Nuts! Big Battles goes to Normandy

 

 

Couple of front notes:

  This is my 3rd or 4th game of Big Battles. I have found that in order for it to be truly a “Big Battle” you need to tweak a few things. I decided to import a few rules from the main game in order to ensure a “Big Battle.” If I want to run a skirmish with a role-playing aspect, I use the main rules and 28mm figs. If I want to run bigger battles with lots of figs without too much paperwork, I’ll play Big Battles with 15mm figures.

  Personally, I think the main game rules are better written and I found it necessary to import some rules from there to either clarify things or improve the experience. Whenever anything came up that I didn’t think was covered by the rules I incorporated rules from Nuts! This worked well and the game described below was as intense as it was fun.

The ones I imported are additional PEFs if doubles are rolled for initiative and the possibility of multiple PEFs in buildings. Finally, I modified the reinforcement schedule a bit to fit my available figures and ensure a “Big Battle.’ I will periodically make rules notes along the way, as some readers appreciate it.

 The scenario is loosely (VERY loosely) based on the 507/82nd Airborne’s advance towards Amfreville in the area from Timmes’ Orchard (where my dad was) and the village of Cauquigny.  The objective is to clear Cauquigny and the area just behind it, hoping to make contact with Col Millett (507th C.O.) who is missing.  They are opposed by various elements and attachments from the 91st Airlanding division.

The paratroopers will start at Timmes’ Orchard (Timmes was the CO of 2/507). They begin with a small Intelligence and Recon platoon who will scout the road towards Cauquigny. If they find it occupied, they are to withdraw to the orchard and report to LtC Timmes. Able (on the right of the road) and Baker (on the left) companies, are waiting for the report of the I&R platoon before moving. Both companies consist of three platoons with attached machine-guns, mortars and/or bazookas. Possible reinforcements are a reduced Charlie Company, a glider company (organized as above, but with an anti-tank gun) and a couple of Shermans.

 According to S-2 reports from the 507th, possible German forces include: Static Infantry platoons (these will appear only in buildings), grenadiers from the 91st division, fallschirmjagers from 6th Fsj regiment (They weren’t actually present at this locale, but were attached to the 91st so could have been; besides, I have the figures), tanks from the 100th Panzer Ausbildungs und Ersatz Abteilung and a platoon from 902nd StuG-Abteilung.

This is an attack scenario for the Americans; with the Germans in a defensive posture, this means that quite often even if they pass their initiative, the Germans will hold their positions rather than advance.

Abbreviations:

1/A, 1/B: 1st platoon/Able company, etc.

Bld#: Building number; used to keep them straight in the narrative

FTA: Fails to activate/move: Sometimes this means the troops in question are unable to move because of low Reputation, other times it means the “Non-Player Enemy” chart die roll result means they do not move.

IST: In Sight Test: A rules mechanic that determines who fires first upon meeting opponents for the first time.

P#: short for PEF (possible enemy force): a rules mechanic about whether an enemy force appears; a PEF may result in nothing. There are three PEF (P1, P2 & P3) placed on the table at start. Others may appear throughout the game.

 

Turn 1: American Initiative

Situation at start (apologies for poor photo quality)

 

LtC Timmes confering with I&R platoon


The I&R platoon moves down the road, but does not make contact

Germans: P1 & P3 FTA; P2 moves forward

Turn 2: German Initiative

All German PEF FTA

Americans: Lead I&R jeep is able to determine that the area around Bld2 is unoccupied. (They will have to look closer to see if the building itself is unoccupied). As the patrol moves forward, they spot P3 in the graveyard of the church; it is identified as a grenadier platoon (2/Gren) with a heavy machinegun.

German Grenadiers from 91st Airlanding Division

The troopers dismount from their jeeps and send them to the rear. The troopers fire first (won the IST) but do no damage. Return fire from the 2/Gren is deadly, as the troopers lose a squad and are disordered.


Rules note: The jeep rules were a little unclear to me. After a discussion on the Nuts! forum, I decided to just treat them as a regular infantry squad (for both shooting and being shot at) with faster movement. Had they been caught in their jeeps (I.e. had they lost IST and enemy fired first), I would have put them at a disadvantage.

Turn 3: German initiative

All German units FTA

Americans: Having made contact, the I&R platoon survivors withdraw to report to Cpt Rae. Hearing the gunfire, Cpt Rae (Able Co) and Cpt Creek (Baker Co) begin their advance.


Turn 4: A new PEF (P4) appears near the farm in sector 3; German initiative

P1, P2 & P4 FTA; 2/Gren hold their position in the graveyard

Americans: Able & Baker companies advance, but have no enemies in sight at present

Rules note: my table is a bit larger than specified in the rules at 6’x4’, so I allow my infantry to move at 1.5 speed until they get close to an enemy.

