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Showing posts with label TFL. Show all posts
Showing posts with label TFL. Show all posts

Tuesday, June 13, 2017

My Sharp Practice Participation Game.




Hi Team
Recently I hosted a Sharp Practice Participation / Demonstration Game at a Local Gaming Convention, BADGACON. The showcase for the Bendigo And District Gaming Association, BADGACON is in its third year so I wanted to offer a gaming experience different to the usual fare of Fantasy and SciFi and 'Canned War-games' such as Team Yankee, Bolt Action and the like.

I thought a participation game would be good activity and something that I could make would look good might attract people to the hobby.
It also had to be of an Historical nature.

The game also had to be simple to play, with enough detail to give the gamers some decisions to have to ponder over, engaging for all concerned, fast paced and above all,.... FUN.
The game also needed to be played to a conclusion in at least 2.5 hours.

I immediately thought that gaming the assault and fall of La Haye Sainte would be a great action to replay. 

I'm fascinated by the '100 Days' and have plenty of reference materials on the Campaign and in particular the battle of Waterloo.
So I'd committed to put on some kind of activity and I'd settled on a specific action,....
Now for the details,....


BATTLE PREP!


Firstly I need to settle on a scale or 'size' of game and for me I think 28mm is the best for a demo / participation. Big enough to catch the eye and visible to spectators and participants alike. The play or game area couldn't be more than 8 feet by 5 feet, but ideally something closer to 6 x 4.
Ultimately it was an 8 x 4 table we played on 
I next settled on 'Sharp Practice 2' as my rules of choice.
These rules are easy to play even if you've never read the rules and as long as the person running the game understands them it'll be fine.
The participant simply needs to say "I wish to do this followed by that,...". 

The 'Game host then simply states "Yes, you can do that, now roll two D6 an see how far you move,..".
SP is also gives a very realistic game and one that's fast paced. 

I initially looked at 'The Complete Fondler' (CF), a TOO FAT LARDIES Campaign / Scenario book released back when Version One of Sharp Practice was released, for some inspiration. 
Straight away I was drawn to the 'Fondler's Waterloo' scenario.
The Battle of Waterloo is reasonable well know, I have all the correct figures already painted and I have the beautiful 4Ground model of La Haye Sainte (LHS)!
The CF scenario is a series of engagements (3 in total) around and in LHS.
Taking a leaf from the TFL CF scenario I decided that the game would be played as follows:
The French would attack LHS in a series of 'Waves', (4 Maximum), with 2 wave each day as follows:
The French first wave. Game commencing at 09:30AM to 12:30PM
LUNCH
The French second Wave. Game commencing at 1:30PM concluding NLT 4:30PM 
Day TWO
Repeat as above for French Waves 3 and 4.
If the french were successful in taking the Farm in the first wave I'd simply rest the table and let the gamers switch sides!

 



 ABOVE and BELOW:
Photos from the game in play.














                                                    ABOVE: Lieutenant Hogo Boss:




BELOW:Lieutenant William 'Willy' Spanker 

 
                                                                    ABOVE: Col Richard Winchester
  BELOW: Major Hanns Jobbs
      
  ABOVE: Major Michael Schmetkampf





The Combatants!


The French:
Each wave would consist of two 'Forces' each consisting of two formations or 24 Line Infantry (Fusiliers or Chasseurs), and two formations or 12 Voltigeurs.
In addition each formation would have a choice of the following to be added to them:
a Troop of two Cannons (one medium Howitzer and one Medium Gun)
a Storming Party of Pioneers under the command of Status 1 Leader Maximillian Shagolotte and his inconceivable large 'Chopper' (axe)
an additional force of 12 Grenadiers (deemed 'aggressive')
Giving a grand total of:
96 Line Infantry
60 Skirmishing Light Infantry (Including the 12 Grenadiers)
6 'Pioneers' (Aggressive)
2 'Guns' with 12 Gunners.

