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View Full Version : 2nd SS vs Polish armored Falasie pocket agust 44


Grantham
11-27-2005, 08:33 PM
Ok I have worked on this hard not sure how well i did but i post this with an open mind. It is a large game and is intended to make you work no mater what side your playing. The first time we played this it was without E8s and the renforcement table wasnt quiet right but with this version i have hopes we have fixed it. As for the maps just line up the roads and you cant mess it up. I invite anyone with more accurate info than what i could find on units used there to post it. I will rework it the more refined my knowledge becomes. Six map boards set up as follows top left Charlie 2 , top center Baker 1, Top right Charlie 1, bottom left Baker 1, middle bottom dog 1, middle right Charlie 1. Game will last for 16 turns. Objective for the Germans is to hold open the roads by protecting the cross roads Allies objective is to close the roads by taking and holding at least one cross roads on each road until time ends or German resistance is broken. To hold a cross road you need at least one unit in the hex. Allies may set up any infantry up to the road line on the Charlie 1 maps the first tank wave enters from the top side of Charlie 1 on turn 1 a long the road with the Mounted infantry. The 2nd allied tank waves enters on turn 3 on a roll of a 5, on turn 4 on a 4, on turn 5 on a 3, and enters on turn 6 regardless of roll then restart this cycle for the 3rd tank wave on turn 7. Allied infantry includes 3 m5 half-tracks with a bar gunner in each (wave 1), 2 red devils , 18 m1 garand , 2 m2 mortars, 2 Vickers , 2 bazookas. At least one company consisting of 9 garand And a red devil must be on each Charlie 1 map. The hvy weapons sections may act independently. The first tank wave is 1 M4A3E8, 4 M1A1 shermans, and 2 M18 Hellcats, the 2nd tank wave is 5 M3 Stuarts, the 3rd wave is 1 M4A3E8 and 4M4A1 Shermans Axis infantry may set up anywhere on the center two maps Axis armor may deploy anywhere on the left hand two maps. Axis reinforcements come in from the left hand or center maps along a road from the edge. Axis begins rolling in the same manner as Allies starting on turn 3. Axis infantry includes 2 haup, 12 ss panzer grenadiers, 2 pak 38s, 2 mg42s , 2 panzerfausts, 2 light mortars. Axis armor includes 5 panther ausf g and 2 sig 33. Axis reinforcements includes 3 sdkfz 222 , 3 ss panzergrenadiers, and 3 skfz 251.

Grantham
11-28-2005, 03:00 PM
Victory condtions changed to reflect minor or major vitories. Should only one road be closed then the side who controls the most 2ndary objectices. These include the large town the large hill and the number of cross roads closed on the road that is closed. To control any objective you must be in soul postion of the hill/town or the only model in the cross road hex.

Field Marshall Rommel
11-28-2005, 08:25 PM
Grantham, per your request:

I'll have to do reasearch to check on the forces in action, but that looks good to start.

Now for the fun stuff: I would suggest not using more than 2 maps of a given type (you have 3 Charlies), nit picking I know, but not everyone will have enough sheets to play this as a pickup without spending money, and no one wants to do that :D.
Have you considered rules for a marginal victory or a draw?
16 turns seems like a long time, I'm concerned that this will degenerate into a blood bath. I think the Allies should win this scenario most times just thru numbers. Throw men at the problem until it goes away :D. But maybe that's the point.
Otherwise it looks pretty good.

You should post your play test results ;).

Grantham
11-28-2005, 09:36 PM
We used no E8s , double the allied infantry Hvy weapons, add 2 6lbers, and the maps where also slightly diffract, while the Germans had only 2 half tracks and no mortars or reinforcements. The first armored wave for the allies was chewed up due to it being split apart to go for multiple objectives. This splitting of armor IMO was their first mistake. Their sheer firepower in infantry weapons forced me off the open side of the objectives in the town and hill. This made me defend inside the zones I had to defend. The initial TD rush on the upper flank forced me to displace the sigs, letting them get allot of infantry onto the hill objective site. I held the site through sheer luck, because they sent the 2nd wave of shermans into the town. This imo was their 2nd mistake. The fact that the town was heavily held with a pak 38 and multiple pzg meant is was a meat grinder for unsupported armor. In the course of the next few turns, I was slowly ground down on the hill, despite my good fortune of their mistakes. Over the next several turns I managed to barely hang onto the hill and town through sheer luck. The allied infantry reached the town too late to save the first two shermans, but the other allied armor roughly ( 5 shermans 2 tds) withdrew and shifted onto the hill next to the town. During those turns I finally tracked down and killed the last Sherman on the bottom side of the map and managed to get two panthers forward to flank the town. The third allied wave of stuarts went strait for the hill I was fighting to save. This forced me to commit one of my center 3 panthers to support the hill and throw in both mounted PZF units. I Finally managed to kill both red devil captains and begin to win the atrition fight at this time. All in all the Germans held though sheer guts I lost 2/3 of my infantry and 1/2 my soft skins the panthers escaped with 1 damaged. The allies made some critical mistakes by not massing their numbers and squandering several pieces in places where I could pick them off without loss. Allied losses Ran about 50% infantry 2/3 armor.