By Andy Bouffard
On Saturday, June 28th, Little Wars in Houston hosted their annual Gathering of Tribes event. This year we organized a themed event, we called it “Gathering of Tribes : A Flames of War Farewell to Normandy”. Flames of War continues to be a very popular game system in Houston and with Battlefront completing their last Normandy based book, “Cobra”, and planning to move now to cover Operation Bagration and the 1944 action on the Eastern Front, it seemed fitting to organize not one, but two multiplayer Flames’ games and run them simultaneosly. Thus was born my Operation Goodwood and Operation Cobra scenarios (a third, Falaise Gap, scenario has also been penned but won’t be played until Goodwood and Cobra are actually finished - see below).
I’d like to take this opportunity to thank Little Wars’ Chris Pettet and John Daigle for hosting the event, making sure we had the available table space, and stocking the place with lots of soda.
We had a good turn out and managed to kick off both opening games, Goodwood and Cobra, at approximately 11:30am, later then I would have liked, but necessary given all the forces that needed to be set up. Unfortunately, neither game was played out until the envisioned end, the Goodwood game lasting seven turns before its fictional night fell and the Cobra game lasting only six turns before its fictional night fell. In both cases the players played out the abstracted night turn as per the scenario special rules and I photographed both tables so we could finish the games later. Both games had another five turns or so to be played on the second day of each operation before they would be complete, as they were originally written. The Cobra game broke up around 5pm and the Goodwood game about 6pm. By 6pm it was pretty clear there wasn’t a lot of interest in setting up my Falaise Gap scenario so the completion of the second days of these two games will be attempted on another weekend and then we can get together for the Falaise Gap scenario as well.
Operation Goodwood
A huge thanks to all nine players that actively participated in our two mega-games. GAR, Eric Warren, Brook Burg and Brian Dean divvied up the forces and responsibilities that I had laid out for “Operation Goodwood (Light)” and set about recreating history.

A special thanks to Brook Burg who, at my request, took some notes as the action unfolded and was kind enough to write up the following AAR, which I include below with his kind permission.
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Operation Goodwood AAR from June 28, 2008. Result: German Minor Victory
British Players German Players
GAR Brian
Eric Brook Burg
Hello everyone! The results were pretty much historically accurate and the game itself was quite perplexing from my perspective. I can only imagine what it would have been like for the German commanders that day.
Turn one began with the first wave of British coming on board (VIII Corps) run by the one and only GAR. There was plenty of armor and plenty of infantry available and they didn’t hesitate in attacking Denouville. The ensuing assault managed to dislodge the defending Germans (failed tank terror motivation) and they ultimately retreated to the south. The Germans had a hard time motivating/remounting overall and even with the arrival of Major Hans Van Luck couldn’t accomplish any shooting either. The prime example of this was the Nebelwerfer battery that had a point blank shot of massed armor AND infantry which invoked the little known “We would rather drink Schnapps than range in” rule (I rolled a 2,2,& 1). German Artillery was a bit more successful taking one tank and some infantry. The remaining German forced opted for a general retreat towards Cagny.
Turn two began with the second half of the British forces arriving commanded by Eric and promptly dispatched the Nebelwerfer battery. British air support was able to destroy a German observer’s armored transport (not the observer). GAR was able to assault the retreating Germans under the railway bridge with some success. In response German PaK 40’s kill two of those Shermans under the rail bridge. German Artillery also dispatched a few tanks while the remaining forces continued to try and motivate and move towards Cagny.
Turn three saw British air support destroy the meddling PaK 40’s and their transports. The Germans began receiving reinforcements in the form of two Panzer IV’s, a pair of PaK 43’s, and a King Tiger who’s tiger ace skill was “Schnell” more on that later…. The Germans sprang an 88 as an ambush and managed to destroy a British tank. This was a historic unit that was attached to Van Luck. The “Kursk of the West” label for this battle was starting to take shape. The East side of the battle field was becoming the firing range for Eric’s armor and most of the German armor. Turn after turn saw many dice flying on both sides. Once the firing was over for this turn the Germans were mostly successful in using their Stormtrooper ability except for the King Tiger. He only needed a 2+ to move, he rolls a one.
