David Buckland - 02:20am Dec 14, 1999 PST (#394 of 402) In a job like mine, which requires attendance at a great many boring conferences and seminars, one of the advantages of modern technology is that, rather than having to look interested in the proceedings (an increasing strain as the day wears on), I can instead keep myself occupied by writing reviews for Consimworld on the laptop. No-one can distinguish this from more gung-ho activities like writing notes on the proceedings. So, after getting home and checking the details, herewith a review of Vae Victis’ Le Matz game. I will cross-post this in the WWI folder as well. LE MATZ 1918: A REVIEW Le Matz was the issue game in Vae Victis No. 24 (Jan-Feb 1999), and covers the Western Front battle of June 1918. Historical Background Operation Gneisenau was intended by Ludendorff to stengthen the flanks of the salient which the earlier success of Operation Blucher (the Chemin des Dames offensive) had won, and to draw away Allied reserves from Flanders, where he intended to launch his final, war-winning, attack (Operation Hagen). The German salient was particularly vulnerable because it lacked good communications (especially rail) back to the original German front line, which the capture of Compiègne would help to remedy. Although there was a subsidiary attack by the German 7th Army (Boehn) to the east, the main blow was to be delivered by the 18 divisions of Von Hutier’s 18th Army. Preceded by another Bruchmuller bombardment, the Germans opened the Battle of the Matz (aka the Battle of Noyon) on 9th June. For the first few days, progress was reasonable, but the French were prepared, and – in contrast to Duchêne’s 6th Army a fortnight earlier on the Chemin des Dames - Humbert (3rd Army) had prepared a defence in depth. In addition, the German attack had been predicted, and a counterattack force assembled, to be commanded by the fiery Mangin. This was launched on the 11th, and brought the offensive, which had been beginning to falter, to a halt. On the 12th, faced with escalating losses which he could ill-afford, Ludendorff ordered Von Hutier to go over to the defensive. Strategically, the battle is seen by many commentators as yet another tactically effective German attack (casualties were, according to one source roughly 40,000 French, 25,000 Germans, although the article accompanying the game gives a figure of 60,000 French losses) which was nevertheless strategically fruitless, frittering away precious manpower in the stosstruppen divisions, while not advancing Hagen, or even achieving its immediate objectives, since Compiègne remained in French hands. As a game, on the other hand, the battle has a number of points in its favour: a) It should provide both sides with opportunities for both attack and defence. b) It being 1918, this is no futile assault on an impregnable defence: air power and armour played prominent roles, and there should be plenty of movement. c) The battle was short - only four days from start to finish – so the game may be able to follow suit. d) There is no other wargame on the topic (not surprising really, given that this was a solely Franco-German affair, except for a few British air squadrons: most English-language secondary sources give the battle only the most cursory coverage, and the article accompanying the game has more detail than anything I have read elsewhere). The Map Dispensing with 7th Army’s subsidiary attack, the game concentrates on the main assault by Von Hutier. Compiègne is at the southwestern edge of the game map (and entering the city will probably mean a decisive victory for the Germans), while Noyon and Montdider – on the German side of the initial front lines - are at the northeastern and northwestern corners respectively. The map is the usual size for a VV magazine game (23” x 16.5”), and while four-colour, it is bland at best, with uninspired graphics and colours (the background is beige, perhaps trying to hint at WWI mud) - though it is at least clear. VV maps seem to conform to this type – clear, but not eye-catching – but the Matz map is even more ho-hum than usual. Besides the cities, the main terrain features are the high ground and forests of the Bois de Thiescourt and its neighbouring woods on the French right. The Matz itself is a stream bordering the high ground to the west, and then turning east behind the woods to run into the Oise. Of more use to the defenders is the other tributary of the Oise, the Aronde, which runs from west to east across the path of Von Hutier’s attackers about two-thirds of the way south of the French front line: most of the German objectives lie beyond the Aronde. The other map feature worth mentioning is the French defensive system (the German equivalent does not appear). Historically, Humbert had arrayed his forces in the standard three defence lines: an initial line of machine guns posts, a second line of strongpoints, and finally, the main defence line, some five kilometres from the front. This is simplified in the game to two trench lines (of equal defensive value), roughly equivalent to the second and third zones (in addition, the second zone was several kilometres deep, rather than the one-hex -1300 m - line in the