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County Armagh Ancient Armor #8 |
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| (Attacker) Britain | vs | United States (Defender) |
| Formations Involved | ||
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| Britain | ![]() |
3rd Armoured Brigade |
| United States | ![]() |
303rd Heavy Tank Brigade |
| United States | ![]() |
304th Light Tank Brigade |
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| Overall Rating, 1 vote |
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4
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| Scenario Rank: --- of 1093 |
| Parent Game | Ancient Armor |
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| Historicity | Alt-History |
| Date | 1940-07-21 |
| Start Time | 06:00 |
| Turn Count | 22 |
| Visibility | Day |
| Counters | 12 |
| Net Morale | 0 |
| Net Initiative | 2 |
| Maps | 1: 126 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 151 |
| AAR Bounty | 168 |
| Total Plays | 1 |
| Total AARs | 1 |
| Battle Types |
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| Inflict Enemy Casualties |
| Scenario Requirements & Playability | |
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| Ancient Armor | Base Game |
| Road to Dunkirk | Maps + Counters |
| Introduction |
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The American advance into Northern Ireland met staunch resistance from both the British garrison and much of the local population. While the Americans strictly followed their rules of engagement, their Irish allies well recalled how the British had executed uniformed soldiers during the Anglo-Irish War and now sought vengeance. That made for a fluid front line, through which major British forces could sometimes slip. |
| Conclusion |
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Without their well-trained, well-armed infantry to support them, the American tanks were terribly vulnerable. The British cruiser tanks had not been adequate in the just-ended campaign in France but were more than sufficient to dispatch the ancient armor of the American Expeditionary Force. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| Ancient Armor, Scenario Eight: County Armagh | ||||||||||||
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Ancient Armor, Scenario Eight: County Armagh A fun all armor scenario, kind of a chest match, as the British must eliminate all the American armor to win and anything less is an American victory. The Americans must setup anywhere on the north-south road, one unit per hex and not adjacent to each other, while the British enter on any map edge. The British armor I stacked two units per hex and entered on the western edge. The Americans decided to risk moving armor to put two or three units in a town hexes to get some defensive bonus. The British charge right up adjacent to the American units to cancel out that bonus with one of their own, beginning adjacent. The fighting got hairy at times as the British lost 4 of their 8 steps but the Americans lost all of the 12 steps for a British Victory. 3 American steps were lost to the special movement rules, or penalty rolls for movement breakdowns of these ancient American armor vehicles. Even though this was a total British victory in 17 turns in my game, I think if the Americans don’t bunch up and fight it out, they can instead spread-out more and avoid fighting as much as possible and 22 turns possibly win by having a step or two left. This is a scenario worth playing a couple times, as I feel I can win the next time as the Americans but lost my first game play to the British. Now my question on the breakdown rules, is the dice roll for every hex entered or each movement? I played it as every hex. |
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| 0 Comments |
AArm007