Turn 5: German Initiative

P1 moves up and takes up a position behind a hedgerow; P4 does the same; P2 FTA

Americans: Cpt Rae orders 1/A and 2/A to advance to the hedgerow opposite the church, where they spot 2/Gren. The IST goes to the Americans whose fire causes the Grenadiers to “Fall Back.” 3/A moves up to be in position to charge next turn.

2/B identifies a static infantry platoon in Bld1. Heavy fire from the troopers cause the Germans to break and flee the battlefield. 1/B & 3/B advance without incident.

Turn 6: German initiative and reinforcements

All German units FTA; 2nd company of Pz100 arrives, consisting of a PzIII, a Somua and three H39 Hotchkiss tanks.

Americans: 1/A & 2/A pour fire on 2/Gren causing them to break and flee the battlefield. 

3/A moves forward to get a closer look at the church. 

They identify the occupants as static infantry platoon and win the IST, but elect to move up and take cover behind a stone wall instead of firing.

Baker company does not move (Note: I use the same non-player movement for all friendly units besides Able Company)

Rules note on buildings: Here is where I borrowed the rules from the main game. In this game buildings are checked for PEF when you come within about 9” and then again when you enter. The idea being that initially you may be able to see occupants from a distance, but just because you can’t see anyone from a distance, doesn’t mean the building is unoccupied.

Turn 7: German Initiative

The church occupants fire at 3/A, disordering them. P2 & P4 FTA; 

No. 2 company from 100Pz moves slowly down the road
One PzIII and a motley collection of French vehicles from 1940

Americans: Effective fire from 1/A & 2/A causes the church occupants to break and flee; 3/A fails to rally

Baker company moves up to get a closer look at Bld1 & 2.

Turn 8: American Initiative

Cpt Rae redeploys 2/A off to the right while 1/A provides overwatch. 3/A again fails to rally.

2/B has moved up to a hedgerow while 1/B and 3/B move up close to the buildings

Baker Company clears buildings #1 & 2.

All German units hold their positions.

Turn 9: German Initiative; a new PEF (P5) arrives

All German units are content to remain in place

Americans: Cpt Rae joins 3/A and finally gets them to rally. 1/A & 2/A hold their positions

1/B enters the bld1 and finds another static infantry platoon, they fail to dislodge them and the troopers are left disordered.

2/B enters bld2 and also finds a static infantry platoon; their results are better however and the Germans break and flee.

Turn 10: American reinforcements and initiative



The Americans receive a glider company with an anti-tank gun.

The glider company as well as 3/A and 3/B FTA; 1/B fails to rally. 1/A and 2/A come on line

1/B fails to rally, 2/B and 3/B hold their positions.

Germans: P2 & P5 do not move. P4 finally advances into the hedgerow and is spotted by Cpt Rae (1/A & 3/A). P4 is identified as the remaining two platoons of the grenadier company (1/Gren and 3/Gren) The Germans win the IST and fire first, causing one casualty to 1/A and forcing 2/A to fall back; 1/A remains in good order.

Turn 11: German initiative

All German units FTA

Americans: 1/A fires its mortars at 1/Gren, they cause a casualty, but the Germans retain their good order.

3/A rallies. 2/A enters the church and finds yet another static infantry platoon. The troopers charge in, causing the Germans to break and flee.

1/B rallies; 2/B continues to provide overwatch from the hedgerow.

3/B fires ineffectively at Bld2; return fire causes 3/B to be disordered.

Cpt Collins (Gliders) leaves the ATG to watch the main road, while he advances with his company off to the right, following Able Companies footsteps.

Turn 12: American Initiative

1/A fires its mortars at 3/Gren, hoping to cause disorder so they can be charged by 3/A; the plan works as the mortars cause a casualty and force 3/Gren to fall back. 3/A then follows through with the charge, breaking 3/Gren. This also causes 1/Gren to become disordered. 3/A’s charge through the hedgerow brings them into the sight of P5, which is identified as a fallschirmjager (Fsj) company of three platoons plus support weapons. 3/A wisely ducks back into the hedgerow before they can be fired upon.

Fallschirmjager Company
Unfortunately for teh Germans, I forgot they had an ATG attached and never used it


2/A enters the church and finds it empty. However, from their vantage point they can identify that P2 is only rumors. They can hear the engines of the Panzer company, but cannot see them because of an intervening hedgerow.

1/B enters Bld2 again, this time forcing the occupants to break and flee.

3/B fails to rally; Glider company does not move

Germans: 1/Gren fails to rally; panzer and Fsj hold their positions

Turn 13: German Initiative

All German units FTA

Americans: 1/A fires its mortars on 1/Gren, causing a casualty and forcing them to Fall Back.

2/A Fires from the church, causing 1/Gren to break and flee.

3/A rallies; 1/B rallies, 3/B fails to rally; Glider company moves forward towards Able co.

Turn 14: American initiative

3/A, 3/B and gliders FTA; 2/A leaves the church and rejoins the company, 1/A moves to the right, closer to 3/A.

