With all the prep work done and dusted, I managed to finish the game this morning, so here is the AAR:
Starting Positions
Just a quick refresher before getting onto the action.
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| An overview of the table, with the British coming on from the top left corner, the Germans from bottom right. |
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| The British Recce force all ready to do. |
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| Ditto the Germans. |
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| The main British force. |
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| The main German force. |
The Game
As is the norm now, I'll try and give a flavour of the game via captioned photos, to try and keep it as concise as possible, letting the photos do much of the talking.
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| End of Turn 1. In the early morning mist, the British fairly motored forward, reaching the bridge at Fleury-sur-Andelle before the Boche. |
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| A Vickers MkVI light tank takes guard on the bridge. |
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| End of Turn 2. The British Recce troops move out to the flanks, just in time as the German Recce troops arrive rather quickly. |
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| A Daimler Dingo scout car watches the approaches to the wooden bridge. |
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| Likewise the CS9 armoured car covers the ford. |
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| A Sdkfz 221 crests the hill to see the British already at the ford. |
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| An sdkfz 222 moves towards the church on the hill. |
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| Combined firepower sees the Matilda II's suppressed. |
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| The Leichte Kompanie Pz III's are having a hard time. |
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| The Leichte Kompanie Pz II's are now round the hill and behind the crest, whilst to their front the German Artillery has KO's the CS9 armoured car and a Vicker Mk VI light tank. |
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| The Matilda II's are making a difference, but can they halt the German advance? |
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| The end of Turn 8. Once again the C&C fails, but at least the Artillery carrys on suppressing the Leichte Kompanie Pz III's. Things suddenly turn up trumps for the Germans, as they KO the Matilda II's as well as KO'ing a lof of the British Infantry. |
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| The German Infantry finally reach the wooden bridge. |
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| The German Recce troops and their 20mm autocannon cause havoc and destruction to the British Infantry. |
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| The Leichte Kompanie's Pz II's begin to turn the British left flank who have nothing available to stop them. |
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| The Schwere Kompanie's Panzers breathe a sigh of relief as the Matilda II's brew up. |
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| The way is clear for the German Infantry to move over the bridge to try to enter Fleury-sur-Mer. |
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| The Germans are on both flanks and almost in the rear of the British troops. |
End of the Game
Suddenly the British losses mounted and with their flanks turned and route of retreat threatened, they had no choice but to surrender. Some Vickers MkVI light tanks were probably able to get away, but nothing that would worry the German forces.
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| The German butcher's bill. Very light all things considered, but two of the Pz III's were nearly kaputt. |
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| The significantly higher British losses, much of which came about in the final Turns. |
Post Game Thoughts
Well I really enjoyed that game, the first of 2026! In all it took about 3 hours to play, which feels about right given the forces involved and the scenario itself. As always some post game thoughts in no particular order:
- Yet again BKCII came up trumps in terms of giving a fun but believable game. Keeping to my core set of rules really does pay dividends, as was certainly the case here.
- Henry Hyde's scenario layout actually translated really well to my normal 4' x 4' table and with my WWII forces. The terrain layout is very well done and has lots of subtleness to it, that's not immediately obvious until you start to play the game. Having a hill with the church on it breaks things up nicely, allowing actions to develop almost seperate from the whole.
- Having done all the research before hand certainly added another level of enjoyment to the game, as I really did feel like this action was set during Fall Rot and was part of the delaying action to protect the route to Rouen.
- The CV difference between the two forces felt right and certainly gave a good feel of the Wehrmacht almost at the height of its powers, with conversely the British still very much playing catch up. Both sides had some good and bad Turns, but the Germans were always able to just keep that one step ahead and never let the British get back in the game.
- The Luftwaffe certainly helped the German cause and things could have been even better, but failed command rolls at least kept the game going for a few more Turns than otherwise might have been the case. An contrast the absence of the British AASF meant that they had little with which to hurt and hamper the German's build up, but again this felt right as by this point there were very few British aeroplanes left in France.
- The lack of decent firepower for the British light tanks did make a difference, as they could not realistically face up to even the Sdkfz 222, 232/232 or the Panzer II's that they came up against. In contrast the Matilda II's were pretty tough cookies, but they did not have enough of them nor enough support for when they moved forward.
- Looking at trying to take Fleury-sur-Mer of to even bypass it, you realise why the Germans needed plenty of heavy firepower support, whether via the Luftwaffe, off table or direct fire heavy artillery pieces and why they would leave the BUA's for the following on troops to mop up.
What's Next?
Well apart from having a good tidy up to get the games room back to normal, some more painting is in the offing. Really I should focus back on my Canadians in Normandy campaign, but I must admit I'm in very much a Fall Rot groove at the moment, so will have to wait and see what grabs me first and foremost. Alongside this of course there is always plenty of reading going on and ideas floating around in my head. It's all very much WWII focussed at present, but how long that will last remains to be seen. After all it is a hobby and there is no pressure to do anything, which is rather nice and one of the advantages of solo gaming!
I hope you enjoyed this AAR and all the build up to it and well done for getting this far!
As always thanks for reading and any comments are greatly appreciated:).
TTFN.