So two platoons of Grenadiers with a platoon of 3 pak40s and a platoon of 3 StuGs are holding the town as a rear guard. For the German company HQ I opted for 2x MG42 teams. Each platoon also had 2 panzerfausts.
The attackers get a company HQ plus 5 platoons. So I took an armoured squadron HQ, 3 troops of tanks and 2 platoons of infantry mounted in carriers and trucks.
Both sides also rolled well for air support, which gave my FW190 and Spitfire a chance to see some table action for the first time since I bought them 10 or 12 years ago!
The Canadians deployed into two elements: Squadron HQ, 1 Troop and a platoon of infantry in 15 CWT trucks advanced up the road past the farm. The other two troops and a platoon of infantry in carriers advanced through the fields on the left. The Germans put some infantry in the hedges and trees in front of the town. An MG42 was positioned in a building to cover each flank of the town. One pak40 was in the trees covering the Canadian left, but the second was back closer to the town to shoot down the road and the third was dug in near the bridge. The StuGs were held in reserve. In hindsight I should have deployed the infantry in the houses and put the StuGs forward to engage the allied armour right away.
The Canadian plan was to use a rapid advance to get to the bridge before the twelfth turn of the "blank/special" card, which designated the end of the game (or in my version the pioneers blow the bridge) and try not to get bogged down in firefights. The scenario specified "Armoured Bonus Move" card really helped with that, especially in the early turns.
Opening moves. Squadron HQ spots German infantry lining the hedge and deploy into the field, hosing the poor landsers with HE and .30 cal. fire. 1 Troop roars past along the road spraying the German flank.
A FW190 strafes the road, stopping the allied advance.
A pak40 reveals itself, brewing up the lead Sherman.
The pak40 in the woods in front of the town also opens fire, getting a few ineffective hits.
Using an "Armoured Bonus Move" card a troop of Shermans rush forward. Infantry in their carriers swing to the left. But the pak40 card comes up first and brews up the troop leader.
The troop leader is positioned just short of crushing the dug in Pak 40. But he got stunned by a shot from a StuG in the town and delayed crushing the gun. But I didn't let the gun fire, having a tank on the edge of the gun pit and all.
On the Canadian right, there is a traffic jam, with a mass of tanks and one narrow road, down which high velocity 75mm AP shells are screaming.
The StuGs deployed at the crossroads, firing down each street at advancing Canadian armour. Canadian and German armour spend a few turns banging away at each other.
The left hand Canadian platoon dash to the river and engage Germans on the bridge, knocking out the truck with rifle fire. Gun crew dismount as a half section of infantry.
A German MG42 team had relocated to the green house, firing on the Canadians near the bridge. Seeing this two Shermans poured fire into the lower floor setting the house on fire.
Here you can see the end as Shermans roll up each street, squeezing past the knocked out StuG to round up the fleeing Germans.
The Squadron commander advanced his tank to the bridge, machine gunning the fleeing Germans. Those who survived surrendered.
The Germans were utterly destroyed (except for one damaged StuG) and the Canadians still had 5 turns of the special card to secure the bridge. The Canadians lost 11 KIA plus 3 tanks brewed up (so 26 total dead) and took 13 POWs including 2 Big Men.
Playing solo I could also play this out to it's bitter end, pausing Saturday night for bed and then resuming action on Sunday. I also "live Tweeted " this game which was an interesting way to record events as they unfolded, taking and tweeting an awful lot of pictures with commentary. But it would be annoying if I hadn't been playing solo. I did garner some "retweets " and likes from strangers, which is all very odd. But Twitter is rather ephemeral and strange.