ABOVE: the 95th Rifles in The Sandpit

Leaders were allocated to the French as follows:
1 x Status 4 Leader Marshal Ney, and overall Commander of the French effort;
2 x Status 2 Leaders (Each commanding a 'Force' of Line and Lights plus supports) as allocated by the CinC (Ney);
2 x Status 1 leaders (To assist the Status 2 'Battalion' Commanders);
2 x Status 3 Leaders (To Command the two formations of Skirmishers) allocated to each of the Line Infantry formations; 
and,
1 Status 1 Leader of the Pioneers.
There was the possibility the could get a replacement cannon, but no replacement Gunners.

By contrast the French would have their force fully reconstituted (less Leaders) as each wave was activated. 
The french player could 'Recall' any wave at any point and get all his 'dead' returned to the ranks.
Additionally the French would have Access to a formation of 20 Cuirassiers from the 2nd Wave onward.
These would be triggered if any allied troops ventured out of LHS in a group of 6 or more.


The Allies:
The allies would have the following troops to defend La Haye Sainte:
2 groups of 12 x 1st Regiment of the King's German Legion Light Infantry (1st KGL LI) with Rifles
8 x Militia armed with Muskets (rated as Light Infantry), and attached to the 1st KGL LI
20 x KGL 5th Regiment Light Infantry armed with Muskets
12 x 95th Rifles (in the Sandpit)
1 Royal Horse Artillery Medium Cannon with 6 Gunners

The Allies had the following Leaders:
1 x Status 4 Leader in the Farm Complex (Colonel Winchester, of The Prince of Orange's Staff)
1 x Status 3 Leader in the Farm Complex (Major Hanns Jobbs, 1st KGL LI)
1 x Status 2 Leader (commanding the 20 KGL 5th Regt), Major Michael Schmetkampf
1 x Status 2 Leader (Commanding the 95th outside in the sandpit) Lieutenant Willy Spanker

1 x Status 2 Leader, Sergeant Robert 'Bobby' Blurter (sidekick to Colonel Richard 'Dickey' Winchester) 
1 x Status 1 Leader, Sergeant Dan 'Polly' Pollard (of the 1st KGL LI)
1 x Status 1 Leader, Sergeant Ash Locke (of the 5th KGL)
1 x Status 1 Leader, Sergeant John Travolta with the 95th.

To add a bit of internal 'Friction' I also gave each leader some 'Personal Goals' they could achieve in addition to gaining 'Points' or 'Honour' for simply winning the game.
Some also had extra skills and traits that would prove useful or incentivies players to play a certain way.
LEFT: Marshal Ney

    ABOVE: Lieutenant Paul De Grasse      ABOVE:  Le Duke d’ Darling                         

These were as follows:


French Briefings:

Gain Honour Points (HP) by achieving the following:


Gain 30 HPs by leading your men into the farm.                                                                        

Gain 30 HP by Killing Lt Colonel Winchester.                                                                                      

Gain 10 HP by being successful in leading your men in Hand To Hand Combat (driving the enemy back)  

Gain 10 HPs by having your men be the first to enter the farm of La Haye Sainte
                                                                                                


Gain 25 HP by achieving a ‘Personal goal’ (PG), as follow:

1. Marshal Ney: Level 4 Status. You can dispatch ADC’s to serve as Status 1 or Status 2 leaders 
OR 
keep each of your ADCs to act as your ‘will’ on the field of battle! 
For Each ADC you dispatch you drop one level of Status. You can dispatch a maximum of 3 ADC. PG: Take the farm within two attempts / Assault Waves


2. Lt Colonel Phillip Le Douche: Level 2 Leader.  PG: Have your men enter the Farm before The Duke d’ Darlings men!

3. Lt Colonel Pierre Gripper,  Le Duke d’ Darling: Level 2 Leader. PG:  Secure the garden Kitchen! There is some FANTASTIC fromage in there,

4. Chef d’Battalion Henri Renault: Status 3 Leader. PG: Enter the farm and carry off the young daughter of the farmer within.

