Ok, now that I’ve done the dramatic bit I’d better describe
the event, which should prove tricky as I only attended for 2 hours (family
commitments!). However I have been able to pull together the views of both TO’s,
Geraint and Chris to give you all a flavour of the event. Unfortunately it
turns out that you’re supposed to charge your camera before taking pictures so
I apologise for the very poor camera phone images.
Anyway, on to the action.
Round 1: The Allies assaulted 3 beaches (doubles games) in
an attempt to create a beachhead and link up with the air dropped troops who
were furiously trying to capture Pegasus
Bridge and a section of
trenches just behind the lines. The Germans held one beach, fighting the
assaulting allies to a bloody standstill. However in a reversal of history it
would seem the CiC of the Axis forces rightly understood the value of Pegasus
Bridge, assigning an elite unit to protect from any airborne assault and thus
the British Para’s were unable to dislodge them.
The beachhead |
The Stuka Zu Fuss burns after demolishing the assaulting allies! |
The Commando's objective, the trenchline beyond the beach |
And off they go to capture the bunker - tense stuff |
Pegasus Bridge. That river looks choppy! |
Result - The beachhead is made and an inland territory captured.
Round 2: With the allies unable to capture Pegasus bridge
and only capturing two of the three beaches the options for the Allied CiC were
limited. However they were able to take the initiative and thus the next games
were played in countryside heavy with Bocage. However the Axis forces conducted
an excellent defence and the Allies were unable to capitalise on their gains in
the first round.
Beyond the beaches - the Normandy countryside turns out to be a tough nut to crack! |
The Commando's attempt to capture a Norman hotel! |
But what's this, the Germans sneak round the corner! |
The 4Ground Hotel Complex is rather nice isn't it |
I wouldn't want to march across that field without cover. But where else would a glider land! |
And the fight in the bocage continues |
Result - The Allies failed to expand the beachhead however
they held their ground.
Round 3: With the Allies unable to push through the Axis
forces in round 2 the Germans were able to make a counter-push. We swiftly
discovered that Germans on the attack are not as strong as Germans on the
defence as they attempted to bar the way to Paris and came a cropper. The Allies won a
series of victories and as a result the Germans lost a whole handful of
territories, opening the route to Paris
for the Allies if they could win the initiative for the final round.
Under cover of darkness the Brits conduct a stealthy assault |
And the Germans use those magical things called ears to hear them approach (how stealthy is a Jeep full of troops?) |
Armoured car controls one of the roads to Paris. |
"ere Sarge, do ya reckon I can hit that squirrel"? "t'aint a squirrel lad, thats Lieutenant Hughes" |
GI's advance through burned out villages |
Round 4: Things were now balanced on a knife edge. If the Allied
General Rob could win the roll-off for initiative he would be able to assault Paris and potentially win
the day. Axis General Tim, however, had been able to roll sixes for
fun all day, so couldn’t possibly lose this one. Tim’s lucky pink
dice was removed, the collective breaths of the room were held, and Rob won the
roll-off, allowing the Allies to direct all their forces to attack Paris .
The outskirts of Paris. Who wants to peer round the corner first? |
And finally the Panzers arrive. This was the only vaguely heavy tank of the day. |
Results from the last game, though, were exactly even. Both
sides won four victories, meaning that again Rob and Chris would have to roll
off to decide which of the two sides would lose their nerve and withdraw from
the city. Again Tim’s lucky pink dice was removed and again Rob won the
roll-off, granting the Allies victory. Cue victory parades, pretty French girls
kissing the winners, and Tim returning to Berlin to face Hitler’s wrath.
All-in-all it was a really fun day. The games were
played in a great spirit, the tables - thanks to the people who brought scenery
- looked fantastic, and the armies were painted to a really high
standard. Things didn't work quite as set out in the event pack - Geraint
had to adapt on the fly to keep things moving (sort of a GM role) and learnt
quite a lot from doing so.
Honourable mention goes to Warlord games for the collection
of prizes, Rich for the donation of a lovely scratch built landing craft as a
prize and finally Geraint’s family for the pie and peas, the staple of any
wargamers diet!
Note: investigations are ongoing as to the make up of Tim’s
dice which rolled a disproportionate number of 6’s, mainly whenever his Stuka
Zu Fuss opened fire!
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