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My
usual gaming partner, Neil, was keen to have a go at a Market Garden
scenario: his WW2 figure collection being centred around the Irish
Guards and their opposition from that theatre. As I was/am busy with the
Burma supplement, he decided that he would write the scenario, adapting
it from the another system’s campaign book, but got so carried away
that he actually wrote three linked scenarios, which we would play over
the course of two weekends.
The
scenario would feature a company/squadron of the Irish Guards (five
troops of tanks, three platoons of infantry, and HQ elements) trying to
force their way down “Hell’s Highway”: the straight road leading
to the where paratroopers were holding the bridge that, historically,
proved to be too far. Table One was half open terrain and then half
wood; Table Two was mostly open terrain and the odd farm; Table Three
was based around a large town. Vehicles could not leave the road without
being bogged down.
On
all three tables, the “Micks” would be supported by a platoon from
the Devonshire Infantry on either side of the road: a platoon which
would regenerate each time any elements on the table were pulled back to
their start line. There would also be constant air support throughout
the day: although the air support’s targets had to be marked by the
tanks with purple smoke. The Micks would have thirty turns to get across
all three tables.
As
the Micks approached Table One, five stonks landed on the German
positions there. Hoping that this would have nicely suppressed any
opposition, and aware of the need for speed, a troop of Micks carrying a
platoon of infantry, zoomed forward and hit the tree line at top speed.
On either side of the road, a platoon of Devons was making their way
over the fields as well.

This
rapid advance proved to be somewhat painful, as there had been a company
of Fallschirmjagers, along with some AT guns and two StuG’s, hiding in
the woods dug-in behind tree trunks and the like. Fortunately the stonks
had really batterered them: knocking out at least two MMG’s and
killing a couple of handful’s of infantry. This still left plenty of
them left, however, and three of the four Shermans on the road were
dispatched before they had a chance to do much more than ask directions
to the nearest pub serving Guinness. Their accompanying infantry were
also pinned down as they hurled themselves off tanks that were starting
to brew up.
The
next troop on the road called in air support (purple smoke everywhere!)
and the Devon’s moved up to help out. On the left flank, the platoon
of Devon’s went mental: a move around the side of the German position
then resulted in them charging into the rear of the German position led
by their Big Man with an incredible display of athletic prowess (a roll
of 17 on 3d6 for movement). This dispatched one German AT gun and left a
hole in their line from which the Devons, now supported by the Mick
infantry, began to roll up either side. The Germans crumbled on the left
as the same platoon of Devons then performed another sprint (a roll of
18 on 3d6 for movement this time) and another FJ position fell to an
attack from behind!
On
the right, the Germans proved a bit more difficult to shift: but
constant air attacks kept their heads down. A Sherman bravely charged
forward and distracted the StuG long enough for it to be taken out by a
PIAT (the Devon platoon from the left again), and without any other AT
weapons apart from their ‘fausts, the Germans could then be blasted
into submission by the whole of the British force. Table One fell after
only seven appearances of the Turn Card.
Neil’s
plan was for Table Two to be a psychologically sapping table: the idea
was that the Brits, having encountered dug-in FJ’s once, would see the
slightly denser terrain here and move forward slowly and cautiously.
There weren’t that many Germans on this table (a couple of platoons
and a couple of ‘schreks only), but the cautious advance would eat up
valuable time.
Well,
that was the plan. By now the Micks had got the bit firmly between their
teeth, and just charged forward shooting at anything that moved. The
Germans were quickly identified and blasted with every Blind that could
be uncovered, and close assaulted by the Devons (again!). All opposition
was quickly suppressed, and the tanks charged forward ignoring the
possibilities of running into something more substantial. By this stage
I was happy to sacrifice a tank or two in exchange for rapid movement:
those paratroops at Arnhem couldn’t hold out for ever!

Table
Two fell with only 13 appearances of the Turn Card. So far, the real
heroes of the piece had been the Devons, who appeared unstoppable: a
combination of the cast of Chariots of Fire and Aliens! On to Table
Three.
Things
went wrong almost from the start. Seeing the town, the Micks sent
forward a Daimler Dingo from their HQ elements to charge through the
town seeing what they could see. This looked to be a suicide mission,
and so it proved! The Dingo spotted six German Blinds, one of which
dropped grenades into its open top and blew its crew to strawberry jam.
But at least I now knew where the Germans were: or so I thought!

