Nov 16

J.R.V. vs. Jim Brackin

My opponent, Jim Brackin, wanted to play this new scenario out of Operation Cobra. The Americans bring a high-firepower force to the map edge, with 21 squads, 4 MMGs and 8 M4A1 tanks. Their mission is a tough one, though. They have to clear German MMC/AFV from on/adjacent to a north-south road net while avoiding a 56 CVP cap. The key for the Germans to overcome that much firepower was the stiffening of three Panthers.

Rules Questions

Per SBR 3, “After all setup but prior to game start, the American must place 10 shellholes counters …”. The shellholes are then moved randomly and they blow up things where they land. The problem with the SBR is that “setup” might mean setup during the pregame sequence [ASOP], in which case it is after the Germans put down their units, but before the Americans put down their first turn reinforcements [ASOP 1.11A]. The use of the word “all” sounds like the shellhole placement might have been meant to occur right after ASOP 1.11A, but the SBR also clearly states that this is “prior to game start,” which happens with the first turn Rph. We played the SBR as follows: German sets up, American places shellholes, Germans roll their SBR 4 TC (which immediately follows the shellhole placement, Americans set up first turn reinforcements. That the Americans can see the results of shellholes and the SBR 4 TC before setting up their reinforcements is an advantage for them , but because they have a turn’s distance to go before hitting the German MLR, it isn’t that much of a gain.

The shellholes SBR had another rules gap: there was no mention of what happens when the shellholes ended up in woods, where the rulebook does not allow them [B2.1]. We played such result as eliminating the unit/fortification, but not affecting the terrain.

Note that the SBR 4 TC is not a NMC. Because of this, results like HOB, ELR reduction, and Casualty MC are N/A. If the unit passes the the TC, it is unbroken. If it fails, it is broken but nothing more.

German Setup

Despite the special at-start TC, which breaks any German MMC that fails it, I set up a strong front line force. I put leaders in/near the front so that I could use their leadership DRM against the TC and so the leaders could move quickly to units that broke. Most of the broken units were recovered or with leaders by the beginning of turn 2. I set up one Panther on each flank and one covering the open area from E-J10. I was hoping to convince Jim that the best way to attack was through the bocage around E-Q8. This wasn’t too hard, as it probably is the best way to attack. My goal was to delay the attacking Amis in the center. (I was also looking for an opportunity to slide around into the American rear for the sleaze win, but that proved impossible.) I was planning to fall back slowly to a redoubt built in the 24V6 area, guarding the 24V2 road.

I expected the American turn 4 reinforcements to enter from the west because that is the shortest route to the last bit of road. AP Mines in 24U9 and wire in 24W8-24V8 covered the approaches to foxholes in 24V7-24X6. I couldn’t seal the keep completely because I wanted the Panthers to fall back into the fort. I put a fair amount of my fortifications near the 24AA column, including the roadblock. I also added mines in/near 24J7 in case Jim decided to enter that way.

The Americans did indeed slog through the bocage in the center, with a small holding force on the west edge. The American attack was meticulous. They lost only one Sherman in the first 4 turns, and but two squad equivalents. The Germans also lost very little in the first 4 turns, 1.5 squad equivalents. The Germans fell back to the main fort by American turn four, with squads and Panthers on the flanks of board 24 to cover the American reinforcement entrance. The Americans entered on the west, and the Germans fell back into the 24Q5 village area, the buildings near 24S7 and the woods near 24V6.

On German turn 4 a Panther lunged at a Sherman parked by itself in 24FF6. It missed the bounding fire attempt and went back into Motion in 24EE6, awaiting the inevitable rush of Shermans. That did not happen. Jim feels that swarming attacks are overrated. He attempted to drive his Sherman over the Bocage into 24EE6 but Bogged, then put two Shermans in 24CC5 and 24BB6 to fire on the Panther. Relieved, and having no compunction about driving through my opponent’s hex, I drove the Panther through to 24GG6, flamed the Sherman in FF6, and stopped to await developments. Jim Smoked my Panther from 24CC6, but that left him stopped there, and I killed that tank a turn later. Another Sherman was killed by mines on German turn 5 (the only one of four two factor AT mine attacks; all AT mines were at 2 factors). The Americans were starting to run out of time, and they hadn’t really pushed the Germans back out of the 24V7 woods. Some squads were attacking from the 24N8 area too, but they were stymied by a squad in 24M6 and the HMG in 24Q6.

Two more Shermans died on turn German 6, and with that we called the game. The Americans were at 52 CVP, four points shy of the cap. It was unlikely that he could clear the rest of the road without losing the remaining CVP.