Germans: The Panzer company moves down the road and spots Baker Company. The lead tank (Somua) fires on Bld1 (3/B) without effect; the company commander (PzIII) fires at Bld2 (1/B), but misses.

Unequal struggle between Baker Company and #2 company, 100 Pz.

The Fsj company advances on where it knows Able Co. to be, but has no Line-of-Sight because of an intervening hedgerow.

Turn 15: American initiative



Americans FTA

Germans: Fsj company moves forward with all three platoons on line

The Panzer company advances and makes contact with Baker Company.

The Somua spots 2/B and opens up a devastating fire, causing a casualty and leaving them disordered.

The PzIII (company commander) and one of the H39s fire on Bld1, causing a casualty but the troopers carry on. The remaining two H39s fire on Bld2 without effect.

Turn 16: American Initiative

Americans FTA (note: rolling a D6 for initiative two turns in a row is bad)

Germans: The Somua continues to pour heavy fire on 2/B, causing them to break.

The PzIII and one H39 continue their fire on Bld1, causing it to collapse and 1/B to break

2/100Pz destroys two buildings and Baker Compnay with it

The remaining two H39 fire on Bld2, causing it to collapse and 3/B to break.

Baker company has been destroyed. Fsj company holds its position.

Turn 17:  German initiative

The Germans turn to FTA

Americans: 1/A mortars fire smoke at Pz100; this enables the glider ATG to move into range without being spotted.

Cpt Rae and 2/A moved off to the right and joined 3/A. 

Glider company advanced towards Able Company.

Turn 18: American initiative

Americans FTA – Germans hold their positions, as Pz100 waits for the smoke to clear.

Turn 19: New PEF (P6) in sector 3; American initiative

Cpt Rae holds his men in their positions waiting for the glidermen to catch up.

Turn 20: New PEF (P7) in sector 2; American initiative



Cpt Rae continues to wait for glidermen to catch up

Glider ATG takes a long range shot at PzIII and scores a knockout, with the exception of one of the H39s, the company carries on.

On the German turn, the Somua moves up and fires at the glider ATG, scoring a kill. H39 rallies and rejoins the company.

P6 links up with the Fsj company; P7 moves to fall in behind the tanks.

Turn 21: Another new PEF (P8) in sector 3; German initiative

Things are looking bleak for the Americans. The Germans now appearing to have the advantage of numbers, they convert to offensive actions. Cpt Rae briefly considers withdrawing, but decides to carry on just a bit longer.

Pz100 moves down the road and is spotted by 1/A, in cover behind a stone wall.  The bazooka team from 1/A fires an ineffective round at the lead tank (Somua); return fire is equally ineffective.

P6 & P8 do not move. P7 advances behind the tanks into the line of sight of 1/A, but it turns out to be nothing.

On the American turn, bazookamen from 1/A and 1/G both fire at the Somua, with the kill shot going to the glidermen; all three H39 “fall back”

Cpt Rae moves 2/A and 3/A into the hedgerow, triggering several things. First, P7 is determined to be only rumors. Second, a multiple IST is triggered between 2/A, 3A and the German Fsj company (3 platoons); the final result was only 2/A was allowed to fire. They caused one casualty to 1/Fsj, but they carry on.

Meanwhile 3/G moves off to the far right, aiming to get on the flank of 3/Fsj.

Turn 22: American Initiative

1/A bazooka team fires on an H39, scoring a hit but no kill; nonetheless all three H39 decide it is time to leave the battlefield.

2/A fires on 1/Fsj scoring a kill and causing them to break. 3/A fires on 2/Fsj causing disorder.

3/G follows up 2/A and 3/A’s pinning fire and enters the hedgerow, triggering an IST with 3/Fsj; the Germans win the IST and cause disorder to 3/G.

German Turn:

2/Fsj rallies; 3/Fsj continues to fire at 3/G but does no further harm. P8 does not move.

Turn 23: German initiative

Germans FTA

Americans: 1/A and 1/G form up and begin to move down the road. 3/G rallies

2/A and 3/A fire at 2/Fsj, causing them to break; that in turn causes 3/Fsj to become disordered.

2/G passes through Abel Company and charges the disordered 3/Fsj. German fire cannot stop the glidermen who charge home, breaking 3/Fsj.



Turn 24: German initiative

P8 (only German force still on the board) advances into the line of sight of the glidermen. Fortunately for the gliders, who are still disordered from their charge, P8 is only rumors.

The End


With the fighting over, LtC Timmes mounts his jeep and rides up to converse with Cpt Rae. Rae reports that according to several German prisoners, Col Millett was captured earlier in the day on the far side of Amfreville. With the destruction of Baker Company, and there no longer being a need to locate Col Millett, Timmes decides to consolidate in Cauquigny and postpone the attack on Amfreville for the time being.






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