game).. The front itself at the start of the battle lies slightly in advance of the first of the two lines, while the set-up rules oblige the French to cover all of this original front line with their ZOCs, thus obliging them, in effect, to post some forces in the forward defence line (roughly one-third of the front cannot be covered by forces in (and therefore protected by) the first trench line: as one author noted of the battle, an “obvious open invitation to defenders manning the front (forward) line to commit suicide”, and in the game these units will very likely be overwhelmed in the initial German onslaught. The remaining French At Start forces will be occupying the first trench line in the game: probably an over-commitment of forces compared to the actual deployment, but then Foch had instructed the local commanders to defend step-by-step, and as a result they probably did put more troops than usual into the second line. The Counters There are roughly 200 counters in the game, mostly double-sided, and in the normal VV style, ie. large and colourful, with Osprey-type figures rather than NATO icons. These complement the plain-Jane map fairly well, so overall the game’s graphics are more than the sum of its parts. Each sides forces are broken down into corps, each with its own HQ and (long-range) artillery (the French also have some army-level artillery), and then into divisions, normally of three regiments, again with supporting artillery. The various corps on each side are colour-coded (using a band along the top of the counter), which makes the command rules easier to implement. Indeed, one of the good features of the game is the way that the various command levels (division & corps) above those of the basic unit in the game (regiments) are given a role: attacks by more than division suffer an adverse modifier, while units out range of their corps HQ suffer movement, combat, and artillery penalties. In addition, artillery can only fire in direct support of units in their own formation. The Rules There is an excellent translation of the rules available from Grognard (courtesy of Charles Vasey). This is a relatively simple game: experienced players should be able to pick it up very quickly. The rules themselves are clear and straightforward enough, with little ambiguity, except for the Air Phase. Here it would be wise to agree some house rules in advance if playing with a very competitive opponent. As an example of the problems, as written, the close escort mission for fighters is a complete waste of time. However, this is easily solved, as the intent of the designer (that fighters flying this mission can protect the more vulnerable bombers, but cannot then themselves fly ground support missions) is pretty clear. This, together with some other ambiguities in the air rules, make them an irritating exception to an otherwise fairly clear set of régles. A rule which is crystal clear, but strange nevertheless, pertains to the treatment of streams, compared to the two major rivers in the game (the Oise and the Aisne). The combat effect of attacking across the rivers is a –1 column shift to the left for the attacker on the CRT. Attacking across streams attracts a –2 die roll modifier. This is odd because, to all intents and purposes, the CRT is set up so a column shift and a die roll modifier have exactly the same effect. The net result is that the minor streams are a bigger combat obstacle to the attacker than the major rivers (movement costs, on the other hand, do correctly reflect the greater importance of the rivers). A final oddity is the victory conditions. These are assessed in terms of towns and villages on the French side of the line which fall into German hands (see also below under Course of Play): if the Germans manage to occupy 6 VPs-worth, they gain a tactical victory, with operational and strategic victories at 12 and 20 VPs respectively. A French victory is nowhere defined – strange for a French-designed game – and although this is obviously holding the Germans to less than 6 VPs, there is no grading of French victories into three similar levels. David Buckland - 02:22am Dec 14, 1999 PST (#395 of 402) LE MATZ REVIEW (Part 2) Turn Sequence The game has eight turns (12 hours each), and starts with an Interphase in which both sides calculate how many air units they will receive for the upcoming player turn. The Allies have a built in advantage here, as their 2d roll is modified by +2, the Germans by –2. The phasing player then checks his units to see whether any are out of range of their corps HQs: any units which are will suffer movement and combat penalties this turn. One possible tactic is to bombard your enemy’s HQs in your own turn. If you succeed in disrupting them, then their HQ range is halved, from six hexes to three. This can be particularly useful for the French, trying to delay the initial German advance, but it is not easy, since the HQs are difficult to hit, and are often located in protective terrain, with defending fighters in range to prevent air spotting or bombardment. The phasing side then moves their ground forces, but before combat, the opposing air units fight one another for aerial supremacy. In addition, friendly