On Sunday, Chip, Mark, Andrew, and I played the fourth scenario in the 29 Let’s Go! Campaign. Troops from G Company, 2nd Battalion, 175 Infantry Regiment, 29 Infantry Division assault a German position near their radar station at Cardonville. Chip has written another excellent war comic about this, which you can download by clicking on this link: Hell at Cardonville
Obviously I don’t need to add atmosphere to this post, and I took no pictures, but I can add a little detail around the edges.
Mark and I played the Germans, and I chose a couple of minefields, a roadblock, and off table mortars for our support options. The US had the tried and tested support options of mortars on table, mortars off table, and a Sherman, plus, for a little variation, a sniper. The US rolled an impressive 11 for force morale, while our troops were reluctant, with an 8.
In this scenario, the US received Naval Gunfire Support from HMS Glasgow. This was supposed to restrict German deployment in the first game turn, which it did, but the first game turn was very short indeed because on our second phase Mark rolled a rainstorm as a random event. So perhaps the spotter plane had to return to base. Anyway that took away the ability for Chip and Andrew to race around on a table devoid of Germans.
Two US squads ended up holed up in farmhouses, trading shots with two German squads holed up in orchards.
It took a little time for us to get our mortars online. Our first ranging shot was a little wide, and once we’d corrected fire, Chip played a Chain of Command die to end the turn and cancel the barrage. But it was not too long before we had called them in again and they were very good indeed, pinning both the US squads in the farmhouses, and their third squad who had deployed in the field behind.
When the Sherman arrived, it’s crew were reluctant to advance against unsuppressed German infantry while their own infantry was pinned down. But even with them firing from long range, things started looking sketchy for the German first squad, so we deployed our third squad on the other flank. They charged down the table and captured a US jump off point, scaring off a novice US sniper on the way. Chip moved the Sherman across the table to deal with them and played another Chain of Command die to end the turn, hoping to stop the German mortar barrage. But we played ours to keep the barrage going… and then we ran out of time. Service was a little slow at the restaurant unfortunately, so lunch took longer than it should.
We gave victory to the Germans because the US force morale was down to 2, against the Germans’ 4. Also, the US had lost 17 men to the Germans’ 10. At the end of the game, because the US infantry were pinned down by a mortar barrage, all they had free to move were the survivors of two BAR teams, and a mortar team… plus their Sherman. Chip thought he might still be in with a chance, but although I’ve not used infantry anti-tank yet in Chain of Command (something I’d like to rectify soon), with the mortar barrage whittling the US infantry down I like to think we might have clung on long enough for an outright win (just).