andy and Daren. We were tasked with advancing and clearing the immediate area to our front of some nasty Boshce that were led by Des and Ian. After a quick ‘O’ group with the chaps we decided that Andy would take the dismounted infantry company through the fields along the left flank supported by the flail tank. I would be in charge of the Recce detachments and would barrel up the road in the centre and scout the right flank, I was also in charge of the reserve of a tank Squadron. Daren would take another tank Squadron with a Kangaroo mounted infantry platoon along the right and would react to what the scouts found. The idea was to keep things as simple as possible and hold on to the reserve until either one of the two flanking groups were in dire trouble or to exploit any success that they had.

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12 feet of Norman countryside.

We got lucky with our 3 pre-game stonks setting fire to 2 of the buildings that we targeted, one of which being the church thus negating the use of its steeple to any Fritzy FOO’s, and Andy started things off by advancing down the left while the scouts cars nosed along the road in the centre and the right. Andy’s lads were quickly engaged after running into some enemy infantry and a fierce fight swiftly ensued and pretty soon it looked like it was time for an assault to go in to clear some of the Germans out. As the reserve Sherman’s were not being let go from the reserve (their card was not coming up) to support the impending attack Andy chucked his attached Sherman Flail into the fray and mighty impressive looking it was too as it churned its way through the hedgerow where the enemy lay. Unfortunately the attack faltered due to some heroic defending by the Landser (absolutely jammiest of jammy dice throw!) although they didn’t hang on too long afterwards and withdrew to the rear just as a couple of StuG’s opened up and dispatched the Flail.

While this attack was going on Andy was keeping more infantry located by the burning farmhouse pinned down in a firefight with one of his platoons which let the Daimlers work their way gingerly down the road onto the flank of the dug-in defenders. Unfortunately one of the cars was taken out by a German anti-tank weapon fired by the infantry but the survivor managed to get round the flank and revenge was served by brassing them up. The Jerries didn’t like this much and they soon broke and the left flank was looking open for the reserve tanks to start moving through with only the StuG’s seemingly in the way. However, things weren’t going so well over on the right.

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The Daimlers creeping down the lanes spent quite a while nosing gingerly forwards expecting any moment to be on the receiving end of general German nastiness in the shape of a Panzerfaust or ‘schreck. When it did come it was more of a massive clang as one of the cars was hit by some high velocity 75mm from a Panther hiding in a stand of trees. The surviving car was in somewhat of a pickle as it was immobilised with the next shot so decided to have a go back with its 2pdr and a seemingly one sided duel ensued. What seemed like a futile gesture on behalf of the recce types ended up being one of those great gaming moments as the German gunner couldn’t land a hit whilst the Armoured Car kept on hitting the target eventually causing enough shock to the Panther crew that it had to withdraw! The cheers of the watching Canadians were quickly silenced however when another Panther opened up knocking out the gallant Daimler, just not cricket really but medals all round.

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Panther ambush!
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Take that Jerry!
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Panther about to pull out.

While this was going on Daren had moved his armoured infantry up and they were cruelly ambushed by another German infantry platoon and pretty soon most of the Kangaroo’s were burning due to attention from the remaining Panther and Panzerfaustings although some of the infantry survived to fight on. A terrific close range firefight then ensued across the hedgerow which the Allies finally won thanks to the HMG’s on the surviving APC’s which tipped the balance and finally saw the German footsloggers break. Unfortunately we still hadn’t managed to get any of our Sherman’s into action yet and were unable to as we had to stop due to time getting on.

So at the end of play we had managed to break the initial line of resistance and force the German infantry to bug out but at no small loss to our own infantry and Armoured Cars, we still had 2 units of tanks that were uncommitted but still had a couple of Panthers and a couple of StuG’s to worry about and as we found out that the Germans also had a couple of Tigers lurking around the church we were sort of  glad that we didn’t carry on as we didn’t fancy our chances much! We reckoned a draw was a fair result, we broke into their position but sort of got stuck doing so.

It was a great days gaming and a cracking way to christen Des’ shed. Big thanks to him for putting the game on and a keeping us fed and watered all day and a massive thanks to Mrs D. for the fantastic lunch too. As usual cheers to the chaps for making a great day’s gaming better by being their usual fun selves, a pleasure as always gents. Stay tuned for the next instalment from chez Darkin as we grind our way through Dennewitz in 15mm.

