Another KGP Stoumont

sdennis

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Finally got my brother to kick off a KGP Stoumont CG. This has been years in the making.

I've got the Germans and he has the Americans.

I will post a picture of end of Turn 2 after we return from Chicago (forgot to take one when I left the other night)

So far it's pretty standard.

I have a platoon going far left, he reacts with a vehicle and squad.
I have maybe two platoons or so going for the woods road and he has reacted with a platoon going to block the road.
So far I am staying away from Roua, approaching carefully.

I have probably got too much going into Stoumont (I entered the 2+ left over after my flankers and sent another platoon+ from the setup area down the N33)

The rest are pretty much going up the hill.

American moves so far:
  • 60mm OBA dropped pre-reg onto U35 turn one
  • Pushing a gun into the trees in front of the sanitorium
  • 2 guns setup in OG near X27 that I can just see now concealed
OBA shocked then killed a HT w/o MA that was escorting my sacrificial lambs up the road
Two nice low roll shots have cost the Americans 2 Squads (one on a 6,6 MC when broken), the other on a 1,1 HE effects from the 75 HT
And a civilian interrogation cost the AMericans a HIP Baz team up on the hill.

So not so good luck for the Americans in the first two turns.
 

sdennis

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We got through German Turn 4 last night, ended after doing American OBA in Turn 4 Prep.
Americans got some better results overall. Germans are struggling with how much to push vs. surviving and not overreaching.
The Americans are simply buying time with space.
In turn 3 a platoon with PSK was able to get within two hexes of the Eastern most sherman and miss all PF rolls and Xed out the PSK... should be one dead Sherman...
As the German's started shooting to find HIP they hit the wrong hex and got a CX 658 jumped by a ? HS but no kills resulted... until the HT came up and bounding fired into the melee breaking the 346!
Germans also searched and found a line of mines on the ridge in the Y row as well as running into AT mines in X35 without setting them off.

Up on the hill the Americans are falling back by breaking and/or running away. As the Germans pushed a 6,6 MC resulted in a disrupted 348 who then surrendered!

Germans are down a HT and 2 squads maybe, while the Americans are only down about a squad.

Progress in the town is good but slow, same with the hill.

The fight is really in the middle on the open hill where a 76L is banging away (w/o APCR) on two panthers and the 60mm OBA made another appearance and after a DFPh accurracy of 1 to keep it in the area landed on his 76L and the foremost panther, immobilizing it!

Pictures coming in the next post
 

Gunner Scott

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Great stuff Steve. My advise though for the Germans is to just take the required points needed to win the CG day, if the Germans try and bulldoze their way in towards the sanitarium they will take a lot of losses. There really is no surprises as far as where the Ami guns are at, they have few places to really hide and anything with an upslope with woods or orchard is more then likely a HIPtser lurks. I also think giving up three HS and three 60mm MTR's for OBA is not a good idea, the more MTR's the Americans have out there the better to chuck WP to cover withdraws.

Scott
 

sdennis

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I only see 4 of the guns so far and he revealed all of them voluntarily to make sure they were pointing the right way. So he still has a lot of FoW out there.

I'm still thinking about the OBA, I think the loss of the HS is the bigger issue. If he kills the panther with the OBA and or breaks up this attack in the center it may very well be worth it but he got some luck with the accuracy on this one...
 

sdennis

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Got through all of turn 5 yesterday. 12s were rolled on both sides but the Americans keep losing men with their 12s while I am losing barrels with my 12s!

Americans revealed another 76L and 57L before they could get overrun and I did discover yet another 76L with a 127 scout! So now I think only the 90L and maybe one more other gun are out there?? Haven't counted exact yet.
He spiked one of the 57Ls before I could overrun it and I captured a 76L and a 57L.

Two Panthers went down, one to a BAZ same hex shot when I convinced myself that it was a dummy outside Roua, colored dr gave him the rear hit, at least this guy didn't have a MA!
Another one went down when the 57L spun on the first MP kept rate and then got the side hull hit to burn it. This was a dumb move on my part. Didn't need to push it so much.

He still has two 76Ls on the south side of Roua that are holding me up, they both survived MCs last turn and now I have to prep to hopefully put them down...

The Americans are in full retreat in the woods and back to the sanotorium.

I killed one 75 Sherman and discovered some of his buys when I finally saw some 105s driving around.

