Kriegshund
12-10-2005, 12:32 PM
Played a 100pt Game last night using the "Parabomb" tactic against a German Army. I hinted to my oponnent that he might be facing more infantry that usual, but did not reveal my overall plan. (In reallity, had I not hinted, he probably would have looked at the board on movement phase one and conceded. He would have built an Army to defeat my normal Allied build which is armor heavy that would have had no tools against the Parabomb)
Oder of Battle:
Allies : Me
81pts Screaming Eagle Paratroopers x9
11pts Screaming Eagle Captain
8pts Humber Scout Car
Axis: Opponent
49pts SS-Panther Ausf G. x1
22pts Sturmpanzer IV "Brummbar" x1
7pts SS-Haupsturmfuhrer x1
15pts SS-Panzergrenadier x3
4pts Blackshirt
3pts Mauser Kar 98
We roll for map and get number 4 "Urban Combat", I win coin flip and choose the Able/Baker side. I want his infantry to have to cross open ground to the objective, and have lots of places for my Humber to hide. I place the Humber just past the bridge on the medial road on Baker-2 and reveal my paratroops to my opponents groan that turns into a smile because he shows me the Sturmpanzer, then I groan.
He places all his Infantry as close as possible to the town on Dog-1 (to my secret inner smile he keeps his HSF with them, he explains this later because he want's to keep his troops moving to the objective if they get disrupted) He has six infantry all together and they form an open faced bowl, one flank right below the town on the road, and one flank next to the forrest hex. He places the Sturmpanzer right in the middle in the open (no danger to it), and the Panther close protecting his right from my Humber I guess.
We roll initiative, we both have +3 so even rolls, I win, not crucial, but very very advantageous for me. I choose to go first. The Humber seemingly far away, but with road bonus and high gear moves up through the town and immediately takes position in the southern most town hex where the road enters. It threatens his HSF which is now in the open and with really no where to escape. (He expained he just didnt think about how far the Humber could move, and was more concerned about getting into the town).
I deploy all my paratroopers into the town. The hex the Humber is in is illegal because it is adjacent to troops, and most my parartroops are placed on the lateral (west side) of the town, away from his Brummbar. My original plan was too hold back my SE Captain, but it looks like we're going to duke this one out right away so I decide to drop him in too, but he is placed right on the objective out of LOS from everwhere.
My opponent has a big problem. His HSF is hosed no matter what. And now his has a Humber and 4 Paratroopers that can shoot at him. He chooses to do what I think I would do and charges ahead. If he retreated I would have probably just killed him anyway. He pulls a 20th Maine and advances. Puts 2 SS-PGs into the town hex with my Humber. I take a defensive fire to try to stop one AND MISS!! (EDIT: we have a house rule that scout cars and halftracks may make defensive fires against troops, sorry for any confusion). He advances the rest of his infantry with HSF forward. (Later on he explained at this point he just wanted to kill as many SE troops as possible and finish off the job with the Brummbar)
I shoot with the Humber because its hosed anyhow, and kill his HSF. Long story short from here, up to 6 SE Paratroopers shooting from cover at his remaining infantry murderlize them. My disrupted SE Paras throw it off and he no longer does that. I lose 2 SE Paras in the close quarters fighting in the town. The Humber is dead. He kills a 3rd SE with the Brummbar. After turn 2 all his infantry is wiped out.
The rest of the game up to turn 7, I win initiative every time and go first (ironic that I argue for going second, but in this case first is best), up to turn 7 I have beautiful ground to play cat and mouse with the Brummbar. The Panther is also taking shots, but usually only disrupts due to so few dice or cover. It was easy to maintain the objective and sneak out of LOS. Turn 7 I change up and go second. He moves the Panther and Brummbar adjacent to objective to send the game to extra innings. However is careful for this turn to move the Brummbar in a position that I can't immediately close assault.
The Panther rear armor of 4 only lasts one turn with 2 SE Paras close assaulting with 9 dice ( +1 SE Captain bonus) 3 hits from 2 SE
Paras and the Panther is destroyed. However, those two brave close assaulters are blown to smithereens because they were vulnerable to the Brummbar. He really rolled like a demon and blew them both away....
I have 4 SE Paras and one SE Captain left and he has the Brummbar that must stay adjacent to objective or lose. It is turn 8.
This time I am able to close assault the Brummbar. I roll 9 friggen dice x 2 close assaults and only get two hits!!!. Brummbar can't shoot at Paras in it's own hex but manages to waste another two SE Paras!! (that I should have moved away, but wanted near to finish off the Brummbar)
1 SE Captain, and 2 SE Paras left...against disrupted and damaged Brummbar....turn 9. SE Paras move in for close assault, SE Captain moves behind so as not to get shot at. Brummbar rear defense is now 3 due to penalty. First close assault rolls 6 successes, double Brummbar defense, Brummbar destroyed. Two victorious Screamin Eagles with their indomitable Captain enjoy some some wine and the company of French cuties in the little village they have just liberated......
