I've gotten a lot of painting, basing, and other stuff done this week for my Cuba Libre project, and I can't wait to start the invasion, but, alas, it's just not ready. I'm still waiting on some goodies in the mail. I also sprung for some Paper Terrain as all my current stuff is really only good for bombed out stuff. I do have another idea that I might try as well. In any case, Cuba Libre is not ready for the table and I was jonesing for a game, so I went back into Britton Publishers' "Operation Jupiter" book for another scenario.
The first scenario, Les Duanes Farm Complex, was a good one and is already up on the blog, but I wasn't that fond of the second scenario. One of the cool things about solo-gaming is that you get to do whatever you want to do, so flipped around and settled on scenario 7. From the book:
II. Eterville: Ejected from their defensive positions around the Château, German infantry from 2/22 SS-Panzer Grenadiers withdrew towards the relative safety of their 1st Battalion in Eterville. While C-Company 5/Dorsets was still securing Château de Fontaine, at 0620 hours 4/Dorsets started to advance on Eterville.
7. Château de Eterville: Once in the village, the 4/Dorsets' plan is for the leading companies (A and B) to fight through Eterville quickly and reach their objective, the main road at the southern edge of the village. Detailed clearance is the task of the reserve companies, and these are to be followed at 0800 hours by 9/Cameronians who are to relieve 4/Dorsets and take over defense of the village.
Setting: Attacking on a two-company frontage, 4/Dorsets find that after breaking into the village A and B Companies start to diverge left and right, as the two rifle companies are drawn towards enemy strong points.
T1 moves up to the wall at far left, and fires one over the PzIV out into the French countryside, nothing but net. T4 moves up, but the Panther decides not to act, so T4 lights up FG2, getting a kill and a couple pins. Lastly, T2 (the one with the crew figure sticking out) moves up and trades fire with the Panther; T2 is damaged (half-move for rest of game), while the 75mm shell bounces off of the Panther's front armor, causing a pin.
The Germans are hanging on by a thread. They've had heavy casualties, a tank knocked out, their Panther neutered, but most importantly, every single leader (Plt Ldr, Plt Sgt, and both squad NCOs) is dead, which means they are not going to be able to rally off pins anywhere fast enough to keep their remaining guys in action, as well as the fact the numerous pins will keep their guys from activating and, with enough of them, will have their guys running for the hills.
The straw the broke the camel's back. On the Brit left, the PIAT team hops the wall and smokes the Panther. The few remaining Germans have had it; weapons get dropped and arms go up...
Again, I tallied up the casualties:
Type: Brit German
KO Tank 2 2
Damaged Tank 1 0
KIA/WIA* 7 9
Captured* 0 6
*Does not include tank crews as I don't track them.
Well, hope you enjoyed it. I had a great time, and feel pretty fortunate regarding taking the objective with relatively light casualties. Knocking out the Panther's gun and knocking off all the German leadership made things a lot easier than it probably should have been. I'm really itching to do some campaign stuff; I love the idea of the fights feeding into each other, as opposed to just this one-off stuff. It's fun, but I like the fights to have meaning in an overall story line.