5. Chef d’Battalion Anton Bardotte: Status 3 Leader. PG: You or your men capture a British Cannon!

6. Lieutenant Hogo Boss: Status 1 Leader. PG. Be the first man into the farm!

7. Lieutenant Paul De Grasse: Status 1 Leader. PG: Be the first man into the farm!

8. Captain Maximillian Shagolote: Status 1 leader: PG: Smash in the main gate house gate and lead your men in a successful Hand To Hand (Fisticuffs) attack. Fight with 4 Dice! Plus 4 on any task involving strength! 



To compensate for lost leaders the French CinC (Ney) could send an ADC to assist and 'Force' by voluntarily 'shedding' a status level and creating a new Status 1 leader. For example Ney could reduce himself to a Status 2 leader but GAIN 2 status one Leaders or 1 status 2 Leader.  


                                                                        Chef d’Battalion Henri Renault
                  

Allied Briefing:

Gain Honour Points (HP) by achieving the following:


Gain 10 HPs by having your men be the first to repulse an assault.                                                            

Gain 25 HPs by leading your men into Hand to Hand whilst outnumbered.                                                                  
Gain 30 HP by Killing Marshal Ney.                                                                                                          
Gain 20 HP by Killing a French Battalion Commander

Gain 25 HP by achieving a ‘Personal goal’ (PG).                                                                                                       
1. Col Richard Winchester: Level 4 Status. Remove 2 extra shock by simply joining a group! PG: Repulse three Assault Waves
2. Major Hanns Jobbs: Level 3 Leader.  PG: Kill the Duke d’Darling! He killed your brother in 1806!
3. Major Michael Schmetkampf: Level 3 Leader. PG:  Secure the garden Kitchen! There is some FANTASTIC fromage in there,
4. Lieutenant William 'Willy' Spanker : Status 2 Leader. PG: Enter the farm and carry off the young daughter of the farmer.
5. Sgt Bob Blurter: Status 2 Leader. PG: Make off with the Farmer’s daughter and her calf!
6. Sgt Ash Locke: Status 1 Leader. PG. Capture or Kill a French Officer!
7. Sgt Johannes Travolta: Status 1 Leader. PG: Direct the fire of an Artillery piece!

8. Sgt Danny Pollard: Status 1 leader: PG: Get the wounded to safety! And return with ammo,… (double PG points)

The Allies would only have those leaders and troops listed above to play out the entire battle.
Also, after the french 2nd wave was activated they would also have an increasing chance per turn that 12 x Dutch 6th Hussars and 8 x 5th Dutch Light Dragoons might ride to their assistance under the command of 1 Status 2 Leader,...

If the French Cuirassiers were activated then the Netherlands Cavalry would also be triggered, otherwise from turn 3 of wave 3 the Allied cavalry would arrive on the field on a roll of 5 or 6 on a D6 
   


ABOVE: The Netherland's 5th Light Dragoons. Below: The Netherlands 6th Hussars



 ABOVE: Pas de Charge!!! The French Light Infantry advance!
 ABOVE: The Prince of Orange. A 'Non Player Character' on the table just for colour,...
 ABOVE: The RHA coming into action
 ABOVE: Sgt Pollard
 ABOVE: Captain Max Shagolotte and his HUGE chopper



Monday, November 21, 2016

PICKETT'S CHARGE! NEW ACW Rules from Too Fat Lardies,... well sorta.

Recently the team at Too Fat Lardies teamed up with David C R Brown of 'Guns at Gettysburg' and 'General de Brigade' fame to produce 'PICKETT'S CHARGE'!
Well I had a quick hit out with the new 'PICKETT'S CHARGE' (PC) Rules and I'll say right off the bat I'm impressed!
These are great rules that give a great feel for commanding a Division or Corps during the ACW.
LIKES

Command and Control:
A proper command and control system that places you in the situation of a Divisional Commander, having to prioritize where your main effort will be. Brigades are deployed with Regiments allocated places withing the brigade area and they (the Regiments) must remain there, unless a staff officer is sent to rearrange where Brigade within the Division can be redeployed. For example,...
The 1st Division will deploy its 4 Brigades as follows: the 1st on the right, 2nd on the left, the 3rd the center and the 4 behind the 3rd".
Now those Brigades must remain in that formation relevant to each other unless a staff officer is posted to rearrange the deployment.
In other words when the Division moves the individual Brigades maintain their positions (flanks, center, reserve) within the Divisional Deployment Area.
Artillery:
If you blaze away all day with your guns it wont be long before your gunners are fatigued and ammo is low. You are forced to prioritize your targets and make sure you have your guns ready to support the main effort, be that shooting in support of an infantry assault or "driving off the enemies guns on that thar younder ridge-line,.".