artillery bombards enemy positions. This can inflict disruption (a negative combat modifier), step losses, or both. Later in the game, as the infantry forces of both sides weaken, concentrated artillery fire can be devastating. Movement allowances are relatively small (4 for infantry), but stosstruppen have an easier time infiltrating enemy positions (lower ZOC exit costs). In combat, there is a fairly standard CRT, mixing retreats and step losses. Modifiers cover stoss and tanks (for both attacker and defender), with terrain (woods, trenches, streams, villages, etc) aiding the defender. Mixing regiments from more than one division results in a negative modifier, but this can normally be offset by the use of stosstruppen (by the Germans) and tanks (by the French). The Germans do have a few tanks, but far fewer than their opponents (3 steps to 16). The battlefield limitations of tanks are neatly covered in a rule which makes them susceptible to additional losses, over and above those called for in the CRT. Artillery which did not bombard may directly support the combats, adding its bombardment (for the attacker) or defensive support (for the defender) factor to the appropriate side. The latter is normally half or less of the value of the former, but probably the best use of attacking artillery is still pre-combat bombardment, leaving the defenders to fire in defensive support, where they are likely to be limited by the artillery/command rules (units may only fire in aid of their own formations). After the first Combat Phase, there is a second movement (or Exploitation Phase), with units moving at half their normal movement allowance, followed by another round of combat. Any artillery not committed earlier may be used in support. The combination of the two movement and attack phases, together with the command rules, means that almost certainly the French will see some of their forces cut off in the first day or two of the offensive – surrounded by the attacking Germans, they will be out of command, and thus unable to retreat out of difficulty in their own turn. Game Play The game seems to flow broadly in line with the historical course of events. The Germans open with an offensive which looks unstoppable, with superior force (18 divisions to 8 in the French front line) added to the combat advantages conferred by their 4 stoss divisions. However, Von Hutier’s forces will suffer casualties as they push forward, especially from the French artillery bombarding the attacking formations (which will have had to stack in strength to launch effective attacks), while the generally superior Allied airpower will also chip away at the attackers.. As time progresses, the infantry of both sides will be gradually worn down – while the artillery stays for the most part unscathed – so that, in the final turns, the two sides have predominantly reduced strength regiments, which are very vulnerable to adverse combat results (breaking and running, if you will). Mangin’s counter attack force (4 divisions and a tank groupement) tends to have a considerable effect, if only because these fresh forces can take more punishment than the exhausted original combatants. Victory is assessed solely in terms of geographical objectives taken by the Germans – they will normally win decisively by taking Compiègne, but this is difficult, and luckily there are plenty of other less significant (in VP terms) villages scattered throughout the southern half of the map. Both the map in the article accompanying the game, and that used by most English-language sources, seems to indicate that, after the French counterattack, the final line achieved by the Germans would have resulted in zero VPs for them, and thus a French victory. While not claiming any great level of expertise (see the accompanying replay in the Vae Victis folder!), it seems to me that in all four games I have so far played, the Germans have done better in the game than they did in reality. Interestingly, on the other hand, play of the French – on the defensive at the start – seems to be gradually improving with each game. While Le Matz is in general a simple game, it does (despite the odd liberty here and there) present a reasonable view of what combat in 1918 – and this offensive in particular – were like. So, for all the presence of tanks, stosstruppen, and aircraft, artillery is more critical than all of them: and this is exactly as it should be, since this is WWI – even if it is mid-1918. Both sides will find that the most critical attacks of each turn are often the massed artillery bombardments to prepare a position for an infantry assault (if attacking), or to decimate the massed attackers (if on the defensive). However, this is 1918, so the sexier elements of the new warfare are present, and are given definite roles, but their limitations are acknowledged. So, the stosstruppen are the spearhead of 18th Army’s offensive, but the German player will watch in dismay as the all too few stoss divisions are inexorably whittled down. Tanks are useful to have in any combat, but their problems (such as mechanical unreliability) are simulated by the additional losses they can suffer if involved in any fighting, so tanks tend to be a wasting