So after my successful experiment with PBI combat with a Piquetesque sequence deck I decided to roll up a FFL company and try out a company attack to see how everything worked. I kept the 1st platoon from the ambush from the previous post and rolled up the rest of the company per Platoon Forward.
We have:
Capt Doucet the CO. Obnoxiously brilliant. Comes from wealth.
SNCO Adj Fontaine Average ldr. Belgian businessman who embezzled money.
1st Platoon Lt Carville Also Brilliant. Haughty so not popular at base but respected for his leadership during a battle. Joined the army then legion to tick off his liberal parents.
1st Sq Sgt Anderson US
2nd Sq Sgt Dietz Ger
3rd sq Sgt Loc Viet good leader
2nd Platoon Lt Germain Avg leader
3rd sq Sgt Hocher German who father's was in the legion. Avg leader
3rd Platoon Lt Dupont. Avg Leader
3rd sq Sgt Adames English orphan avg leader but squad is veteran.
Rather than roll up a mission I chose "Hammer Dawn" from Grunts Forward. It is a surprise attack on a VM compound.
Capt Doucet briefed his platoon leaders, "Intelligence thinks they have finally found something. A HQ is based in this small hamlet here.
Small HamletThe three blue markers are where intel thinks the HQ comms/paperwork is located. Tomorrow at dawn we are going to move in and capture as much as we can to disrupt these b*s*t*rds. Speed is important.
We have got two medium tanks and one light tank as well. Dupont, wake up! You will take your platoon down the road from the north and search the two northern sites. Don't stop!
Germain, you will come up from the south and drive into the village and search it. Don't stop! Carville, you will be in reserve since you had a brush up on the road several days ago. You will be with me southwest with the mortars to provide support.
Questions? Don't stop!
French forces
Battlefield with the enemy markers laid down per GF. Even for company actions each represents a potential squad/ heavy weapon.
From the north. Lt Dupont starts to move. 1st squad up front. [4 stand squad secondary to size of legion squads. see discussion previous post.] We roll for opfor...
Not good!And a Chinese bazooka up the road!
1st squad quickly becomes pinned down. Meanwhile down south with Lt Germain...
no infantry but a recoiless rifle in the jungle which misses! Now we can start our sequence deck.
Your kidding! First roll is tied even. That means unexpected event. This could be bad...
It is!Now all that flat area down southwest that didn't have any VM? Suddenly a hidden bunker opens up on Lt Germain. Both attacks stalling first turn.
Lt Dupont takes stock of the situation and gets going. He orders 2nd squad to the right to flank the VM. He orders Sgt Adames to go down the left side of the road to clear it and get to the village and report back. Adames will be unsupported but he needs legionaries in the village and 3rd squad is his best.2nd squad quickly takes the VM position with no casualties! Meanwhile down south...
Lt Germain is pinned down. The VM have moved a squad into the jungle to further flank the column. Sgt Hocher moves the lead squad forward into the rice paddies. He leaves the MMG to fire at the bunker. The tank is slow to respond. Capt Doucet may be obnoxious but doesn't want to see a rout. He moves to the back of the column and orders 1st squad into the jungle to clear it.
1st squad is ejected with heavy casualties. Lt Germain rallies and remembers "Dont stop". He has the tank suppress the bunker and moves forward to the patties.
Up north 3rd platoon is rolling. Sgt Adames has cleared his side of the road. 2nd squad is ready to search the first area. Capt. Doucet isn't aware as Dupont doesn't have a radio.
As second squad starts to search they disturb a hornets nest! [ 2 squads of VM plus an officer.]
Since Sgt Hocher can see the village from the rice paddies I roll up the other two sites. The larger building on the north end has a squad plus HMG. The smaller building contains a Battalion HQ.
A closer look at HQ. Note the 3 porters on the left. Per the scenario guidelines the french now have 3 turns to capture this site before all the comms/documents/cadre have been evacuated.
Now Capt Doucet has a dilemma. Lt Dupont has sent word that the HQ is not in the jungle. He can extricate 1 maybe 2 squads to move on the village. Lt Germain has two squads across from the village but they are beat up. They will have to cross open ground. He does have a sherman but the RCL is still around. He can fire smoke but the VM will continue to run. Time to bring in Lt Carville!
He orders Lt Carville to go through the jungle south and enter the village.
1st platoon on the move!
From the north 1st and 3rd squad try to enter the village. 3rd squad is pinned down by a sniper. [ The main building has been demolished by the southern sherman.]At the end of the turn the first porter leaves. 1st Platoon is moving through the jungle. [ a change to PBI each hex costs 2 to enter for white star forces] 2nd platoon is pinned down in the rice patties. Mortars can't seem to find the range of the HMG.
As time ticks by 3rd platoon makes inroads into the village. 3rd squad still pinned down by a sniper. Lt Dupont comes over to help.
The VM reposition the RCL as the sherman refuses to come up into view. 1st platoon battles into the high grass near the village. Lt Germain manages to advance with 1 squad across the open ground. Sgt Hocher can't get his men up against the HMG.
The second porter manages to leave the HQ...
At the north end of town 1st platoon still fighting their way into the village.
At the south end Lt Carville moves adjacent to the HQ on his own card. The french movement phase is still in the deck as are both sides fire phase. But the next card up is french melee... It's now or never!Lt Carville sees the HQ and equipment being loaded on bikes. He orders Sgt Dietz' squad to charge!
[ it is an even match- 1 french squad vrs 1 VM squad plus an officer each.]
The french take fire as they enter the village and 3 french go down! [ PBI has very good "final fire" rules for assaults. You really want the enemy pinned before you charge. We didn't have time here. Two bases were wiped out but I used my Tactical initiative card to restore one base. Carville/Dietz were able to use cover effectively entering the village. Now the battle swirls around as the french are outnumbered. It ended up 16 dice vrs 12 dice for the VM. Close combat is very deadly in PBI.
As Sgt Anderson huffs into the village to help Lt Carville all the shooting dies down...
The dead, dying and wounded lay all over the HQ complex. Lt Carville is surrounded by VM bodies but is alive and tells Anderson to report to Capt Doucet that the HQ complex is secure.Wow! What an ending to the battle. An exciting win for my french.
Obviously Lt Carville lived but Sgt Dietz wasn't so fortunate. 2 VM officers were present still but only one was captured.
Post battle a great deal happened per PF/GF. First, thanks to Brian Weathersby, medals were added to our campaign system through Grunts Forward. If anyone deserved a medal it would be Lt Carville. Capt Doucet put him in for a Croix de Guerre with a silver palm. He was awarded the medal but it was downgraded to a bronze palm. Still quite an honor.
Second, Capt Doucet is pulled up to battalion. Lt Carville is put in charge of the company after he recovers. Adjutant Fontaine is placed in charge of 1st platoon.
Third, Sgt Hocher's squad drops to poor. [ He is the one that couldn't get them moving off the patty in the face of the HMG.] I don't think the legion would promote someone who would be a poor combat leader but for some reason the men aren't responding to him. Will be something Germain will need to keep an eye on.
Fourth, Sgt Adames makes his leadership roll and become a great leader. [ One who took his veteran squad and cleared the road north to the village for Lt Dupont.]
This battle and my mixed system was a lot of fun. It did take a lot longer to play with a company on the board. There were really two games going on; one north and one south but I was having so much fun I didn't notice the time. Each turn took close to 30 minutes and there were 5 turns in the game.
For those of you that want to try this the system generated:
2 platoons + 1 squad of VM with 2 average officers.
1 RCL, 2 Bazookas, 1 Lt Mortar, 1 HMG
1 bunker with LMG
Enjoy
Joe