For excitement, I have to rate this scenario fairly highly from the German perspective. I was continually trying to cover too much with too little, with units dashing about to fill in gaps and plug leaks. Jim feels that the scenario is unbalanced. I have a hard time commenting on that because I was too focused on the defense. On the face of it it looks like a tough job trying to clear the 24Q5 block and the 24V2 stretch of road. On the other hand the scneario is 7.5 turns, which seems long enough. The key may be in the Panthers. If the Americans can contrive to eliminate one or two (without losing too many Shermans), they have a decent chance. If they can’t, they are probably going to hit the CVP cap.

JR

Nov 16

Craig Houliston vs. Jim Taylor

Finished up this on VASL last evening as the defending Germans against Jim Taylor’s stout Americans. We agreed this was a fun scenario that, in our case, could have gone either way by a pip or two on the dice.

As a high level overview the Americans get six Shermans and 11.5 666s with only marginal leadership (for the Americans anyway 8-1, 2×8-0) Germans get two Panthers and 8 squad equivalents — all but one were 447s and two leaders, a HMG and 2xschreks. There are two VCs — attacker’s choice control all the buildings within 5 hexes of the crossroad overlay on board 6 OR exit 20 or more VP off hex Y10.

Notable setups: roadblock: h2/i2, Panthers: i2 and L8, shrecks: H3, o9

Early stages

Defense was mixed with both some upfront D and layered backwards. The troops up front were looking to cause some casualties on the American entry, but Jim wisely avoided any missed LOSs. As a result, by design, the forward guys pulled back. In the first couple turns, My sniper recalls one CE Sherman and whacks his 9-1. His troops are now on in force and perhaps my only real screw up of the game — I HIPped a 447/8-1 in hex J4….J4 open ground behind a bocage?! What the…? I saw that after we started and thought, huh? Well, they and the schreck toting guy HS I think in H3 all miss their shots and are subsequently pummeled into oblivion by the American firepower. Meanwhile, the Panther in i2 redeploys to o5.

Mid-game

Here’s where it gets bad for the Germans. My L8 Panther redeployed to N8. Jim gets a bit aggressive and moves up to swarm him with a couple Shermans. The Panther (with WA) fires and misses (5,5) the Sherman enters the Panther’s hex. I think he fires again and misses. I then reveal my HIP 237/schreck on o9. Surprise! Silence on the other end of the Skype transmission…I gain the hit. TK = 6,6. It ricochets of a box of C rations. Drat! Now another Sherman ambles up and takes the BFF shot and rolls a 4,4 (normally a miss since the Pather was hulldown), but HD was lost when the other Sherman entered the hex. Jim rolls what he needs and destroys it (crew survives). The next turn my Panther in o5 BFFs before moving on an exposed motion Sherman – misses. Freaking gyro shot from Sherman…hit…kill. At this point, I feel it is all over but for crushing the dice in the vice…

End game

The last 1 1/2 turns are wild. Jim is still assessing whether to go for the buildings or exit. I still have a HS/HMG that has not revealed. I know — why HIP a HMG? He was located in P4. My hope was to lay a nasty trap bag some significant infantry with rate in the village. However, as the game progressed this guy may have unnerved Jim just enough to forgo the exit VP which I thought might have been a lock for him as he thought it might located in z10. I had repositioned a 447 in Y10 in a foxhole there (so a potential for three PFs). As a result, I kept him HIPed as long as possible. In the end, Jim went for the buildings. It came down to P4 with the 237/HMG and P6. P6 held a broken squad, 447, 127. A K result killed the crew on the ground floor — nuts! And I believe the final shot — a 30+2 or something(?) resulted in a 2mc which he failed. Over in P4 a subsequent spray fire shot by the HMG at an adjacent 666 and concealed 666 for a 2 and 1 flat, respectively. I missed on the result and 15 FP of American infantry enter after they pin me on his AdvFire shot. I actually ambush him (pinned) and miss on my attack on one 666. He’s 15-2 and needs anything but a 10, 11 or 12 for the win. He rolls something like a seven for the win. Game over!

Post Game thoughts

Well, this was a fun scenario and we both agreed this is something we would both heartily recommend. After the second Panther went down, I was figuring this game was over. Nothing really to stop the American armor from exiting (though I knew there was just the one 447 on the exit hex). However, just enough doubt on what PF-ready Huns might be awaiting Jim at Y10 (a 447 AND 237/HMG???) made Jim switch to the building VC.

A little tough to say without more data, but the edge seems to be with the Americans. Lots of firepower and six tanks all sporting 10FP in MGs (CE) is really potent. Frankly, Jim didn’t even miss the recalled tank from turn 1 or 2. Of course, the equalizer is the cheesy 6ML. A few of us were talking and the 228 crew as German balance might help. Nevertheless, an extremely fun scenario that should play fast and be a tournament staple in the years to come. Kudos to Jim for a well-played game and for many laughs along the way. A special call out to Chas and the BFP crew for yet another fine scenario.