asset once committed. Air power is very useful: it can hinder the effectiveness of the enemy’s artillery, as well as adding directly to the impact of friendly bombardments. However, the players can never count on air support (there is a wide fluctuation in the number of squadrons available), and even when present in force, air power is very definitely ancillary to the activities of ground units. Summary An excellent magazine game: one of the best from Vae Victis. Not too long, with plenty of colour and action for both players, all within a reasonable time span. All in all, not a bad addition to the growing number of quality WWI titles. -------------------------------------------------------------------------------- David Buckland - 02:25am Dec 14, 1999 PST (#396 of 402) My apologies to those who do not care for more WWI, but there follows a replay (solitaire only, sadly) of Le Matz, which probably ranks as one of the best VV games to date. LA BATAILLE DU MATZ REPLAY Preliminiaries Von Hutier’s plan is to use his two strongest corps – 8th & 17th, both with five divisions (2 stoss and 2 frontline) – to mount the main drive in the centre, skirting the wooded and hilly terrain on the German left, and then swinging towards Compiégne. These two corps also have the two German tank abteilung attached. The 9th Corps (3 divisions: 1 frontline) on the right will assist the main assault, while 38th Reserve Corps on the left (5 divisions: 2 frontline) will attempt to keep the French 2nd Corps and 38th Division embroiled in a thrust down both banks of the Oise, and prevent it from interfering with the principal attack to the west. [Definition of a frontline division: combat factor of 4 or more.] Defending against the 18 German divisions of Eighteenth Army is the French 3rd Army (Humbert), with 8 Divisions in the frontline, and a further 4 in immediate reserve behind the French second trench line. Two more divisions will enter on the morning of the second day, followed by the four divisions of Mangin’s counterattack force on the morning of the third day. German Turn, 9th June AM The main German assault overwhelms the defenders from the French 35th and 34th Corps. An 11-kilometre [9-hex] hole is ripped in the French line from Gury to Mortemer, and two divisions (58th and 125th) virtually disintegrate – save for an isolated regiment of the latter still clinging to its trenches in the centre of the German assault. 36th Division on the French left, and 10th DCP on the right are damaged as well, but the German advance of about 3.5 kilometres [3 hexes] is not sufficient to enable them to breach the French second line. 38th Reserve Corps makes some progress on the left, crossing the Oise, but the French first trench line remains unbreached in this sector. French Turn, 9th June AM Humbert pulls his forces in the centre back to the French second line for the most part, and three of the divisions in immediate reserve (from left to right 11th, 18th, and 69th) move to take the place of the shattered front line formations. To the French left, where 169th Division remains in control of the original front line, 36th and 11th Divisions man a defence line linking them to the second line: centred on Courcelle-Epayelle, they are bolstered by the tanks of the III and XI Groupements. Meanwhile, although the French infantry are retreating under the weight of the German assault, the French artillery extracts a price from the advancing enemy, who, despite their best efforts, cannot help but offer some attractive targets for the French gunners. Biggest sufferers are the Jaeger Division (one of the stosstruppen formations of 8th Corps), which suffers significant casulaties, and is thrown into considerable diso rder [stoss losses to date total 4 steps out of the 24 originally avaliable]. French attempts to strike at the HQs of the principal German corps (8th and 17th are ultimately unsuccessful (while succeeding in the bombardment of 38th Reserve Corps HQ), but Von Hutier realises that inadequate provision was made for air cover for his valuable HQs, which the Germans, as the attackers, can ill-afford to have disrupted. German Turn, 9th June PM 18th Army continues to make progress in the centre, less so on the flanks. Progress is particularly marked in the 17th Corps sector, where sections of the French second trench line are overrun – a 5 kilometre [4-hex] stretch around Cuvilly – and the leading formations (especially 46th Reserve Division) go further and take the heights of the Bois de Voyemmont from the remnants of the French 18th Division. Impeded by the woods and high ground in their immediate front, 8th Corps does not make such spectacular progress, but still manages to capture the French second line from Marueil-la-Motte to the Matz at Ricquenbourg, as well as successfully attacking the leading regiment of the French 162nd Division in reserve behind it. Pressure from 9th and 38th Reserve Corps continues on their respective flanks, if without any great progress, although the former does capture Courcelle-Epayelle. French Turn, 9th June PM 35th Corps on the right pulls back to the second trench line, using the resulting shortening of the front to strengthen the weak French centre, although a planned attack on the German 46th Reserve Division’s spearhead in the Bois de Voyemmont is called off as the French are unable to concentrate enough troops. 