When I said we were going to give these rules another go soon, I hadn’t really planned on it being the next day. However, a quick re-read through the rules overnight and an AAR written by the author on his website clarified a lot of things including artillery, so we swapped sides and lined up with the same scenario and forces as yesterday.
I started off where I left off on reinforcement rolls, only managing to get the Tiger on on turn 2, but I pressed him forward hoping he would make an impact – he was an unknown quantity because in yesterday’s game the Germans had beat me up without him 😦
The British armour wisely skirted around the farm out of sight of the Tiger and took out my recce 250/9 in the process.
I responded by bringing on a Panzer IV and a Panther, who both moved and shot but missed (of course).
The first shot from the Sherman took out the Panzer IV.
The second shot from the Sherman pinned the Panther – damn.
My Tiger rounded the bend and put 2 rounds into the Sherman guarding the crossroads. The first shot failed to spot while the second missed – oh well, it was only a 75mm Sherman – what’s the worst that can happen when it returns fire? I took a morale counter to unpin the Panther, leaving it free to fire next turn.
Except this gave the M10 Wolverine the chance to slip around and get a side shot on the Panther – he spotted, hit and penetrated, so down went the Panther.
The Sherman at the crossroads lined up 2 shots on the Tiger, and amazingly penetrated its front armour, leaving it a smoking wreck.
I was running out of options. The British now held the central farm in strength and had both their 17pdr armed tanks on the table. More low reinforcement rolls saw my Pak 40 deployed along with some infantry to hold objectives, while another Panzer IV skulked about in the woods trying to foil being spotted. It’s only shot pinned the Sherman 75mm which had destroyed its mate.
This Panzer IV’s concealment worked against the Sherman Firefly but the 6pdr in the farmyard got a round through and brewed up the Panzer IV. I drew yet another morale chip, but perhaps things were looking up – it was an air strike. The Sherman which destroyed the Tiger drove past it to rain H.E. on the Pak40 – one of the rolls destroyed the gun so it was now useless and the crew abandoned it.
With little confidence on my turn (and a low order roll) I picked up the dice and rolled a 6 – an air strike in the form of a FW190 with bombs (and a large one at that) had arrived. The British MGs on overwatch tried to drive it off but were unsuccessful and the large bomb scored a direct hit on the M10 Achilles, destroying it and pinning the units around it.
It was too little too late – with no orders left I conceded at that point. Although we were quite close in terms of morale points lost each, I was heavily outnumbered and hadn’t even got all my forces on the table, while the British had. In this game certainly there was less in the way of infantry action than last time, but that was probably due to me rushing my armour on with my low reinforcement rolls and the British having to respond in kind. I would like to see more infantry combat though, and I notice that in “platoon” level games you can take 2 platoons of infantry so maybe we’ve just put too much armour in our forces – something to try out in the future perhaps.
These are a highly enjoyable set of rules which produce a fun game. It will be interesting to compare them with Panzer Grenadier Delux, but that’s unlikely to happen too soon as Saturday week is our big day out in the show calendar – Salute in that London. I’ll hopefully find the time to take enough photos to do a report (unlike last year!)























