Hey guys,
My brother in law and I have been having a few 1000pt games to help us get to grips with the
FoW rules. I thought I would share some photos from our last game.
He took command of a German Grenadier company consisting of:
1
HQ
2x 3 squad Grenadier Platoons with Pazerfausts
3x Panzer IV H
3x StuG
1x 88mm
AA Team
I had a British tank company with:
HQ with 3 Shermans + Firefly
2 Shermans + Firefly
2 Shermans + Firefly
2 Shermans + Firefly
1 Rifle Platoon with 3 squads.
2 objectives at each end of the table. Germans defending British attacking.
The forces square off against one another and have to wait whilst the British commander calls a truce with the German commander as Beer and Pizza are demolished.
Turn 1
We both had the same idea in moving the tanks up the table whilst the infantry held the objectives. I got the first turn, forgot about moving at the double so ended up just moving forward 8" and not being able to do a lot.
The germans turn saw the StuGs move up and knock out 2 shermans with ease as we both didn't know you add +1 to the armour roll when over half distance (this is how you learn I guess
lol).
The surviving sherman noticed that their tanks were clearly made of cheese decided to bail.
The 88 punched a hole right though another sherman from a different platoon
Turn 2
This is where I made a few tactical blunders.
The first being I tried to out shoot the 88's which did nothing. I really should have fired smoke at them to cover my advance.
The next sherman platoon made for the bridge and got some fire on the Panzer IV's
The rest of the British held back.
The Germans moved the StuGs so that they could fire on the bridge (we treated the Shermans as being concealed) and sadly they were blown apart.
At this point I noticed I needed to make more smoke markers
The 88's managed to finish off the remaining Shermans that fired at them and promptly ran out of targets.
Turn 3
Not wanting to move against the 88's the surviving Shermans decided to hug the buildings and try to hold the objectives in thought that I may be able to counter attack once the enemy has been repelled. I managed to knock out a StuG before waiting for the Germans to advance.
The Panzer IV's advanced swiftly, we had to make up some rules regarding pushing one of the Shermans out of the way as it was blocking the bridge, we decided to treat it as the if the Panzer was towing another tank (unsure if this is correct).
Turn 4
This would be the last turn of the game. My shouts bounced on the Panzer IV's and my riflemen managed to kill 2 bases of the Grenadiers who were moving up the table.
The Germans knocked out enough Shermans to force them to take a motivation check which they failed and the riflemen took quite a pounding and also decided it was time to leave.
So lessons learnt.
1) You can move at the double
2) You get +1 armour over half range
3) Don't try and shoot 88's with Shermans!
4) Use tanks more aggressively.
Had great fun though.....rematch on Sunday!