For this game I used modified WW2 rules from Neil Thomas's 'Introduction to Wargaming' some of my own ideas and bits from Mark Pipers adaptations for Rapid Fire.
The British mass for the assault, they would not know the extent of the damage to the German wire until they got to it. They had support of a Whippet tank, off table artillery and in table mortar and heavy machine guns.
The Germans had taken cover from the British bombardment in their dugouts and the crypt of the church.
The German off table artillery support had been nullified by British counter battery fire do had to rely on their trench mortar and heavy machine guns for support.
Their ammunition must have been of variable quality as they did not cause much of a problem to the British infantry advance, they did however stop the Whippet in its tracks.
Bolstered by their artillery, mortar and heavy machine gun fire the British advance continued undaunted.
Aided by a gap in wire created by the bombardment in the centre and a gap by the Whippet on the left.
The German spotters were subsequently rendered hors de combat and the mortar had to rely on runners to direct their fire further nullifying their effect in the advancing British.
The granatenwerfer provided some extra support but not enough to stem the British advance. Two German companies were eliminated, despite the casualties the British had three times as many men to mop up the remaining German company. The battalion commander ordered a withdrawal,
the British advance continues.
The rules worked pretty well we thought, the game unfolded pretty much the same as the previous game using Bolt Action. I will probably stick with Bolt Action for future games until the release of Dave Stone's 'Zero Hour' later this year.
Until next time.......
TTFN & KBO