It is been a while since my latest AAR and even longer since one with Nordic Weasel's Five Core Company Command; a ruleset that I love for my WWII casual solo gaming. This is a first scenario taken from Squad Leader of more to come, although it is hard to find scenarios of German vs British or Canadians with just a few units and buildings. I am also playing with a new scale, 1/100 or 15mm which I have been painting since last Summer.
Special rules for this scenario: at the beginning of their turn, British must choose whether to activate the tanks of the infantry.
The PIAT and the 3 LMGs are not teams but attached specialists to other squads. Same with the sniper.
Map 55. Hill 102 is at the bottom right.
An approximation to the map 55 above with the forces already deployed except for the two Panthers that enter at the end of turn 1. All the hedges in the map are bocage and that supposes a serious delay for the British infantry during the game according to the rules as it takes three move phases to cross one bocage.
British activate first and choose to move the infantry with a very handy Scurry action. Germans where hiding (blue markers) and could not react.
Germans had a MG team and a heavy squad with officer in the ruined house with excellent fire lines but on their first shot they missed and the Brits answered them scoring 1s and 6s, sending in panic all the troops inside the building to the woods (on turn 3 I remembered that all SS troops were elite and could re-roll firing).
Deployed LMG specialists rushed forward up to 6" from their parent squads and that supposed a great advantage for the British. The rules do not say a word about how to destroy a deployed specialist who is firing 1S dice so I took them as any other squad but that made them very powerful. Next time they will be all attached to their parent squads.
Next turn British moved their tanks with four activation as they were 13 units in total. The German 50mm AT that was hiding fired and the tank but missed (unlikely shot).
Actually, Germans missed their three fire actions and panicked in return (yellow counters).
Panthers entering on East border scared the Shermans who tried to hide behind the buildings.
As the Panther in the road had fired before and could not fire in reaction, the Firefly turned around and tried to knock it out but it could not penetrate the armour. The crew got damaged (red marker) though.
Then I remembered Germans were all elite and could re-roll rally as well so the the Panther immediately recovered and fired at the Firefly, vaporizing it (overkill). The other Panther on the hill also killed another Sherman. The rest of the Shermans did not know where to hide away.
The Sherman did not dare to face the Panthers and shoot at the German infantry instead, killing one squad and suppressing others but the Panther kept closing.
The MG team recovered the building and was in good position again to help the last one resisting German squad on the road trapped between the British infantry and the Shermans.
After failing for three times, the AT crew finally hit and destroyed the Sherman that was threatening that flank.
The game ended at turn six and the British lost as they could not reach the hill or clear the area. I should have deployed all the British infantry on the two parallel roads and flood the German in close combat assault whereas the Sherman should be looking East towards the Panthers and closer to the hill. I had fun but next time I hope the game will be smoother.
There is a second chance for the British in a following up scenario called Cristot, 2 but there are also a Jagdpanther and a Marder III in it that I need to paint first and now I am very busy painting other stuff so I probably leave that scenario for later and play a different one next time.
As far as I can remember deployed specialists share the fate other parent unit and if contacted by an enemy unit are immediately removed. In Company Commander I usually keep them with their squad. The rules have been through so many revisions though....
ReplyDeleteHi Martin, I think I'm using the latest revision but not 100% sure. The thing with deploying them forward is that it is hard to kill their dugin in parent squad to eliminate the specialist and contacting them can be dangerous if you expose yourself to do it, so I thought if they can fire at me then I can return fire and destroy them that way too. Thanks for your feedback :)
DeleteA really great report. And a really good conversion of the SL board to miniature terrain. I have done a few actual battle maps to table conversions and it is a nightmare. You seem to have managed to capture the essence of the board - well done!
ReplyDeleteI also remember when you last posted a SL to 5Core conversion I did say I would like to do them as I was impressed. I looked it up to make sure my memory had not failed me and it was in 2015! Oh, and I have not done any though :-(
Thank you Shaun! Yes, it all about getting the essence of the board and took longer than the game but it was fun.Oh! you said that on 2015 but it's been only 11 years! ;-)
DeleteGreat stuff, Javier, thanks for sharing! Man, that was a tough one for the Brits; I think you may have made it too hard on yourself by forcing yourself only to activate armor or infantry each turn.
ReplyDeleteRegarding specialists, I'm not sure how to view the three LMGs; are you saying each squad has a Bren and the 'specialists' are three additional Brens? If that is the case, I would not have an additional stand for them, I would just bump up the rifle squad from 1K 1S to 2K 3S when they fire.
For other specialist teams, how I handle them depends on my mood ;) Sometimes, if the specialists are part of the platoon command element (like British PIATs and 2" mortars), I'll let the platoon commander have options of moving, shooting, rallying (another unit), or deploying the PIAT or light mortar each turn (and depending on if the PC is new, average, or veteran/hero, the action is free or costs one of his side's activations). But sometimes, and with others, I'll have them operate as independent units (like flamethrower teams, and sometimes infantry AT teams like bazookas, PIATs, and panzerschrecks), just like MG teams, mortar team, and AT guns, just keep their size in mind if they're firing small arms at an infantry target, or fighting in close combat (I give them a -1 penalty for small size vs a 'regular' infantry squad).
V/R,
Jack
Activating either British infantry or armour was part of the original scenario, maybe because historically they did not supported each other during the encounter. Regarding the specialists, Squad Leader game rules says that kind of LMG are a small team attached to any squadron but can operate alone as well, so after reading CC I decided to use them that way, but after the game I thought it would be easier just to integrate them into squads and not let them deploy up to six inches. Anyway, the main reason why British lost was that it took them three turns to go through one bocage. In the end, the result of the game was very similar to the historic one. I really want to play the second part in which British try it again, but as I said, I have two tanks to paint to be able to play it, read the rules again and find time to actually play it, and now I'm into other projects. I'll play it some day though, probably next year. Best regards Jack.
DeleteJavier,
Delete“Activating either British infantry or armour was part of the original scenario, maybe because historically they did not supported each other during the encounter.”
Certainly, I’m just saying that would make it VERY difficult to win in 5CCC, where you only activate 1 in 3 units per activation, whereas Squad Leader (as I understand it) allows all units to activate each turn.
“Regarding the specialists, Squad Leader game rules says that kind of LMG are a small team attached to any squadron but can operate alone as well, so after reading CC I decided to use them that way, but after the game I thought it would be easier just to integrate them into squads and not let them deploy up to six inches.”
Yeah, that’s how I would do it.
“Anyway, the main reason why British lost was that it took them three turns to go through one bocage.”
Certainly.
“In the end, the result of the game was very similar to the historic one. I really want to play the second part in which British try it again, but as I said, I have two tanks to paint to be able to play it, read the rules again and find time to actually play it, and now I'm into other projects. I'll play it some day though, probably next year.”
I absolutely understand, it’s our particular sickness as wargamers to have too many projects going on at the same time ;)
Cool stuff, looking forward to more!
V/R,
Jack
Jack, thank you very much for the taking the time to comment the report! It's true that in SL you move all your troops in a turn, but this can also happen in CC if you get a scurry action or a firefight ;-) Cheers!
Delete