At Rick's suggestion, we played using FOW 15mm figures. We used the BKC 2 rules, which we hadn't used before but we were familiar with the concepts from BKC. We made three changes: Hits were kept at the end of a turn; an HQ or CO could issue a rally order to a unit to remove one hit and, when firing, one unit was nominated as a firing unit, each other unit firing at the same target added one dice rather than all it's dice. These were intended to speed up the game.
|An overhead shot early in the game.|
The Early turns saw the US force, composed entirely of infantry, move swiftly forward along the entire front. The German Kampfgrupe was finding it difficult to coordinate the different units, leading to little or no forward movement (US passed most of their command rolls, the Germans few).
US move against the German motorised platoon. The Germans managed to get into position, but poor die rolls meant they advanced no further.
The flanking US infantry with support from the centre, attacked the German motorised platoon. The survivors can be seen disappearing out of harms way. The Germans had reached their break point. Resulting in a US victory.
As well as taking the photos, Rick ran the US forces.
It was a good game. The Germans had poor command rolls, even throwing a blunder at one point, but the poor initial deployment didn't help! The rule changes worked well. Having hits staying meant a bit of thought was required about whether to rally a unit or move it out of the line. Restricting supporting units to one die didn't seem to effect firing effectiveness and casualties.
We will try them out again, no doubt, in the next game.