MajorDomo
DM? Chuck H2O in his face
Played this scenario as the Belgians recently versus my regular opponent Dave.
My Belgians had 7.5 squads, Mmg, 50mm Mtr, 47AT gun and 8 dummies. They are opposed by 13 German squads, Mmg(2), Lmg (3), 50mm Mtr, Atr in 1940. The Germans can choose up to five squads... to (instead of onboard setup) enter on turn three (actual entry shown).
The Germans win by controlling the upfront stone building by the end of turn two or by controlling two multi-hex buildings at the seven turn game end. The Germans get two 37L guns as reinforcements on/after turn 2, while the Belgies get a platoon and two 1940ish AFVs with a 9-2 to boot. The Belgian turn five reinforcements have the ability to kill the game should they reach the second VC building quickly.
The picture shown is at the end of German turn one.
I put two squads, three HS, the 47AT gun and an 8-0 in the front buildings to be sure to keep them for two turns. I feared an all out German blitz to the buildings, foregoing the turn three entry option. As it was, Dave entered the squads shown on turn three and aided by a ROF tear by the 47AT gun, I busted up his initial assault on the front complex.
The Germans rallied, recovered and re-assaulted the village with great success, capturing the entire upfront complex by the end of turn three, aided by a one sniper breaking the 47AT gun's crew and some bad MC checks by my low blood sugar chocolate eaters.
Turns four and five featured the Germans running their sausage like legs off towards the N4 second VC building hex. A vicious fire fight followed in the O4 woods complex. The Germans had numbers, but were often CX and the CCs swung back and forth.
I was able to prevent the Germans from enveloping my two flanks and this allowed the Belgian reinforcements to pedal the bikes ala Tour de France to the front. My two AFVs ran ahead to support my four HS, 457, 9-1 holding the besieged N5 building/rubble complex.
I thought it would be a nail biter, but Mars interceded on my behalf. I won one CC with snakes generating a 7-0 for a one pip survival/infiltration back to VC building, a 457 tied up and CR'd four HS/hero, a 248/9-1 ambushed a 468/Lmg in the rubble hex and withdrew. The best was my T15(b)/9-2 which overran and killed in CC two 468s/Mmg/Lmg/8-1, then broke the Adjacent Atr in VCA turn Prep, retaining rate and breaking the 228/37L AT gun two hexes away in yet another rate shot.
Enough to make grown men weep!
My other OT AFV stunned, but the reinforcements were going to flood the VC building on my turn 6, and it was over.
Fun scenario, several cat and mouse tactical options, should be a tourney option for years.
Rich
My Belgians had 7.5 squads, Mmg, 50mm Mtr, 47AT gun and 8 dummies. They are opposed by 13 German squads, Mmg(2), Lmg (3), 50mm Mtr, Atr in 1940. The Germans can choose up to five squads... to (instead of onboard setup) enter on turn three (actual entry shown).
The Germans win by controlling the upfront stone building by the end of turn two or by controlling two multi-hex buildings at the seven turn game end. The Germans get two 37L guns as reinforcements on/after turn 2, while the Belgies get a platoon and two 1940ish AFVs with a 9-2 to boot. The Belgian turn five reinforcements have the ability to kill the game should they reach the second VC building quickly.
The picture shown is at the end of German turn one.
I put two squads, three HS, the 47AT gun and an 8-0 in the front buildings to be sure to keep them for two turns. I feared an all out German blitz to the buildings, foregoing the turn three entry option. As it was, Dave entered the squads shown on turn three and aided by a ROF tear by the 47AT gun, I busted up his initial assault on the front complex.
The Germans rallied, recovered and re-assaulted the village with great success, capturing the entire upfront complex by the end of turn three, aided by a one sniper breaking the 47AT gun's crew and some bad MC checks by my low blood sugar chocolate eaters.
Turns four and five featured the Germans running their sausage like legs off towards the N4 second VC building hex. A vicious fire fight followed in the O4 woods complex. The Germans had numbers, but were often CX and the CCs swung back and forth.
I was able to prevent the Germans from enveloping my two flanks and this allowed the Belgian reinforcements to pedal the bikes ala Tour de France to the front. My two AFVs ran ahead to support my four HS, 457, 9-1 holding the besieged N5 building/rubble complex.
I thought it would be a nail biter, but Mars interceded on my behalf. I won one CC with snakes generating a 7-0 for a one pip survival/infiltration back to VC building, a 457 tied up and CR'd four HS/hero, a 248/9-1 ambushed a 468/Lmg in the rubble hex and withdrew. The best was my T15(b)/9-2 which overran and killed in CC two 468s/Mmg/Lmg/8-1, then broke the Adjacent Atr in VCA turn Prep, retaining rate and breaking the 228/37L AT gun two hexes away in yet another rate shot.
Enough to make grown men weep!
My other OT AFV stunned, but the reinforcements were going to flood the VC building on my turn 6, and it was over.
Fun scenario, several cat and mouse tactical options, should be a tourney option for years.
Rich
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