This WW1 1918 war-game has German forces counter attacking British lines. A 6'x4' table is used longways to allow for some defence in depth. There are seven objectives worth different points, three first line objectives worth 1 point each, two second line objectives worth two points each and finally two third line objectives worth 3 points. The game uses WW1 house rules (link on the right) that are a variation of the OHW rules by Neil Thomas.
British defending force
|Table layout and objectives|
On the first half of the board defending first line objectives are 1 x heavy infantry, 2 x infantry and 1 x field howitzer.
On the second half of the board defending second and third line objectives are 1 x heavy infantry, 2 x infantry and 1 x field artillery.
Reserves are 1 x armoured car 2 hours away and 1 x heavy infantry and 2 x infantry all 3 hours away. A dice roll will determine their re-enforment arrival area (a 50/50 dice roll).
German attacking force
Wave 1 arriving at 6:00am - 1 x strumtruppen, 1 x AV7 tank, 1 x infantry and 2 x heavy infantry.
Wave 2 arriving 6:30am - 1 x armoured car, 1 x field howitzer, 1 x field artillery, 2 x heavy infantry and 1 x infantry.
Wave 3 arriving 7:00am -1 x infantry, 2 x heavy infantry, 1 x engineers with pontoon bridge, 1 x field howitzer and 1 x field artillery.
The Germans have 6 zero hour barrages and 2 box barrages to delay reserve arrival. The box barrages can be all be used on either reserve entry point or split between them.
Pre dawn is prior to 6:30am with 12" visibility and 24" visibility until dawn at 7:30am. Aircraft can appear after 8:30am when normal aircraft rules apply.
|Table set up with British units in place|
- The Germans used their zero hour barrages to attack each of the objectives containing British units, and split the 2 box barrage between each reenforcement point causing a 30min delay for any British re-enforcements. The German attack plan is to advance along their left flank and the centre road, then move on the centre town and bridge. The British called up their re-enforcements which after a dice roll are due to arrive on the flank road.
|Wave 1 advancing as wave 2 arrive|
- Wave 1 continues its advance on the left flank town and wave 2 arrives on the road. Minimal casualties so far due to the limited dawn visibility. Although wave 1 was soon under fire from the occupants of the town.
- Waves 1 and 2 continue to advance slowly on the town and entrenched positions (due to some high average dice rolls on the game clock) so the German wave 3 arrives and its all looking very congested.
- German attacks with artillery support clear the entrenchment positioned on the road and town. Their armoured car moves through a gap in the wire and looks menacing, causing the British howitzer to up sticks and retire towards the centre town area.
|German advance moves on the first two objectives|
- Remaining British units retire to the area around the centre town as German units continue to advance.
- The first of British re-enforcements arrive, an armoured car which quickly breaks down. The Germans also had no luck with their armoured car either which is destroyed.
- The remaining British re-enforcements arrive and move along the road towards the centre town. The British armoured car engages advancing German units which are taking hits, sufficient to lose a forward infantry unit. Meanwhile, German aircraft strafe British defenders with little impact.
|British defence consolidates around the centre town and nearby woods|
- German attacks eliminate British resistance on the hill opening up their right flank to advance on the bridge and centre town. British defence consolidates around the centre town and woods on either side of the town.
- The German advance is slowing with the help of British aircraft which attack an advancing strumtruppen unit which had been making rapid progress towards the bridge.
- Germans advance on centre town and the surrounding woods eliminating a British unit. However, the defenders are starting to take their toll on the advancing Germans who are hampered by a lack of available artillery which has not kept up with the advance.
|German assault around centre town|
- The British armoured car is destroyed as German units intensify their attacks on the town while moving up their artillery for a final assault. British reserve units help bolster the centre town defence as they lose units.
- The German tank advances on British artillery positions which are being very effective at causing losses on the assaulting German units.
- British defenders destroy the German tank and repulse assaulting units with rolling successive 6's with the dice (four 6's in all!). On the left flank Germans engineers successfully deploy a pontoon bridge and advance across.
- The German assaults are now faltering with most of their infantry units sustaining more than 12 hits which cause them to retire when further hits are taken.
|Final positions with British hanging on to the centre town|
- Germans successfully occupy the left flank town having crossed the river via the pontoon bridge. So while their artillery arrive, all bar one of their infantry has sustained 12 or more hits so any further advances will be impossible.
After adding up points for the objectives occupied, the Germans have 8 points of a total 13 points available. A German minor victory, 1 point away from a major victory.
I will be making a couple of updates to the rules to clean them up, but no actual rule changes per se.