Good Game for Snow Day | ||||||||||||
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After trying to work my way through the scenarios in order, I finally decided to look for the shorter ones and work my way through simpler scenarios then go back after having a better understanding. Scenario 3 seemed to be a good, one-board scenario with few units but new types with the M-16 and 105 howitzer elements. The game started out slowly as the Germans only managed to get a single platoon on the board on turn 1. Although the edge of the table is in range of the 105, and a single hex move puts units in range of the M-16, assuming you start them on the east side of town the way I did, my US troops held fire on turn 1 allowing the Germans to close the range and see what the next turn brought in. On turn 2, the German Captain with 1 platoon, a Lieutenant with another platoon, and another single platoon enter, staying along the edge of the wood to north and south of the road, allowing the lead platoon to act as a scout element to draw out any enemy fire from the town. As the scouting platoon moved forward, it did indeed draw fire from the M-16 disrupting that platoon. On turn 3, the disrupted German platoon moved back to the edge of the northern woods, putting it near the Captain and the platoon he was leading. Another German platoon joins the encounter entering the table and heading along the edge of the woods to the north of the road. The LT with a platoon to the south of the road advance and trigger op fire from the M-16, disrupting the LT. The German Captain moves forward with the idea of joining the disrupted scout element and triggers the second op fire from the M-16 to no effect. The Captain succeeds in getting to the hex with the disrupted German scout element. As the Germans advance carefully to north and south of the road, the crews of the US 105 battery decide to join in, to little effect outside of showing their position. At this point, the Germans decide that advancing along the woods isn't nearly as safe as going along the ridge where they cant be seen from the town. The scouting German squad stays in the edge of the north woods to try to keep the US gunners occupied, the German Captain tries his luck and makes a dash across the road and open ground hoping to guide the attack across the ridge but his luck runs out, exposing him and the units he's leading to fire from the 105s, causing his disruption, one step loss and demoralizing of the 2 platoons. The M-16 takes another shot at the scout element in the north woods to no effect. As the German HMG element joins in the attack, moving from the board edge to the south side of the south woods and towards the edge of the ridge, while the others on the south side of the road start their way along the ridge. As initiative passed back and forth, the Germans managed on turn 8 to be in place to assault two town hexes on turn 9, hoping to clear the hexes for a win at the last moment. The US infantry platoon with an LT moved through the town to occupy one of the two town hexes that were in danger. Turn 9 gave the Germans the initiative with 2 activations before a US reaction could take place, but the two assaults only managed a single step loss for the US infantry platoon, while the other assault between a German platoon with LT against the M-16 came out with both sides missing each other. End results - two town hexes are contested, preventing the US from having complete control of 5 hexes, but the US 105 is still intact. I rate that a draw. Having the hindsight of the game now, I know to focus a German entry more along the south side of the road, probably still keeping one or two platoons on the road or to the north of it to give the US troops something to shoot at and expose themselves to. I think having occupied the 3 eastern town hexes with the infantry platoon, the 105 and the M-16 from north to south, with the trucks taking up 2 of the 3 western hexes, was still the correct setup for that side. I look forward to doing this scenario face to face with another player in the future. One question did come up that I couldn't sort out. I had an understanding that a reduced platoon that was already demoralized and took another demoralization would reduce to nothing, but when I looked through the rules, I couldn't find the words that gave me that impression. I chose to leave the demoralized unit in play as it didn't have much impact on the rest of the game at the moment. |
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1 Comment |
With the reduced demoralized unit it is covered with rule 14.11; that if a demoralized unit, whether full strength or reduced, fails a further morale check by 3 or more points it suffers a step loss but if it only fails it's morale check by only 1 or 2 points then it just remains demoralized. Glad you are getting through BotB, it was my first PG game years ago -good luck!