34th Corps mans a frontline along the heights of the Bois de Thiescourt, but is unable to extract two regiments of the 69th Division further west between Ricquebourg and the Bois de Séchelles, as these are out of touch with Corps HQ [out of command, which slows movement]. 2nd Corps manages to spare a regiment of 53rd Division to reinforce 34th Corps, but is otherwise more than occupied containing the German 38th Reserve Corps. Yet again, as earlier in the day, it is the French artillery and Allied airforces that take the fight to the Germans, pounding the advancing enemy to some effect [German stosstruppen losses are now 10 steps out of the original 24, and only two stoss regiments remain at full strength]. German Turn, 10th June AM The Germans continue to make progress in the centre, with the spearheads of 17th Corps reaching the outskirts of Gournay-sur-Aronde, 12 kilometres [9 hexes] from their start-line. The weakened defenders nevertheless manage to put up a better resistance than expected, and the French are not decimated as much as von Hutier had hoped. On the other hand, the Germans successfully infiltrate between several defending strongpoints around the Bois de Ressons, and the French only extricate themselves with difficulty [taking additional step losses by having to retreat through enemy ZOCs]. A planned assault on the French lines along the heights of the Bois de Thiescourt by 8th Corps is called off when it is realised that the defence is too strong, particularly given that the Allies are able to prevent the Germans from engaging in any effective artillery spotting. Indeed, although 8th Corps participates in the attacks near the Bois de Ressons, it is obvious that it is to some extent out of position, with too many units stuck in the difficult terrain on the centre-left of the French line. Further east, 38th Reserve Corps keeps up the pressure, taking part of the French second trench line near Ourscamps, and pressing ahead to the east of the village, which even so remains in French hands. French Turn, 10th June AM Given the threat posed by the German advance, Foch offers Humbert early use of some of the counterattack force being assembled under Mangin [at a cost of 3 VPs]. With two divisions of his right wing 2nd Corps freed from other tasks and about to reinforce him, Humbert declines. Mangin will in any event be able to reach the battle in full force by the morning of the 11th. The main threat faced by the French is in the centre, and here they pull back to the line of the Aronde near Gournay-sur-Aronde. Despite potential command difficulties, 2nd Corps newly-arrived 121st Division is committed here. On either side of the German advance, the line bends back northeastwards towards the original French trench lines: between Belloy and Wacquemont in 35th Corps’ sector to the west, and centred around strongpoints at Antheuil-Portes and Marquéglise in 34th Corps’ area to the west. Meanwhile, the French artillery continues to batter the enemy, who are increasingly vulnerable as they advance beyond the captured trench lines into open territory beyond. German forces moving past Ourscamps are particularly badly shot up, while the HQ of the leading German corps (17th) in Cuvilly is severely disrupted [which will cause units of the corps more than three hexes from the HQ to have to function out of command, with consequent movement and combat penalties]: in the confusion, the leading units of this corps lose touch with HQ. Von Hutier blames the airforce, which, having a temporary air superiority earlier in the day, made an over-ambitious attempt to bomb the French front line, rather than retaining its generally superior fighters to fly interception missions to protect German HQs [to make the neutralisation of HQs more difficult, the Germans had hitherto kept back fighters to fly interception missions over their HQs, as well, of course, as locating them in protective terrain]. David Buckland - 02:28am Dec 14, 1999 PST (#397 of 402) German Turn, 10th June PM Von Hutier orders his lead corps – 17th and 8th – to begin the left wheel towards Compiègne envisaged in the original plan. 17th Corps will attack in the Antheuil-Portes sector, resting its flank on the Aronde. 8th Corps will attack Marquéglise. With artillery likely to play a crucial role, the Allies put up three squadrons on interception missions (to deny the Germans the benefit of their artillery spotting), but these cannot be concentrated: more are not available, as the Allied air forces take a badly-timed rest. The Germans send two good fighter squadrons and a bomber squadron to the threatened area, and the result is the biggest dogfight of the battle so far (two fighter squadrons apiece). Neither side is able to establish air superiority, but this immediately benefits the Germans, whose artillery remorselessly pound the defenders, many of whom are pulverised. The weakened defenders are then attacked by the cream of 18th Army. Despite heroic defensive support by the massed French artillery (34th Corps backed up by 3rd Army), the defenders