Sequence of play: both players are engaged throughout the game. no one is left sitting around.
Mechanisms:
Resolving firing and Close Combat is very simple. What else can I say. Essentially a Battalion will fire with two dice. If the Battalion is LARGE it receives extra Casualty Dice (CD) which give you a increased probability of doing some damage. Small Battalions fire with two dice also but on what is another table giving less brutal results.
Artillery Fire is particularly well modeled with an option to engage in ARTILLERY ASSAULTS reminiscent of Lee's effort of blowing a hole in the union lines prior to the Charge these rules are named for. And just like that event you will run a risk of 'Burning out' your gunners and their ammo if you are too cavalier with your artillery fire.
Another thing I loved was how Fire Disciple can fall apart and once that happens it important you get your Battalion / Regiment back under control as their fire will become less effective.
Fog Of War (FOW):
There is a very simple FOW mechanism built into the game. Brigades that are hidden simply have a Card placed on the table behind the hill or in the woods that they are deployed behind / within. When enemy come within sighting range they are revealed and troops deployed. OR
A staff Officer can be sent forward to scout the position and reveal to the Divisional commander what awaits his men,...
FRICTION: 
It is well inserted into the game. You can never be sure your orders will be obeyed. You can send staff officers from your HQ to pressure Brigade commanders to do as directed but you're never a certainty,...

PACE:                                                                                                                                                  
The game moves along at a brisk pace and play very quickly.

DISLIKES:

I can honestly say I can't find anything to dislike about these rules.

We played the Attack on the Sunken Lane scenario straight out of the rules, based on the Federal assault on the Sunken )Bloody) Lane at Antietam in September of 1862.
I played as the assaulting Union Division under French.

I decided to simply go 'up the guts' simply to see what kind of result the rules would produce.
Not surprisingly the Union troops took an utter pounding.
Of my 5 Brigades only 2 (the Irish 🍀 Bde and a Brigade of New Yorkers) managed to even reach the sunken lane.
Even then none managed to cross bayonets with the Rebs. The best result we achieved was to get a Regiment of New York Zouaves to crest the lane's near edge and pour in a single volley before being force to retire.
Tip for young players: it's not wise to deploy brigades one in front of another.
Deploy them side by side. Otherwise (as the Rebs at Shilo found out) you'll soon have a jumble of regiments from different brigades getting under each other's feet. And that sucks

These rules are extremely bloody and if you don't coordinate your attacks and successfully soften up an enemy which has terrain in his favour you'll be fortunate to have any success in the assault.
The command and control system, with its use of 'Staff Officers' to provide influence on your brigade commanders is a very simply yet elegant way of simulation command 'friction'.


The game moves along at a brisk pace and you never feel like a spectator.
Though your individual Regiments / Battalions are the maneuver elements it is the Brigade that is the formation of decision.

So how does PC compare with other rules?
I've never played 'Guns at Gettysburg' so I can't comment on that but I have played the well played and respected 'FIRE & FURY' (F&F) rules.
I would say (IMHO) that I prefer PC over F&F in so far as even though the focus is on the 'Brigade' the Regiment is still the fighting unit you're focused on with other regiments within the brigade providing support to the 'Lead Regiment'. In other words you Brigade needs to fight AS a brigade with attention paid to how the individual Regiments are deployed and if they are mutually supporting. A lone Regiment will soon find itself in deep KAKA.
Melee results are similar to those you find in F&F with the usual result being a repulsed attacker (in various stages of disorder) or the defender 'giving way' prior to any bayonets or clubbed muskets being used.
Even when melees do happen they are brief and bloody.
PC fits neatly into that place between F&F and Regimental
You can hear an Interview with the rules author with the chaps at MEEPLES AND MINIATURES HERE


