Lone Sherman is a wargame that puts the player in charge of a Sherman tank somewhere in France after the Normandy invasion. It has fun and challenging missions, but is not completely historical, as a Sharman would not operate alone without support. Lone Sherman was written by Mike Lambo.
The game can be played on a map using counters, but I use 10/12mm Minifigs models on hexes from Kallistra, houses from Total Battle Miniatures and trees from Timecast.
There are 11 missions in the game with a 12th bonus mission written by the author. I have designed an additional 13th mission.
Mission 13 - The Rescue
Lieutenant Baker was out performing a mission in his Sherman tank, when a mine in a village disabled the tank. Having radioed their situation to headquarters, Baker and his crew bailed out, A German machine gun in a nearby wood opened fire and Baker and his crew took cover in a small cottage where they were pinned down.
Headquarters tasked another Sherman, commanded by Staff Sergeant Martin Lundgren from Minnesota, to advance to the village and rescue Baker and his crew.
This mission requires the Sherman to pick up the crew of the disabled Sherman and return with them. There is no requirement to engage or eliminate any enemy units. There is no time limit as such, but the more time the Sherman takes, the more unfortunate events can occur. These can include such things as the arrival of more German tanks, infantry or air support.
The map of the mission. My collection of Kallistra terrain is currently missing ponds, so I chose to use marshes/swamps instead.
The disabled Sherman in the village, with Lieutenant Baker and his crew pinned down by a German machine gun team.
The set-up at the start of the game. Two German Panzer IV tanks will attempt to stop the S/Sgt Martin Lundgren in command of the Sherman from completing the mission.
During the first turn, the Sherman advanced along the road. The two Panzer IV's and moved towards the Sherman and a Panzer III entered along the left-hand road to reinforce the Germans.
During turn 2, the Sherman advanced into the first village. The two Panzer IV's advanced so as to surround the Sherman, The commander of the Panzer III seemed reluctant to move towards the more powerful Sherman.
During turn 3, S/Sgt Martin Lundgren was standing with his head outside of the hatch of the Sherman and could clearly see the Panzer IV that was in the open field with no cover. Lundgren ordered his gunner to open fire and the Panzer was hit and destroyed.
Lundgren then reversed his Sherman out of the village, deciding to advance cross country instead of sticking to the roads. The remaining Panzer IV advanced out of the village towards the Sherman, having seen the fate of his comrade, the German commander laid smoke to cover his advance. The Panzer III, still very cautious, advanced slowly along the road.
During turn 4, the Sherman driver put his foot down and tore hell for leather across the open field towards the village with the disabled Sherman. Both Panzers followed after the Sherman, but were not fast enough to catch it. German infantry were spotted in the woods near the Sherman.
During turn 5, the Sherman entered the village containing their brothers-in-arms. Using their machine-gun, they caused the German infantry in the woods to flee. They then picked up Lieutenant Baker and his crew in the Miscellaneous phase, launching smoke to cover then climbing aboard. The Panzer III advanced onto the road, and opened fire on the Sherman, but the smoke screen hid the target. More German infantry appeared in the woods, but far away from the Sherman.
During turn 6, the Sherman fired twice at the Panzer III, the first shot failed to penetrate its armour but the second damaged it.
As the Sherman tried to sneak past the Panzer, the Germans hastily repaired the damage to their tank and then opened fire, but the Sherman's side armour was thick enough to save them. The commander in the Panzer IV, his view of the Sherman hidden by the woods, failed to advance.
During turn 7, the Sherman opened fire on the Panzer III without effect, S/Sgt Lundgren then ordered his driver to put the pedal to the metal and race towards home. The Panzer III moved forward, getting a shot at the Sherman's rear, but still failed! The Panzer IV, now saw the Sherman race across the fields and moved into the village. The German infantry in the woods decided that it was safer to stay among the trees, than to come forth and challenge the Sherman.
During turn 8, the Sherman headed into the farm and towards home. The commanders in the German tanks, seemed to have lost interest in pursuing the retreating Sherman.
During the final turn, turn 9, the Sherman exited along the road.
A successful mission and a gallant effort by S/Sgt Martin Lundgren and the crew of his Lone Sherman.