 

Club Night 11/09/17: More Big CoC, Normandy ’44.

It’s been a while since we played this game, so the write up will be brief especially as I didn’t seem top take many pics for some reason which usually helps jog my memory.

Anyway it was supposed to be a sort of reverse game of the one fought out a few weeks before between Daren, Mike and myself but this time with me controlling the defending Germans against Mike and Daren attacking with the Brits. On the night though we were joined by Bart as he didn’t have a game and wanted to try out Chain of Command. The Brits had 2 infantry platoons and a tank platoon of 3 Sherman’s one of which was a Firefly. For support they brought a Carrier Section and a Churchill which just wasn’t cricket! To face this horde we had a standard Heer platoon (Commanded by me) with a HMG and Mortar FOO in support along with a mixed armour platoon of 2 PzIV’s and a Somua half track mounted PAK-40 that Bart was in charge of.

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The field of battle looking from the German lines

The patrol phase was an even affair but the Brits rolled really well for morale with 10’s and 11’s whereas we were at 8’s and 9’s, but we were sort of confident. Our plan was to engage the armour from as far back as possible and once we knew where the bulk of the infantry were get some mortar stonkiness on them to get them pinned or to at least deny as much of the ground as possible to the attackers so that we could try and take the larger number of enemy infantry on with less chance of being outflanked or over-run.

The Brits had decided on a very bold plan though getting all of their infantry sections on the table as soon as possible with the armour also getting involved quickly too. This did force us to deploy our tanks as quickly as possible and I also had to get some infantry on to prevent a JOP from being taken. We also managed to get the FOO going from our first phase and soon the mortar’s were in action catching 2 sections of advancing Tommies and a Senior Leader in the fire zone. However after one phase a triple 6 was rolled which put the kibosh on the barrage as we didn’t have a CoC dice yet. To add to our woes we failed to get in contact with the battery in the next activation and then when we tried again we rolled up the dreaded ‘not available again’ result. Things were now officially a bit sticky.

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Our short lived mortar barrage – damn those ammo shortages!

While this was happening Bart’s panzers had been engaging the British armour from long range and whilst one of the PzIV’s kept getting hits on the Churchill it just refused to be damaged due to its great armour. The other PzIV did cause some major damage to one of Daren’s sections when it caught them crossing open ground but it didn’t have any luck against the Sherman’s it was duelling with and succumbed to a long range shot from the Firefly. Pretty soon the surviving PzIV was also burning as it was ganged up on by the numerically superior Allied tanks, which had managed to survive the duel without much damage.

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Brits advance….

With the failure of the mortar barrage to help slow down the advancing infantry I was forced to get the remainder of the German infantry on table to try and deal with the British advance. This went as well as the rest of our attempts had done through the rest of the battle with me losing a section trying to win back a lost JOP. I holed one section up in a house after that but our morale was plummeting badly and the impetus was well and truly with the British. Both tanks were out of action and when the SP PAK was also knocked out it was obvious that we had no chance of winning as the Brits could just sit back and shell the crap out of us with their tanks whilst their superior number of infantry moved forward to secure JOP’s and the objective at the T-junction. We might have been able to shred a section or two but we decided discretion was the better part and withdrew.

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.. relentlessly on

So a sound drubbing for the Bosche but as usual a good fun game which lessened the blow somewhat. If we could have kept the mortars going for a bit longer it would have evened things up somewhat and also losing the armour fight so comprehensibly (no fault of Barts by the way he was very unlucky a couple of times not to brew up a Sherman) meant that we were on a hiding to nothing but c’est la guerre and all that!

 

Club Night 28/07/17: Flaming Big CoC….

I have been quite lax in posting this and as I have some more to get done here’s a quick AAR of a fun game of Big Chain of Command that was played just before we broke up for our annual August break.

