AP 132 Night of Nights

JR Brackin

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I wanted to play this scenario since it offered a nighttime parachute drop and had some interesting Chapter E elements. I took the US with my opponent having the Germans.

We had some discussion pre-game regarding SSR 3 – the German AA Guns need to set up in AA mode and fire at least one per friendly PFPh and DFPh. Questions posed were: 1) can they drop out of AA mode – we decided YES (might not be what the designer’s had in mind), 2) if the gun was broken or for that matter if the German decided to spike the gun, would it count as the US eliminating the Gun – we decided that the US would get credit toward the VC.; 3) how do the Germans meet the requirement in SSR 2 if the Gun Malf’s – we decided that the crew would not be required to fire small arms.

My drops did go well and I did not have any fire coming at them, however that means the drops on board 12a were a little further away at start from where I would have liked. On board 65 the drop was close to the board edge and on board 64 the drop was right into the corner of the board. One unit broke in the far corner of the map. On turn 2, I started to get the troops together as best as Ii could, fortunately only 1 strayed and could not move due to having to cross Bocage into a grain field – not something that is easy at night (+2 Bocage, +1.5 for Grain, +1 for crossing into Concealment terrain at night). He stayed put and issued the line from the longest day – when they heard other units moving around them – “Hey those guys were Americans” – ok I substituted Americans for Germans, but you get the idea.

At this point the Germans were firing their AA guns, generating a couple missed sniper checks, but also by turn three two of the AA guns had malf’d and promptly rolled a 6 to close the deal. Meanwhile the convoy came in and spotted the broken squad in the road. This allowed the convoy to go to normal movement when they entered. Since most the US forces had consolidated around the two roads, there was still some issues for the trucks to get off the board.

Early on the squad that was stuck on the road was overrun by a HT with a 467, but passed their MC. As they realized their desperation, morale was low (see what I did there) they rolled a 3 on self-rally and were able to get back into the action. While one squad seems not to be of much importance, they followed the normal US route for airborne troops that morning. After rally they got away from the HT who was preparing another overrun, moved around some buildings and next to a truck. ADFPh, the truck was eliminated, and they advanced into a house to hide from the trucks escorts who were getting a little peeved since that was truck # 3 that went down. The next turn they CX’s and found another truck who was apparently lost driving around in some field – they got this one also. Having traversed from the north corner to the main road on board 65 they were moving towards the sound of gun fire hoping to meet up with other grunts.

Meanwhile the attack on the town was moving slow, waiting until most of the troops could join up. But with luck, I was able to make most of my MCs, failing a couple of PTCs, but nothing serious. I was able to break through the first line of resistance on T6, with 3 melees going on – all three the odds were in my favor. One of my ½ squads had moved into a building next to a concealed AA gun, he was dismayed to find out it was the Flak Vierling 38 – amassing a full 20 IFE at point blank range. Did I mention that my opponent kept rolling boxcars on his AA guns – to paraphrase Britney Spears – “oops he did it again” – my ½ squad passed his PTC. My opponent failed his PMC.

At this point my opponent resigned – German t6. With two tuns left I did not yet realize that the last building was being protected mostly with dummies and the last gun was in a position where I could come from multiple sides. I had most of my entire force still at my disposal. This gave the US the win.

I like the situation, although difficult. My opponent did not like it as much. I believe that if the AA guns did not break before I attacked them then it could have been a German victory, but that was not the case. I chalk up his dice rolls as good tactics on my part.

We both believed that there are two red herrings in the VC. We do not believe that there is much chance for the trucks to get through all of the FP that the US will exert, and we do not believe that the US can exit 12 VP. However since only the immediate win for US requires all four VC, there is still a strong chance for the US to get three VC by game end.

All in all, I believe that this is a fun scenario and will provide some good enjoyment.
 

jrv

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I realized later that we didn't play the American paradrop correctly. We skipped over E9.2, which applies a random position DR to each parachute. I don't think this would have had a substantial impact on the result, but it would have left the drop a bit more scattered and might even have caused a couple squads to drift off board.