Questions, comments, critical analysis is welcome...
Oder of Battle:
Allies : Me
81pts Screaming Eagle Paratroopers x9
11pts Screaming Eagle Captain
8pts Humber Scout Car
Axis: Opponent
49pts SS-Panther Ausf G. x1
22pts Sturmpanzer IV "Brummbar" x1
7pts SS-Haupsturmfuhrer x1
15pts SS-Panzergrenadier x3
4pts Blackshirt
3pts Mauser Kar 98
We roll for map and get number 4 "Urban Combat", I win coin flip and choose the Able/Baker side. I want his infantry to have to cross open ground to the objective, and have lots of places for my Humber to hide. I place the Humber just past the bridge on the medial road on Baker-2 and reveal my paratroops to my opponents groan that turns into a smile because he shows me the Sturmpanzer, then I groan.
He places all his Infantry as close as possible to the town on Dog-1 (to my secret inner smile he keeps his HSF with them, he explains this later because he want's to keep his troops moving to the objective if they get disrupted) He has six infantry all together and they form an open faced bowl, one flank right below the town on the road, and one flank next to the forrest hex. He places the Sturmpanzer right in the middle in the open (no danger to it), and the Panther close protecting his right from my Humber I guess.
We roll initiative, we both have +3 so even rolls, I win, not crucial, but very very advantageous for me. I choose to go first. The Humber seemingly far away, but with road bonus and high gear moves up through the town and immediately takes position in the southern most town hex where the road enters. It threatens his HSF which is now in the open and with really no where to escape. (He expained he just didnt think about how far the Humber could move, and was more concerned about getting into the town).
I deploy all my paratroopers into the town. The hex the Humber is in is illegal because it is adjacent to troops, and most my parartroops are placed on the lateral (west side) of the town, away from his Brummbar. My original plan was too hold back my SE Captain, but it looks like we're going to duke this one out right away so I decide to drop him in too, but he is placed right on the objective out of LOS from everwhere.
My opponent has a big problem. His HSF is hosed no matter what. And now his has a Humber and 4 Paratroopers that can shoot at him. He chooses to do what I think I would do and charges ahead. If he retreated I would have probably just killed him anyway. He pulls a 20th Maine and advances. Puts 2 SS-PGs into the town hex with my Humber. I take a defensive fire to try to stop one AND MISS!! (EDIT: we have a house rule that scout cars and halftracks may make defensive fires against troops, sorry for any confusion). He advances the rest of his infantry with HSF forward. (Later on he explained at this point he just wanted to kill as many SE troops as possible and finish off the job with the Brummbar)
I shoot with the Humber because its hosed anyhow, and kill his HSF. Long story short from here, up to 6 SE Paratroopers shooting from cover at his remaining infantry murderlize them. My disrupted SE Paras throw it off and he no longer does that. I lose 2 SE Paras in the close quarters fighting in the town. The Humber is dead. He kills a 3rd SE with the Brummbar. After turn 2 all his infantry is wiped out.
The rest of the game up to turn 7, I win initiative every time and go first (ironic that I argue for going second, but in this case first is best), up to turn 7 I have beautiful ground to play cat and mouse with the Brummbar. The Panther is also taking shots, but usually only disrupts due to so few dice or cover. It was easy to maintain the objective and sneak out of LOS. Turn 7 I change up and go second. He moves the Panther and Brummbar adjacent to objective to send the game to extra innings. However is careful for this turn to move the Brummbar in a position that I can't immediately close assault.
The Panther rear armor of 4 only lasts one turn with 2 SE Paras close assaulting with 9 dice ( +1 SE Captain bonus) 3 hits from 2 SE
Paras and the Panther is destroyed. However, those two brave close assaulters are blown to smithereens because they were vulnerable to the Brummbar. He really rolled like a demon and blew them both away....
I have 4 SE Paras and one SE Captain left and he has the Brummbar that must stay adjacent to objective or lose. It is turn 8.
This time I am able to close assault the Brummbar. I roll 9 friggen dice x 2 close assaults and only get two hits!!!. Brummbar can't shoot at Paras in it's own hex but manages to waste another two SE Paras!! (that I should have moved away, but wanted near to finish off the Brummbar)
1 SE Captain, and 2 SE Paras left...against disrupted and damaged Brummbar....turn 9. SE Paras move in for close assault, SE Captain moves behind so as not to get shot at. Brummbar rear defense is now 3 due to penalty. First close assault rolls 6 successes, double Brummbar defense, Brummbar destroyed. Two victorious Screamin Eagles with their indomitable Captain enjoy some some wine and the company of French cuties in the little village they have just liberated......
Questions, comments, critical analysis is welcome...