Action during the game |
Campaign map |
2 x tank troops, Reconnaisance company (1 x armoured car troop, 1 x armoured infantry platoon), and 1 armoured company (3 x armoured infantry platoons). |
1 infantry platoon, armoured infantry company (3 x infantry platoons) and 1 mortar section. |
Deployment |
Turn 1 - Panzer Grenadier units push forward quickly |
Turn 2 - The Guards start planning an orderly withdrawal. |
Turn 3 - The swiftly advancing Germans will make it difficult to withdrawal. |
Turn 4 - Time to make a hasty exit |
Turn 5 - The last Guards units leave the tabletop |
An interesting twist. The campaign seems to be producing interesting situations on the table top. How are you feeling about it so far?
ReplyDeleteI am really enjoying the campaign, even the one sided battles, as the campaign context adds a lot to the actions on the tabletop. This is particularly so for these smaller games.
DeleteOuch that stings! Where was the bl**dy RAF? All that armour moving out in the open should have given them a field day. Time for Monty to send a stiff letter to Tedder.
ReplyDeleteLoving it - it's nice to come back home from work on a Monday to treat like this; great for my morale if not for the Guards. I can't wait to see how they configure their defence to cope as they're looking a bit flanked now... :o(
Now that it as been determined there is a full scale assault underway. Orders have been issues and the RAF have been called, without this support the Guards are in real strife.
DeleteI am glad you are enjoying the posts.
Even elite troops can't do much against armour without some AT support! And it's hard to conduct a delaying action against a faster moving opponent! Has the British Commander miscalculated, or has he up his sleeve a Cunning Plan?
ReplyDeleteI'm enjoying the narrative so far!
Thanks. I am not aware of any cunning plan and may have to rely upon blind luck at this point in the campaign.
Delete