13 August 2021

Gembloux Gap-Defending the Heights (9)

Last night we got in our ninth game in the Gembloux Gap campaign after a couple of postponements. Two of my Finnish friends, Janne and Eero, showed up for the game. I am not sure how they do it at 0200h their time, but they tell me it is quite exciting to watch. 

Dice were rolled and the game started:

Germans (FM 8 (-1 on FM roll) (3 Schützen Regiment)
Schützen Platoon #3 (less 2 men)

Supports (12)
Fifth Columnist
Red Dice
MMG Team

French (FM 9) (110e Régiment d'Infanterie)
Infanterie Platoon #3

Supports (7)
Escouade de Fusiliers Motocycliste
Canon de 47mm ATG

As usual we played out the Patrol Phase on P-Y's ap. The smaller dots are the JOP's, while the numbered dots are the PM's at their final positions. The game was based on the Hasty Defence scenario from the the Blitzkrieg rulebook. P-Y was forced to deploy all his PM's in the #2 sector (NE), while I favoured mine in the south east edge. As you can see, I did well in the Patrol Phase with one of my JOP's just 15" from the northern edge. To win the game I have to exit one unit off the northern edge and control 2 of the 3 northern sectors.

The Action
My initial deployment, with a squad to the far north, any double phase will allow me to run the northern rifle team off the board ( I did forget that they could not run on their 1st move as they were in the cornfield). Also placed a SL and the Mortar team on the edge to supply initiative and support.
I placed my PzIII on the edge and then rapidly moved  to the north, I was less than 8" from controlling the northeast sector (and driving backwards as Eero pointed out). Oh for a double phase!
P-Y played his first move by deploying a squad in the woods but they were 3" from controlling the northwest sector. 
The French deploy a squad on the southern edge of the forest to tackle  the mortar team. They have some difficulty though deploying quickly because of the Pregame Barrage as well as my secret weapon......
.........the Fifth Columnist
A German Double Phase, now is the time to strike. The Germans add a squad to the MMG team on the hedge, they add a SL as well as advancing the team along the road to the north. The other SL orders the rifle team to move north with their JL. The Germans then start to pummel the French with the newly deployed infantry squad.........they take shock and their JL is killed. French morale is down to 5. Second throw of the dice.......................

..................the German infantry team exits the table..............
The PzIII occupies the Northeast sector.......
The MMG and the Mortars break the French squad, FM down to 3.
The French withdraw. Final position of all the troops...a German victory, onto the game 10 on Table 6.

Butcher's Bill

Germans (platoon 3)

Final FM 8
0 loses (1 man dead in next game)

CO +2
MO +2
Prickly (-1 FM)

French (platoon 3)

Final FM 3
3 men dead, 2 missing for next game

CO +2
MO -5 (-1FM)


So I suspect that it might be 3-4 weeks before our final game in this campaign, the terrain requirement for the last game in the campaign is quite significant as you can see below. I suspect the FDM printer might have to be brought back into action as well as having a need to make some more railway track.

1 comment:

  1. Looks like you made that an easy game for the Germans, Won in the patrol phase!