von Marwitz
Forum Guru
ASL11 "Defiance on Hill 30"
Situation End of German turn 1:
View attachment 46667
Seems to be one of the classics and is well fit as a teaching scenario for infantry and the introductionary MTR (one on each side). ROAR has it very balanced with close to 200 playings for each side. I played this as the German.
Basically, the US has to hold the village on board 4. The Germans either need to take some buildings OR take at least one and exceed the US in VP (some of which may be granted if the US reinforcements arrive late). The Germans have 12 squads lead by 3 leaders and are equipped with a decent numbers of MMG and LMG along with one small MTR. Nothing fancy here. The at start force of the us is 4 paratrooper squads (one of which may HIP), 2 leaders without modifier, an MMG, 2 BAZ, and a 60mm MTR along with a dozen "?" counters and 2 Foxholes. US reinforcements will be arriving during turn 4, 5, or 6 (of a total of 9 turns) depending on a dr. These are significant consisting of 5 paratrooper squads, a MMG(dm), 4 BAZ and a 9-1.
Usually, the action should play out roughly as follows: The small US defending force tries to mess up the German apporaches across rather open terrain with the MMG and MTR perched on the hills. The Germans will try to close quickly to take advantage of their superior numbers. They probably will try to crush as much of the US at start force and grab the victory buildings before the US reinforcements show up on the scene. If the Germans are quick, they might manage to establish some sort of defensive perimeter in time. When the US reinforcements arrive, it will be the Germans on the defence. They have to hold on to their buildings and watch out not to be hit by the numerous BAZ and high firepower of the US. At start much depends on the performance of the US MMG and MTR. Heaven forbid if the manage a ROF tear which could harm and slow the German significantly. Heaven forbid if they don't perform well, or worse - break.
In my game, the Germans lost some significant 4HS on their approach to the central lvl 1 building and cover behind it as well as to the patch of woods that is connected to the village woods by a grainfield. I tried to avoid the MTR and MMG as much as possible. It took some time to close and then to bring the German firepower to bear at superior range. The US played quite agressively in part, trying to slow me even before getting close to the village woods with some success.
Eventually, the Germans had established themselves in decent cover moving quickly when the US MTR malfed. The Germans then moved quite agressively, clearing most dummies and taking out/capturing half of the US at start OoB and breaking another quarter. A Germans HS managed to storm the US MTR position with the broken weapon and destroyed it. The US MMG position was stormed as well and the MMG captured intact. All buildings were secured as the US cursed its luck with their reinforcements not arriving before turn 6 (which did grant him 6 extra VP, though).
Now the Germans had to brace themselves against the onslaught of 7 US paratrooper squads. These could be more or less held off albeit at some cost. During the last US turn (US moving last), things got a little tighter than expected as the US managed to kill 2 Germans squads and one of the paratrooper squads managed to survive no less than five -2 attacks to stand ADJACENT to one of the victory buildings held only by one German squad. Doing the math, the Germans volunarily broke that squad and a HS both threatened by CC and yielding one of the buildings to the US because that way it was not able to top the German VP tally. This brought the German win with 4 out of 5 buildings secured and a VP Tally of 19 German to 18 US.
Situation end of APh US turn 9:
View attachment 46668
Interesting scenario that I recommend to play.
von Marwitz
Situation End of German turn 1:
View attachment 46667
Seems to be one of the classics and is well fit as a teaching scenario for infantry and the introductionary MTR (one on each side). ROAR has it very balanced with close to 200 playings for each side. I played this as the German.
Basically, the US has to hold the village on board 4. The Germans either need to take some buildings OR take at least one and exceed the US in VP (some of which may be granted if the US reinforcements arrive late). The Germans have 12 squads lead by 3 leaders and are equipped with a decent numbers of MMG and LMG along with one small MTR. Nothing fancy here. The at start force of the us is 4 paratrooper squads (one of which may HIP), 2 leaders without modifier, an MMG, 2 BAZ, and a 60mm MTR along with a dozen "?" counters and 2 Foxholes. US reinforcements will be arriving during turn 4, 5, or 6 (of a total of 9 turns) depending on a dr. These are significant consisting of 5 paratrooper squads, a MMG(dm), 4 BAZ and a 9-1.
Usually, the action should play out roughly as follows: The small US defending force tries to mess up the German apporaches across rather open terrain with the MMG and MTR perched on the hills. The Germans will try to close quickly to take advantage of their superior numbers. They probably will try to crush as much of the US at start force and grab the victory buildings before the US reinforcements show up on the scene. If the Germans are quick, they might manage to establish some sort of defensive perimeter in time. When the US reinforcements arrive, it will be the Germans on the defence. They have to hold on to their buildings and watch out not to be hit by the numerous BAZ and high firepower of the US. At start much depends on the performance of the US MMG and MTR. Heaven forbid if the manage a ROF tear which could harm and slow the German significantly. Heaven forbid if they don't perform well, or worse - break.
In my game, the Germans lost some significant 4HS on their approach to the central lvl 1 building and cover behind it as well as to the patch of woods that is connected to the village woods by a grainfield. I tried to avoid the MTR and MMG as much as possible. It took some time to close and then to bring the German firepower to bear at superior range. The US played quite agressively in part, trying to slow me even before getting close to the village woods with some success.
Eventually, the Germans had established themselves in decent cover moving quickly when the US MTR malfed. The Germans then moved quite agressively, clearing most dummies and taking out/capturing half of the US at start OoB and breaking another quarter. A Germans HS managed to storm the US MTR position with the broken weapon and destroyed it. The US MMG position was stormed as well and the MMG captured intact. All buildings were secured as the US cursed its luck with their reinforcements not arriving before turn 6 (which did grant him 6 extra VP, though).
Now the Germans had to brace themselves against the onslaught of 7 US paratrooper squads. These could be more or less held off albeit at some cost. During the last US turn (US moving last), things got a little tighter than expected as the US managed to kill 2 Germans squads and one of the paratrooper squads managed to survive no less than five -2 attacks to stand ADJACENT to one of the victory buildings held only by one German squad. Doing the math, the Germans volunarily broke that squad and a HS both threatened by CC and yielding one of the buildings to the US because that way it was not able to top the German VP tally. This brought the German win with 4 out of 5 buildings secured and a VP Tally of 19 German to 18 US.
Situation end of APh US turn 9:
View attachment 46668
Interesting scenario that I recommend to play.
von Marwitz