***One note, we played this incorrectly for a few turns. The THICK hedges on the overlay are…light bocage. We played them as regular since they were so much thicker. So, all bocage in this scenario are LIGHT BOCAGE. BTW, nice to see the use of the small village overlay to reinvent what was a pretty one-dimensional board.

Craig Houliston

Nov 16

Jeff Ital vs. Jeff Waldon

I paired up Friday night with Jeff, who came all the way in from SC. we decided on a smaller job from BFP’s ‘Beyond the Beachhead 2′, which had the Germies defending the board BFP E village against the Americans. We both bid for the Americans, and I wound up with the Germans and the balance (an extra 2-3-7). The dice were about even, overall, but I managed to pull some rolls out of my ying yang when it *really* mattered. I killed two of his three Shermans on turn 1, I think, one from a PF shot (rolled a 3) and another from a low odds shot from the PzJg III/IV (the afforementioned Hornet). Turn 4-ish, when he was really starting a heavy push into the village, I rolled a 2 on a key CC, creating a leader and smoking the squad he had sent in, and then on turn 5, that same leader and HS grabbed a PF off their back and smoked the last Shermie, at which point Jeff conceded.

This was a fantastic little tourney scenario, and I got to use some (now, at least) cool bocage rules. Jeff was a fantastic opponent, as usual, and even put up with my off-color humor.

Jeff Ital

Nov 16

For my first game in 10-12 weeks, my opponent Jim suggested this one from the new Bounding Pack.

My Americans would have to push through the bocage (both light & regular) of the new board BFP-D, and as the title suggests clear the Germans from an intersection amongst the familiar low hills of board 18.

The U.S. gets 15 squads of mixed quality to make the initial push. On turn five the cavalry arrives in the form of 2 M10s and 5 Shermans, two of which are equipped with Culin devices.

The most important pieces of the German defense are 2 HMGs and two dug-in panthers. Jim put one panther on level two hill hex 18Y7. It was covered by an HMG team in a foxhole 18X5. The other panther was in the victory area on 18Q3, looking straight up the main road. The remaining HMG team took up a position in 18O4 in a shellhole conveniently put there by the United States Air Force in a pre-game quasi-bombardment.

I pushed hard up the right with the bulk of my force, making good progress in that area, which was mostly blind to the big German weapons.

A smaller group started up the center to try to clear German troops from the road so the AFVs could get through safely. That attack got bogged down quickly as Jim shuffled 3-4 squads around in the bocage proving elusive targets. I was making no progress there for 3 turns.

I was considering abandoning the area and shifting those troops up the right, when I got a break. A squad went berzerk and survived his charge, tying up one of the key German squads. I was able to break that squad with adv. fire and Jim began to fall back.

Turn five and the tanks arrive. I sent the M10s left with one culin equipped sherman. Ther were no German units on that side. One sherman headed up the center road, another crashed through the bocage and headed for the near hill, the remaining shermans came in on the center but took a hard right to support the infantry on that side.

On the following turn, I experienced quite possibly the high point of my ASL career: On the left, I breached a hedgerow with a culin device. Let’s all take a moment to contemplate the profound significance.

……

Ok, we’re back.

The German HMG on the level two hill was broken by a lucky 10-hex shot from a MMG, and my infantry was climbing the hill to deal with them and the panther.

An M10 sailed through the breach and took up a position on a hill to fire on the panther and infantry in the rear. The near sherman got into a good spot on the hill to fire some smoke around. Things were nip and tuck. And then.

The sherman who was going to lay smoke did not get the chance, as he quickly became smoke himself on a shot from the rear panther. Not content, Jim announced an intensive fire shot, including a turret turn on my M10. Whatever. Good luck with that shot! Ha!

Snake eyes. Armor leader goes up in flames. You. Have. Got. To. Be. Freaking. Kidding. Me.

Now in the end game, 4 or so German squads that had pulled back successfully ducked down into the gully which runs through the victory area. Getting them out of good order down was going to be very difficult. I would likely have to drive vehicles down there and expose them to faust possibilities.

Fortunately, Jim saved me trouble by flaming another sherman with the panther from hell and ending the game by pushing me over the CVP cap.

It was a tense scenario. Lots of choices for both sides. If I had a chance to play it again, I would be (as Jim suggested) more aggressive early. It’s feels better to err on the side of caution with 6ML Americans, but if the Germans manage to hold you up for a while and still have four or five squads to hide in the gully and under the bridge, rooting them out seems like a pretty daunting task. Let alone doing it without hitting the CVP cap.

Always dug the Normandy bocage scenarios. Looking forward to playing more from these packs soon.

John Haughey

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