Paul S NJ
Senior Member
Hi folks,
Here's my AAR for WO 28 Dean's Defiance. I lost this in the first round at Albany to Derek Pulhamas and also played it a couple weeks later with Vic Rosso here in the great state of NJ. I'll post an AAR for my game with Vic next week.
I bid A1 and Derek bid A2, so I increased my SAN (was never used) and got an extra lmg. This is an interesting early Korean War scenario where two Chaffee’s and 18 546 led by a 10-3 defend deluxe city boards from 30 447/527 plus four T34/85. The US has ammo shortage and are lax. They have one good AT weapon in a 1950 bazooka with a 30+ TK and a good TH table. Partnered with the 10-3 it’s like a 5-hex 88L in 1940.
The NK’s have a brief 7 turns to exit 60 VP out of 93, plus crush the US troops; as buildings held by the US at game end are deducted from exit points. The attacker can designate troops to enter on the flanks on turns 2 and 3; and also gets infiltrator squads popping up.
The deluxe boards look big, but the battle area is only a regular half-board in width and 15 hexes deep, so it’s two turns to exit from mid-board (assuming no US troops left to interfere). That leaves 5 turns to crush the US.
Derek had a very nice setup. He wisely didn’t bother trying to defend the rear board from flankers/infiltrators and instead had a solid phalanx of 360 defense on the center board with three stacks that credibly could have been a 10-3/MMG or 10-3/Baz combo. Since the NK doesn’t want to lose more than one T34, some caution is required. I planned to enter just two 447 turn 2 and four turn 3 to maximize my starting force firepower while still harassing the US flanks.
Derek clobbered my entering troops but they mostly rallied back into the fight using the two ‘normal’ (non-chinese) commissars. My T34’s took up safe positions to use their guns against strongpoints in UST1.
My infiltrators were aggressive and jumped into CC. Here’s where I made a fatal mistake. I mis-understood the VC. It said, ‘prisoners don’t count double’, I mistook that to mean prisoners don’t count. The NK player should be trying to pick up at least 20 vp of US prisoners to help with the high exit VP total. With 20 vp in prisoners, the VC are achievable, without them there is no way to subdue the strong (in firepower terms) US troops in the 5 turns and still exit the required VP. I totally screwed this up.
In NK turns 2 and 3 Derek extracted a toll of my attackers of a few squads, but where I hurt myself was entering into 1:1 CC using 527’s or stealthy leaders (elite NK’s are stealthy) vs lax 546’s missing ambush, and then in normal CC having Derek roll a 3 or 4. This happened about 5 times. If I had been focused on taking prisoners, I’d have stayed out of CC and use fire to break and then capture the squads instead. Big mistake on my part. In RT2 and RT3 I used DC heroes, TH heroes, a berserker stack (led by a wounded commissar) and T34-freezes to take out the US right flank (a Chaffee and about 9 squads) in the factory but lost a T34 to the super ‘zook and lost about 10 squads to CC/fire. In USt3 (pictured) I only had 59 VP of NK’s left (not counting some prisoners which I thought didn’t count). After two Chaffee CH/squad KIA’s I threw in the towel. Of course I should have kept playing because with prisoners I still had a chance. Oh well, read the damn VC! Chuck Tewksbury mentioned to me that he is in the habit of rereading the VC before each of his turns, a good practice. 0-1
Rules learning- I didn’t get what the Korean War bazooka dud rules meant. Now I understand that for a heat dud (a colored 6 vs. AF6+ roll ( or 4-6 for WW2 baz’s), where without the dud it would have killed the AFV, instead it becomes a potential shock.
Here's my AAR for WO 28 Dean's Defiance. I lost this in the first round at Albany to Derek Pulhamas and also played it a couple weeks later with Vic Rosso here in the great state of NJ. I'll post an AAR for my game with Vic next week.
I bid A1 and Derek bid A2, so I increased my SAN (was never used) and got an extra lmg. This is an interesting early Korean War scenario where two Chaffee’s and 18 546 led by a 10-3 defend deluxe city boards from 30 447/527 plus four T34/85. The US has ammo shortage and are lax. They have one good AT weapon in a 1950 bazooka with a 30+ TK and a good TH table. Partnered with the 10-3 it’s like a 5-hex 88L in 1940.
The NK’s have a brief 7 turns to exit 60 VP out of 93, plus crush the US troops; as buildings held by the US at game end are deducted from exit points. The attacker can designate troops to enter on the flanks on turns 2 and 3; and also gets infiltrator squads popping up.
The deluxe boards look big, but the battle area is only a regular half-board in width and 15 hexes deep, so it’s two turns to exit from mid-board (assuming no US troops left to interfere). That leaves 5 turns to crush the US.
Derek had a very nice setup. He wisely didn’t bother trying to defend the rear board from flankers/infiltrators and instead had a solid phalanx of 360 defense on the center board with three stacks that credibly could have been a 10-3/MMG or 10-3/Baz combo. Since the NK doesn’t want to lose more than one T34, some caution is required. I planned to enter just two 447 turn 2 and four turn 3 to maximize my starting force firepower while still harassing the US flanks.
Derek clobbered my entering troops but they mostly rallied back into the fight using the two ‘normal’ (non-chinese) commissars. My T34’s took up safe positions to use their guns against strongpoints in UST1.
My infiltrators were aggressive and jumped into CC. Here’s where I made a fatal mistake. I mis-understood the VC. It said, ‘prisoners don’t count double’, I mistook that to mean prisoners don’t count. The NK player should be trying to pick up at least 20 vp of US prisoners to help with the high exit VP total. With 20 vp in prisoners, the VC are achievable, without them there is no way to subdue the strong (in firepower terms) US troops in the 5 turns and still exit the required VP. I totally screwed this up.
In NK turns 2 and 3 Derek extracted a toll of my attackers of a few squads, but where I hurt myself was entering into 1:1 CC using 527’s or stealthy leaders (elite NK’s are stealthy) vs lax 546’s missing ambush, and then in normal CC having Derek roll a 3 or 4. This happened about 5 times. If I had been focused on taking prisoners, I’d have stayed out of CC and use fire to break and then capture the squads instead. Big mistake on my part. In RT2 and RT3 I used DC heroes, TH heroes, a berserker stack (led by a wounded commissar) and T34-freezes to take out the US right flank (a Chaffee and about 9 squads) in the factory but lost a T34 to the super ‘zook and lost about 10 squads to CC/fire. In USt3 (pictured) I only had 59 VP of NK’s left (not counting some prisoners which I thought didn’t count). After two Chaffee CH/squad KIA’s I threw in the towel. Of course I should have kept playing because with prisoners I still had a chance. Oh well, read the damn VC! Chuck Tewksbury mentioned to me that he is in the habit of rereading the VC before each of his turns, a good practice. 0-1
Rules learning- I didn’t get what the Korean War bazooka dud rules meant. Now I understand that for a heat dud (a colored 6 vs. AF6+ roll ( or 4-6 for WW2 baz’s), where without the dud it would have killed the AFV, instead it becomes a potential shock.
Last edited: