AAR - Vogt's Ritterkreuz - OA26

Major Issues

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Secane, PA
First name
Vince
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I have been busy searching for a new career, but I took some time off to play Walt Harrar. I have picked up a few job hunting tips that I thought I would share to keep you from making the same mistakes as me:

Don’t put quotes from ‘Cross Of Iron’ in your resume. However, they may be acceptable during your FTF interview, depending on how well you can squint.

Don’t list as references anyone named ‘Mad Dog’ or the ASL opponent who you cheated by taking an extra Tiger.

Under ‘Career Goals’, don’t write ‘Produce and direct lesbian porn movies’.

Under ‘Achievement You Are Most Proud Of’, don’t write ‘Pulled 5 black cards in a row with 100 mm Russian OBA’.

Under ‘Latest Meaningful Achievement’, don’t write ‘Reorganized my black SS counters’.

Don’t bring your complete collection of Critical Hit scenarios to the job interview.


Three out of four scenarios that Walt and I played in a month had me as the SS. The second of them was Vogt’s Ritterkreuz. I had done a setup as the Dutch a long time ago, but it was the original scenario version, which had very different VCs and some other changes. I never got to play the original.

Elite SS with 3 ACs have to clear the Dutch from around the near side of the bridge. The Dutch have OBA with an offboard observer.

I was the goose-stepping SS. Walt was the Gouda-and tulip loving Dutch.

If the Dutch had only built a wall, they could have kept the Nazis from entering their country...
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Germans have to cross board 5 to get to the bridge. The Dutch only have 8 squads, so Walt didn’t have anyone too far forward. I was able to charge forward unimpeded on the first turn, and then advance into good spots to fire. I thought he left the center of the woods on my left too open.

My units in the building in the middle were in sight of his off board observer. Luckily, no one broke on turn 1.

My one good AC broke his MA on his first shot. Heavy Sigh.
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While Walt’s artillery pounds my guys in the center, the squads on my left are closing in. Walt’s MMG squad passes a MC, but goes Berserk. I advance my guys to make it an ugly charge:
When he leaves his foxhole, 36 flat (which cowered to 30, of course...) and a 24 flat, followed by a 12 flat.
The Berserk squad passes everything!!! Only to die when I roll a ‘3’ in CC.

Which was a theme of mine. 4 out of 8 Dutch squads died in CC. Usually with a ‘3’. No CC became a Melee. I lost 0 squads in CC to Walt’s 4 and I created an 8-0. God favored the Nazis. Make of this what you will.

Walt’s OBA was active – he drew 4 black cards in a row. (Followed by two red ones...) But I didn’t have a lot of troops that he ever had LOS to. I lost an AC to the OBA, and he broke a squad. Twice. But he also broke one of his own squads in a foxhole. German/ Dutch artillery roolz!!!
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Once I started taking out guys, it got easier for me, as I could overwhelm him with numbers, and the terrain made it hard for the remaining positions to be mutually supporting.

SS win!!! We celebrated by passing the dutchie ‘pon the left hand side.
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Prisoners and civilians were immediately put to work planting cabbages and making mortar rounds instead of wooden shoes.


Worth playing.
 
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