Bear Hunt

Roy Connelly

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Mike Rose and I played ATF 3: Bear Hunt from the HOB boys. This scenario is one of the three freebies for download at thier website.

Bear hunt is a December of '43 Partisan / German affair, with a fairly feeble garrison consisting of 2nd line Germans in a village of a half board 32. A Partisan force which can be chosen from menu of three groups starts basically surrounding the outpost and defending the road from the rather stout German reinforcements. These reinforcements are made up of six 658 SS squads, a couple of halftracks, and 4 PZIIF. Three other Half boards bake up the playing area. 39, 5, and 34. Object is to get 5 more CVP than the Germans. 6 Turns

I chose the second OOB, made up of two leaders, 10 337 partisans, three 527, one lmg and an ATR. Two of these squads are allowed to set up HIP and by SSR I was able to conceal all units in the proper terrain even though the German garrison set up first. I was also given MOL capability by SSR. Mike set up his garrison with the leader and three squads in a multi-hex building, with one 447 upstairs. one squad went out to the left, and the two HS set up in the north end of the village.

I decided to move in slowly as I couldn't afford to get my troops chopped up, because the turn 1 German reinforcements wouldn't allow me time to get back in it. Everything went well in the turn 1 movement phase, as I started to try to squeeze the noose on the village.

Mike brought his reinforcements down the board 39 road. I had counted hexes to place my two HIP squads to cover the roads on board 39 and 34. I let the one Motorcycle scout go by, and waited for bigger fish. A halftrack stopped adjacent to my board 39 HIPPIE. Waited for My prep to reveal and fire, got the MOL and killed the HT. I was up 5 points and looking good. If only it would have stayed that way.

Mike's garrison troops started taking their shots, and making them count. A couple of 3's broke some of my force attacking the village, then some below 5 rolls when I moved into 2RFP and I was starting to hurt. I revealed my board 34 HIPPIE, to get him in the game, but lost him to a Sniper one turn later. Sniper also nailed the other HIP squad after killing the HT. Mike made a HS D1f 4-1 shot count and I had only 4 GO units left on the board and 2 of those were leaders.

At this point the MKII's just rolled in and started rounding up the broken Partisans, and it was over in three turns.

This scen looks interesting and I think it could be, but I had some rotten luck, and Mike was rolling good. The Partisans simply have to take the village, before the SS gets there, I don't believe I set up enough of a screen on the road, as my Partisans had no time to recover from the initial beating they took. I would play it again, but at this time, I would only rate it 4 out of 10, because if things don't go pretty good for the Partisans they can't deal with the 658 SS and 4 tanks. Tough scenario for the Partisans, but I believe it could be a more interesting game than I made it. :?

Roy
 

Joe W.

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I played this at ASLOK this year. It was a real nailbiter.
I had the partisans. I got into the surrounded village quickly and with little trouble, but I tried to clear it as quick as possible. The Deep snow eventually immobilised about 3 of his vehicles. A few more bogged and got slowed down. One Russian fanatic helped alot to slow his reinforcements, so perhaps I got lucky.
I also picked option 2 for forces. The HIPs seemed important to slow the reinforcements, and got a similar early ambush with the HIPsters.
At the end of the game I struggled to get 2 cvp to win, battling an immobile MkII w escort in the last CC phase, but didn't get a kill.
Joe W.
 
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