Having played this once I would have set up the German defense substantially differently. First I thought that the restriction of AA Guns to Open Ground meant they couldn't set up on roads. That really limits their potential positions. I now think that the AA Guns are allowed to set up on road hexes as long as they are otherwise Open Ground. Second I was thinking I could catch paratroops in the air. In our case the final drop points meant that I had no LOS to any parachutes even once they landed. I think my defense was a bit scattered. I wanted to defend the G7 area buildings and the C14 building as two redoubts, but once the Americans get into good terrain the Germans do not have enough firepower to keep them back.

The convoy disbanded almost immediately due to a broken paratrooper. I sent the explosives-laden truck forward first, but it got killed without blazing. The rest of the convoy tried to pace itself to keep American units back. The 222 AC did break through, and I put it near the C14 victory building. Originally my thinking was that the AC would be used to disrupt Americans as they drove to reach the north board edge, but having played the scenario it turns out that is unlikely to happen.

I may have given up too soon. The Americans had two turns to clear the C14 building, and it is just possible that I could have held on for a last-turn, broken-guy-in-the-attic win. With the benefit of hindsight I would have set up more strongly to defend the C14 building, using AA Guns in C15 (which I thought was not allowed) and, say, C11. I also would put at least one AA Gun across the gully, perhaps even 12aF0 so the Americans would need to divide their forces even more. The explosives truck would look for an opportunity to charge the 9-2 or at least a large stack. With the night LV hindrance you need a solid attack and some luck to set off the bomb.

One thing I have thought of since our playing is to set up one or both four FP AA Guns with the idea of limbering them, tossing out extra ammo, and pushing it/them toward/onto board 11a. The crews need to be off No Move, and it would take a player turn to limber, so I don't know if the timing is practical. If it can be done, the Americans might not be able to catch the fleeing gun. I would tentatively suggest starting in 12aC15, but you might be able to make 12aC11 or even 12aF3 work.

JR
 

jrv

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One thing I did not look up during the game is whether a unit that receives Bocage TEM is eligible for night LV hindrance. I just looked it up, and a unit that receives the bocage TEM is not eligible for night LV. I guessed right.

JR
 
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FanaticTW

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Hi Guys! Thanks for playing this scenario. a few notes for you.

Originally the guns could not switch from AA mode until they had LOS to an enemy gun flash or KEU. Admittedly the impetus for this were the scenes from Band of Brothers where the paratroopers were sneaking toward/away from enemy AA fire...
if you have any other Questions/comments feel free to ask.

Ted
 

scottf2

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Hi Guys! Thanks for playing this scenario. a few notes for you.

Originally the guns could not switch from AA mode until they had LOS to an enemy gun flash or KEU. Admittedly the impetus for this were the scenes from Band of Brothers where the paratroopers were sneaking toward/away from enemy AA fire...
if you have any other Questions/comments feel free to ask.

Ted
Hi Ted,
Getting ready to play this scenario soon and was hoping for some clarification on the remark above... By "originally", do you mean that you originally designed it that way but then changed it when published, or do you just mean that is the intent of the scenario? In other words, in the final published design, can the AA gun switch freely out of AA mode or are they restricted to waiting until they have LOS to an enemy gun flash or KEU?
Thanks - looking forward to playing this - will be first night and airdrop scenario for me and my opponent so I'm sure we'll learn a lot, make lots of mistakes and have lots of fun along the way!

Also in regards to JRVs post - do roads count as "open ground" for gun setup purposes?

Thanks,
Scott
 

FanaticTW

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Hi Ted,
Getting ready to play this scenario soon and was hoping for some clarification on the remark above... By "originally", do you mean that you originally designed it that way but then changed it when published, or do you just mean that is the intent of the scenario? In other words, in the final published design, can the AA gun switch freely out of AA mode or are they restricted to waiting until they have LOS to an enemy gun flash or KEU?
Thanks - looking forward to playing this - will be first night and airdrop scenario for me and my opponent so I'm sure we'll learn a lot, make lots of mistakes and have lots of fun along the way!

Also in regards to JRVs post - do roads count as "open ground" for gun setup purposes?

Thanks,
Scott
The original intent was to have the AA Guns in AA Mode until they lose NO MOVE Status by any means, though the SSR does not really say this...

also Roads are open Ground But remember that a Gun CANNOT emplace on a paved Road

ENJOY!! tell me how it works out

Ted Wilcox
FANATIC
 

scottf2

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Thanks Ted - we got through the first two turns last night and are hoping to finish it today. Really enjoying it so far!
 
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