With nothing else organised this past weekend I seized the opportunity to run Game 3 of our 29 Let's Go campaign. It was the US troop's third crack at La Cambe, and this time my opponent Mike had read the rules for himself, rather than relying on me to try navigate our way through. This makes a huge difference as between the two of us we were more likely to pick up on any errors or inconsistencies we made! Right, on to the game, I tried to take notes and managed for the most part but as I went over them I noticed a number of areas where I hadn't logged what happened, even though I knew it had happened! Oh well. Hopefully I'll improve on that front. Tried to get pictures throughout but it varied depending on me remembering to take them. The game was at mine so it had hedges unlike last time, I was pretty happy with the set up although still lots of room for improvement. I have to agree with what others have said before, it really helps the immersion in the game. Enough rambling, on to the action.
We both rolled poorly for Force Morale and both started off on 8. Mike (29th Infantry Division, US) rolled for 3 extra patrol moves which he used to get his markers stacked up 12in up the road. We ended up with an average spread across the table and the JOPs were not too far from the placement last game.
German JOP's circled in Red.
US JOP's circled in blue.
Initiative is with the US troops so Mike rolled first:
US (53332)
On comes a Sherman and promptly fires a round at the boulangerie in the hopes of denying it as cover to the German troops. They’ve come with intent this time! A single six means the house is unaffected. The hull gunner is set on Overwatch and a second Sherman appears and the JL promptly sets both of his gunners on Overwatch. One squad deploys behind the hedge line south of the road, and a second behind the Maison du pays in the north.
Ger (55532)
No actions from the Germans yet, but a rather healthy push towards a third CoC die.
US (65321)
The US FOO comes on and check for availability. The first Sherman drives at full speed (3D6) to get behind the house and start to build up a fire base to the south of the road, a roll of 8 gets him fully behind the building. The squad behind the Maison du Pays moves tactically to start creeping round the house, a bit of nervousness means they only shuffle along (rolled a 1) a bit cautious about any germans appearing it seems!
Ger (66543)
A double phase but not much point in bringing anything on with a sherman on overwatch and two squads in decent cover. Still the 5 is nice!
(66653)
Ah, almost a full CoC die but the single 3 means there is no point bringing anything on. It would be too isolated I think so I hold off. Clearing the overwatch and tactical is nice though!
(53321)
3 full CoC dice. I could potentially do something here, but again there aren’t any obvious targets that I can really rip into and if I show my hand too early it gives my opponent the chance to cause more casualties, something I can’t really afford to do. With the 1 I bring on my FOO and get the mortar battery ready to fire…..
US (62211)
The US FOO brings in a ranging shot which deviates 7in away, to the northwest (German side). A 50 cal deploys in front of the small house south of the road and the platoon sergeant, Ernest Cook, joins it, careful to place himself between the HMG and the squad lining the hedge, and sets the HMG on Overwatch.
Ger (66651)
What is going on? Last game I rolled maybe one double, this time I’ve already rolled two turn ends and a double phase. The FOO calls in a ranging shot which deviates south, just about half a barrage would be on the table if it was called in. That is my fourth CoC die started.
(55211)
Ticking up the pips on the fourth CoC die. The FOO brings in the barrage, it catches the squad by the hedgeline with absolutely no effect but narrowly misses the HMG. While it has no effect on the infantry a rather lucky round hits the top of the Sherman and panics the crew causing them to reverse into the wall behind them. (He got a point of shock and a hit (one net hit table) which resulted in 2 extra shock and a reverse of 2D6). A tripod MMG deploys in an entrenchment and fires on the HMG, causing 1 shock.
US (65542)
The US Sgt gets the HMG to return fire, which results in a kill and 2 shock. The final US squad deploys into the top floor of the maison du pays and fires at the German MMG adding a shock.
Ger (52111)
The German FOO brings down the barrage again, adjusting it to the north to try and get the HMG under it.
US (66553)
A double phase but not many options available! The JL in the Sherman removes 2 shock and is counting his lucky stars that he reversed out of the range of the barrage! The fives mean the US have now got a CoC die of their own.
(55311)
The squad in the Maison puts down covering fire across the German front (covering the house and MMG) and the squad out the front edges forward and throws some fire down at the MMG, 2 kills and a shock results in the German MMG breaking and running off the table. German morale drops to 7.
