Monday 16 December 2019

Chain of Command "29 Let's Go!" Game 6 "The Radar Station at Cardonville"

Gary and I played our 6th game in the 29 Let's Go PSC, this time an American attack around Cardonville. The Americans can't afford to lose this game as, if they do, they will have lost the campaign

The scenario was an attack and defend. The map looked more positive than the previous ones for the Americans with less open space to cover. With 14 support points available I decided to go for a single Sherman this time, a MMG, a 3" mortar and an additional BAR per squad.

The field of battle:

The game starts well for the Americans with an FM of 10 compared to the German 8 and 6 free patrol moves! The Americans set up a fire base around the buildings with an infantry squad, the MMG and the mortar all commanded by their Sergeant. The Germans deploy one squad in the orchard in front of the intact house but are finding it hard to deploy due to a US supporting barrage from HMS Glasgow:

Having set up a fire base the US deploy a squad to advance on the German held orchard with some support from the lone Sherman:

A second squad deploys while the first moves up on the orchard. The Germans don't seem willing to expose themselves to fire and run back into the house:

As the first squad crosses the hedge the second moves up. The Lieutenant arrives to co-ordinate the attack:

The Sherman cautiously moves up in support. The American tankers are somewhat unnerved by their previous experiences with panzerschreks and panzerfausts!:

Both squads are across the hedge and prepare to assault the house:

The Germans respond by deploying some infantry in entrenchments and an infantry gun to the left of their house. They open a firefight with the fire base Americans but come off badly with two German junior leaders managing to get themselves wounded:

The Americans are happy to continue the firefight and inflict more losses on the Germans:

The view from the German lines. The entrenched squad and the infantry gun have taken quite a few casualties:

The Americans in the orchard advance on the house and open fire. Again luck is not with the Germans as another junior leader is wounded and they are out shot by the Americans:

The Sherman advances and adds to the hail of fire at the Germans in the house:

The Germans respond by firing a panzerfaust at the Sherman which hits, kills the driver and inflicts two shock. Return fire from the Americans cuts down more Germans though and they flee from the building:

One German jump off point has been captured and a second is at risk from the American squad advancing past the house. German morale is almost broken now:

The Americans take the second German jump off point breaking the German morale:

So victory is still a possibility for the Americans. In all honesty everything that could have gone wrong for Gary did, the Germans had two less FM, the six free moves allowed the Americans to get well up the table, the bombardment from HMS Glasgow was very effective and the German officers were bullet magnets throughout the game (out of 4 deployed one was killed and two wounded!).

Next we move on to the final scenario, Home Run at Osmanville, where we will be facing the rather damaged German platoon from the first two scenarios. If the Americans can win it will give them a major victory in the over-all campaign. With Colonel Goode's outlook now 'Troubled' they could lose the scenario and have a second attempt to gain a minor victory.

We have both greatly enjoyed playing the campaign, most of the games have been well matched and we are already contemplating what to play next!

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