TURN 8 (Map 4, Afternoon 20th August, 1942)
After
the surprisingly quick game, which consisted of the third German attack on our
position, the next game was to be rather longer. In fact it lasted three
evenings at the club and was a real humdinger; hence this will be a long post.
If
it wasn't the best game of CoC that I have played it was certainly up there
with the best and it was definitely the hardest fought game of the campaign so
far.
The
Germans certainly got their act together for this attack and brought lots of
toys and tricks to the party. Hence, we saw: a pregame barrage, an in-game
mortar barrage, tank support and lots of half-tracks. More importantly they
coordinated everything this time.
From
a Russian perspective, there seemed to be a massive amount of support for this
(the fourth) attack. Every time we thought that we had beaten the Germans back
a new tank and / or half-track would roll onto the table.
The
game was also notable for a very heavy use of Chain of Command dice on both
sides. Throughout the game we saw CoC dice being used to: Interrupt, End a
Turn, Move a Friendly Jump-Off Point, Avoid taking a Force Morale Test and Keep
a Mortar barrage firing. The only things we didn't do were Relocate a Sniper
(we didn't have any) or Ambush (more of an option for the defender but we only
had 1 team).
At
the end of the game the German CinC was decidedly twitchy (just shout
INTERRUPT! in his presence and see what happens!). That said, in the post-game
pub visit, both sides were pretty knackered but also a bit euphoric - the
Russians for having put up such a stout defence and the Germans for eventually
cracking the position.
The
game can really be divided into two parts that each had a very different
character:
1)
The advance to the hedge line
2)
The fight for the wood
Part
One - the Advance to the Hedge line.
The
Patrol Phase was very similar to the previous games (there aren't many
variations on a theme with this terrain). Once again we placed two Jump-Off
Points behind the hedge and one in the leftmost wood. The Germans employed a
pregame barrage so it was going to be difficult for us to deploy.
As
expected the Germans began by building a base of fire in the farmyard and
putting a Panzergrenadier squad on to overwatch. Very early in the proceedings
they also called in a mortar barrage which blanketed our central Jump-Off Point.
They also began an advance across the field with a tank.
|
The Armoured Spearhead |
The
advance was to be slow and steady, if only because the Germans rolled an
inordinate amount of 5s and 6s throughout this stage of the attack. So although
they never had enough command dice to activate more than a couple of units at a
time they were getting multiple phases and building up a reserve of CoC dice at
a rate of knots.
On
the other hand the Russians rolled mainly 1s and 4s in this early stage; there
was little they could do in any case as one deployment point was masked by the
barrage and the hedge line covered by the Panzergrenadiers on overwatch. We
decided to wait it out until the barrage ended.
Eventually,
we had accumulated enough 5s to get a CoC dice but couldn't end the Turn (and
hence the barrage) as the Germans also had a CoC dice and would simply use it
to extend the barrage. However, the Germans eventually rolled three 6s and so
the Turn ended, forcing them to spend their only CoC dice on keeping the
barrage going. Excellent we thought (rubbing
our hands together in our best Mr Burns impersonation), we will spend our
CoC dice to end the Turn again whilst they have nothing to extend the barrage.
However, they immediately rolled for the next phase and exclaimed, 'oh look two
more 5's - we get another CoC dice'. Expletives
deleted was the stony response from the Russian side! Oh well at least the
pregame barrage had ended.
