I had time for another game today, and I'd bought Britton Publishers' "Operation Jupiter" scenario book, which is right up my alley, and I highly recommend. So, this Batrep might look like my other ones, but it's straight out of the book and I used element-based activation (as opposed to individual activation), using Angel Barracks' "KR-16" rules (slightly modified). Here's the setup from the book:
I. 130 Brigade Attacks10 July 1944: On the extreme left of the tight Odon Bridgehead, 5/Dorsets shook out into their assault formations. Their FUP (forming up point) was in the valley, out of sight of the enemy, just to the south of the village of Fontaine Etoupefour. Here Nebelwerfers engaged all likely British positions in the valley below, inflicting the Dorset's first casualties of the day.
1. les Duanes Farm Complex
5/Dorsets are the leading troops of 130 Brigade's attack into the depths of the German defenses on the low ground to the east of Hill 112. Their first objective is a German salient centered on the les Duanes farm complex.
7 Company, 2/22 SS-Panzer Grenadier Regiment holds the stoutly built stone farm-buildings, which they have developed into the central feature of a forward strong point.
• 1x 4-man Platoon HQ of regular to veteran troop quality
• 3x 10-man Rifle Section of green to veteran troop quality
• 4x Churchill VII with 5-man crew of regular to professional troop quality
• 2x Fire Mission: 2-gun battery (25-pounder) with 85% availability
--I gave the Brits a Lt, Plt Sgt, rifle, and 2" mortar as the 4-man HQ group. The rifle sections were each split into a 5-man Bren Group and a 5-man Rifle Group. Instead of Churchills I used M-4 Shermans (I don't have any Churchills). Instead of the 25-pounder battery, I gave the Brits two fire missions from 2 3" mortars.
• 1x 6-man Platoon HQ of professional to veteran troop quality
• 1x 10-man Rifle Squad of regular to veteran troop quality (d4 panzerfaust 60)
• 2x Pak 40 ATG with 5-man crew of regular & professional troop quality
• 1x Tripod Mounted MG42 with 4-man crew of veteran troop quality
• 1x Fire Mission: 6-tube battery (Nebelwerfer-41) with 95% availability
--I gave the Germans a Lt, a Plt Sgt, a PzSchreck team, and two rifleman for the 6-man HQ, which essentially became the Lt and a five-man PzSchreck team headed by the Plt Sgt. The 10-man rifle squad was broken into two five-man sections, each with NCO, LMG team, one PzFst, and one rifleman. The tripod MG-42 had a two-man crew, an NCO, and a rifleman. Both Pak-40 ATGs have four crew and one NCO. I replaced the Nebelwerfer with one fire mission from two 80mm tubes.
The British have eight turns to capture the objective building of les Duanes Farm Complex. The Germans must prevent this.
Turn 1: 3RG (on far right) moves up at a rapid clip, as does 2RG, while German 2ATG goes on Overwatch. The Brit Lt moves up on right, and 1RG moves up on left, taking cover in the treeline. The Brit Plt Sgt moves up in the center, and T4 comes lumbering out, triggering 2ATG on Overwatch; it knocked out T4's main gun. T3 then pulled up and put a pin on 2ATG, before 1ATG fired and put 3 pins on T3. Then the German HMG opened up on 2RG, killing three and placing a pin. T2 moved up and busted 1ATG, killing its NCO (though this wasn't really a factor as the German Lt was right there). German 2nd Squad lit into 3RG on Brit far right, killing its NCO, with 3BG then cutting loose on 2Sq, killing their NCO and placing a pin (the Germans were to have some pretty spectacular command rolls, despite the pins and losing NCOs). 2BG cut loose on the German HMG upstairs, killing one and placing three pins, while the PzSchreck team knocked out T2. 1BG tried to return the favor, but failed to score a single hit on the PzSchr team (on 8 dice).
The Germans decided there was no time like the present to use their mortar barrage, splitting fire between 3BG and 2BG, getting one kill and one pin on the former, and one kill and three pins on the latter. T1 then moved up and hit 1ATG, getting one pin, while the German Lt tried to rally the German HMG team and failed. The Brit 3" mortars then went after the PzSch team (3 kills and 1 pin), and so the 2" decided to throw in some HE there as well, to no effect. Then the German 1st Squad, on the Brit far left, decided to move up and fire on 1RG, to no effect.
