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#1 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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For Special Rules used in this Scenario see this thread.
Note: Since I still haven't recieved my cases, this game was only using Set I units. Map2x2 Omaha Beach (Homemade) See attached file for an example. Victory ConditionsVictory is based upon the Axis Fortifications; Allies score 1 VP for destroying a Fortification, and 3 VPs for capturing one. Allied Assault Force (300 pts)4x Red Devil Captain 6x Bazooka 9x Marines M2-2 Flamethrower 6x M4A1 Sherman 19x M1 Garand Rifle Axis Defenders (200 pts)2x SS-Haupsturmfurher 1x Panzerfaust 30 5x PAK 38 6x MG-42 7x Mauser Kar 98k GAME Germans won initiative the entire game, giving them the upper hand by allowing them to shoot up the US Troops as they ran out in the open trying to get into the next hex with cover. Initially the Allies unloaded out onto clear beach hexes and were mowed down by MG 42s. Those that survived ran into the cover of the nearby craters and AT obstacles. Reinforcements poured in, and while nearly half of the troops were disrupted, the rest continued advancing. The flamethrowers and bazookas were targetted early on, then later the Red Devil Captains. By turn 3 the Shermans had arrived and the Garands were opening fire on the german infantry. Shermans were hammered by PAK 38s but remained relatively unscathed. One bunker ended up being destroyed and another damaged as the Germans retreated from the Atlantic Wall. The game ended with the Allies in a strong position and having perhaps a third of their force relatively intact; but with all 6 Shermans on the field and only one of them damaged. Set II units will greatly change this game; PAK 40s, Snipers, BARs, etc. Can't wait to play more games. We had played a previous one, but it was somewhat lopsided so we rewrote the rules a bit and changed the odds from 3:2 to 2:1. Next game will be Juno beach using British Forces. Another time we might play US attacking Japan; using the Atlantic Wall to represent the treeline instead of elevation. For larger games we have 3x3 maps including the beach and some of the terrain beyond the wall. All in all it was a fun game with a lot of good infantry battles going on. I want to work on something to make the Bazookas a little better though (better range/dice against the bunkers maybe.) http://boards.avalonhill.com/attachm...ntid=961&stc=1
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. Last edited by Der Leiter : 12-04-2005 at 04:44 PM. Reason: Forgot the Garands! |
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#2 |
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Yohoho
Join Date: Aug 2005
Location: 42°6′11″N, 76°3′17″W
Posts: 5,941
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Now that is sweet, but I am surprised that there is not one M1 grand unless it went over my head
![]() you just spiced up A&AM for me ![]()
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Solve the Riddle [b]5pts. solve the math riddle: 50, 432, 6402.6, 131072, 3401222.4, what is the next number? [b] If you know pm me and get a point. 20 points and get a prize. Contest for US and Canadians only. Cruizin2000-1 TheCygnysGuardian- 4 Testicleez-6 Michael Hayden-1 RBloom0566-1 Redgar-1 RaidingParty-1 Grenzewolf-1 fifleche-2 |
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#3 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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Oops.. forgot to add 19x M1 Garands
lol
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#4 | |
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Yohoho
Join Date: Aug 2005
Location: 42°6′11″N, 76°3′17″W
Posts: 5,941
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Quote:
You are the true innovator king for A&AM
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Solve the Riddle [b]5pts. solve the math riddle: 50, 432, 6402.6, 131072, 3401222.4, what is the next number? [b] If you know pm me and get a point. 20 points and get a prize. Contest for US and Canadians only. Cruizin2000-1 TheCygnysGuardian- 4 Testicleez-6 Michael Hayden-1 RBloom0566-1 Redgar-1 RaidingParty-1 Grenzewolf-1 fifleche-2 |
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#5 |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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Ty, but this scenario wouldn't have been possible without my cousin making those awesome maps.
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#6 |
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HHR Committee Member
Join Date: Nov 2005
Location: Belle Mead, NJ
Posts: 4,421
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Very nice interpretation of the Normandy landing scenario. The only negative I see is that the allied O.B. would be hard for most collectors to scrape together (the large quantity of M2-2's and M-1's).
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#7 |
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ELBOW{M}E{M}BER
Join Date: Jan 2005
Location: "western boogerland"
Posts: 450
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excellent work!! would like WotC Bob / staff to hook us up with a similar map for downloading!!
ES
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-catchy phrase goes here... |
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#8 | |
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Reichsfürher-SS
Join Date: Sep 2005
Location: Ontario, Canada
Posts: 1,589
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Quote:
I don't know about WotC making one available, but when the finished copy is done I'll see if Dar doesn't mind letting other people use it. Currently the trenches need to be done and behind the wall needs to fade to green so the regular maps can be attached to the back for larger games. Also the landing craft are a little big... but overall that's just a very minor cosmetic issue.
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Der Leiter's Articles Includes Set & Nation Reviews, Campaign Rules, and URRs. "Can't trumps Can" only when the rules say it can, not when it can't. If you want A&AM to be more historical, you have to play it more historically. |
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#9 |
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Senior Member
Join Date: Nov 2005
Location: Duluth MN
Posts: 160
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I've been working on a similar version of the Omaha beach landing but it includes a Paratrooper assault and would require at least four players.
My friend has a large format printer and he printed scanned Panzer Leader maps for me to use. Then I simply converted the Panzer Leader scenario No. 1 and No. 2. They would work in conjunction with one another, the maps are huge and encompass towns, beach, hills, forests, and a city, even cliff sides. The units work out to this: For the Paratroopers: 2 Capitans 6 troopers 76 Points. The objective is one of three hexes secretly determined by the Allied player and written down before the first turn. German Defenders are: 1 mortar 1 SD kfz 222 1 sd kfz 251 3 Mausers 3 Panzer Grenadier 1 oberleutenant 1 SS PG 1 sniper 79 Points The paratroopers must take and hold the objective for 10 turns, if that is successful then they can turn their attention to helping the beach landing. The Beach landings are 15 turns in length and start at the same time as the para drop. US forces are: 3 mortars 12 M1 Garands 3 Bar 3 Red Devil 3 Vickers 2 3" guns 3 Jeeps 3 M5 Half tracks 6 Sherman (DD tanks, roll a D6 upon landing, a 1,2,3 means they sunk, otherwise fine.) 2 Rhinos 1 Easy 8 6 Flame throwers 451 points. Germans: 2 pak 40 2 pak 38 3 Sig 33 3 Bombard 2 Jagdpanthers (fixed, once place can't move) 5 mortars 6 PG 2 oberleutenant 5 bunkers (make cover on 3+) 6 blocked hexes (troops only no vehicles) 6 mines (placed by German secretly effect troops and vehicles roll d6 1=damage&disrupted, 2-5 = disrupted, 6= no effect. 367 points. I haven't played the game yet but I'll post the results when I do. How do you like the builds and special rules. Check out Panzer Leader maps B and A to see the terrain. Cheers |
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