The
German tank was now getting uncomfortably close so we took the risky step of deploying
a section to draw the fire from the Panzergrenadiers, on overwatch, and then
deploy an Anti-Tank rifle team. Well we certainly drew their fire (ouch) and
even managed a hit from the Anti-Tank rifle - which just bounced off. However,
we were then stuck there for several phases as we didn't roll the right command
dice to allow them to move. Net result - one destroyed Anti-Tank rifle team and
a severely shocked rifle squad.
|
The Short Life of a Russian Pea-Shooter |
Under
cover of the barrage and supporting fire from the farm a half-track sped across
the field to support the tank. As the Germans
tank moved up to the hedge line our defending rifle section broke and retreated
deeper into the wood; we spent a CoC dice at this point to also pull back our
Jump-Off point.
|
Germans Take the Hedge-line |
The
tank then attempted to cross the hedge and push into our position - only to get
stuck crossing the hedge!
|
If only we had some sort of anti-tank weapon! |
Part Two - the Fight for the Wood
Unfortunately
for us, the tank did eventually break free after several attempts, bursting into the
wood. What’s more a second tank now deployed from the German baseline.
Fortunately, we were screened from its fire by the barrage - that is until the
Turn ended and the Germans declined to extend the barrage. We deployed our
anti-tank gun in the wood on our left flank to guard against this second tank.
|
German armour penetrates the woods - leaving supporting infantry behind |
Meanwhile
we pulled back our infantry deeper into the woods. Our intention was to regroup
around the anti-tank gun but when we observed the tank pushing further into the
wood away from its infantry support we decided to counterattack. Sensing it was
in danger, the tank pulled back away from our infantry. However, we had
successfully distracted the Germans enough for us to wheel our anti-tank gun
into a flanking position. We then spent a CoC dice to play an interrupt, in the
German phase, to get the first (flank shot in). Unfortunately it bounced off!
In reply the Germans turned face on to avoid the flank shot. We shot again in
our phase and again in the German phase (another interrupt) but they kept on
bouncing off the armour. By now the anti-tank gun were under fire from a German
recon team but were being protected by one of our own infantry squads.
|
The Fight for the Wood |
However,
we successfully moved an infantry squad into contact with the flank of the tank
and planted a satchel charge - BOOM! Not only did we take out the tank but the
German recon team also broke and fled across the hedge.
|
The Russians Fight Back |
This
allowed us to move our anti-tank gun back to its original position to deal with
the second tank which was now closing on our position. There followed a duel
lasting many phases in which the anti-tank crew were gradually whittled down by
HE until only their Junior Leader was left. We did manage to knock out the
tank's hull machine gun and inflict multiple Shock points but unfortunately
they were able to recover from this. Eventually the Junior Leader was hit and
knocked out until the Turn End. We then waited until the right moment and then
ended the Turn, with a CoC dice, to regain our Junior Leader and get another
shot off with our anti-tank gun. A brave attempt but the tank finally prevailed
killing the heroic ant-tank gunner.
With
our anti-tank defences neutralised we needed to deal with the Panzergrenadiers
in the wood so we switched our efforts in to putting our whole platoon into an
attack against the Panzergrenadiers. There was a time pressure here as the
Germans had called up there reserve squad which were now advancing rapidly
across the field, whilst their Senior Leader rallied the Recon team. Not only
that but a fresh squad in a half-track were also speeding across the field.
However, in their haste to reinforce their position the half-track bogged down
in the field.
Advancing
against a Panzergrenadier squad, with two LMGs, is bad at the best of times but
we came under crossfire from the reinforcing squad and HE from the tank on the
flank. However, we did break the Panzerrenadier squad in the wood but lost so
many men doing so that we had to form an ad hoc squad formed from 3 surviving
Junior Leaders led by the Senior Leader, all armed with SMGs. We then spent our
last CoC dice on an interrupt to attack with this ‘SMG squad’. We really did
think this was our last roll of the dice but remarkably our ‘SMG squad’ survived
another 3 or 4 phases before bring virtually wiped out.
So
we had almost fought to the last man but we did force the Germans to attack
four times over two days to take our little field! As an indication of the effort
involved in this attack we counted 3 tanks and 6 half-tracks on the field at
the end (not counting the tank we forced off table in a previous attack). Over
half of these were knocked out, bogged down or otherwise abandoned.
|
The 5th Panzer Tank Park - vehicles collected from the field |