David R. Moody - Oct 18, 2007 1:41 pm (#20777 Total: 20801) What has mood to do with it? You fight when the necessity arises--no matter the mood! Mood's a thing for cattle or making love . . . . It's not for fighting. Last night I hooked up with Joe Oppenheimer for a game of Lock and Load: Swift and Bold. We played the Sniper's Den scenario. In it, British paras from 6th Airborne have to clear a sniper out of the church steeple of the village of Le Port, near Pegasus Bridge, on D-Day. I think I played the HASL version (on the historical terrain) with Jason Pipes once, and won that one after a desperate fight. This time was a bit different. I had seven turns to get into the village, take eight buildings, AND clear the sniper out. Pretty tall order with only five squads. Joe set up, and then I surveyed the map. Not good ground at all--gorgeous fields of fire, we would charge valiantly and be butchered valiantly, and men in tall hats and gold watch fobs would thump their chests and say what a brave charge it was . . . . It came down to picking a flank, really, and going from there, and running like hell. So I picked Joe's left, as the most objective buildings were there, arranging my five squads in and around some woods. The lads stepped off, and the first group immediately took fire from Joe's very nasty sniper, taking casualties and going Shaken. But the men behind them managed to traverse the cultivated ground through ineffective MG fire, and make it into town. My first objectives! One leader gathered the Shaken troops in the woods, trying to rally them, as my remaining troops moved into town. My plan was to sweep around to the right, grabbing buildings, finally converging on the church for a last rush. Joe, however, set up a strongpoint in my way--his leader and a squad with an MG, I think. I sent my best leader (Lord Somethingorother) and a squad with a Bren to deal with them, while other paras continued dashing through the village. Unfortunately, Lord Somethingorover kept failing his spotting attempts on the Germans opposite, and despite lively fire, my lads were unable to drive them off. Joe even reinforced them with another squad. Meanwhile, a now rallied half squad joined up with my hero, a PIAT gunner, to take out another MG strongpoint nearby, one that had fired on my men as they advanced into town. The half squad took fire, generated another hero, and the group closed with the bayonet, eliminating a German squad and capturing the machine gun. On the other side of the village, one squad moved swiftly through buildings and got within sight of the church, my second leader moving up a rallied squad to join them. But time was running out, and that strongpoint was holding me up. I moved the stack with the two heroes out into the street behind a stone wall, but heavy fire wounded one of the heroes (he later died when more heavy fire rained down and the whole stack went Shaken) before they could close. The second leader, by now within sight of the church with two squads, had one throw smoke grenades to cover a rush on the church; they were beaten back with heavy MG fire. Game over. I had the eight buildings, but not the church. Again, a tough one for the British. If I had reduced that one strongpoint quicker, and gotten a concentric attack on the church . . . if I had a couple more turns . . . . Joe pointed out that my axis of attack allowed him to laterally reinforce and block me more effectively. Perhaps if I had detached my other leader with a squad to tie down the other flank? But the ground was even worse there, and I felt one thrust was what was needed. Oh well--fun anyway. Maybe I'll drag out a LnL Vietnam scenario, now that I'm refamiliar with the rules. And it was good to see Joe again across that small deadly space--it's been too long since we fought.