Well this is my first attempt at any sort of an AAR, but having been inspired by the others here in the forum I think that I'll try my hand at it.
We are playing the full campaign, 0917-18s. This version is pretty cool as it incorporates a lot of the strategy options from some of the other scenarios into the full campaign format.
I've got the crumbled up remnants of the Werhmacht, Gary has the Allied hordes.
Turn 1 1200
Strategy decisions for the 1400 turn ... the only one for me is pick where to set up the 3 companies from the Kraft battalion. I decide to "give them a day off" and staion them in Arnhem. The rest of my army is hanging out in its start positions, having lunch.
Turn 2 1400
Here come the allied hordes!
30 corp
Massive air/artillery piles onto my poor penal companies in the front lines. British tanks and armored cars stack up in the broken terrain along the road, hindered by their own folks more than any of my defenders.
101st
More airstrikes taking out flak guns. not too much other movement from the screaming eagles that I can see.
82nd
The fun begins. Paratroopers drop right into the midst of Nijmegen on both sides of the Waal. My surprised garrison dudes light a few american units up, but there is a lot more where they came from. It looked like they para's triggered a few bridges to go off, but I couldnt tell which ones in all the piles of silk all over the map. -- side note -- the wired bridge feature in this game is neat, you never know if that bridge is gonna go up or not untill you actually walk up to it and find out !
1st
Holy *&%. British gliders and para's landing right on top of the Arnhem bridge! British para's on both sides of the lower rhine and I dont have anybody around to deal with them ... yet. Kraft's boys on holiday in Arnhem get smashed up, with airstrikes pounding the 1500 point victory hex and a lot of fire coming in on it from across the river. The Flak guns on the Driel side of the Rhein get wiped out . Krafts stunned folks get it together a little bit and kick the british out of a hex just to the west of the bridge, Arnhem allready has 2 hexes rubbled in just 2 hours of combat.
Overall
Not much else I can do, most of the few folks that I have on the map are fixed, but that will be changing in the next couple of turns as my reinforcements start to arrive. This is going to be a good game. Im looking forward to see how much i can slow down 30 corp, I think that is going to be the key factor deciding which side gets the win in this one.
We are playing the full campaign, 0917-18s. This version is pretty cool as it incorporates a lot of the strategy options from some of the other scenarios into the full campaign format.
I've got the crumbled up remnants of the Werhmacht, Gary has the Allied hordes.
Turn 1 1200
Strategy decisions for the 1400 turn ... the only one for me is pick where to set up the 3 companies from the Kraft battalion. I decide to "give them a day off" and staion them in Arnhem. The rest of my army is hanging out in its start positions, having lunch.
Turn 2 1400
Here come the allied hordes!
30 corp
Massive air/artillery piles onto my poor penal companies in the front lines. British tanks and armored cars stack up in the broken terrain along the road, hindered by their own folks more than any of my defenders.
101st
More airstrikes taking out flak guns. not too much other movement from the screaming eagles that I can see.
82nd
The fun begins. Paratroopers drop right into the midst of Nijmegen on both sides of the Waal. My surprised garrison dudes light a few american units up, but there is a lot more where they came from. It looked like they para's triggered a few bridges to go off, but I couldnt tell which ones in all the piles of silk all over the map. -- side note -- the wired bridge feature in this game is neat, you never know if that bridge is gonna go up or not untill you actually walk up to it and find out !
1st
Holy *&%. British gliders and para's landing right on top of the Arnhem bridge! British para's on both sides of the lower rhine and I dont have anybody around to deal with them ... yet. Kraft's boys on holiday in Arnhem get smashed up, with airstrikes pounding the 1500 point victory hex and a lot of fire coming in on it from across the river. The Flak guns on the Driel side of the Rhein get wiped out . Krafts stunned folks get it together a little bit and kick the british out of a hex just to the west of the bridge, Arnhem allready has 2 hexes rubbled in just 2 hours of combat.
Overall
Not much else I can do, most of the few folks that I have on the map are fixed, but that will be changing in the next couple of turns as my reinforcements start to arrive. This is going to be a good game. Im looking forward to see how much i can slow down 30 corp, I think that is going to be the key factor deciding which side gets the win in this one.