This game was played as a "training exercise" for myself: how I would approach this tactical problem. It wasn't a "fair" solitaire game with me mentally switching sides, but rather my attempt to guide the British using the best tactical practice to victory.
Order of Battle
Coy HQ: 1 x Comd Gp, 3 x PIATs
3 x Rifle Pl each of 1 x Comd Gp, 1 x 2" Mortar, 6 x Rifle Gps, 3 x LMG teams
+ a call for 4 x 4.2" arty support
Coy HQ: 1 x Comd Gp
2 x Rifle Pl each of 1 x Comd Gp, 6 x Rifle Gps, 3 x LMG
1 x Sp Pl of 2 x MMG
|Now that the enemy position is obscured, theBritish platoon advances around the flank, covered by the second platoon|
|Note the third British platoon also moving into supporting fire positions (top-right)|
|The flanking British platoon uses the cover to get close, overpowers a German rifle group protecting the right-edge of the buildings, then assaults the right-hand building: the German section is killed or captured.|
|The British let the smokescreen rise so they can "shoot-in" the attack on the remainder of the famr complex. After the Germans suffer further casualties, the remainder of the platoon surrenders.|
|The remainder of the assaulting platoon adopts its new base of fire positions along the hedge, whilst the last platoon advances to the top-edge of the farm bulidings, ready to begin their assault.|
|The position at the end of the action.|
A thoroughly enjoyable little scenario. I made sure that I used the most methodical tactics I could, isolating individual German positions and using a combination of smoke, suppression and assault to render the German defence ineffective. However, there is no such thing as an easy win and the 8 casualties were taken at those moments when the British infantry simply had to advance into the open. Of course, the gaming world "reality" of the edge of the board made it slightly easier - had this not been the case, I may have used the 2nd platoon in the position later used by the 3rd platoon for its assault (to reduce exposure to any further enemy depth positions).
The key rule to use is that infantry in cover in WRG 1925-1950 are pretty much invisible until 50m away unless they open fire. Thus as long as there are plenty of covered routes, they can be pretty invulnerable. This can be used to great effect. Unless they are hit whilst moving with the open or with serious HE weapons, they are very robust too. My detailed review of these rules is here.
The game took about an hour of play. I used the venerable but still solid WRG 1925-1950 rules on a 2'x2' table. Buildings are a mixture of Total Battle Miniatures and Leven castings. The figures were mainly from the new Baccus 6mm WW2 range.
I have added a couple of additional photos here after some requests for a couple of close-ups of the action.