Game 4 Results
Game 4 Take the bally Hun radio station Chumley -Warner As the early morning mist cleared on the Limpo the Germans at Kweezy Hill wireless station reeled in shock as they were confronted by the might of the entire force of the Entente flotilla.
The hapless Leutenant Wankmuller tried to regain order in the camp but he realised that Sepp Blutter, the wireless operative was away from his station. He hurriedly dispatched Schuztruppen to find him and return him to the station to signal to Fort Bratwurst of the imminent approach of the Flotilla. Belatedly as shells from the flotilla fell amongst the defenders he gave orders for the dispositions of his two platoons and set about arranging his defences.
The Entente players started the game in uncharacteristic fashion actually discussing tactics- albeit in a disagreeing sort of way. This hitherto unseen approach did in the end pay dividends though it was helped by some rather stunning dice rolling.
The first turn saw the Entente deploy the KAR as a flank attack force and immediately land the Tirallieurs in support whilst the remaining British forces aboard Lucielle moved further up stream to provide a two fronted pincer attack ( I told you they’d been discussing tactics)! The Flotilla guns declined the initial long shots on to the radio mast and fired at the camp and log cabins but missed.
In their first turn the Germans had to get themselves organised as they started the game in their camp.
During turns 2 to 4 the Entente forces developed a two pronged probing attack without committing men to frontal assaults and using their support weapons to destroy the German HMGs and the supporting Schuztruppen platoon.
For their part the Germans had to split their two platoons up to meet the double assault meaning that the Seebattalion spent most of this time moving positions. The Schuztruppen put out a heavy rate of fire but at long range and with targets in cover it wasn’t easy to cause casualties
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Turn 5 saw the flotilla guns now switch target and with an 80% chance of a hit on the mast the Lucienne caused some damage. The mast needed two hits from light guns or one from a heavy gun to be destroyed. Wankmulleur had an engineer with him so could attempt to repair damage from a light gun on an Ld roll. At the same time the KAR emerged from cover and delivered a telling volley on the depleted Schuztruppen.
In their turn 5 Wankmuller moved with the engineer to try and repair the damage to the mast whilst the remaining Schuztruppen opened up at the now exposed KAR. In dice saves even I would have been proud of Steve managed to save 6 of 8 casualties on the KAR (that’s 6 scores of 6 out of eight dice rolled).
In their final turn the KAR & Tirallieurs wiped out the remaining Schuztruppen and as Wankmuller and the engineer tried to get the wireless mast operational for the fast approaching wireless operative to use a shell from the small gun on the LuLu struck the tower raining debris on the Leutenant.
With that the game was over, the Seebattalion managed to cause the now exposed Tirallieurs some casualties but it couldn’t affect the outcome of the game.
All in all another enjoyable game and with the Entente now having discovered the benefit of arguing over tactics the fate of Fort Bratwurst looks even more in doubt!
Check out the final game in the campaign Bratwurst is pickled
Thanks to Pete for the almost un-biased write up. And just to point out it was not an argument over tactics, it was a reasoned debate over the effectiveness of French naval gunnery!!
Full campaign can be found on the wigan wargames forum:
http://wigan-wargames.co.uk/wiganwargames/forum_topics.asp?FID=55