Wednesday, December 2, 2015

Chain Of Command AAR: Action at Petit Fromage

ABOVE: The SS men fire at the British Cromwell tank!
Hi Guys.
I live in semi rural Victoria and sometimes, (often) I struggle to find opponents to game with.
I think Chain of Command shows real promise as a a good old fashion 'Play By Mail' (PBM) game,...
Or should I say a 'Play By Social Media' (PBSM) game.
So I'll set up a game,.. Set the parameters (Situation, Mission ect) and then post some photos from the perspective of one (or both maybe) combatants.
Then request someone (anyone) to send orders, probably via 'Messenger' for secrecy if having both sides played 'remotely'.
I play the phases until a 'hinge point' is achieved.
Maybe a CoC die has become available,...
Maybe the original orders are getting us nowhere,...
And then I play the game to a conclusion.
So with the that in mind I set up the following game and soon had a nice chap named Kris offer to play the Platoon Commander for the British.
Here's how it played out,...

First, lets set the scene, the scenario and the very very 'Quick Orders' for the British from Company HQ.


7th Battalion, Duke of Wellington's Regiment

A Company
3rd Platoon
25 June 1944
West of Caen
The last of the young corporals moved into the hasty 'O' Group. The Platoon Commander gave a curt "Cheers" to the Battalion Adjutant Captain Morris and then turned back to the three corporals. Sergeant Crab was collecting 2 inch Mortar rounds from the CSM,...
"Bloody hell Sir, that's a grand total of 5 smoke and 3 HE! I'm hardly going to blast Jerry of the ridge with this"!
The CSM gave a sharp reply:
"Stop ya whinging Sergeant! In my day we just had rocks,....
Besides, the Trailapes (Artillery) will do all the stonking you need lovely boy"!

Lt Baker commenced his orders,....


"Quick Orders.

Situation:
Ahead is the crossroads at Petit Fromage.
Enemy: 
It's believed elements of the 12th SS are holding the objective.
We expect them to be supported by 'some' armour,.."..
Corporal Barry Haree chimed in:
"Probably bloody Tigers"!
Lt Baker frowned:
"Thank you Harry for that positive input.
May I continue?
Fritz has at least a platoon is in there. The 12th SS are all young die hard Nazis. I don't expect we' take many prisoners.
Friendlies:
We have 3 Cromwells from the 24th Lancers in Support.
We have air supremacy, but with the weather being so shite don't expect any air support.
Artillery is stonking the crossroads as you can hear.
Mostly 5.5 inch.

Mission:

3 platoon, supported by a Troop of tanks from 24th Lancers is to advance to contact and then seize the crossroads at Petit Fromage.
Repeat
3 platoon, supported by a Troop of tanks from 24th Lancers is to advance to contact and then seize the crossroads at Petit Fromage.

Execution:

(This is the bit the remote PBSM player contributes).
As I told him:
Your orders can be as detailed or as brief as you want.
Your intent is really all that is needed by me.
For example.
1 section on the right is to,...
2 section on the left is to,....
3 Section will be in depth with me.
One tank will be in support of each section
Or
All tanks will mass on the left / right / road,....
You get the idea.

Back to our 'O' Group,....

This is what Kris came up with:

"Section 1 to push towards the stone fence in front of position and then to remain on overwatch looking towards the houses forward and to the right flank.
The 2 inch mortar to support and drop smoke as required for sections 2 and 3 Section 3 push forward quickly using the field as cover aiming to get to the stone wall to the center Section 2 to push into the just vacated building of section 3 and then to follow in haste through the field towards the stone wall to the right flank more so. This will stop the sections bunching up. Cromwell on the road cautious advance up road ready to swing in behind cover when the enemy appears. The lads in section 1 are to be on the look out for panzerfausts or any AT weapons.
Common men lets at it, Jerry's not going to wait all day for us!"

