As per the forces in the previous post we got the table set up and all the toys lined up. Chris deployed his initial forces on the table. The infantry section split into two elements, the PAK 38 further back covering the fields that the village backed on to. The Panzerschreck team was placed well forward to take on any armour foolish enough to try the road.
Evan and Brian’s advance started with push on their right flank with armour and the Universal Carriers, with 2 sections of infantry taking the center and the Platoon HQ taking the left flank supported by on of the Shermans.
The PAK 38 and a Sherman were the first to face of against each other, the PAK 38 crew coming off very badly from a mixture of HE and bow MG fire.
From this point on the game really went the British player’s way. Great use of fire and movement as well as tank infantry cooperation meant that Evan and Brian methodically (I could go as far as to say textbook) rolled up the village. On turn three the German reinforcements arrived on mass and advanced on to the board.
However the activation dice didn’t favour the Germans from this point onwards. The armour stood still whilst the Brits continued to take ground.
Both the Hanomags and the Panzerschreck team got badly shot up as they tried to halt the British.
Finally the German tanks got their act together and started to move.
At this point I have to confess we all missed a vital rule that would have altered the game. The tanks as they didn’t come to a halt should have continued straight forward when they didn’t activate. This would have brought them into action much earlier though quite probably not in the optimal position. In future games we have decided to make any armour that enters the board as a reinforcement such as this to have to follow a preplanned route, as sketched on a rough map.
Initially the Panzer IVs made a good start; one 75mm armed Sherman fell to a well placed Armour Piercing shell, while the second 75mm Sherman was forced to seek cover. However when it came to taking on the 17pdr armed Firefly it was a different matter. A Panzer IV moved into its line of fire, won the insight but missed. It would pay for this as a AP shell came winging back as a means of a reply. The shell ripped through the drivers position killing him instantly, it then mangled the gunner’s legs killing him too, fortunately for the rest of the crew the round had over penetrated and it promptly exited the back of the tank without exploding. (I love how the rules and the dice conspire to make the little narrative vingettes).
A second Panzer IV stepped up to take on the Firefly and got completely destroyed for its trouble.
At this point we decided to call the game and award victory to the British. Their tactics and cooperation had been superb and the German tanks arrived too late to really affect the battle. Everyone seemed to enjoy the game though we all agreed that it was at the upper limit of what we would be comfortable playing with in a game of NUTS!, even though we were just making one roll for insight tests using that particular group’s leader REP to speed things up. Also being limited to a 6 foot by 4 foot board also puts it’s own limits on available fighting space.