To add more stress to the garrison commander, on each move a heavy artillery shell will hit the harbour town. It will be random, dice determining the location. Only the German commander can terminate the shelling.
MOVE ONE the Germans advanced. A warehouse on the harbour was hit by a shell, and caught alight. MOVE TWO the Germans advanced, an empty building was hit, Most weapons are still out of range. MOVE THREE the Germans advanced, the tank fired at a blocked road, but it falls short. A shell detonated in the harbour.
MOVE FOUR the Germans advanced, the tank fired again and hit the barricade, taking out a HMG operator. A mortar also came into range of another redoubt but the shell over shot and blew up a civilian car. The Dutch gun opened up on the German tank and scored a hit, one of the tank crew (points) is lost. The Dutch mortar overshot the tank but hits the communications unit. A German shell hit the dock and destroyed a rowing boat. MOVE FIVE two mortar hits on the Dutch artillery was a disaster, but the last crew member stood fast. The German tank shot fell short, while Dutch gun and mortar fire had no effect. A German shell hit an empty warehouse. But Dutch small arms from several houses were peculiarly accurate, two six's. Also, the Police/Volunteer company now reinforced the artillery redoubt, they declined to man the gun, but they are still very welcome. MOVE SIX Oh dear, a German artillery shell hits the gun redoubt, a volunteer is lost. Otherwise, the losses are not heavy. (Photos follow.)
And here is the so-far dormant gunboat, would have been better to have landed the gun crew!
MOVE SEVEN saw the German tank crush the barricade and HMG, but the German infantry were stopped in their tracks, with heavy casualties. The Dutch commander had also made his way to the docks and given word for the gunboat crew to disembark. MOVE EIGHT saw the two Pak38 silenced the Dutch armour, while the mortars silenced the Dutch gun. At this point I judged the situation for the Dutch no longer viable. Future moves would see the Germans being able to inflict, while largely immune. Losses were actually equal at twelve each. The Dutch commander and gunboat escaped to Britain.
A splendid town and display
ReplyDeleteThanks Q, it did provide a nice backdrop to the game, lots of interesting places to evaluate in any plans.
DeleteMichael
Strange I've never considered gaming with 54mm WW2 figures !? - and there's lots of them out there !
ReplyDeleteHi Tony, three reasons made my decision. I had some of these figures in my childhood. They aren't too expensive. And 'the '54mm or Fight' blog is often staging WW2 skirmish games in this scale. Thought I would have a go.
DeleteMichael
Another excellent battle Michael! Clearly showing off the versatility of your terrain set-up! It all looks great and provided a very exciting game!
ReplyDeleteBrad, for the record, my first WW2 game did not work, my house rules wanted me to form them up into battalions. Somewhat disillusioned, went back to Featherstone WW2 rules. Just added my morale, and movement/target systems, all better suited for the small table. Glad I did, it was fun! I have also allowed sight of fire to play a much more important role in this period.
DeleteMichael
Absolutely beautiful table and figures, Michael. I hope we'll see more WWII games on your table!
ReplyDeleteWell, John, you must take some responsibility for my drift into WW2. The main features to this Featherstone linked game was sight of fire, I'm much more generous in my other period rules. But always keeping in mind any set of rules must not exceed two pages of A4, no desire to become an accountant.
DeleteMichael
Wonderful stuff! Loving the Dutch troops and the explosions.
ReplyDeleteCheers Tim, most of the Dutch are strange Chinese-made WW2 Germans. With their odd helmets and standing collars, thought they looked more like Dutch. They cost £3 for twenty on a market stall.
DeleteMichael