are gradually overwhelmed, the Germans being helped by stosstruppen infiltration between the French strongpoints. However, the Germans do not advance as far as they had hoped, though they do reach to outskirts of Monchy-Humières [a VP town]. On the other hand, the French 34th Corps is wrecked (only 4 infantry infantry battalions out of the original 14 remain as effective fighting formations, and only one of these approaches full strength). [This turn represents the high water mark of the original German offensive. The Germans in this replay have done better than the original attackers, who did not, for example, take Gournay-sur-Aronde – or indeed take any of the game’s VP towns/cities – according to the map in the article accompanying the game in Vae Victis. They also look set to make further advances.] French Turn, 10th June PM The heavy losses inflicted by the Germans oblige the French to take radical measures to shorten their line. Accordingly, the high ground of the Bois de Thiescourt/Bois de Lourmont is abandoned. 2nd Corps pulls back to the line of the Matz, with its left flank turning southwest through Villers sur Coudon to the Aronde. The Aronde is defended by the shattered remnants of 34th Corps, the 121st Division, and then the left flank of 35th Corps. The absent Allied air forces are sorely missed as the French artillery tries to weaken the leading German units. The French have to fire blind as the German fighter squadrons are patrolling in force [-1 column to the bombardment of any artillery trying to fire into a mega-hex patrolled by enemy fighters]. Even where they manage a major concentration on the leading elements of the German 17th Corps near Monchy-Humières, the French attack miscarries [roll of ‘1’ on the ‘16+’ column]. More successful bombardments by 35th Corps in the west, and on the eastern side of the battle across the Oise are scant compensation. German Turn, 11th June AM 17th Corps breaks through the line of the Aronde in the French 121st Division’s sector, advancing two and a half kilometres [2 hexes], and capturing Monchy-Humières [1 VP] from its stubborn defenders. Meanwhile, 38th Reserve Corps’s best division, the 11th, crosses the Oise to the east of Compiègne, taking Montmacq [1 VP]. The other main German thrust of the day, by 8th Corps against Villers sur Coudon and the wooded heights of the Bois de Sablons is beaten off by the French 123rd Division. This success, together with the much less effective German artillery (now that the Allied air forces have reasserted themselves after their day off), means that overall Von Hutier is disappointed with progress. On the other hand, although the Matz’s version of the 7th Cavalry is about to arrive for the French (in the shape of Mangin and 10th Corps), they may be too late. French Turn, 11th June AM The French reinforcements arrive: Mangin (2 divisions plus a tank groupement) heads for the German bridgehead over the Aronde, 10th Corps (2 divisions) to Mangin’s left, aiming to relieve some of the pressure on the over-stretched 35th Corps. Meanwhile, the battered French 34th and 2nd Corps endeavour to contain the Aronde bridgehead, while shortening their front by abandoning Villers sur Coudon reluctantly, and basing the new line on Coudon itself, and the wooded heights of Mont Ganelon. Despite the need for further retreats, the French are nevertheless heartened by a successful counterattack which wipes out a spearhead of the German 4th Guards Division, and some successful artillery strikes. German Turn, 11th June PM 18th Army’s plan is to use 17th Corps to drive a wedge between Mangin’s newly-arrived forces, and the battered defenders of Margny and Compiègne. Then, while 9th Corps and part of 17th hold off the French to the west, the remainder of 17th Corps, plus 8th and 38th Reserve Corps, crush the depleted forces to the east, taking Compiègne, and handing Von Hutier a decisive victory. In fact, 17th Corps is not able to fulfil the first part of its mission, honours remaining fairly even in fighting near the Bois de Cambières, through which a tenuous link between Mangin and Compiègne remains. Elsewhere, however, disaster strikes the French defence when the 123rd Division defending Mont Ganelon is overwhelmed by a concentrated artillery bombardment. This enables units of the 202nd Division (38th Reserve Corps) to cross the Aronde near its junction with the Oise, and adjacent to the outskirts of Margny, driving back the French artillery which had been thought safe from attack. To the west, the remainder of the French 123rd Division defending Coudun disintegrates under concentrated attack from 8th Corps. Coudun [2 VPs] falls to the Germans, as do Villers sur Coudun, Mélicocq, and St. Léger-aux-Bois, all abandoned by the retreating French [1 VP each, bringing the German VP total to 7, a tactical victory for them]. French Turn, 11th June PM The French reinforcements go over to the attack: 10th Corps crumples the western flank of the German salient, retaking Gournay-sur-Aronde from the German 3rd Reserve Division, while Mangin himself crushes the spearhead of the German 17th Corps to the north of the Bois de Cambières, thus preserving the link with 2nd and 34th Corps to the east. The