Ger (55311)
This is not going precisely to plan but the barrage is keeping half of the US front pinned and out of action which means it is probably worth holding on for now to see if the US morale can be forced down. The FOO activates the barrage again killing one and causing 1 shock on both rifle and BAR team. I don’t want to bring anything else on with the threat of the US barrage over the Orchard.
US (65531)
The FOO brings the barrage down and the Sherman moves further away from the barrage which looks like it might want to creep over him again.
Ger (66542)
The redubtable Otto Weinstein deploys and asks the FOO to keep stonking the US infantry. It has no effect. With 4 CoC dice I use one to end the turn and another to keep my barrage firing.
(66421)
The panzershrek team deploys to the south of the Boulangerie and fires a speculative round off at the Sherman but it misses. Otto gets the FOO to activate the barrage to more effect this time, kills a BAR team member and puts shock on each of the three teams under it.
(65553) - A squad deploys into the upstairs of the Boulangerie and fires onto the US squad out the front of the Maison killing one and causing 2 shock.
US (65521)
The US FOO checks availability and gets them immediately. The squad moves tactically and shuffles along an inch.
Ger (65442)
The German squad fire on the US squad in front of the Maison but to no effect. Clearly too busy looking for bread. Otto gets the FOO to fire again, resulting in 2 shock on the HMG, and gets the panzershrek team to have another go at the Sherman. A hit (double 6’s) and the resulting damage roll scores 6 hits, of which only two are saved. The plucky panzershrek team rack up their second Sherman kill of the campaign! US FM drops to 7 too.
US (55511)
The rifle team of the squad out the front moves, pushing to the front of the section. The US deploy a 60mm mortar which fires off a round at the panzershrek team. No effect.
Ger (63221)
The barrage inflicts 2 more shock on the HMG which is starting to look wobbly, the US Sgt being the only thing keeping them functioning. More fire is attempted at the US squad trying to advance but yet again the Germans are too busy with munching on bread to aim properly.
US (43221)
A lot more useful for the US player – so many available options and combinations. The FOO brings down the barrage a second time, the Sgt rallies shock off the HMG and BAR team. The platoon commander Lt Elmer Turner deploys into the top floor of the maison to provide some guidance to the FOO and keep the squad laying down covering fire onto the German frontage. He shouts out the window to get the squad out the front moving forwards again.
Ger (52211)
The barrage continues killing a rifleman and putting a point of shock on them. The squad upstairs fires again but with the covering fire from the US they don’t manage any hits!
US (52111)
More covering fire is thrown at the germans and the other squad keeps moving with a mad dash to get behind the cover of the barrage (8in on 3D6 taking some more shock in the rush!)
Ger (65421)
More barrage with one kill to the rifle team but no other effect. For the length of time the barrage has been on it hasn’t done a huge amount of actual damage but tactically it has locked down the US attack which has been invaluable. The squad tries to fire on the 60mm mortar but can’t get the hits to stick, the covering fire is very effective and any stray 6’s are not getting converted into anything useful!
US (65341)
Sgt Cook manages the shock on the HMG and BAR again, the JL does the same with the rifles, and the mortar fires off another round at the panzershrek but gets nothing.
Ger (54431)
Obergefreiter Wienstein tries to get the FOO to hit something with the barrage but the US teams have clearly taken great cover as the shells whistle harmlessly around them. The squad fires on the mortar and hits them for three shock. Huzzah!
US (55421)
US are getting CoC points but would rather be getting troops activated! The squad that ran forward get themselves organised and remove some shock. Lt Turner yells out the window to get the 60mm to take cover behind the maison walls, the team need no further encouragement and scramble over the hedge and into the cover of the walls.
With the squad in the open removing shock I decide it is time to end the US barrage by ending the turn at the end of the US phase. If I’m going to have any effect on US FM the time is now.
Ger (32211)
With the US barrage clear it is time to throw some pain at the squad that is hanging out in the open. A squad deploys in entrenchments from the north JOP and unleashes fire into the squad sitting in the open, an unholy 5 kills and 2 shock sees the group savaged to a standstill. With five kills you’d have thought the JL might get a scratch but the lucky blighter managed to go all matrix on the german rounds and dodged them all (Mike rolled a six to save him). The squad in the boulangerie take enough of a break from munching bread to kill a member of the HMG team. The third and final German Squad deploys into the abandoned entrenchment of the MMG and fires on the HMG causing 1 shock.
US (66622)
Sgt Cook frantically removes shock on the HMG and section to try get them to a workable state with the turn end approaching.
