A 6mm IABSM game played at Giga-bites Café Spring, 2017, this scenario is the action that took place on the outskirts of Kolonie on the Belgium-Dutch border on the morning of September 14, 1944. The Allied bridgehead was held by the 5th Coldstream Guards (11 Armoured Division) with C Squadron of the 15/19 Hussars just down the road.
The German units coming down the road straight for the canal consisted of 6 Luftwaffe BewahrungsBatalillon zur besondere Verwendung (a Luftwaffe penal unit) and Sturmgeschutze from 2/559 schwere Heeres Panzerjager Abteilung.
Fog on the Belgium Dutch border
A cold grey mist created an obscured battlefield across the bridgehead over Maas Scheldt canal (south, to the right).
I wanted to create the sense of bad visibility so put out strips of grey angelhair. The idea was that after three appearances of the Turn Card it would go from badly obscured with a visibility of '12 inches plus a die roll' to slightly obscured of 'a die roll inches'.
It would also allow the Germans to close up and have a chance to get into the British defensive line which was wrapped around the road and off to their left.
The Germans started with a full strength company (good regulars) of three platoons of three sections each. Two of the platoon leaders were only status I with the third at status II. All sections had a panzerfaust and there was one panzerschreck team.
Matt had the Luftwaffe infantry and Martin had the StuGs. They did get a pregame stonk.
This turned out to have KO'ed one of the British 17 pdrs, and killed one man in 1st Platoon.
The advance was spotted early and they starting taking hits.
British Forward Positions
The 2nd Platoon was dug in along a drainage ditch and the 1st Platoon was dug in among the front buildings of Kolonie.
William T was the defender.
StuGs of 2/559
There were six StuG IIIGs swinging out to the right.
They're Out There Somewhere
With variable visibility we just kept the units on the table and rolled to see if they could be spotted by firing units. It cost an Action to spot, so the Luftwaffe infantry was at a disadvantage: they only had 3 Actions to start.
Hanging Out In The Air
At the same time that this advance was taking place, another German attack was taking place further south (to the right here).
The 1 and 2/FJR6 (von der Heydte) were trying to get to the canal and finding the 3/Irish Guards and A Squadron 15/19 Hussars blocking them.
I imagine the fog was making these men rather anxious as they would be hearing sounds of battle to the left and rear.
...following the StuGs.
This game was smack dab on the Dutch Belgium border.
Edge of Kolonie
Garrisoned by the Coldstream Guards
Second House Hides the 17 pdr
Which was KO'ed in the pre-game stonk
Luftwaffe Continues To Move Up
Luftwaffe Now Leads The StuGs
Lots of Fire Through the Fog
Not terribly effective
Which had the Platoon HQ, a section and a 17 pdr stationed outside. This was the main casualty from the pregame stonk, as it was damaged in the barrage.
More Guards Move Up
The 1st section was taking hits so they made the switch with a fresh section before the Germans got too close.
Germans Heading Towards the Road and Buildings
A random event managed to set a fire house on fire off to the right
Luftwaffe Crosses the Road
The Company CO takes the lead on the left.
Advance Started to Falter
Too much fire coming from the buildings
Spreading Out on the German Right
The lack of good Big Men made a coordinated advance very difficult for the Luftwaffe
Germans getting close to turning the Guards flank
Attack on the Town Slowing Down
Open Fields are Hard to Cross
Even in the fog
And the Luftwaffe Comes Out of the Fog into Close Combat
The 17 pdr did disable the third StuG and several Luftwaffe men are down. One section is pinned. The PIAT crew was wiped out by a StuG.
We were wondering just how long this fog would last. The first two Turn Cards popped up quickly...the third one: never.
Armour Spotted Down The Road
The British positions are still out of reach though. John F had the Hussars in this one.
Here Come The Hussars
Each troop had three Cromwells and a 17 pdr-armed Challenger.
The 3rd Platoon is also moving up to make sure the Luftwaffe men do not get any closer.
Stuck in the Field
Inferior troops have trouble closing.
Last Shot From The 17pdr
robably the high water mark of the German attack.
The Cavalry (The Hussars At Least) Arrive
This troop, under Lt Michael Roderick, includes a +2 tank ace: Sergeant Maurice Hollis and gunner Trooper Jewiss.
Belgium Dutch border
And Back Into The Fog Go The Huns
oo much firepower overwhelms the Germans.
Challenger and Cromwell
17 pdr survives
GHQ model with Adler crew. Down to two in the crew.
Back Across The Border
Coldstream Guards Move Up Along The Road
Fog Starting To Lift
And so is the German advance. The panzerscheck and 'fausts hit the lead Cromwell and they scramper back to Holland.
We never did get the third Turn Card, so at this time we decided to increase visibility.
I believe it was hit by the panzerschreck team. I think the panzerfaust missed.
Luftwaffe Troops Pull Back and StuGs and Hussars Engage
One Cromwell hit and one Stug hit also
At the end, the mediocre Luftwaffe troops and the StuGs pull back. The Germans lost four full sections and several others: a total of 46 men and a StuG.
The Brits had much fewer infantry casualties: 11 men and one Platoon Leader, a PIAT team, and two Cromwells.
Historically, the German attack also petered out. Sergeant Hollis received a Military Medal, and Roderick the Military Cross. The appearance of the Hussars was the turning point in the game and in actuality.