elements of the German 202nd Division which crossed the Aronde near its junction with the Oise are driven back in confusion, an attack by the French 2nd Corps following an effective artillery bombardment. East of the Oise, the French line is effectively that of the Aisne. All told, an impressive French riposte, although it is possible 10th Corps might have been better employed counterattacking the German schwerpunkt more directly, rather than assaulting it in the flank. German Turn, 12th June AM German attacks continue, but the pace is slower than before, as exhaustion gradually sets in. 17th Corps switches its main thrust from east to west, and begins a drive on Hémévillers [1 VP], but progress is slow, as most of the Corps is in fact holding the line on either side of the main attack. Eventually, the village falls, but at greater cost to the Germans than to the defending French 18th Division. 8th Corps manages to push into Margny [1 hex – 2117], but again progress against the spirited defence is slow, and the Germans are vulnerable to counterattack, the more so as a supporting assault immediately to the west is stopped in its tracks by one of the few formations in the French 34th Corps still capable of organised resistance: the 55/126. On the other bank of the Oise, 38th Reserve Corps produces the highlight of the morning for von Hutier, as its lead 11th Division captures Choisy-au-Bac [2 VPs – the German total is now 10, two short of an operational victory]. French Turn, 12th June AM The French command determines to recapture both Hémévillers, and the northern half of Margny. Their artillery prepares the way for the counterattack, devastating the unfortunate elements of the German 17th Corps pressing towards Compiègne. Of five regiments from various divisions in Margny and immediately to the east of it, only one is left capable of offering any resistance (and that much reduced) when the shell curtain lifts [two bombardments giving ‘E’ results, with only one of the affected target units at full strength]. The Germans are easily expelled from their foothold in the town by elements of Mangin's corps, led by the Zouaves of 48th Division, plus the long-suffering 34th & 2nd Corps. The attack on Hémévillers is not quite so devastating: nevertheless the German 30th Division is driven out of the village, sustaining more losses than it manages to inflict on the attackers, mostly from 10th Corps. [German VP count falls one to nine.] David Buckland - 02:30am Dec 14, 1999 PST (#398 of 402) German Turn, 12th June PM [At the opening of the last turn of the game, the Germans need a further three VPs for an operational victory. The only possibilities are to recapture Hémévillers and take both hexes of Margny, and then hold them against the inevitable French counter attacks. This is a tall order, especially Margny, which will have to be attacked by the much-reduced 17th Corps. German prospects for the upcoming turn are, however, boosted when, yet again, the Allies fail to establish air superiority, outnumbered 5 to 6 – in fact, the Allies have only once had the kind of clear advantage the air rules would seem to confer on them, and that was on the second turn.] The afternoon of 12th June proves that the German 18th Army has shot its bolt. The attack on Margny by the battered 17th Corps is easily repulsed by the defending French 48th Division, despite an effective German artillery bombardment. The 17th Corps second attempt to take Hémévillers is at first defeated, but a renewed attack is successful [in the 2nd Combat Phase, the French having run out of defending artillery – German VP count goes back to 10]. Elsewhere though, the Germans execute some tactical withdrawals to shorten the line, and free up additional forces for the attack. French Turn, 12th June PM [The French need five VPs to prevent the Germans gaining a Tactical Victory. One VP, for Hémévillers – a German salient – is obvious. The other possibles are Choisy-au-Bac and Coudun, both worth two VPs each, and both likely to be very difficult to capture.] Hémévillers is easily recaptured by elements of the 10th and 35th Corps – indeed, the defending Germans are lucky to escape being surrounded. Further east, Mangin launches a do-or-die assault towards Coudun. The enfeebled German 46th Reserve Division, although a stoss formation, is easily swept aside, but the defences of the village itself, which the French are forced to attack across the Aronde are somewhat tougher: 2 regiments of the German 202nd Division, plus some artillery. Amazingly, the elan of the attack enables the French to take Coudun, albeit with heavy losses [a 1-to-1 +2, yielding only a one-in-three chance of success]. Disappointingly, however, the German 38th Reserve Corps has erected such formidable defences at Choisy-au-Bac that, even when offered the help of a tank groupement from Mangin’s formation, the 2nd Corps calls off the assault on the village as having no chance whatsoever of success [the preliminary artillery bombardment yielded only meagre results].! [German VPs are down three on the last French turn for a final total of seven, well short of the 12 needed for the next level of victory. So the result is a German Tactical Victory]