Push Back the Italians and Exit the Battle Map! | ||||||||||||||
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This was an exciting, 5-session play-through with the diligent and dauntless, Daedalus, leading a substantial force of dug-in Italian Superga Division infantry holding a series of defensive positions. I led a mixed force of the relatively green, US 1st Armored Division. The American side must force back the Italians, inflict casualties & exit the east edge of the battle map to win. We played with the consolidation, smoke/illum, extended assault, tank riders and excess initiative optional rules. We ignored the FOW in this encounter. In addition, we experimentally used the following 3 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes, and 3) Dug In Units on Hill Slopes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22. The initial session (game turns 1-2) included a large-scale American movement-to-contact in the form of a strong-side, right flank advance. It took both game turns to move the entire US force onto the battle map, in the face of occasional Italian OBA and onboard artillery barrages. A single Italian AT gun platoon was eliminated by a lucky US airstrike this session. Our slightly-delayed second session (game turns 3-5) was a continuation of the extended American movement to contact that included; a 3-hex probe of the Italian minefield cluster in the eastern mouth of the pass; and the first two unsuccessful, US close assault on the western margin of the 20-meter high, east-west ridge on Map 77 (Hex 77-0812). The strongside, right flank American advance continued its approach, and the Italians began migrating sundry units to the north in response. By the end of the session, step losses were tied at 2 apiece, as was the victory point tally. A combined FOUR combat 7-die rolls were thrown. The truncated, third session (game turns 6-7) featured a consolidation of the American right flank attack on the southwestern, 20-meter hill on Map 78; with both the beginning of another close assault on the defending Italians (Hex 78-1206), and another columns advancing to setup a second close assault. Relatively ineffective OBA affected both sides, and the US armor split up to support the right flank attacks. At session end: step losses were 2 for the advancing Americans, and 7 for the Italians. The victory point tally was the same. A combined SEVEN combat 7-die rolls were thrown. Our fourth session (game turn 8) was a continuation of the same pair of close assaults, and a further consolidation of the American thrust atop the same 20-meter hill. The original close assault in Hex 77-0812 ended with a forced evacuation & subsequent elimination of the remaining step of Italian infantry and the senior leader present. There was an unsuccessful Italian air strike and an oddly fruitful American counterbattery strike against a platoon of emplaced Italian howitzers. The updated step losses were now: 2 for the advancing Americans, and 9 for the Italian side. Only, TWO combat 7-die rolls were thrown by the GIs. The fifth session (game turns 9-10) featured some very lucky artillery strikes, and by mutual agreement the Italians conceded during game turn 10. The final victory point was 16 for the Americans, and 3 for the Italian side. This was a relatively gamey and slightly unbalanced in favor of the US side, scenario in which the surging Americans may simply bludgeon their way straight across the battle map to exit on the east edge. Though, it was fun to play with a clever, seasoned and resolute opponent, I give this effort a generous rating of 2. This scenario is suitable for a SOLO play only. |
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2 Comments |
You should have played through all 16 turns on this one.
When a scenario's outcome gets to be a foregone conclusion, I usually concede.
Looks like the Italian Commander in this battle was a gentleman, and did the right thing.