"The Fields Of Normandy" 15mm Battle Report: Secure The Woods
This game was played using "The Fields Of Normandy" rule-set sold on "Amazon" using some of the figures from my 15mm "Flames Of War" collection, and took place on a small layout made up of Hexon II terrain boards by "Kallistra" - which I both painted and flocked many moons ago. In addition, I used some now seemingly out of production (OOP) autumn pine trees by "Battlefront Miniatures" to help bring the mission more to life, rather than simply use a paper map as per the paperback book.
“The story so far… It is 1944 and as part of Operation Epsom the Sixth Royal Scots Fusiliers have been ordered to seize the German-occupied city of Caen. Facing the deadly task of advancing against an almost invisible enemy consisting of hidden machine-guns, the infantry regiment have asked the Special Air Service (SAS) to secure some nearby woodland from which they hope to launch their attack..."
The British consist of two SAS squads both armed with rifles and grenades. They will enter the woodland together at its most southern point. An unknown German unit lurks amongst the trees. But cannot be identified, nor it's line of sight established, until it has been "revealed" by the British. The scenario has just four turns, with the SAS needing to both reveal and clear the German unit before time runs out.
Sergeant Bulldog Bennett of Alpha Squad took the initiative and rolled a 4 & 5 on the British Orders Chart - leading the grizzled veteran to simply Advance into the woods to the North-East of his current position. Bravo Squad subsequently rolled a 2 & 4, which gave them the opportunity to Advance and/or Scout. The special forces decided to Scout North and, having rolled a 6 on the Enemy Unit Reveal Table, quickly established their opposition was none other than a German Light Machine Gun team.
This was the better of the options, as the alternative was a Heavy Machine Gun post. In addition, the Panzergrenadiers were pointing their weapon to the South-West, meaning that Sergeant Bennett's squad could approach their position without entering the formidable weapon's line of fire. Unaware that they had been detected, the Germans were unable to do anything at this time.
With their target now sighted Bulldog was somewhat delighted to roll a double 3 on the British Orders Chart. It meant Alpha Squad could Advance within range of the Light Machine Gun team's flank and subsequently seek Cover (giving them a +1 to be hit). Bravo Squad also rolled well, with a 3 & 6 allowing them to Advance and Fire upon the enemy. This they did, but they then disastrously failed to hit the Germans, and ended their turn out in the open.
Due to their superior firepower, the Panzergrenadiers only required a 6+ to cut down Bravo Squad. However, the Germans somewhat surprisingly rolled a 1 & 4, meaning that they had somehow missed their completely open target.
Realising his men were in deadly danger, Sergeant Bennett was elated to roll a 1 & 6 on the British Orders Chart. It gave Alpha Squad the chance to throw a grenade at the Light Machine Gun team, something which simply hits on a 6+. Astonishingly though, they also failed to land a successful hit, and were forced to duck back down with Bulldog grumbling about his bomb being a dud.
Now it was really up to Bravo Squad to take control of the dire situation, and a roll of a 2 & 5 gave them the opportunity to once again fire upon the Germans. If they failed, they would have the chance to Advance North-West into the Woodland, and at least seek some shelter amongst the trees. However, the second order wasn't needed, as the SAS took out the Panzergrenadier Light Machine Gun team, and safely established a deployment zone for the Sixth Royal Scots Fusiliers...