By Tom Burgess,
As our Villers-Bretonneux Game concludes it's second turn and reaches the halfway point, I thought this might be a good time to reflect on how this effort has gone so far and to maybe try to predict what might lie ahead in "the second half" of the campaign.
Primarily the campaign is achieving what it set out to do; generate some awesome "Great War" Flames of War games! So far the various groups involved in the effort, led primarily by the Lone Star Historical Gamers and the BattleVault Gamers, have played some 13 games in order to resolve the five battles of turn one and five battles of turn two. Overall, the Germans have been winning the vast majority of the battles, but at a price and those wins that do elude them seem to be the critical ones.
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The Lone Star group fights out the "Southern Prong" of turn one with a 4:3 German Win at B4.
The German C-in-C realized that turn one must be considered a disappointment, but his resolve was not shaken. Jokull won initiative for thee first two attacks in turn two, and threw his whole Panzer force into the fray in B2 and B3.
At this point its worth noting that we had to modify the initiative system somewhat. Playing the Firestorm Villers-Bretonneux Campaign "by the book" would have meant that we had to resolve each battle one at a time. In order to keep the campaign moving at a steady pace with two weeks/turn, we implemented a systems that allowed battles to be determined in groups and played simultaneously. For the most part this system seems to be working well enough.
German Infantry and A7Vs force their way into the town of Villers-Bretonneux (B2) with a 5:2 win.
The dual German wins at B2 and B3 allowed the German to hang on to the initiative for all three remaining battles of turn two. Would the Germans choose dress up their lines and broaden the salient they had created or would they gamble and push even deeper into the British rear?
Jokull employed "Blitzkrieg" philosophy even before it was invented! He ordered his breakthrough units supported by all his A7Vs to grab as much British territory to the west and north that they could take. He had planned to then turn his attention back on to C2 attacking the trained British units there from the rear. Taking this zone was crucial as it would allow the Germans to broaden their salient before the turn three Australian led counter attacks by the British forces.
German Infantry supported by an A7V cross the Rue de Peronne in zone C2 in a desperate attempt to dislodge the British from being able to threaten the German breakthrough's supply lines.
After a grueling and extremely bloody battle, the British morale holds up despite being over 50% depleted and a British Rifle platoon actually goes on the counter attack to win to an objective and secure C2 as a springboard to launch attack behind the German salient in turn three.
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"Stay tuned" to the WWPD Campaign forums (http://forum.wwpd.net/viewforum.php?f=45ee ) to see how these questions are answered and the rest of the campaign plays out. But even more importantly, if have a mate and a hankering to play some "Great War" FoW, why not go ahead and jump on a game and let us know your results! Even just one game, like we saw in C2 can be pivotal. Even if you only can play one battle from the whole campaign, it just might end up being the tipping point! And that friends is what on-line global campaigns are all about!
Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.