"Admin and Log:
We have the Adjt with us! BHQ obviously sees our company as the main effort and the OC sees our platoon as the tip of the spear,...
We also have CPL Avnil the medic with us,.. So if you cop a Blighty we'll have you sorted.
Command and Signals:
The Radio nets are unchanged. Company signals will be back at the FUP, with the Adjt.
Chain of Command is Me (Lt Baker), then Sgt Crab, then Seco 3 Section, Seco 1 then Seco 2.
The rest can fight it out,...
The Adjt will feed the lads forward as required so I'll be with you lads all the way.
That's it,...
Move out"!

I determined the details on the individual 'BIG MEN' using the matrix in PLATOON FORWARD available from Too Fat Lardies. I highly recommend this PDF as it can be used with any rule system not just CoC or IABSM.


Platoon Commander Lt Baker:

Optimistic family man  (Popular with the Lads) and reckless. He was a salesman at his father's corner shop before the war. Joined the Regiment in June of '43.

Platoon Sgt Crab: 

Likable and a 'True Believer' in their cause. "We're in a great crusade Lads! Let's kill all these Nazi swine"!
'Mud' has an even combat temperament. The lads respect his rank and the man (+1) for 'Rally' purpose, (removes one extra shock every time he Rallies the lads).

Section 1 CPL 'Crafty' Thompson:

Cunning family man even combat temperament (+1 when in HtH or directing fire).

Section 2 CPL 'Bibles' Bower: 

Glum and Religious with an even combat temperament (+1 dice when firing)

Section 3 CPL 'Snake' Rattler: 

A real nasty chap and 'Position' conscious (always looking secure promotion) and bold in combat (+1 dice in HtH)

I sent SITUATION REPORTS (Sit Reps) to Kris as the game progressed.

So, on with the game,...









The two British sections on the right briskly moved forward but soon Section 3 came under heavy fire from 2 MG42s generating 18 dice worth of fire and despite being in hard cover the leading section started taking casualties.
Their Section Commander Cpl Rattler was soon down with a wound!
The Platoon Commander sent SGT Crab off to assist 1 Section that was busy moving forward towards the hedges on the slight rise ahead whilst he himself moved up with the support section behind 3 section.
As 1 section advanced they heard the rumble of a tanks engine in the village ahead and then saw movement.
They identified the enemy tank as a TIGER and reported its presence.
To complicate the situation even more a German 75mm Pak Anti Tank Gun also made its presence know when it opened fire on the Cromwell tank on the road, Call Sign (C/S) 2 from the British Armour support troop.
1 this is 3-1!

Sit Rep
Section 1 has reached the hedge on the ridge and is in Overwatch
Our mortar is directly to their rear in the corner of the wheat field in position to provide Fire Support
Section 2 is positioned to provide covering fire for section 3
Section 3 is directly opposite the large farm building with the Red Roof.
Two Ironside elements of Cromwell Tanks are to the rear of sections 2 and 3
Ironside C/S 2 Cromwell on the road has been engaged by a 75mm AT gun on the road near the Farm complex gate.
The round missed!
Enemy tank is unobserved. Assumed to be in amongst the smaller buildings opposite 1 section
.
Wait,..

OUT"!





The Cromwell on the road returned fire on the Pak 75mm with HE and quickly killed one of the SS Gunners with a blast of shrapnel from a near miss,...
However the SS Men were not to be rattled and their third AP round stuck the Cromwell directly in the Hull MG position.
C/S Ironside 2 burst into flames with just the Sergeant commander tumbling out of the turret with a shard of metal in his right arm.
Meanwhile Section 2 moved off to their right to prepare for an assault on the large red roofed building that was giving Section 3 such grief.
Simultaneously the remaining two Cromwell tanks fired HE rounds into the Farm Building now called 'BIG RED'. The fire hardly slackened from the the building however and Section 3 suffered another casualty and more 'Shock'.


"1 THIS IS 3-1
Sit rep
3 section is taking very heavy fire from the Farm building. Section Commander wounded with Gun Shot Wound (GSW)
 to right leg and left foot. 1 KIA, 1 WIA, GSW right leg.
2 section moving to assault
1 section advancing on left.
Ironsides C/S 2 has been knocked out.
4 KIA, 1 bailed out.
Ironside C/S 1 and 3 in support.
Smoke from platoon asset blinding Farm House.
Wait,..
Out"!