One other interesting action was my FlakPz driving down the road on the hill saucily drives up adjacent to a single ? counter, no baz right? Oh wait how about a thrown Daisy Chain? Luckily he missed, so I am now in possession of an American AT mine :)

Pictures to follow when I get a free minute
 
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sdennis

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End Turn 5 Stoumont

West Stoumont, the fire is a burning Sherman... the West is wide open until we approach the Sanitorium. In this picture you can see the twins leading from the front.
View attachment 53349

In the heart of Stoumont you can see the train of vehicles driving to catch up. Under the Panther in N21 is 8-1 and two 838s. You can see one of the 76Ls that won't go down... The other one is in Q21 at the edge of the picture.
View attachment 53348

In the North of Stoumont you can see it's pretty thin for the Americans. T22 is a .50 and S23 has the 9-2 American leader that popped up last turn. Unfortunately I have to prep to take out those guns which means I might not get the Roua VPs I need if it ends after Turn 6.
View attachment 53347
 

sdennis

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End Turn 5

Up on the hilltop the sideshow continues... not sure of the value here for him or I. You can see the FlakPz IV that almost died to a daisy chain. The HS broke and ran away and rallied, but I recovered the daisy chain.
I have about a platoon and a half up here and he has about a platoon. Maybe I should dig in here to avoid getting pulled back...
View attachment 53350

A little farther West on the hill you can see he pulled back in his T4 while I am trying to maintain my line of advance. My other -2 leader is here. You can see his line of AT mines on the ridgeline that forced me to drive around.
He has another .50 over here that I've lost track of.
View attachment 53351

Farther West I am trying to push towards the Sanitorium but have been slowed down too much. You can see two captured guns, but the 57L took down the Panther as reported earlier. The no APCR 76L in the bottom right is unmanned as well.
His radio man is still alive in CC26. The 57L crew escaped when the 658 rolled a 6,6 CC attack last turn.
View attachment 53352

The immobilized Panther was hit with the OBA two turns ago! Under the baz is the other dead panther, whose crew bailed and then died to the 9-2 in Roua. The Baz guy got jumped in CC, ambushed and killed by the guys in the foxhole.
I think the IVJ will have to crash the building in front of him to make the 9-2 run away from S23... while the foxhole guys take the VP which means I likely can't take the foxholes because of all the damned barbed wire...
I'm a little thin here because I expected a big American presence here...
View attachment 53353
 

Gunner Scott

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And this is why KGP next to RB is the best CG out there. Lots to do for bothsides and the set ups can be as varied as the players playing that CG. Lots of options indeed. I personally like the daisy chain option, you might not be able to set up those mines in a FL location but you can use hip and process daisy chains in an FL location. There are so many ways to defend and attack in this one, I personally like going around the horn with one flank and up the hill at Y33, that way if the mist lifts, my long guns can start to see the Americans moving around below. Though the Germans do have to be wary of HIP guns in hexes BB26 and X26 both very good ambush places for Guns.

Anyway, keep the up dates coming.

Scott
 

sdennis

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So after a trip to China for me, bad rotating days off for Neil we finally got another turn and a half in on this KGP Saturday. Forgot pictures again...

Synopsis for Turn 5 and Turn 6 German:

Germans push ahead cautiously as they don't want to get caught in a lot of no mans land due to overlapping controlled areas in Roua. The 76L in Q21 does not go down in Prep so we can't make the mad dash for the required LVPs on Turn 5, I hope for a turn 6 (and I end up getting it)...

In the end I capture two more 76Ls (Q21 and P23) and in Turn 6 get the Roua LVPs to get to 28. All of Stoumont has fallen, I'm trying to get as close to the Sanitorium as I can. I lose a leader to a 12 and another HS to a 12 MC. The 12 MC disrupted the remaining 348 so I had to send the 10-2 over there to make sure he didn't surrender too!

The hilltop has come to a halt with my guys trying to dig in so they don't get sucked all the way back to the big setup area.

His reinforcement tanks finally arrive and two take up position around the corner of some woods part way down N33 so keep me from covering that part of the road while the other 3 take the long way up the hill in the back (the one non-slope crest side near the entry area)

I also removed the roadblock in Stoumont and his 9-2 escaped from Roua.

Oh and the mist dropped in his turn 5 allowing his little 57L to take out a Panther at distance with a side shot! He was in motion out of LOS killing guys for failure to rout before the mist dropped exposing his side...

His little 60MM OBA is back and hitting empty space in Turn 6 (he tried to get a good drift onto my ? guys in the trees but got a bad drift.
 

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Fantastic AAR Steve. Bob is attacking enforce towards towards Roua and around the bend of the Church. But like Neil, he is kinda settling for his hill top gains and not going much further, just digging in for when the CG ends. So much stuff happening in our CG it makes my brain swim lol.


