Things did not go well for the Canadians from the start. By turn 3 the Carrier Platoon had been destroyed and ”A” Company ejected from the Chateau which it tried to enter under the illusion that it was not occupied. “B” Company was looking rather nervous as a Panther appeared around the corner of the Chateau and opened fire, and missed. Finally a stroke of luck. As yet the Royal Marines had yet to appear waiting for the Canadians to secure Le Hamel and the Chateau.
All troops entered Rots without opposition; the mortar team set up, the accompanying Centaur came on, a little too easy. The hill and woods above Rots were occupied by the German 4th (Heavy) Company supported by a Panther and 16th (Pioneer) Company. The weight of fire bought down on the Marines caused significant casualties while the Centaur was destroyed by the 75mm AT gun, but not before it caused some minor damage to the Panther.
At this stage the German commander decided to call it a day leaving victory to the Canadians. This is an interesting scenario to play and when the Canadian artillery works it gives them a distinct advantage. Actually, I don’t like the indirect fire rules in RF2 and prefer the grid system from RF1. What this game has led to is a spate of other games on this terrain with some slight variations. This includes three Lord of the Rings games followed by an American War of Independence (using AWRG) game and an American Civil War (using FnF) game. The things you can do during school holidays.