By now Section 1 reached the 'Stone wall' at the top of the slight rise to discover it was just a hedge.
Now the two SS squads in the cluster of buildings and hasty barricade burst to life!
Their four MG42s hurled buckets of lead into the unfortunate Tommies,...
The German tank rumbled up in support and the British sergeant identified it as a Panzer IV NOT a Tiger.
(I deliberately fed back some false information here)
As soon as the Brits noticed a tank I would roll a dice and based on rank / experience give an accurate or inaccurate target description.
Initially the Corporal rolled poorly (he rolled a 5 when he needed 1-3) and screamed "TIGER"!  
The more experienced Sergeant however was less prone to making the same mistake (needing a roll of 1-4 to get it right)

The PzIV still added some punch however.
To counter this the Brit 2 inch Mortar dropped some smoke to blind the SS Tank and one of the MG42s. This was in addition to the smoke that they had dropped earlier in front of 'BIG RED' permitting 2 Section to get in close for an assault on that building.

"9. This is 1-3 
Sit Rep 
Section 1 coming under extremely heavy fire from the vicinity of house to our front. 
One MG 42 engaging from hasty barricade and one MG 42 engaging us from house.
1 KIA, 3 WIA. Enemy tank is confirmed as a Pz 4. 
I say again, Pz IV. En PzIV and one MG42 blinded. 
Advancing would be difficult unsupported. 
More to follow,.... 
Section 2 is positioned for assault on large from building now nicknamed "Big Red". 
Firing from Big Red has ceased. 
Seco 2 Section suggested flanking movement to the right more secure. 
More to follow,... 
Section 3 has sustained another casualty Currently 1 KIA, 3 WIA including Seco. 
C/S Ironside 1 and 3 providing good support. 
End Report Out.


With smoke covering the Brit advance onto 'BIG RED' the Germans within that building withdrew into the farm yard.
The Tank fire had killed one of them and cause a little shock.

The smoke fired from the british 2 inch mortar that fell infront of the German tank did require it to be repositioned.
In doing so the SS tank commander exposed himself ever so slightly to the British Cromwells

Shots were exchanged by the 'Hull Down' tanks but luck was with the British tankers and soon the Panzer IV was a blazing wreck!
But there the good news ended.

The fire from the SS MG 42s however did not slacken,...




"9 This is 1-3 Sit Rep Section 1 virtually destroyed. CPL down, WIA 2 KIA, 5 WIA. Only Bren gunner and number two in the fight. 
More to follow,... 
 Section 2. Has assaulted Big Red Enemy has disengaged. Assumed to have fallen back to positions within farmyard. 
1 enemy KIA discovered in Big Red. 
More to follow,...
 Section 3. No change from previous report. Seco has been treated by 'Starlight' and is back in the fight.
 More to follow,... 
 Sunray minor (SGT) is directing fire of 2 inch. 
Reports enemy fire is extremely heavy and accurate 
More to follow,... 
 Enemy AFV Pz 4 has been destroyed by concentrated fire from Ironside elements. My Foxhound (Infantry) element Casualties heavy. 
Command and Control at final limit. (Force Moral 5!) 
 Strong wind has dispersed blinding smoke. 
Fire from at least 4 MG42s in vicinity of brown buildings is heavy and extremely accurate! 
Request permission to disengage! 
End of Report! 
Out"!

I called the game to an end at this point.

If I did one more phase it would have played out as follows (as i decided to roll some more dice out of curiosity):

The four SS MG42 in the vicinity of the collection of buildings before section 1 hurled their 34 dice to wipe out the sole remaining men of 1 Section.
British moral collapsed to 3. 
Conclusion
PBSM Works quite nicely.
The added bonus is you can include as little or as much information to share with the players as you see fit. Much like a "Dungeons and Dragons" Game-master would.
I'd like to have another go soon but with BOTH sides controlled be remote players.
The 'Fog Of War' that can be introduced by only showing what the actual 'models' can see.
COMMENTS WELCOMED as usual.
MERRY CHRISTMAS