PS NJ
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Played this fun scenario yesterday with Gary Mei. It features a side bidding system as in the rest of Enrico's advancing fire pack.
15.5 548's with 2 Pz4, a panther, and two HT's attack vs. 12 666 with a 57L ATG, three Baz44, a 9-2/.50cal; reinforced by three Shermans.
The Germans have only six turns to amass VP's (one per SE/tank within three hexes of 70G5/Y5, -2 per tank eliminated) >= secret bid from 2 to 7. In addition, at game end there can't be US GO MMC in 2 of 3 trenches. Not knowing the scenario, Gary and I bid 4 and I got the US by dr.
There is an interesting pre-german setup recon game-within-a-game too. Basically, the attacker can risk a few units in order to see where the ATG is set up. Gary and I agreed it made sense to recon with the max possible units (a 7-0, 548, HT- with the 548 and HT coming from turn 2 reinforcements) in order to have a 58% chance of finding the AT gun's location. Gary rolled well and found both my gun, both BAZ 1/2 squads and eliminated a dummy stack in Y4 with no losses.
I thought the US' only chance was to set up the trenches in the rear and fight a withdrawal through the village back to them.
![23814](/forums/data/attachments/24/24070-f8484bb26b3b95b7646ef4c056a790aa.jpg)
pre-turn 1
Gary came through the woods into the village, which I think is the correct approach. The first two turns not much happened. I burned a HT with the 9-2/.50 when it tried to cut off a rout path. Gary pressed up to the village, but my troopers held tough and created a bottleneck at the village entrance that slowed Gary down for turns 2 and 3.
![23816](/forums/data/attachments/24/24072-f744ba76c86aa6d0ff1ac8e41228abdf.jpg)
US Turn 2
By German turn 4 Gary was a bit behind the time curve and had to attack all out. He easily had the troops for the point VC and had broken the gun crew with the panther (who stayed back at 7 hexes to avoid DI).
![23815](/forums/data/attachments/24/24071-9f3784b0920e416e8aa61bfc5054b60f.jpg)
GT4
The US HT's were completely expendable and died trying to impede rout paths.
GT6 I managed to immobilize a Pz4 with a 60 mortar with the crew bailing. The panther parked adjacent to the trench line. I ran a sherman after it was out of SMOKE into the panther's hex, but it burned it with an in-hex shot and kept rate. The panther than had the 16+5 and two low-odds gun shots to try to clear two trenches. It didn't get the job done, resulting in a narrow US win.
A fun scenario that took us 5 hours, including setup. The recon roll is pretty important/impactful, but it's a big enough scenario that in a tournament that might be fine. Alternatively a TD might reveal the gun for the loss of a HT - YMMV.
Paul
A rules question: US 'units' can set up entrenched. Are dummy stacks 'units'? We played no, but dummies do deny concealment and are banzai targets, so I think maybe yes.
15.5 548's with 2 Pz4, a panther, and two HT's attack vs. 12 666 with a 57L ATG, three Baz44, a 9-2/.50cal; reinforced by three Shermans.
The Germans have only six turns to amass VP's (one per SE/tank within three hexes of 70G5/Y5, -2 per tank eliminated) >= secret bid from 2 to 7. In addition, at game end there can't be US GO MMC in 2 of 3 trenches. Not knowing the scenario, Gary and I bid 4 and I got the US by dr.
There is an interesting pre-german setup recon game-within-a-game too. Basically, the attacker can risk a few units in order to see where the ATG is set up. Gary and I agreed it made sense to recon with the max possible units (a 7-0, 548, HT- with the 548 and HT coming from turn 2 reinforcements) in order to have a 58% chance of finding the AT gun's location. Gary rolled well and found both my gun, both BAZ 1/2 squads and eliminated a dummy stack in Y4 with no losses.
I thought the US' only chance was to set up the trenches in the rear and fight a withdrawal through the village back to them.
![23814](/forums/data/attachments/24/24070-f8484bb26b3b95b7646ef4c056a790aa.jpg)
pre-turn 1
Gary came through the woods into the village, which I think is the correct approach. The first two turns not much happened. I burned a HT with the 9-2/.50 when it tried to cut off a rout path. Gary pressed up to the village, but my troopers held tough and created a bottleneck at the village entrance that slowed Gary down for turns 2 and 3.
![23816](/forums/data/attachments/24/24072-f744ba76c86aa6d0ff1ac8e41228abdf.jpg)
US Turn 2
By German turn 4 Gary was a bit behind the time curve and had to attack all out. He easily had the troops for the point VC and had broken the gun crew with the panther (who stayed back at 7 hexes to avoid DI).
![23815](/forums/data/attachments/24/24071-9f3784b0920e416e8aa61bfc5054b60f.jpg)
GT4
The US HT's were completely expendable and died trying to impede rout paths.
GT6 I managed to immobilize a Pz4 with a 60 mortar with the crew bailing. The panther parked adjacent to the trench line. I ran a sherman after it was out of SMOKE into the panther's hex, but it burned it with an in-hex shot and kept rate. The panther than had the 16+5 and two low-odds gun shots to try to clear two trenches. It didn't get the job done, resulting in a narrow US win.
A fun scenario that took us 5 hours, including setup. The recon roll is pretty important/impactful, but it's a big enough scenario that in a tournament that might be fine. Alternatively a TD might reveal the gun for the loss of a HT - YMMV.
Paul
A rules question: US 'units' can set up entrenched. Are dummy stacks 'units'? We played no, but dummies do deny concealment and are banzai targets, so I think maybe yes.