Kampfgruppe Peiper - La Gleize Campaign...

Martin Mayers

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What are the thoughts of people who have played this?

Any balance issues? Good fun?
 

JR Brackin

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It has been a long time since I played it. As I remember the Germans can purchase their early reinforcements, but do not get anymore until like the last two days. This makes it difficult on them, even though they get a lot during that time period. My opponent (German) decided not to continue - and when he showed me the issue I agreed. I was pushing hard already and the upcoming gap was going to allow me to move towards La Gleize while he would not be getting any reinforcements.

However, I thought the early game was a lot of fun. I tried it twice and played the Americans both times.

Not much, but it was the issue that broke my opponents PMC.
 

ScottRomanowski

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I've never played KGP CG III so this is uniformed opinion. I don't see a gap and the German player doesn't get anything in the last two CG dates. The U.S. player does get a large amount in 23 AM and 23PM, the last two CG dates. The U.S. player gets
20/50/90/65/35/20/20/40/20/20/175/175, and the German player gets
35/55/75/40/50/25/75/60/30/30/—/—
Graphed CG data-by-date (left), the two aren't too different until the end. The cumulative chart (right) shows it better. ROAR has it 8:5 pro-German.
3175631757
 

Gamer72

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Martin, by using Google advanced search to search for "Gleize" on this site, I found a THREAD from 2014 that has a good number of posts, several of them in-depth.
Thanks, that is useful.
 

agoldin

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A friend and I are on the 22PM turn of the La Gleize CG. As my friend says, this is the most 'nuanced' CG in the pack and contrasts strongly with the Stoumont CG. La Gleize is an interesting CG but not for everyone.

My opinion as the German player is, the German wins by striking a 'knockout blow' on the Americans early on (that is, 19N/20AM/20PM, forcing an American Player Morale Check of at least a 2MC ;-) . Fail at this and you'll have to fight a Kesselschlact. (That is, a 'kettle battle' / fight in a pocket). A game which goes on to the last CG date probably will not end well for the German.

For the German, La Gleize is fun to play for the first few CG dates. Once you run out of gas and ammo, it's not exactly 'fun' anymore. The German forces are built for the attack. To have to dig in and take it is not all that interesting. As the game goes on, German capabilities diminish and the German player must shepherd is remaining fueled and functioning AFVs for a counter-attack using one of the few, precious Attack chits to retake 'must have' terrain and/or inflict significant casualties on the Americans at a vulnerable point in his line. Speaking of digging-in, you are going to need a lot of Foxholes, otherwise the ceaseless American artillery and mortar fire is not survivable. Did I mention the pre-game bombardment? Any unit caught in the woods or even a building is going to have a problem.

The American wins by playing coy early on to reduce his casualties, selectively holding terrain to keep the German boxed-in while attriting with artillery. The American player needs to plan to play to the last CG date and shepherd his resources for a decisive attack, probably on the last day, when the Germans are at their weakest. The American can't be idle and must take some victory point locations to both set himself up in good terrain for the attack and start accumulating victory points. If he gets too far behind because he's let the German hold most the map, he won't be able to make it up later. Even so, for the American player this is definitely a war of attrition.
 

Tooz

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Tested this HASL to death in the '90s. Fun then, fun now. I most recently played BEAST AT BAY against Chuck Tewksbury at an ASLOK many years back. Well worth the time to play it!
 

Martin Mayers

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We're enjoying it I think (well, I am for sure).

We completed the first scenario and are just nearing the end of the night scenario. It's a very, VERY different kind of game. Almost like playing a different game more akin to a strategic affair such as Bull Run, where most time is spent manoeuvring around with the brief, short, fire fight. Probably building up to more visceral violence as the day dawns...

What has not helped engagement is the fact that the mist level increased during 19pm. Then, when the night broke it got even worse. We've spent most of the night in extremely heavy mist and of course it began to rain on the first available opportunity. It's beginning of game turn 6 and the mist dropped last turn to very heavy. But it all means that no-one's seeing much and no-one's managing to fire effectively. NVR increased to 2 early on, and has remained there ever since. At least this means the tanks can get around.

The only damage thus far - I (the American) was able to sneak up to the immobilised King Tiger and despatch it early-doors with a well placed bazooka shot up its arse end. And it burnt also...an added bonus as it lit up an important defensive position meaning that, ultimately, the Germans had to clear out of there.

On the flip side the Americans also lost a squad and half KIA to minefield. And my 9-2 'tank hunter' mentioned above wounded escaping the mines. I think that makes things about even on balance. The Amis have taken useful territory and, unless I've ballsed up (which I do frequently) I should have one, very sizeable, set up area (which I consider very important) for the next scenario. I won't be able to defend it (all). But I hope it affects how aggressively/offensively the Germans can set up for any counterattack.

It's interesting. An entire world apart from Red Barricades which we were playing previously.
 

Martin Mayers

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Anyone in the know.

What's the rationale for immobile tanks being strategic locations but mobile tanks not?
 

von Marwitz

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Anyone in the know.

What's the rationale for immobile tanks being strategic locations but mobile tanks not?
I can only shoot a guess: Maybe as landmarks? "That wreck 50m north of the crossroads..."
If it were mobile, you could not rely on the tank still being there an hour later.

von Marwitz
 

ScottRomanowski

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Maybe to prevent problems with immobilized tanks outside of other setup areas? How can it be "escape" into a setup area, and turning it into a wreck it may have been too harsh?
 

Legion

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Played La Gleize after playing Stoumont through 2-3 times (2x German, 1x US).
After the monster of Stoumont it just felt... lacking.
It felt the same to me as Pegasus Bridge i.e. a CG sized scenario.

I think playing the Germans did not help either, as others have said it gets pretty 2-dimensional for the Germans quite fast.

I would play Stoumont again without hesitation but not sure if LG is one i would put the time into.
 

sunoftzu

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Played La Gleize after playing Stoumont through 2-3 times (2x German, 1x US).
After the monster of Stoumont it just felt... lacking.
It felt the same to me as Pegasus Bridge i.e. a CG sized scenario.

I think playing the Germans did not help either, as others have said it gets pretty 2-dimensional for the Germans quite fast.

I would play Stoumont again without hesitation but not sure if LG is one i would put the time into.
Stoumont looks to be the best CG designed. I've yet to play Bloody Ridge from Watchtower, and that also looks promising.
 
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