13 February 2024

Caesar's Camp: La Ferme de Caubert-Redux


Last Thursday myself and Graham got together for our 5th turn in our Caesar's Camp campaign. The Scots got driven back in the first attack on "La Ferme de Caubert" which was going to be the jump-off point for the final assault on the objective of the campaign and victory. This was going to be a tough one as the Germans already have 2 barbwires, 2 minefields and an entrenchment on the terrain and may add further fixed defences.  The Scots will be dicing their FM with a -2. We both went with the same platoons from our first go on this table. Both of us were essentially missing one team from our platoons.

 German Defenders-217th Infanterie Regiment (FM10)


2nd Wave Infantry Platoon #3
2 SL's
3 squads of 10 men, lead by a JL's, one squad with a MG08/15-missing 5 men

Supports 12
2 barbed wire
3 Entrenchments
Infantry Squad
MMG Team

Scottish Attackers-The Cameron Highlanders (FM8)

British EW Infantry Platoon (D Company)
2 Senior Leaders
2" Mortar Team
3 sections of 11 men, lead by Junior Leaders-missing 6 men

Supports 18
Vickers MMG
2" Mortar Team
Infantry Section
Char B1 bis
Hotchkiss H39

Scenario

This is the Attack and Defend scenario from the main rulebook.  The victory conditions were going to be difficult with the Scots having to capture 2 of the buildings in the German position or reduce their FM to 0. Clearly the latter was going to be easier and I should note that if I brought in AFV's they would be restricted to the road.

Game
A fairly equitable result in the Patrol Phase
I was able to get a JOP on the dirt road allowing me to deploy beyond the minefields. This gave me some better options in the line of my attack, which was now going to take place on my left flank.
My two tanks were stuck on the road but as you can see had LOS to the farm, thus limiting German deployment.
Lots of smoke as usual.
This was a weird game, I thought both of us played quite well. There were few double phases but both sides accumulated CoC pips rapidly. There were times in the game when we both had 3-4 fully cocked CoC dice each. This resulted in a situation that if one player made a move he was interrupted or an ambush appeared. I kept both a mortar team and a MMG team off the table to ambush until quite late in the game. Graham had kept a full section off the board that could be deployed entrenched if I left myself in the open. Fortunately I was so concerned that he had a Flame Thrower team that I was quite careful to not expose myself. After almost 3 hours Graham withdrew, his FM was 5 and mine was 6. I think it became obvious that as a defender a double phase was not going to be of an advantage but a double phase would be more useful to me especially in the setting of us both having expended all our CoC dice. Certainly the game was interesting but was a little slow. On to table 5.

The Butcher's Bill

Germans Platoon #3 (9 dead, 2 missing next game)
6 figures lost
CO -1
MO -5 (-1FM)
Outlook Content


The Camerons Platoon #1/D Company (3 dead, 0 missing next game)
0 figures lost
CO -1
MO-3 (-1FM)
Outlook Sad

More Training

We had another CoC training session after the campaign game as it was out club's game night at the Abyss. We had Dan again as well as David for his second game of CoC. We also had a new player Julian, who had his first game of CoC. We used the same terrain as above with the Canadiens attacking a farm held by a platoon of Italians. 
This was really quite a good game, we probably got almost 3 hours of play in, and for new players everyone caught on to the rules exceptionally quickly. In our training games I really focus on stressing tactics rather than mechanics and this seems to be working. I am hoping everyone enjoyed themselves.

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