Turn 2: The Germans are up first, and 1ATG fires up T1, but fails to penetrate, placing a couple pins. The Brit Plt Sgt runs back to support T1, who then manages to activate, putting two more pins on 1ATG. Out comes another card, which is used to activate the two 3" mortars, which hits 2ATG (1 kill, their NCO), and the PzSchr team (1 kill, no one left but the Plt Sgt). Meanwhile, the Brit Lt falls back to support T3 and T4. T3 activated and put a 75mm round into 2ATGs house, putting two more pins, though somehow 2ATG managed to activate (needing a 6!), and knocked out T3.
Then 3BG fails its command roll and 2BG puts two kills and two pins on the German HMG team. 1BG helps out 1RG in the treeline but shooting up 1st Squad, getting two more pins, though 1RG fails its command roll! But then so does 1st Squad, so no harm no foul...
The 2" goes after the German Plt Sgt (sole survivor of the PzSchr team), no hits (I wanted to get him before he could move left and help all the German units over there with their 'pin' problems). 3RG, despite having lost its NCO, is still in relatively good shape, and so it moves forward against 2nd Squad on the Brit far right, but its fire scores 0 hits. 2nd Squad loads a fresh belt and mows down three of 3RG, and the remaining rifleman goes running back towards the Brit Lt. T4 activates, and uses its MG against 2ATG, killing one, while 2RG goes prone and puts a pin on the German Plt Sgt.
Things are looking up when the German HMG in the house fails its command roll, but then, miraculously, the German Lt is able to rally off their seven pins (needing to roll a 6, that's what he did).
Turn 3: T1 activates (with the help of the Lt), and lights up 1ATG, killing two (they have one gunner left) and putting another two pins on them, and the German Lt fails at unpinning them. T4 goes after 2ATG with its MG, but hits nothing, and the German Plt Sgt sprints left to help 2ATG out, allowing them to activate (incredible!), getting a couple more pins on T4.
The HMG in the house tears into 1RGs flank, killing one and placing one pin, while 1BG goes after 1Sq, getting a kill and a pin, and the 2" adds another pin (why won't they run?!). Somehow 2Sq, on Brit far right, manages to activate and go after 3BG, getting another pin on them.
The surviving 3RG rifle joins the Brit Lt, who rallies T1 while the Plt Sgt rallies T4, and the German 1ATG fails its command roll. 3BG failed its roll, and 2BG went after 2ATG, getting another pin (they're not running because the German Plt Sgt is there).
In the top treeline, 1RG passes and fires up 1Sq, getting a kill, and helping 1Sq fail its roll. Lastly, 2RG passed and fired at the HMG, but hit nothing...
Turn 4: T1 moves up and fires at the HMG in the house, to no effect. The German Lt, needing a 6, rallies 1ATG, which is almost impossible and really bad news, because the next thing I know T1 is up in flames. That wasn't fair...
T4 charges forward and shoots up 2nd Squad, getting a kill and two pins, while the Lt moves over to 3BG, who passes (despite a whole bunch of pins) and kills two and gets another pin on 2ATG (one gunner left), though the arrival of the German Plt Sgt keeps the remaining crewman from running. The Brit Plt Sgt moves to 2BG, but they fail their roll anyway...
1BG and the 2" fire on the German 1st Squad, killing one and getting another pin, though both 1RG and 1st Squad failed their rolls. Somehow 2ATG passes their roll, but T4 is too far left, and with only one crewman left, he can't get the gun turned. So he fires an HE round at 3BG, putting two more pins on them. The last couple guys from 2RG crawled forward toward the German house, hoping to get close enough to eventually lob some grenades in.
Turn 5: T4 activates first, pumping machine gun rounds into 2nd Squad's position, getting enough pins to force the machine gunner to abandon his gun and take to the hills. Then 1RG finally activates and lets 1st Squad have it, causing them to run for the hills too.
1BG went after the HMG, getting a kill (one man left), while the Plt Sgt rallied 2BG, who fired up 2ATG, causing him to depart the area.
The German Platoon Sergeant then ran to the house and found the Lieutenant. "Sir, there's a machine gun upstairs with one man, an ATG in the next room, also with one man, and then there's you and me. I think it's time to go, Boss."
3 KO tanks 2 abandoned Pak-40 ATGs
1 damaged tank N/A
10 WIA/KIA (not including tank crews) 22 WIA/KIA
It was a hell of a fight, and I'm kinda surprised I carried the day; it certainly looked dark for awhile. I continue to not be able to handle armor very effectively... I had a good time, and I've already been eyeing the next scenario in the book. We'll see what (when?) happens.