HQ - 2 Rifle teams
Rifle Platoon - 7 Rifle/MG, Lt Mortar, PIAT
Rifle Platoon - 7 Rifle/MG, Lt Mortar, PIAT
Rifle Platoon - 7 Rifle/MG, Lt Mortar, PIAT
AT Platoon - 1 Rifle team, 4 6pdr AT Guns
Scout Platoon - 3 Universal Carriers
Armoured Platoon - 3 Sherman V, 1 Sherman Firefly
Armoured Platoon - 3 Sherman V, 1 Sherman Firefly
Field Artillery Battery - 1 Observer, 2 Rifle teams, Staff team, 4 25pdr Field Guns
AOP
The list is 8 platoons (couldn't quite get to magical 9), with a little bit of everything (smoke, recon, AT) and looked, at least on paper, as if it should be able to hold it's own against most things.
Rick brought a list from the Panzers to the Meuse PDF list -
HQ - 2 Panzer IV J
Panzer Platoon - 4 Panzer IV J
Panzer Platoon - 4 Panzer IV J
Panzer Platoon - 4 Panzer IV J
Recon Platoon - 2 Puma
Recon Platoon - 2 Puma
This list is simple, quick and hard hitting. That is an awful lot of Veteran Armored hulls coming your way.
We rolled up the Pincer mission. This is one that I have somehow completely avoided in all my games so far.
I started with an Infantry platoon on each objective, the Artillery platoon and the AT guns in ambush. This was my big mistake. Having the tanks on the board to start with instead of the artillery, or maybe even one of the infantry platoons would have been much better.
Ricks tanks are all lined up here ready to go (the 2 Panzer IV/70's are his HQ PZ IV tanks).
Rick pushed forward as fast as he could and pushed as much as he could toward the objective with just an infantry platoon on it.
That is ok I said, I can pop the ambush of the AT guns and easily hold out till the reserves arrive on turn 3. However, I did not count on this happening....
That is 12 dice rolled to hit the tanks, needing 5's. 1 hit total, which resulted in a bail. Not good enough to stop the mass of armor coming their way. Next turn the tanks shot and then assaulted, working their way through an entire infantry platoon and the AT guns to take the objective. I never even made it to turn 3 for the reserves to show up.
Since that one finished so quickly, we decided to play again and rolled up Fighting Withdrawal. At least this time I would be starting with everything on the board.
My objective was placed behind a hill, a little off center towards the left and the other 2 were placed as far apart as possible.
I covered each one with an infantry platoon, deployed the 25 pdrs on my objective, one platoon of tanks hull down on a hill in each half of the board, sent the carriers forward to limit the recon move of the Pumas and held the 6pdrs in ambush.
Rick sent one tank platoon against the left objective (the bottom one in the picture) and loaded everything else up to rush the other side.
First turn, he bailed the Firefly then I popped the ambush on the hill with the tanks and started shooting back.
The first turn of shooting was bad for me, only bailing some Pumas and a Pz IV.
The return fire predictably hurt, but a combination of my good saves and Ricks bad firepower rolls kept me in the game and my shooting started to have an effect.
Eventually I was able to bring over the other platoon of tanks to mop up the main attack and force a company check which Rick duly failed.
Overall this was a much closer game and I think if Rick had concentrated on taking out the AT guns first, rather than splitting fire between them and the tanks then it might have ended differently. The rate of fire 3 on the AT guns makes them deadly to medium armor. Also, holding one platoon of tanks on the other flank basically hiding the whole time to keep my other tank platoon over there hurt him a lot. A platoon of Pumas could have done the job and allowed more guns to be brought to bear on the main attack.
Overall, I am still not quite sold on the Trained British infantry. Seems like it is too easy to lose a platoon and they are just not as reliable as the Veteran version in assaults. The search for a good 1420 Late War British list continues.......