(66541)
The US FOO checks on the mortar battery but they have been tasked elsewhere and won’t be supporting this attack any longer. Quite a blow to the US. Sgt Cook removes more shock.
(51111)
Sgt Cook gets the HMG and depleted squad to provide covering fire onto all German position.
Ger (55441)
Otto gets the FOO to repeat the barrage with no effect. He also gets a squad to fire across the road at the squad in the open with no effect, the LMG team on the left flank has more success causing one kill and one shock.
The US end the turn with a CoC die and with no CoC die left for the Germans to counter this, their barrage ends.
US (65421)
The squad in the open removes shock and Sgt Cook keeps the covering fire going.
Ger (55421)
Otto asks the FOO if he can get the barrage back up but the mortars have been re-tasked. No more support available now! This leaves the Germans in a bit of a precarious postion. A squad fires into the HMG with no effect and the LMG team on the left flank again has more success but only inflicts 1 shock. The covering fire is keeping that squad in the game!
US (43211)
Without needing to contend with the barrage the US can focus on getting their attack moving again. The remaining Sherman finally gets into the action and fires HE and MG into the squad in the boulangerie killing one and dropping 2 shock on them. The 60mm Mortar tries its luck at dropping a shell on the cluster of the FOO, SL and panzershreck team but fails to hit. Sgt Cook gets the HMG to fire at the squad in Boulangerie too and kills 2 and adds one more shock.
With three casualties in one phase and the protective barrage now gone it is turning into a slug fest, at some point I inflicted a wound on the JL in the hedge line south of the road, and his FM dropped to 6, but aside from that his morale was not dropping and his leaders were staying in the game with some helpful dice rolls. At this stage I decided I was only going to lose more men and it would be a gamble as to whether I could drop his FM before he inflicted more lasting damage on my platoon, so I sounded the retreat and withdrew. US victory.
I took three casualties, one would never return and two would miss the next game. All squads were within 12” of JOPs and unpinned so withdrew successfully. I ended on an FM of 7 and the US on 6.
The Germans will go into game four 6-men down. As mentioned before two would be back for game five.
As we stand after three games the US are only just getting onto Map 2, largely I think due to the fact that we are both still learning the game, but it also means I only need to delay him by one more game to get a partial victory, albeit with the brave defenders getting captured, or two games for an outright victory. With that in mind it seemed wiser to withdraw and face the US with fewer support points that try hang on and face them on map one again with potential much fewer men and against more support.
On to Arthenay!
We both rolled poorly for Force Morale and both started off on 8. Mike (29th Infantry Division, US) rolled for 3 extra patrol moves which he used to get his markers stacked up 12in up the road. We ended up with an average spread across the table and the JOPs were not too far from the placement last game.
The table setup and final locations of the patrol markers |
German JOP's circled in Red.
US JOP's circled in blue.
Initiative is with the US troops so Mike rolled first:
US (53332)
On comes a Sherman and promptly fires a round at the boulangerie in the hopes of denying it as cover to the German troops. They’ve come with intent this time! A single six means the house is unaffected. The hull gunner is set on Overwatch and a second Sherman appears and the JL promptly sets both of his gunners on Overwatch. One squad deploys behind the hedge line south of the road, and a second behind the Maison du pays in the north.
Ger (55532)
No actions from the Germans yet, but a rather healthy push towards a third CoC die.
US (65321)
The US FOO comes on and check for availability. The first Sherman drives at full speed (3D6) to get behind the house and start to build up a fire base to the south of the road, a roll of 8 gets him fully behind the building. The squad behind the Maison du Pays moves tactically to start creeping round the house, a bit of nervousness means they only shuffle along (rolled a 1) a bit cautious about any germans appearing it seems!
Sherman moves to take a position on the US left flank |
2nd Squad starts to move forward on the right flank |
A double phase but not much point in bringing anything on with a sherman on overwatch and two squads in decent cover. Still the 5 is nice!
(66653)
Ah, almost a full CoC die but the single 3 means there is no point bringing anything on. It would be too isolated I think so I hold off. Clearing the overwatch and tactical is nice though!
(53321)
3 full CoC dice. I could potentially do something here, but again there aren’t any obvious targets that I can really rip into and if I show my hand too early it gives my opponent the chance to cause more casualties, something I can’t really afford to do. With the 1 I bring on my FOO and get the mortar battery ready to fire…..
