Mark and Stephen took my British at 1750 points, with effectively the same lists as before, but with two turns of preprogrammed artillery and a turn of smoke to assault my 1100 points of Germans who were in dugouts and gunpits.
I chose to defend the four hills near my baseline. I has three HMGs, three mortrs, two command teams and six infantry platoons, with two PAK36s teams.
(https://i.imgur.com/m7u82zo.jpeg)
PAK36s and mortars on the back hill, two infantry and an HMG on the front.
(https://i.imgur.com/ZgTcTJP.jpeg)
Infantry and Mortars in the left hill as a flank guard
(https://i.imgur.com/d94DEfn.jpeg)
British stalled, turn 1 they failed to even arrive, so it took them at least four turns to advance. Artillery had landed on the right-hand hill, and rear hill, but had failed to kill anything. My ambush was sprung out the thicket. British infantry developed an unfortunate habit of getting hit by mortars and HMGs as they advanced in the open.
(https://i.imgur.com/yYiLwVk.jpeg)
The British cleared the central hill with armour, but needed to get at least three infantry stands and a commander on the hill. My infantry was forced away surpressed and the HMG from the central hill was killed. Ot did not help I rolled a blunder of 3 - all stands retreat 1/2 move with both commands during turn 6 & 7 of the game, so my mortars had all left the table, really did not help.
(https://i.imgur.com/wrYkoEa.jpeg)
PAK36s had taken had out two A13s. Two platoons had made it back towards the hill, but trying to stop that many tanks... Unlikely!
(https://i.imgur.com/4VYkdv5.jpeg)
The British infantry failed to advance, but my infantry was surpressed and forced to retreat, so could not hold the hill. The three Crusaders coming up fast would make this even more difficult.
(https://i.imgur.com/94Ffvjv.jpeg)
So, a 0-0 loss to both sides. I failed to hold the hill, or break the British.
They had failed to reach the objective, or break me.
Overall, another good game. You do need to plan your forces carefully for the scenario though.
Lessons learned
Artillery timing needs to be carefully timed. The British had discussed which turns to bring on pre-registered attacks. They chose 2 & 3, whereas 4 and 6 would have suited them better, knowing Mark's command rolls,
With poorer command (CV8 for the British), they really needed extra transport to get infantry bases up to the obejective safely. Trucks would have got them there twice as quickly, but would have been an obvious target for mortars.
Advancing in the open is a no-no,especially when attacking. The smoke helped on the turn it arrived, but going straight down the throat was lethal.
If you get it wrong as the defender, you don't get to do much (turn 1-4 I was basically waiting for the British to get into range).
2lber Portees are basically useless with no AP scores (although Mark did note that if I had been sneaky and bought a panzer platoon it would have been useful).
A13s really need to get to point blank to get their extra MG shots.
PAK36s are very short range, having them on the back line was an error, but later guns would work well there.
Your 2lber Portees can still Suppress a 'Soft' target if they register a hit.
So not 100% useless :D :D :D
Another great game there Will 8) ! As you say, the Pak 35/36's need to be further forward, covered by the HMGs and Mortars, given their short range. Maybe some barbed wire and or mines too.
Thanks gents,
Did not spot the suppression rule. Nice one.
:-bd
Stop breathing on the lens, Will. ;)
But the 2pdr portee should have an AP factor. The no HE myth has arrisen due to the bulk of 2pdrs being on tanks, which didnt carry HE since their MG's were more effective. Also all gun crews were issued with a bren for local protection.