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CHELTENHAM WARCHIEFS All Day Games
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FOW All Day Game - Normandy - D Day
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How
did it start? Months
ago when battlefront released the D-Day book a number of CWC FOW players were eager to play a mass invasion. After reading
through the stats and scenarios so I thought that needs to be done big, so after much discussion with
Andy, planning & building of terrain, getting the date book at the club for November 11th the game was on (at
this point nerves kick in, have I got it right? Will it work?) Setup Both sides had 15 minutes at the table before play began to make their final plans. The allied objectives were The Axis objective were Allied Turn 1 German Turn 1 Allied turn 2 German turn 2 Richard orders more artillery fire on the beaches, Mikes Hummels & Luke’s 105’s pound the allied troops
pinning them down. Scott fires off the first rocket battery destroying 2 Sherman’s. The assault on point du hoc is decisive
as Luke’s defenders sweep the commando’s from the crest with HMG fire Allied turn 3 More armour arrives on the left flank along with some Wasp’s for John who with Sedge unpin their infantry&
commandos. Kens armour breach exit 2 Sedge who like a good fight assaults trench hill with more commandos, after a couple
of rounds of fighting and motivation tests they take the trenches and the pillbox but with a bloody nose after. And artillery
and air support result in a destroyed a PAK 40 at the rear of the German lines. German turn 3 Scott’s grenadiers start to advance down the canal road towards the harbour and beach to support his infantry
defending the bridge, which are being pressed by American armour. James advances the Stug platoon towards exit 2 destroying
Kens lead Sherman the remaining fire from German positions causing minimal casualties on the allies Allied turn 4 German turn 4 Richard stoically orders his troops to hold their ground and sends 5 Panzer IV’s to support Scott on the right
flank who dug in with his infantry and faced off with the yank armour around exit 1. The Pak 40’s unpin and destroy
3 more of Ken’s Sherman’s. On the left flank more artillery lands amongst the British infantry on the beach but
with minimal casualties but keeping them pinned down on the beach again. Allied turn 5 This turn started with a BANG! With naval and off shore artillery batteries letting rip on German positions across
the board and ended as a damp squib by missing everything in sight (much German laughter) Ken’s tanks manage to bail
one Stug & destroy another. Then came the assaults by John & Sedge the Commando’s on the cliffs arrive &
attack the enemy from the rear, clearing the gun pits and blowing the bunker wide open point du hoc as finally his. John meanwhile
opens Exit 3 with his Churchill’s and infantry, the ensuing melee rolled back and forth with both sides passing motivation
tests to attack and counter attack each other several times till numbers began to tell and the German troops fell back. German turn 5 German reserves were held up by French resistance activity in the rear areas this turn (German positions still in good
shape behind the beach) the PanzerIV’s moved up over the canal bridge and the infantry consolidated their position on
the right. In the centre Scott’s mortars fail to range in but the Pak 40’s destroy 2 more Sherman’s. the
88’s get 2 hits on the Churchill’s but fail to damage them but more AT fore from other Pak40’s blow both
away. The Hummel’s take out 3 more Sherman’s over by the harbour with indirect fire! The PanzerIV’s kill
1 of the Stuarts as they had moved that turn. James dug in artillery on the left flank failed to range in but the mortars
landed squarely onto the British infantry and mortars killing 2 and pinning them again! Down on the beach. Allied turn 6 Another distraction ploy from Andy in the shape of paratroops landings in the both rear corners of the German lines
in the attempt to drain troops from the front line away. The Para drop was simulated by template sized cards. Richard as German
C-in-C was told by myself that they represented reports by reserve elements of landings and gunfire to his rear. The 3rd
wave of allied landing craft arrive with Grahams armoured rifle platoon plus some M10’s and more, the whole allied front
starts to move Past the beach front on the right John & sedges troops move down from trench hill to assault the Germans
in the building across the road, as the commando’s move forward between trench hill and point du hoc they stumble into
a minefield but suffer no casualties it turned out to be a dud minefield much to Richards disappointment German turn 6 Conclusion At this point I had to end the game as we had run out of time so would it be VC’s or Iron crosses awarded, looking
at the board the allies had secured their beach head objective and were building up troops in support but still had along
way to go to reach objectives 2+3 against what was a quite formidable German 2nd line of defence which was already
growing stronger, the decision was a minor victory to the Germans SO well done to Richard for such a good defence plan and
too Mike, Scott, Luke and James for carrying it out so well. To Andy commiserations so close a call, the pincer attack nearly worked Graham, Ken, John and Sedge well done you never
gave up despite some lousy dice rolls during the game My thanks to you all for making the game play out the way I had hoped for when I started to plan it and for your comments
on how good the table looked, a final word of thanks must got to Andy and Scott for compiling 2 CDs of 40’s music and
war speeches for background ambience. To Rachel for the photography which can be seen elsewhere (website or myspace) and keeping
the tea and biccies flowing. Lastly but by no means least, a massive thanks to Graham for running the game, creating all the
fabulous scenary and board (which incidently took months to complete such was the detail!) Good work Fella! |
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