The German FOO deploys in a sneaky underhanded manner |
The US FOO brings in a ranging shot which deviates 7in away, to the northwest (German side). A 50 cal deploys in front of the small house south of the road and the platoon sergeant, Ernest Cook, joins it, careful to place himself between the HMG and the squad lining the hedge, and sets the HMG on Overwatch.
American ranging shot fires long. |
What is going on? Last game I rolled maybe one double, this time I’ve already rolled two turn ends and a double phase. The FOO calls in a ranging shot which deviates south, just about half a barrage would be on the table if it was called in. That is my fourth CoC die started.
(55211)
Ticking up the pips on the fourth CoC die. The FOO brings in the barrage, it catches the squad by the hedgeline with absolutely no effect but narrowly misses the HMG. While it has no effect on the infantry a rather lucky round hits the top of the Sherman and panics the crew causing them to reverse into the wall behind them. (He got a point of shock and a hit (one net hit table) which resulted in 2 extra shock and a reverse of 2D6). A tripod MMG deploys in an entrenchment and fires on the HMG, causing 1 shock.
The Sherman gets hit by a mortar round |
and has to reverse which brings him out of range of the barrage but sitting with 3 shock |
US (65542)
The US Sgt gets the HMG to return fire, which results in a kill and 2 shock. The final US squad deploys into the top floor of the maison du pays and fires at the German MMG adding a shock.
Ger (52111)
The German FOO brings down the barrage again, adjusting it to the north to try and get the HMG under it.
US (66553)
A double phase but not many options available! The JL in the Sherman removes 2 shock and is counting his lucky stars that he reversed out of the range of the barrage! The fives mean the US have now got a CoC die of their own.
(55311)
The squad in the Maison puts down covering fire across the German front (covering the house and MMG) and the squad out the front edges forward and throws some fire down at the MMG, 2 kills and a shock results in the German MMG breaking and running off the table. German morale drops to 7.
Ger (55311)
This is not going precisely to plan but the barrage is keeping half of the US front pinned and out of action which means it is probably worth holding on for now to see if the US morale can be forced down. The FOO activates the barrage again killing one and causing 1 shock on both rifle and BAR team. I don’t want to bring anything else on with the threat of the US barrage over the Orchard.
US (65531)
The FOO brings the barrage down and the Sherman moves further away from the barrage which looks like it might want to creep over him again.
The American barrage lands in the orchard. |
The lucky sherman moves to support the right flank |
The redubtable Otto Weinstein deploys and asks the FOO to keep stonking the US infantry. It has no effect. With 4 CoC dice I use one to end the turn and another to keep my barrage firing.
(66421)
The panzershrek team deploys to the south of the Boulangerie and fires a speculative round off at the Sherman but it misses. Otto gets the FOO to activate the barrage to more effect this time, kills a BAR team member and puts shock on each of the three teams under it.
(65553) - A squad deploys into the upstairs of the Boulangerie and fires onto the US squad out the front of the Maison killing one and causing 2 shock.
The first German squad deploys and throws down MG42 fire at the US squad trying to advance |
The US FOO checks availability and gets them immediately. The squad moves tactically and shuffles along an inch.
Ger (65442)
The German squad fire on the US squad in front of the Maison but to no effect. Clearly too busy looking for bread. Otto gets the FOO to fire again, resulting in 2 shock on the HMG, and gets the panzershrek team to have another go at the Sherman. A hit (double 6’s) and the resulting damage roll scores 6 hits, of which only two are saved. The plucky panzershrek team rack up their second Sherman kill of the campaign! US FM drops to 7 too.
After first missing a shot the panzershrek then hits on a double 6. |
The Sherman gets KO'd. Two rings on the panzershrek barrel! |
The rifle team of the squad out the front moves, pushing to the front of the section. The US deploy a 60mm mortar which fires off a round at the panzershrek team. No effect.
Ger (63221)
The barrage inflicts 2 more shock on the HMG which is starting to look wobbly, the US Sgt being the only thing keeping them functioning. More fire is attempted at the US squad trying to advance but yet again the Germans are too busy with munching on bread to aim properly.
US (43221)
A lot more useful for the US player – so many available options and combinations. The FOO brings down the barrage a second time, the Sgt rallies shock off the HMG and BAR team. The platoon commander Lt Elmer Turner deploys into the top floor of the maison to provide some guidance to the FOO and keep the squad laying down covering fire onto the German frontage. He shouts out the window to get the squad out the front moving forwards again.
