Panzer Grenadier Battles on April 26th:
Afrika Korps #28 - "Meet Me at the Pass" Edelweiss: Expanded #13 - Spring Offensive
Army Group South Ukraine #1 - A Meaningless Day First Axis #20 - End Game in Italy
Army Group South Ukraine #4 - Beyond the Prut Parachutes Over Crete #39 - Corinith
Edelweiss #10 - Spring Offensive Road to Berlin #71 - Horst Wessel's Last Verse
Edelweiss IV #19 - Spring Offensive
Assault, and then assault again
Author Matt W
Method Solo
Victor United States
Play Date 2013-05-31
Language English
Scenario WotW001

The only way for the National Guard to begin to affect the machines is through assault. The set up instructions call for all units to be at least two hexes away from the machines. This, however, permits the Guard to put a very strong cordon around the machines that will force them to move forward to create adjacencies which the Guard can use to assault in their turn. Yes they will take terrific losses as every assault will be on the 30 column. But they only need a loss and even without planning much their numbers will generally create an assault on the 18 column and probably higher with leaders and/or HMG support.

I did not play that the M3s could stack freely as they are taking the place of White scout cars (in essence armored cars). I did play that the Black Smoke could be issued by the machines without an activation (basically at any time they felt worthwhile the black smoke could issue.

In my play this was over quickly, two assaults happened on the first turn as the machines tried to address the cordon surrounding them. In both assaults the Guard suffered horribly (losing 3 steps of infantry, 2 of M5s and the remainder primarily being demoralized, but two machines were destroyed. The sole remaining machine was surrounded and would not be able to move towards either exit without looking at a "24" column assault. Being extraterrestrial they didn't think anything of quitting immediately.

The inevitability of assault combined with the high percentage of a destroying roll makes me think that some tweaks may be in order. I would suggest one (but not more than one) of the following:

  1. All "1" results on the assault CRT against the machines are M "2" is M1 and "3" is M2, all M, M1 or M2 are no effect. With a morale of "6" the machines will have trouble recovering themselves.
  2. Permit machines in assault hexes to walk out of assault hexes at full speed. Even without destroying the machines pinning them in assaults is an effective tactic.
  3. Consider all assaults against machines to be against entrenched or dug in units permitting the machines first fire. As in "1" above, the machines need to be able to survive assault.
  4. Require all Guard units to make an M1 morale check prior to assault and only assault if stacked with a leader. Such assaults cannot commence until the Martians first fire, either with DF, AT or assault (use of black smoke does not constitute a "fire" action by the Martians) The Guard did not know they were facing weapons until the tripods first fired. As a result, the tactic I used (immediate assault) would have been unthinkable. Once the initial fire had been made by the Martians, fear was a strong consideration for the Guard.

I was greatly aided in my play by Jay's AARs which pointed out the need to assault the machines. As the Guard commander I felt no fear and just tossed into the assaults. Without some ability of the machines to survive the assaults it seems that the Martians will be crushed quickly. I give it a "2" for play but what a blast to even consider such a conflict.

2 Comments
2013-05-31 11:52

I like the ideas, if there is ever a bigger development for this we can give some of these a try.

2013-05-31 16:13

Thanks Alan,

The conceptualization of the scenario was awesome! The idea of putting together a War of the Worlds scenario for Halloween was brilliant. In a way I feel my suggestions are merely gilding a lilly.

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