Daren is still ambivalent when it comes to a bit of CoC and so to try and change his mind we decided that what might make him enjoy it more was to make the CoC bigger, after all, size matters right? So a nice straightforward scenario was devised whereby a German Kampfgruppe would be attacking a British position with the aim of securing a T-Junction. Daren and I would be in charge of the Germans and Mike would be looking after the plucky Brits. The forces were the following:

Germans:

  • PanzerGrenadier Zug
  • Infanterie Zug
  • PzIII Flammpanzer
  • StuG IIIF

British

  • Infantry Platoon
  • Churchill Mk.VII Platoon of 2 tanks
  • Vickers HMG
  • Scout Carrier Section

After a not very successful patrol phase by myself we hit upon a simple plan. Daren would take the PzGrens and the Flammpanzer and advance up the right flank making use of the cover there and would assault the objective whilst I with the Infantry and the StuG would attempt the trickier left flank. Not only was the left flank more open but it was also where the British armour platoon was due to enter the table, with this in mind I decided that I’d lead with the StuG and see if I could somehow take on the behemoths headed my way. We were expecting Mike to keep the Churchills back supporting his infantry so I was hoping for a couple of lucky shots to at least keep them occupied and to draw the attention onto the StuG and away from the PzIII. Luckily for us this is exactly what happened, and then some!

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Looking from the German lines: German JoP’s in Red, British in Blue.

Daren was developing his attack along the right very nicely, moving a couple of sections forward and slowly advancing the PzIII whilst trading some fire from a section of Tommies and slowly getting the upper hand and pushing them back. Whilst this was going on I was engaged in an armour duel with the 2 Churchills. However, to our great surprise, instead of hanging back and encouraging us to come on Mike was very aggressive with his tanks pushing one well forward. I kept on having a go at the lead tank but neither of us could get a killing shot away – Mike’s armour was too much for me and his gun was just too weak to do me in – but eventually my brave StuG succumbed to the fire of both of the Churchill’s as I had been immobilised and one of the Churchills had worked its way round for a flank shot.

Whilst Mike was pushing ever closer to the StuG to get that better shot I had advanced a JoP and duly deployed a section close to the lead Churchill and had a go at short range in the flank with a Panzerfaust bagging the tank and causing it to brew up. This meant that we were without our long range anti-tank weapon and Mike still had a Churchill left which we presumed he would use to go after the Flammpanzer. Mike had different ideas though and moved the massive tank forwards parallel to the road to start to take on Daren’s PanzerGrenadiers  in the  Orchard which were giving Mike’s infantry section in the field across the road a right mullering with their 2 MG42’s. However, Daren played a blinder, he too had moved one of his JoP’s forwards and used a CoC dice to deploy his Panzerschreck which couldn’t miss and duly brewed up the second Churchill.

With his armour gone and one section close to breaking we now had a surge in confidence and started to advance again. My lads that had taken out the Churchill left the cover of the field they were in and were surprised by a Vickers which caused them to fall back behind the hedges again to lick their wounds and recover. I reinforced them with another section and with the help of some of Daren’s chaps quickly got revenge, virtually wiping out the crew and causing them to be pinned after a few rounds of firing. Whilst this was going on Daren advance one of his sections and caused Mike to deploy a section to counter this and protect the objective. This is exactly what Daren wanted as the Flammpanzer let fly and quickly destroyed the British lining the road with 2 bursts of it’s terrible weapon.

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Daren’s ‘bait’ section advances
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The final Flammpanzer burst seals a Tommy section’s fate: 4 casualties and 18 shock!

All in all things weren’t quite going Mike’s way: both tanks were burning, his Vickers was out of action, one squad was had taken a mullering, one was virtually destroyed and broken, senior and junior leaders were wounded and his force morale was shot to bits but he hadn’t totally given up. Much to our surprise he launched his Carrier Section down the road in a crazy attempt to capture a JoP but it was doomed from the start and both carriers succumbed to a good ‘fausting and ‘shrecking from mine and Daren’s lads by the road. With this it was game over and he finally admitted defeat.

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Mike’s last, valiant, crazy carrier charge …
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… ends in disaster

It was a cracking game as usual with Chain of Command and Daren and I were actually quite surprised that we managed to pull off a victory, given what support armour we decided on as we had thought about taking a Tiger or Panther so that we could tackle the Churchills but both fancied trying out the flame tank. This was a gamble as if Mike had decided to take it out with one of his tanks or had managed to get a PIAT shot at it we might have been screwed. Similarly we were relieved that Mike decided to be so aggressive with his tanks which played into our hands somewhat as our short range anti-tank capability was so strong, if he had kept them back and used them as mobile pill boxes we didn’t think we would have been able to have done so well. Daren really enjoyed the game though which was good to see, so maybe we could entice him with some more CoC action in the future?