Ger (52211)
The barrage continues killing a rifleman and putting a point of shock on them. The squad upstairs fires again but with the covering fire from the US they don’t manage any hits!
US (52111)
More covering fire is thrown at the germans and the other squad keeps moving with a mad dash to get behind the cover of the barrage (8in on 3D6 taking some more shock in the rush!)
Ger (65421)
More barrage with one kill to the rifle team but no other effect. For the length of time the barrage has been on it hasn’t done a huge amount of actual damage but tactically it has locked down the US attack which has been invaluable. The squad tries to fire on the 60mm mortar but can’t get the hits to stick, the covering fire is very effective and any stray 6’s are not getting converted into anything useful!
US (65341)
Sgt Cook manages the shock on the HMG and BAR again, the JL does the same with the rifles, and the mortar fires off another round at the panzershrek but gets nothing.
Ger (54431)
Obergefreiter Wienstein tries to get the FOO to hit something with the barrage but the US teams have clearly taken great cover as the shells whistle harmlessly around them. The squad fires on the mortar and hits them for three shock. Huzzah!
US (55421)
US are getting CoC points but would rather be getting troops activated! The squad that ran forward get themselves organised and remove some shock. Lt Turner yells out the window to get the 60mm to take cover behind the maison walls, the team need no further encouragement and scramble over the hedge and into the cover of the walls.
With the squad in the open removing shock I decide it is time to end the US barrage by ending the turn at the end of the US phase. If I’m going to have any effect on US FM the time is now.
Ger (32211)
With the US barrage clear it is time to throw some pain at the squad that is hanging out in the open. A squad deploys in entrenchments from the north JOP and unleashes fire into the squad sitting in the open, an unholy 5 kills and 2 shock sees the group savaged to a standstill. With five kills you’d have thought the JL might get a scratch but the lucky blighter managed to go all matrix on the german rounds and dodged them all (Mike rolled a six to save him). The squad in the boulangerie take enough of a break from munching bread to kill a member of the HMG team. The third and final German Squad deploys into the abandoned entrenchment of the MMG and fires on the HMG causing 1 shock.
Cpl Reeves manages to dodge all the rounds while five of his squad get killed. |
US (66622)
Sgt Cook frantically removes shock on the HMG and section to try get them to a workable state with the turn end approaching.
(66541)
The US FOO checks on the mortar battery but they have been tasked elsewhere and won’t be supporting this attack any longer. Quite a blow to the US. Sgt Cook removes more shock.
(51111)
Sgt Cook gets the HMG and depleted squad to provide covering fire onto all German position.
The German barrage ends and the US start to recuperate |
Ger (55441)
Otto gets the FOO to repeat the barrage with no effect. He also gets a squad to fire across the road at the squad in the open with no effect, the LMG team on the left flank has more success causing one kill and one shock.
The US end the turn with a CoC die and with no CoC die left for the Germans to counter this, their barrage ends.
US (65421)
The squad in the open removes shock and Sgt Cook keeps the covering fire going.
Ger (55421)
Otto asks the FOO if he can get the barrage back up but the mortars have been re-tasked. No more support available now! This leaves the Germans in a bit of a precarious postion. A squad fires into the HMG with no effect and the LMG team on the left flank again has more success but only inflicts 1 shock. The covering fire is keeping that squad in the game!
US (43211)
Without needing to contend with the barrage the US can focus on getting their attack moving again. The remaining Sherman finally gets into the action and fires HE and MG into the squad in the boulangerie killing one and dropping 2 shock on them. The 60mm Mortar tries its luck at dropping a shell on the cluster of the FOO, SL and panzershreck team but fails to hit. Sgt Cook gets the HMG to fire at the squad in Boulangerie too and kills 2 and adds one more shock.
Oscar decides to intervene on behalf of the Americans. Big cats are too hard to deal with so the Germans withdraw. |
I took three casualties, one would never return and two would miss the next game. All squads were within 12” of JOPs and unpinned so withdrew successfully. I ended on an FM of 7 and the US on 6.
The Germans will go into game four 6-men down. As mentioned before two would be back for game five.
As we stand after three games the US are only just getting onto Map 2, largely I think due to the fact that we are both still learning the game, but it also means I only need to delay him by one more game to get a partial victory, albeit with the brave defenders getting captured, or two games for an outright victory. With that in mind it seemed wiser to withdraw and face the US with fewer support points that try hang on and face them on map one again with potential much fewer men and against more support.
On to Arthenay!