D Day plus 2 ( a fictional scenario )
As I have forces for early war west and east and mid and late war eastern front those chaps at TFL chose to release Battle for Liberation, a handbook for the war in the west 1943 to 45. Thanks guys!
Written for their IABSM company level rules, it is set at 1:1 and is a great source of information for any company level game system using that ratio.
But the glass is always half full and this gave me an excuse to purchase some late war British from Peter Pig. Having finished them I had to put them to use, so what follows is a fictional scenario to get my British into action.
It is the morning of the 8th June, during the night the British have taken a small hill dominating the local area.
The German commander has ordered an immediate counter attack with any available forces, with orders to take back the hill before the British can dig in and reenforce it.
You are Captain Jacobs, you have under your command two regular platoons of 2nd Company. Last night you successfully captured this hill from Jerry. They obviously are still in a state of shock and disarray, otherwise the hill would have been better defended. Anyway their misfortune is your good luck.
As Battalion HQ considers this hill vitally important they have sent whatever assets they have available.
A 6 pounder has just arrived, along with Walker the forward observation officer from the mortar platoon. Further help will be sent as soon as possible, but congestion and local counter attacks are hindering our efforts. ( Note to Umpire, reserves will not arrive during this game. )
Capt. Jacobs Level III
Plt. 1 Plt. 2
Lt. KP Bags Level II Sgt. Smith Level II
3 Sections of 8 men 3 Sections of 8 men
Piat Team crew of 2 Piat team crew of 2
Mortar 2” crew of 2 Mortar 2” crew of 2
Walker FOO ATG 6pdr crew of 5, Carrier as tow.
Mortars 3” x 6 off board
The Tommies captured the hill last night. It is is imperative that we regain it’s possession before they can stabilize their positions. You have a full company of veterans and the support of two panzer platoons. The enemy has less than a company and no armoured support. You will need to strike quickly before they can reenforce their position.
Looking north toward the hill. Road A is top left of picture, road B centre left, and road C bottom of picture.
The German player should be informed of the following just before the game begins.
Unfortunately due to the need to rush the armour into position, breakdowns and the RAF have reduced Zug 1 to two PzIVs and Zug 2 to only one PzIV. However the attack must go ahead as planned.
Your six platoons will arrive two each turn in turns one to three ( they will be randomly diced for, or if you want an easier game for the German player let him choose ). Each platoons arrival point must be diced for separately and will be, road A on a 1 or 2, road B on 3 or 4 and road C on a 5 or 6.
All this confusion represents the difficulties the Germans had in coordinating their counter attacks just after D Day.
Co HQ Pz Zug 1
BM Level III BM Level II
BM Level II PzIV x 2 morale 4
MG42 tripod x 2 five crew each.
Zug 1 to 3 Pz Zug 2
BM Level II PzIV x 1 Morale 4
3 Sections of 8 men
The game has yet to start so the AAR will be up in in couple of weeks.