Turn four for the British saw a continued advance. GAR was quickly flanking the Germans around Cagny while capturing any towns along his path. Eric continued advancing south towards Frenouville. Major Van Luck was killed in the forest near Cagny. The Germans received the remaining four Panzer IV’s and a Tiger I as reinforcements and managed to kill two more British tanks. Again the King Tiger fails his motivation by rolling a one. All forces are baffled.
Turn five began with Eric’s artillery laying a mass amount of smoke on the German PaK43’s which in turn blinded many other German tanks. GAR’s artillery managed to bail the German Tiger. Their Firefly’s managed to kill the German Tiger and a follow up assault on the west side of Cagny managed to wipe out some German infantry. Another assault onto Le Prieure managed to capture that village. The Germans received more reserves of another Tiger. Tried to kill some tanks and then tried to reposition. Once again the King Tiger fails this test.
Turn six saw GAR inching closer to Cagny. His Fireflies managed to dispatch two Panzer IV’s and a follow up assault managed to capture Cagny. British air caused the remaining Tiger to bail out. The Germans continued to fall back and received their last bit of reserves in the form of an armored car platoon. The Tiger and King Tiger fired at British armor and managed to get a kill.
Turn Seven the Birts continued to smoke the PaK 43’s. Their Firefly’s killed the remaining Tiger and other armor was able to kill a Pak 43. The British continued to move south towards the more valuable objectives. The German King Tiger was able to dispatch a Sherman south of Cagny and a 88 at Le Hogue was able to do the same. Luckily for them night fell and forces were repositioned for the second day’s fight. Night was also falling in real life and the game was halted.
At this point Le Hogue and Frenouville were garrisoned but going to be under siege by the British. The British had lost twelve tanks and the Germans still had armor on the table and in reserve for day two. It is quite possible that Le Hogue would have fallen to GAR’s forces but it would have been a bloody assault. Frenouville would have been a different story in my opinion. Eric’s armor was very close to the town and his infantry was probably a turn away from assaulting it. In the mean time German reinforcements of an SS infantry platoon plus a Panzer IV, two Panthers and a Panzerjager IV would have been arriving on his flank right on top of Frenouville. This would not guarantee the Germans a victory but it too would have been a bloody battle. If I had to bet I feel that the Germans would have barely held that town.
Overall, like I mentioned at the beginning, it was a perplexing game for me. It was hard to decide what towns to hold and where to fall back to. If you left your dug in positions in a town you were left in the open fields. If you decided to stay you were left looking at a mass of forces eager to run you over. But in the end it was a fun game and another chapter in history that I wasn’t familiar with and now I am. Thank you Andy for organizing and running the day’s games and to everyone that participated.
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My complete Operation Goodwood scenario included the actions of the 11th Armoured division and the actions on the west side of VIII Corps’ attack, but the streamlined version we played catered better to the numbers of players available. I consider it a successful scenario because the results turned out similar to the historical results and everyone had a good time. I feel the scenario reflected pretty accurately the pluses and minuses of the British plan in the face of Rommels AT defense in-depth.
Final losses were pretty close to historical with the two British divisions beginning the game with 34 tanks (Shermans and Cromwells) and having ended the first day’s action having lost 13 (12 in the Guards Armoured and 1 in the 7th Armoured) for a loss of 38% of their starting strength. Historically, based on each of the three British armoured divisions having an approximate total of 160 Shermans and Cromwells, or approximately 480 total, compared to the approximately 200 tanks reported destroyed in the first day, left the British having lost, in reality, approximately 42% of their initial tank strength, not too far off our game result. Our British players captured all of the objective villages except the two most valuable ones, le Hogue and Frenouville. We’ll have to continue the game into the second day and see how the results finally come out and whether the victory conditions we are using are balanced.
Operation Cobra
Rob Wubbenhorst, Royce, Matt, Dion Duran and Diego Duran combined to play out the first day’s action in my Operation Cobra scenario. This game too only completed just the first day of action and, after resolving the abstracted night turn, left the American infantry divisions in similar straights to their historic counterparts. The interesting development in this game was that historically it was the progress and successes of the 30th Infantry Division on the American left flank that spurred General Collins to release the VII Corps reserves on the following day, however, in our game, it was the success on the American right, the 9th Infantry Division, that was so impressive.

Thanks to Rob for putting together the following summary of the Cobra game and for granting me permission to include it here.
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I enjoyed playing in the Cobra game with Royce & Max as my fellow Germans, and we faced Matt, Dion, and his son Diego in the Cobra breakout game.It’s been a week, and memory is fading so I’ll give game observations rather than a blow-by-blow account.
