This seems a good spot to hinge a defence. An opposed river crossing is never easy. However I did need to consider the open terrain behind the river. The Germans have no entrenchments and so the house by the bridge is really going to have to be the anchor of the defence. While that doesn't offer the defender many choices, it's not easy to approach. I feel I can make a decent stand here and I'm pleased my platoon of Heer have decided to hold fast.
The German force will consist of the platoon of Heer, supported with a Hitlerjugend Flak 38 team. The defence will hinge around the bridge and will make use of some wire and minefields to attempt to slow down the British. I plan to use the Flak gun on my right flank, deploying it to the rear of the table where I can take advantage of its ability to hit on a 4, 5 or 6 at any range (NOTE: since writing this and playing I've realised this is incorrect. The Flak 38 is a 20mm auto cannon and doesn't fire as HE, at ranges beyond 24" it would need a 5 or 6 to hit regulars). It will make moving across the fields very dangerous for British infantry and with the boggy ground it will be risky for them to move any armour on this flank. The German infantry will consolidate around the house and cover the minefields and wire I plan to place to block passage over the bridge itself.
The Germans have a -1 on their Force Morale roll and end up starting with FM8, the British start with FM9. The British, as the attacker roll for their free patrol marker moves and receive four. The bridge is clearly the focus and so the patrol phase unfolds with both sides looking to get their JoPs established in that area or the approaches to it. With JoPs in place the Germans reveal a strip of barbed wire and a minefield on each side of the bridge. That should require the British engineers to engage in some hazardous work to clear a way through.
The British 1D6 support roll was kept secret and so I have no idea what they will be bringing on the table. I fully expect at least one Sherman, possibly more and some engineers. With that we start playing.
The British have a sprightly start rolling 6, 6, 5, 5, 1. With that they deploy the 2" mortar team behind the hedge on their right flank and fire smoke onto the bridge.
The following phase the 2" mortar team are joined by a section who take up overwatch positions behind the hedge. The mortar fires off another smoke round, and while this drifts a little off target it contributes to covering the lines of sight to the bridge approaches.
For now the Germans see no benefit in revealing their positions and so wait patiently to see how the British attack unfolds.
The British continue to deploy, with a Sherman appearing on the road and an engineer section behind the hedge on their right. There's no surprise the engineers include a mine clearing team, but the flamethrower team were an unpleasant addition.
|A Sherman appears|
|The engineer squad is ready to tackle the minefield|
The next British phase sees a general move forward - the Sherman advances down the road, while the engineers make their way towards the minefields. The 2" mortar drops another round of smoke to provide a solid shield around the bridge approaches, while the section in the field advances.
The moment to deploy the Flak 38 is fast approaching and when the German command roll provides a double phase it's clear now is the time. The observant of you will note that the Flak gun we used is the single barrelled version, but for this campaign the Flak 38 is a quad 20mm.
As planned, I deploy the gun on my right flank to the rear, from where they can cover the entire right of the table. The British section in the field is fully exposed, yet the Sherman has now put itself out of sight behind the intervening orchard and will be unable to return fire.
Dave is an experienced gamer who doesn't let events like this break his spirit, but it was a tough series of phases to cope with and effectively ended his move on that flank. To his credit he just took it on the chin as one of those wild misfortunes of war and moved on.
Unfortunately the consecutive phases didn't really present any other opportunities for the Germans to deploy. The mortar smoke has effectively concealed all British units across the river and so the phases were only used to activate the Flak 38. I did however roll a number of fives and so had one full CoC dice and another on the way.
|A Sherman arrives to support the engineers|
With one British section down to only four men, reinforcements arrived in the form of a section carried in a Kangaroo.
The engineers continue to find progress slow with the minefield, but after several phases they finally managed to clear it. With that done the Sherman rolled forward slowly and crushed a path through the wire. The way to the bridge was now open.
With the smoke providing ample cover the other section made its way to the hedge by the river bank.
The British continued to move the engineers and infantry section forward to the river line. The bridge is a real choke point and I can see this is quite a challenge for the British. Patience is the name of the game for the Germans.
The Sherman is a little exposed in the road and so I take the decision to end the turn using a CoC dice and hope the command phase gives me plenty of options to take advantage of the clear line of sight. I'm not expecting any more double phases, but perhaps the chance to deploy the Panzerschreck and take out the Sherman.
With the smoke gone the Flak 38 opens fire at the Sherman. With AP4 against Armour 7 I'm not expecting much, but anything that can discomfit the tank or inflict some shock is better than nothing. The Flak fire is very effective with four hits. The Shermans armour saves are only two, resulting in 2 net hits, this is enough to kill the driver and inflict 2 shock. The tank will need two phases to replace the driver. That's far more than I expected from the Flak 38, which has turned into a very deadly weapon.
So, feeling particularly lucky, I deploy the panzerschreck team into the road, ready to take on the Sherman.
Before I can do that Dave uses a CoC die for an interrupt and the Sherman fires its MG at the panzerschreck team. It kills one of them and inflicts one shock, but it's not enough to stop the remaining team member return fire. The rocket has no problem hitting the Sherman, but with an AP strike of 13 it can only manage 3 hits, which is disappointing. Yet while my luck in this instance isn't great, Dave's is even worse, he fails to roll a single armour save and with 3 net hits his tank explodes in a ball of flame. His engineers are very close, but just beyond 4", so they escape any harm, but the loss of the Sherman brings the British FM down even further.
|One surviving panzershreck man, one burning Sherman|
The British lost one Sherman destroyed and took six casualties from the section in the field, one of which was the Corporal. Three of those casualties are lost permanently and a man will need to be promoted from the ranks to fill the Corporal's role. The large difference between British and German FM means the sole German casualty is returned to the platoon.
A good result for the Germans, certainly helped by some good fortune with the multiple phases that allowed the Flak 38 to make one British section ineffective for the remainder of the scenario. The Sherman was unlucky to suffer damage from the Flak 38, but it was less of a surprise to see it destroyed by the panzerschreck.
So we will return to this map again for what will be campaign turn four. This starts to put some time pressure on the British and opens up the opportunity for additional German support from campaign turn five. The Germans will receive no additional support for the replay and cannot replace the minefield and wire removed by the British. The British will get 12 plus 2D6 of support points with the additional advantage of being able to call on the Main Column support options as well as the Core support list. I suspect the Germans won't find it quite so easy next time around.
You can follow the next game in the campaign The Road to Bremen Scenario 3 (round two)
All the AARs for Chain of Command pint sized campaigns are here Chain of Command campaign AARs