Now with added hills

Newly returned from a two week holiday in India it was time for playtest #2 for the Great War scenario featuring the Northamptonshire Regiment's 6th (Service) Battalion. This covers 54 Brigade's attack on the village of Rossnoy in September 1918, spearheading the advance of 18 Div.


There were several changes to the last game. Firstly, the terrain. Rossnoy Wood, top centre, the village of the same name to the left and the position bottom right centre now all have foam rubber hills under them. This has caused the previous wooden long-service roads to be replaced by strips of felt (thanks to Chris K for providing the raw material). Secondly I did a whole load of new blast markers, so the barrage is now three squares deep. The front edge now hops from front to back. Thirdly I've installed a prisoner cage on the right. Fourthly each battalion has now been given a Vickers gun team. On the rules front I wrote up what I thought I'd played last time, added a "Heroic Bravery" rule using a card deck with period pictures from the Great War, given to me by Phil many years ago and waiting for a use ever since. I also re-introduced the "Out of Ammo" rule, but only for British troops in close assault, signifying they were out of Mills Bombs.


The starting positions were the same for the British, but I did more work for the Germans, having identified the defending unit - the Guards Grenadier Regiment. The deployments for them are still largely guess work, however. The British now have seven turns to capture the village and secure the starting positions for the attack on the trench line running top to bottom on the left hand side of the picture. On turn eight the barrage pivots 90 degrees to the left. The lesson from this game is that I need to look at how quickly units get on the table, as it was really tight for the 11th Royal Fusiliers to get on the right flank of the 6th Northants for the second phase of the game.


I had Phil & Chris K for the evening. They ran the British and rolled the dice for both sides. I moved the Germans if necessary. Here you can see the Royal West Kents (light blue tags) rushing up to get on the tail of the barrage. They should probably start there. The British tag colours are based upon parade dress uniform facings, if you were wondering. The "A" card is where the Brigade is required to set up a liaison post with 12 Division. There's a "B" in front of Phil, where there's a similar requirement in respect of 74 Div on the right.


The Royal West Kents kept up with the barrage, and suffered minimal hits from drop shorts. The barrage inflicted a lot of damage on the defenders, which is not the intention. The purpose is to keep the defenders in their positions, sheltering in place so they are caught "like rats in a trap". The next play through will just cause unit suppression, unless anyone chooses to move under the barrage, in which case they'll suffer mightily.


The first line of defences was taken, but the narrowness of the attack meant that positions to the left of the assault were still live. At the top of the board prisoners were taken. In the middle, the defenders were able to retreat, although they took a bit of a hammering.


"A" Company RWK followed up, but took heavy casualties. Pinned down more or less, a brave Tommy rushed forward bayonet fixed, flinging bombs, and captured the position, taking many prisoners. His bravery will see him awarded a VC (the rules only allow each battalion to try for this once in a game).


The POW cage was starting to fill up as the second wave advanced consisting of the 2nd Bedfords, supporting the RWK advance. They should probably be on the table earlier, too.


The supporting armour arrives, but is wary of the field guns reported in the area (the actual orders for the attack recorded in the battalion War Diary state "Any anti-tank guns which may open fire will be at once [enga]ged with Rifle and L.G Fire", so they were aware of the risks.) The advance to "Point B" is going smoothly in the absence of opposition. The fighting in the village is proving tough, and the RWKs have lost touch with the barrage.


The tanks push into the village square to support the infantry.


The position is proving tough to crack.

But crack it does. The RWKs are through to the support line, by-passing one of the strong points. They have captured a field gun, however (in total 6 were captured during the battle, I think).

But it is turn seven...


...and the barrage flips. 6th Northants can now storm "Quid Post", from which a German MG has been worrying at the flanks of the attack. The 11th Royal Fusiliers were tardy getting into position, and are lagging the barrage slightly.

The Royal Artillery is giving the Germans areal leathering. Phil has made contact with 74 Div on his side of the table.


Game end state. We played this game in the most tremendous rain storm, and after the late game coffee break, Chris decided to take his leave (and Phil with him) before it got any worse. The roads between us are country lanes, and the risk of falling trees is a real one. This second phase was going to be tough, as although the village had finally been secured the second wave troops weren't in position. Accordingly they weren't up with the barrage and will find it difficult to cover the open ground to the German defences. Which is sort of what happened at the time.

The POW cage was looking full, however. Had to expand it into another square. Both the field gun detachments were captured. Four MG companies surrendered (about 50 weapons), along with c1500 other ranks, and the HQ of No 1 Battalion. Not a bad haul.

I haven't done a casualty count for the British yet, as it is hammering down with rail and hail, and I don't want to get soaked going to the Shed to tot them up.

The game drove out a number of things I need to address. It really needs to play quicker, so I have to simplify the barrage effects probably, and as mentioned earlier get the attackers further up the table earlier in the game.

Otherwise very pleased.


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