 

 

 

Club Night 17/07/17: Some CoC at last!

I got my first game of Chain of Command in ages at the club last Monday and it was good to have a change from all the FFT action I’ve been having. I was taking on Ian’s American infantry with some German Infantry so a nice even game was in the offing, which was needed for Ian as his last outing was against a JagdTiger and Elite PanzerGrenadiers and I don’t think he enjoyed it much! I also got to put a couple of my new buildings on the table too which was nice.

We decided on doing a scenario that isn’t in the rulebook but that Des and I concocted which works well as a club game. It is your classic ‘meeting engagement’ with both sides tasked to secure a road junction or cause the other side to fail morale. To generate Support Points we both rolled 2d6 and we discarded the lowest die out of the four, then added up the pips from the remaining 3 and that was what we had to play with. We ended up with 13 points and I went for a Pz IV, an Adjutant & a MMG; Ian went for another rifle squad, a HMG, a sniper and another bazooka team.

All in all the game was good fun, not much happened in the way of manoeuvre but it was an good old-fashioned toe-to-toe firefight which is a great way to spend an evening sometimes! The patrol phase ended well for both sides really with us both having JOP’s near to the buildings and with good potential to launch attacks. I had the greater morale with 10 versus Ian’s 9 so got to roll for activation first which was great as I got lucky rolling a double 6 for the first set of activations and brought on the tank and one squad, I then did it again so pushed the squad forward to the nearest house and deployed another (we then agreed that 3 times of double 6’s would be it!). The last of my activations just saw me push the infantry forwards to take up position along the hedges to cover the flank and start to clamber in the back windows of the house to cover the road whilst I deployed the Senior leader to back them up.

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Table before the patrol phase
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My lads push on to defensive positions whilst Lt Gruber shouts encouragement.

Ian’s response to these deployments was to get as many of his dudes on the table as he could as quickly as he could and he started to push forward past the house on my right with a squad to threaten my JOP that was deployed in the field by the two trees. He also lined the wall over the road from the house that I had occupied with a second squad and a third arrived over on the left to protect the JOP there from attack from my left hand section. I waited until the squad advancing by the house on the right got close enough and I brought the MMG on and let rip. 10 dice and what did I get, absolutely nothing, I rolled 6 ones!!! I should have taken this as a sign and bugged out then and there.

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The Amis move out (Valiant figures, very well painted Mr Spence!)
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Surprise, surprise….
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Oh bugger….
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All still there and not even really shocked, just a bit miffed!

Luckily for me the Pz IV waded in with its MG too and their aim was better and the Junior Leader copped it whilst I added more shock and took out a couple more of the squad. Ian countered by bringing on his M2 and got to work chewing up my MMG team, taking one out and shocking the bejeezuz out of the rest. This was a fight which I lost and before I could activate them again the M2 broke the gun team. I had deployed my last rifle section in the same place and they finished off the advancing Ami squad, breaking the rifle team and caused the BAR team to duck behind the house for cover.

Meanwhile in the centre my section in the house had started a firefight with the Yanks across the road which they started to slowly win – the HE fire from the PZ IV helping somewhat – but Ian was managing to successfully rally off shock to keep his guys in the fight albeit with mounting losses. I briefly moved my left hand section forward to threaten Ian’s right hand JOP but quickly retired them as I didn’t fancy taking on the Browning that was stationed there too.

This beast of a gun then decided the game as it started to fire on my section that had taken the SF MG42’s place and had been engaging Ian’s lads near the building on the right. For some stupid reason I didn’t lob a smoke grenade to prevent the incoming HMG fire by masking my position there and pretty soon both my Gun and rifle teams were broken and on their toes. Before I could get my Senior leader across to them though Ian had built up a CoC dice and used it to end the turn. With me losing the HMG team and a squad routing off the table on top of the breaks I had suffered my morale had dropped to 5 and I conceded.

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I did not like these gits..
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.. they did this..
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.. and this!

So, like I said no finesse really but cracking fun all the same, thanks to Ian for the game and it was good to see his lovely figures on the table and it was a pleasure to cross swords with him and to have a game of these excellent rules again.