Scott
 

Bob Miller

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Germans get three attack chits in this CG. Does this include the first scenario battle?
 

jrv

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Germans get three attack chits in this CG. Does this include the first scenario battle?
P8.6231 "ATTACK-CHIT LIMITS: ... For purposes of this rule, neither side is considered to have selected an Attack Chit for an Initial Scenario."

JR
 

sdennis

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So Neil and I finished up, it went 7.5 turns allowing me to extend a bit on the hill and get close to the sanitorium.
I ended up losing 3 panthers with another still immobilized. Total CVP was nearly identical around 50 for both of us. He was able to reclaim his 90L, I sent a crew and HS up to try to grab it on my last turn but both failed the MC from the damn 60mm OBA... we each had one easy escape roll from no mans land.

We both have 2 setup areas, one big one and one each up high on the hill.

Important info attached in pix, red are no mans land and purple are interesting uncontrolled, you can deduce the perimeter for the most part from this.

View attachment 53938

Just realized I must be missing an objective hex or foxhole of his that makes his one setup area contiguous...
 

Bob Miller

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First time playing this CG myself. Those special Objective hexes that can serve as Strategic locations are key in getting one big set up area as the Germans. I didn't even consider playing games with those in case I screwed something up. I put a CC counter in the chosen Objective hexes Turn 1 of the CG so I knew where they they were at all times and what I needed to dig foxhole-wise during the game or how important certain buildings were to capture to get my required set up area.
 

sdennis

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Bob, what I ended up doing was printing out 3 or 4 big color maps from VASL with my objective hexes marked, then kept checking them.
 

sdennis

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Neil and I finally got back to this one after many life interruptions.
Got setup and Turn one done last weekend.

I was petrified of a bombardment so spent some points on foxholes to protect my guys.
Started with quite a few guys as close to the sanitorium as possible all under foxholes and maybe 2 platoons in the trees on the hill but as close to him as possible.

Then turns out he doesn't buy one, says they are too expensive! He loved them in VoTG!

Turn one sees some HTs drive on and two platoons of infantry run on to some waiting HTs (can't load until turn 2).

Nothing else exciting happens, I did lose a squad when it blundered next to the 90L and received a CH on his ROF final shot.

I'm right next to the Sanitorium and he chose to break the 57L after killing my lead IVJ (disabled MA) who was escorting my infantry.

There really isn't anything in the building anymore after turn 1 that I can't deal with.

His reinforcements come on and start to spread out. Looks like two or 3 platoons of infantry.

Initial setup pictures
The sideshow at the top of the hill. I am driving a AFV up there as well as a few more infantry (mainly to link this setup to my main one)
setup3.jpg

The hill attack
setup2.jpg

The sanitorium attack
Setup1.jpg
 

sdennis

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OK after my hellish Fall work schedule, Octoberfest, and the first holiday we finally returned to this one.
We are now through German 4 of the PM scenario.

Highlights:
  • Sanitorium has fallen
  • His 100mm OBA is creating havoc
  • Mist down to 1 level above nothing!
  • The battle at the top of the hill is over, the only Americans remaining are a concealed 7-0, everything else was broken and captured.
  • The hill attack is stalled by his 9-2 that broke once but recovered immediately. He killed the PzIVJ that I crashed into the woods (Just realized I needed to bog to leave the road too, forgot that)
  • His last turn he rolled like 3 or 4 1,1 and killed 3? squads outright?
  • Another VG died to UK from a stupid mtr
One of those nice interesting ASL stories... he broke a squad with a PSK that was threatening one of his 76Ls over NW of the Sanitorium, I thought he was far enough back but he was in a road. So he drives an M8 around the world and overruns him trying to get the points... he gets like a 1MC and I roll 1,1 to HOB and get a hero to boot. So now he's pissed cause I'm going to kill the M8 with a PF right? get one, 6,6 to CR the squad... and miss the M8... gotta love this game. We are both learning not to get disheartened by the 1,1 as most seem to come back and not matter much...


We are trying to finish up before Xmas to give his dining room back :)

Pictures next time.
 

sdennis

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Couple other key points I forgot...

He still has not received his planes...

His sniper has been hot, stunning a FlakPanzer that was being prepared for Air Cover and a FT HT that I was driving around CE for some stupid reason.

I don't think I would buy the FT HT ever again... very difficult to use on the attack based on the difficulty getting them anywhere with the soft ground, etc.
I probably need to just hide them in the forest and save them for the defense.
 
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