And yes, full marks to the lot of you who guessed from the teaser on Monday night: yes, t'was Brécourt Manor.
We're testing this out for a club D-Day all day on June 8th, where we aim to run a set of scenarios using IABSM3, Chain of Command, BKC, Battlegroup: Overlord, Bolt Action and possibly Flames of War: this was the Chain of Command scenario designed by Gary.
As the US, I got a slightly over-strength force of two sections of Paras, a 60mm mortar and a sniper team. Gary's Germans were crew for the 4 105s, two tripod MG42s and two sections with bipod MG34s. Here's an annotated version of Monday's teaser image, showing the initial setup.
US jump off points were under Lipton's tree, in the corner of the field to the left of that, and on the road about level with Gun 2.
The scenario and setup still needs a bit of tweaking: we played, and I think, having looked at pictures since, this may have been incorrect, that most of the hedges were bocage, meaning that for MMG 1 and 2 to be any use at all they had to be outside the hedge/trench layout. The scattered copse to the north (left side of the map, bottom of the picture) of MMG 1 is more a block to vision than fire, I think.
Which leads to the next interesting question of where to start the scenario?
Gary (and I think rightly) decided to skip the patrol phase, as with the Germans in fixed defensive positions it seemed a bit pointless. It does remove the initial scouting done by Winters in real life, and assumes that MMG 1's presence is known to the Americans.
Be aware that as of Monday I hadn't (deliberately) read up on the Brécourt Manor assault. I deployed a section, and Lipton's sniper team in Lipton's tree, mooched up to the hedge and offloaded half a dozen grenades in two phases at the machine gun bunker while Lipton tried to pick off MMG 1's crew. Of course, what I should have done was what Winters did, and concentrated everything on that MMG to take it down: as it was, I lined that section's MG up on MMG 2, and send the second section to deal with it as well…
Splitting the (already beefier than Winters had) force? Dumb move.
I got away with it. Even though Winters AND the Junior leader in charge of the first section got wounded taking out MMG 1, the LMG got wiped out by long-range fire from MMG 2 and the first section was down to 3 men, I managed to take on and take out MMG2 by taking advantage of two phases in a row and a Chain of Command dice, and then cross the field to the trench line and take out Gun 4's crew and close assault and wipe out a rifle team. (First time ever I've used the Covering Fire rule, too!) Somewhere about there the Germans ran out of force morale...
Matters arising: (Note, no criticism of Gary's scenario design intended - we have to start somewhere!)
Stealth: CoC really doesn't have rules for this. Depending on when we think the game should start, I think that either:
a) Winters should have jump off points that basically allow him to deploy at the point where the Germans notice him, and thus the US to deploy and fire
b) there should be rules for spotting :D
Victory conditions: I won because the Germans force morale hit 0, by, effectively, wiping out four teams and attached leaders. Not 100% sure this felt right - wasn't helped by a bad initial Force Morale roll for Germans.
Forces: I pulled this off with two platoons (and Spiers' section which never turned up), rather than Winters' 12 men. Choice of forces needs some thought.
Anyway. There you have it. HUGE thanks to Gary for a great scenario, and we're both open to any comments/thoughts before our next test.
 Readers interested in dropping in for a game will probably be very welcome. Drop me a line :D