The game had significant US forces starting at table-edge facing a thin line of Germans (mix of PG, Gren, and FJs). The only AT assets the Germans had were 3 Panthers and infantry AT (Shreks and Fausts). The combined US force had 9 Shermans and 4 M 10s and 5 infantry platoons. They had lots of arty and air assets and I felt very stretched to stop/delay this onslaught.
Andy did a good job simulating regimental battlegroups with platoon sized units. It’s fun to recreate actual events of a larger action with smaller unit sizes, shows the versatility of FoW as a game system beyond standard 1500pt. game missions.
The US started with a move right into the German front line, which is a bit problematic. Moving on the table and immediately getting shot up is a game setup issue to be avoided. We discussed how the limited amount of bocage terrain on-hand had set this up. There are several GM tricks to use to avoid this. Setup the German MLR with a line of no-man’s land fields interposed to the table edge. Forget the bocage in the rear areas where no units are currently active, just mark the roads and say ‘bocage is along every road’. The bocage terrain can be relocated as the battle moves into the table.Aside from this issue, the US advanced on a broad front with tanks intermingled with infantry. The day consisted of three separate battles, showing very well how bocage can isolate units and prevent any mutual support.
On the Left, a thin-line of two Grenadier platoons were by-passed by tank/tank destroyer platoons which made deep gains into the German rear. Their supporting infantry platoons took on the two German platoons and Panther (which failed to ever mount from pre-game bailed status). After a long series of shooting/assaults each side lost an infantry platoon and the surviving rump/gutted platoons equally consolidated back toward the German side to fight again the next day.
In the center, a Panther earned several new kill-rings by surviving multiple shots by Shermans and M-10s and taking out the threatening M-10s like swiss cheese. The Shermans found the bocage plus FJs to be a fearsome combination when the platoon CO tank opened up an opening, which was promptly sealed by the #2 Sherman which bogged in the gap, preventing the #3 from supporting. The FJs got out of their holes and assaulted the lone Sherman, losing a team in def. fire and KO’d the Sherman with Panzerfaust AT in assault. The bogged Sherman was lost on a subsequent turn assault along with the lone #3 w/out a leader. This ended the center attack, the supporting infantry were gunned down by massed 251 halftrack MG fire while in the open. This center battle showed the difficulty of tanks in bocage proceeding without infantry support against tank/infantry defense (and the Fearless status of the FJs helped in several assaults).
On the right, the US had their best veteran troops, and quickly defeated a dug-in FJ platoon who couldn’t find their weapons for effective defensive fire. The supporting US tanks zoomed into the German rear and was only stopped by the bocage and two very brave Panzerschrek teams who blocked the road under cover. The tankers were wary about this threat and never challenged it while waiting for their victorious infantry to catch up.
The US air was appropriately present. They were unable to support the engaged troops due to the dangerclose rule (16″) and were quite effective at interdicting German reinforcements moving on the roads in the rear and took out an entire armored panzerartillerie platoon (very effective!). German artillery was adequate to harass the advancing US until it was destroyed by airpower. German AA was non-existent (intentional design by Andy). As Germans, we knew the threat from US air, knew we had no countermeasure and just grimly pressed on. Very historically accurate.
It was a fun scenario to enjoy from the perspective of the Germans. We delayed the US in the center and appropriately retreated on the right and left. Late entry reinforcements took care of the tanks on the right, US tanks w/out infantry support in the bocage cannot survive sustained infantry attacks. Final count in the armor battle: 1 Panther in exchange for 6 Shermans and 2 M-10s. Not a bad trade. The Germans did lose most of their precious artillery however. The US fared as well as they historically did, pushing the Germans back about 900 yards to make room for the 2nd and 3rd armored divisions to punch through. We didn’t get to this, and it would be interesting to pick up on Day 2 when we left it.
Good game, great players. Enjoyed playing a historical scenario and discovering the hell that bocage can be all over again.
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I’ve included photos at the following links, so you can see what the tables looked like and follow along with some of the action.
Goodwood photos at http://tinyurl.com/5l3uy6
Cobra photos at http://tinyurl.com/6ru38o
Thanks again to all those who participated and/or supported the venture. I’ll let everyone know when it is a convenient day for me to try and complete these particular games so we can get final results and play the Falaise Gap scenario later this month or in August.