Through 2 Campaign Turns, our situation is becoming desperate. Eindhoven isn't taken yet, and this map below shows the battles marking the end of the 2nd Full Campaign Turn.
My Friend Shane was good enough to come over to my place and give me a game. We rolled off for attacker and defender, and he won, electing to attack the Fabled Groesbeek heights. Not having any american airborne, there was some proxying going on. I am also, embarrassingly low on Jagdpanthers so when you see a stuG...that's what those are.
Shane's Panzer Grenadiers (Bridge by Bridge)
Tom's 11th Armored (Market Garden book)
It should be noted, that since this was a firestorm game. I had an additional american paratrooper platoon available (bringing my platoon count to 7.) And Shane had an 8.8 gun troop. Germans roll on a randomization table to see what their reinforcements are. Shane rolled a 6, and got himself a platoon of 2 confident Veteran Jagdpanthers in addition to what you see on his list.
The Mission was "Hasty Assault" - Which is out of the Market Garden Firestorm book. Its a Version 2 mission that seems like it was a prototype for some of the stuff in the FOW rulebook for V3. Basic rules are, defender picks a long edge. Places one objective in their deployment area, and 1 in the attackers half. The Attacker places 2 in the defenders area.
The attacker gets reserves, and the defender gets delayed reserves and one immediate ambush. once the defender is deployed, the attacker pulls an objective.
The game ends if after turn 6...
1. There are not any attacking teams in the defenders half of the table.
2. The attacker has taken any of the objectives at the start of their turn.
I would wind up selecting the right side as my deployment area.
I elected to keep my huge platoon of 12 paratroopers on the board, along with a smaller platoon of paras. I held one of my trained Cromwell platoons in immediate ambush.
By the end of our maneuvering, the deployment looked as follows...
Turn 1: The defender had the first turn ,but I did very little, I double timed the paras no longer guarding an objective on my left flank (since it had been pulled by Shane) and tried to get them over where they would be of some use.
Panzer Grenadiers advance through the town.
Turn 3 - The Defenders first reserves arrive. With no tanks on the table to fire at yet, the Allies elect to bring on some dingos as scout cars, to MG some infantry in the open. Both of these dingos will eventually fall to MG fire and terrible saves. but it will take a few turns for the volume of fire from this house to tear them down.
Turn 4 - Things start to go badly for the British...
The Pak43s take aim, needing 6's and roll...
Turn 5 - Things get worse for the British...
Turn 6 - The Tide Turns....
The Paratrooper platoons move into assault range, knowing this is their only chance. They leave their foxholes and prepare to charge.
Turn 7...The Issue is decided.
Allied Turn: The last of the reserves arrive, and pincer around the grenadiers on the allied left flank.
Without someone to roll for morale, and the allies below half, the game ends 4-3 for the Germans.
It was an excellent hard fought game, with both of us having some amazingly lucky dice, as well as some terrible luck. The German juggernaught rolls on in our campaign.
Tom Mullane (aka Captainecho on the forums) is a new contributor to WWPD. He is a High School History Teacher in Brewster, NY and lives in Danbury CT, he has been involved with Flames of War since 2011.