Up
came the rest of the Brits: usual formation of a tank troop along the
road and a platoon of Devons either side. Unfortunately on the right was
a large farm in which there was a dug-in ‘88’ supported by a
two-squad platoon of FJ’s. The FJ’s opened up on the Devons (each
squad was a two-LMG one as well!) and the right-hand platoon was
effectively taken out for the rest of the game. The ‘88’ then went
on to KO two Shermans on the road in quick succession, and a third after
a bit. Ooops!
On
the right, things went no better. The Devons were pinned down behind a
hedge by MMG fire from buildings before they properly got to the town.
Drastic
measures were needed: that 88 covered the road superbly, and there was
no way any tank was going to get past it. Even the tank that had poked
its nose out to try and purple smoke it had been brewed up!
Drastic
measures were needed: drastic measures were taken! A troop of tanks
under a Blind got a good roll and zoomed onto the table: in sight of the
88, but hoping to get into the town before it could spot and start
blowing them up. Tea Break. British Blinds again, followed by Rapid
Deployment. A track led from the main road to the gates of the farm at
which the 88 was dug in. Come on the Micks! The entire troop, still
under a Blind, hammered down the road and then the track, pedals to the
metal, and smashed into the farm!
The
FJ’s desperately fired their ‘fausts at the approaching tanks, but
all four missed, and the infantry scattered into the farm buildings as
many tonnes of Sherman drove over their positions! The ‘88’ was not
so lucky: its crew scattered as another Sherman rammed into it,
effectively taking it out!
Neil
was gobsmacked. He had expected the ‘88’ to hold me up for a long
time, and for its position only to fall from a properly coordinated air,
tank and infantry assault. I merely awarded myself the “Fat Wally
Medallion For Ridiculous But Ultimately Successful Charging”.
With
the ‘88’ gone, the way into the town was now open. A quick “Skirl
of the (Irish) Pipes” later and the first few streets were packed with
half a dozen Shermans and a couple of platoons of infantry. The Shermans
all hung back (squeezed into alleyways!) as there were three ‘schrecks
and a PaK40 lurking in the centre of town and on the other side of the
main square, and the narrow streets didn’t give much room to dodge!
The infantry, on the other hand, began house clearing with enthusiasm.
The lead FJ platoon took some shifting (one house changing hands three
times in as many turns) but the nearest half of the town was captured
with twelve turns still to go.
Meanwhile,
the FJ’s that had protected the ‘88’ had scarpered down and to one
side of a narrow road bypassing and leading to the other side of the
main square, where the Germans were firmly dug-in. One Sherman raced
after them and managed to machine gun one squad to death, but was then
somewhat perturbed to see a German tank hunter suddenly
appear at the other end of the road.
The
music from The Good, The Bad and The Ugly began as the two tanks faced
each other about ten inches apart on a narrow road bordered by hedge and
houses. Surely it would be who was first to shoot that would decide
things! The Sherman shot first, but both shells that hit the tank hunter
bounced straight off its armour. My glee turned to anguish as the
Germans’ card came up. I was lucky: the Sherman was also hit twice,
and received a turret jam and an engine-fire, but a quick thinking Mick
put the fire out with his Guinness. Both tanks exchanged another round
of fire, and both tanks missed, but the Micks’ nerve had gone and they
abandoned their Sherman before they could fire again.
This
duel had, however, given other Shermans from the troop time to start
working their way around the far right flank of the tank hunter, and it
wouldn’t be too long before they could fire at its rear tail, just
poking out onto another street.
Meanwhile,
the Micks in the centre of the town had been doing stirring work at
shooting German AT personnel. The three ‘schrecks had been shot down
by infantry (well, my daughter had arrived back by this time and did her
usual trick of rolling ‘6’s when required – Neil later complained
that he’d actually been beaten not by me but by a 7-year old with
loaded dice: bad sports these Krauts!) and the AT gun only had two crew
left.
Worse,
the last FJ platoon had suffered another Sherman charge (they can get up
some speed on a good road) and wasted their ‘fausts shooting at the
rampaging tank before scattering into houses as it drove into their
trench! They did manage to knock it out, but that was the end of their
anti-tank capacity.
At
this point, with about six turns still to go, Neil surrendered. After a
hard fought battle across three tables, the Irish Guards and Devons
would manage to get through to Arnhem, polish off the troops assaulting
the para’s there, and open the way into Germany. Word has it that
Hitler surrendered only a week later, the Americans took Berlin, the
Soviets objected, and a very nasty third world war broke out, only
ending when the Yanks dropped the world’s first atom bomb not on
Hiroshima but on Moscow…but that’s another story!
A
fantastic series of games from Neil: most enjoyable to play. There was a
real difference between gaming the open countryside, wooded countryside
and town terrains. As the British player, I really felt nervous for my
tanks in amongst the houses, desperate for my infantry to come up and
support them. The ‘88’ was awesomely good, and combined with the
Ronson rule, really put the fear of God into my tankers.
Total
game time was about eleven hours: but well worth it. We both agreed that
the key points of the battle were the Devons’ miraculous sprinting on
Table One; the sheer “who cares what we encounter” attitude of the
Micks on Table Two; and the German ‘88’ being taken out by charging
tanks on Table Three.
That
and a 7-year old with loaded dice, of course! |