nebel
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Timely that another poster would resurrect FCGorgon's nice AAR from last year. That thread inspired me to complete the campaign myself... Just finished my first ever play through of the Ozerekya Breakout HASL package from Lone Canuck. With only a tiny bit of arm twisting, my regular weekly opponent agreed to take the plunge on a HASL campaign which would be the first for both of us. To get warmed up on the layout of the map and the related rules for the situation, we played through the scenarios before diving into the full campaign or “Tactical Mission” in LCP parlance. The scenarios were mostly ‘meh’ however the 4th scenario “Jackboot to the Rear” was good fun and came down the last turn – giving us a taste of the tense times ahead in the campaign trying to attack and defend with seemingly inadequate forces.
This campaign features Russian Marines trying to breakout from their beachead (off board) and liberate the village of Glebovka. This campaign was designed to have up to 8 missions: morning and afternoon over 4 consecutive days. There are no night missions so our lack of experience there would not be exposed by a searchlight or its reflection in that chrome.
During this campaign, the combatants will field around 2-3 companies of infantry per side per mission including platoons of various MGs and HW. Both sides can add a limited number of engineers with their toys at any point in the endeavor. A small handful of AFV, a good selection of artillery (both on and offboard), as well as air support are also available to round out the options. The force mix and moderate counter density were appealing and the variety of choices did not disappoint during the campaign. For the defensive missions, fortifications are available to create strongpoints and will be valuable to both combatants as the battle tips back and forth. In fact, the Russians have only 5 attack options and are in ammo shortage after TM4 so in effect they need to move up the board and then hold on when the Axis counter punches.
My opponent prefers both to play the Axis and to defend so we had little trouble choosing sides. As the Russian I looked forward to unleashing some NOBA for the first time in my ASL career and planned to rush across the valley with light tanks and riders to try to grab some of the Tactical Locations (TAC) as early as possible. To supplement the OOB provided troops, I purchased a rifle company, a tank platoon, the big caliber NOBA as well as some reserve SMG troops. My main force of grunts would head up the west side taking the town and seizing as much of the road as possible to aid progress later in the campaign. I purchased a HW platoon to give me some MRT smoke and some MMG in the R37 two story building on the south edge as a fire base with a few remaining squads to the east again to capture TAC to avoid surprises downstream. I would note that with only one company of engineers available for the campaign that I plan to save them for the street fighting in the village or clearing a strongpoint along the way.
My expectation was that my opponent would defend upfront trying to bleed my forces as I pushed up the valley. The Russian spy network was not well informed! This screenshot shows the majority of the axis setup. Additional troops were stationed in the cellars of the village looking for vodka and hoping the NOBA would not head their way.
This campaign features Russian Marines trying to breakout from their beachead (off board) and liberate the village of Glebovka. This campaign was designed to have up to 8 missions: morning and afternoon over 4 consecutive days. There are no night missions so our lack of experience there would not be exposed by a searchlight or its reflection in that chrome.
During this campaign, the combatants will field around 2-3 companies of infantry per side per mission including platoons of various MGs and HW. Both sides can add a limited number of engineers with their toys at any point in the endeavor. A small handful of AFV, a good selection of artillery (both on and offboard), as well as air support are also available to round out the options. The force mix and moderate counter density were appealing and the variety of choices did not disappoint during the campaign. For the defensive missions, fortifications are available to create strongpoints and will be valuable to both combatants as the battle tips back and forth. In fact, the Russians have only 5 attack options and are in ammo shortage after TM4 so in effect they need to move up the board and then hold on when the Axis counter punches.
My opponent prefers both to play the Axis and to defend so we had little trouble choosing sides. As the Russian I looked forward to unleashing some NOBA for the first time in my ASL career and planned to rush across the valley with light tanks and riders to try to grab some of the Tactical Locations (TAC) as early as possible. To supplement the OOB provided troops, I purchased a rifle company, a tank platoon, the big caliber NOBA as well as some reserve SMG troops. My main force of grunts would head up the west side taking the town and seizing as much of the road as possible to aid progress later in the campaign. I purchased a HW platoon to give me some MRT smoke and some MMG in the R37 two story building on the south edge as a fire base with a few remaining squads to the east again to capture TAC to avoid surprises downstream. I would note that with only one company of engineers available for the campaign that I plan to save them for the street fighting in the village or clearing a strongpoint along the way.
My expectation was that my opponent would defend upfront trying to bleed my forces as I pushed up the valley. The Russian spy network was not well informed! This screenshot shows the majority of the axis setup. Additional troops were stationed in the cellars of the village looking for vodka and hoping the NOBA would not head their way.