RILEY'S ROAD CG
19PM
Legion defending as the
Germans
ROAR (C:G - 5:9) - 5th April,
2007
Played with Live VASL (5 sessions: 21
hours)
The 19AM game was
finished and we both had a lot to be happy about (I kept control of 9LVP, he
took and linked half the map) and unhappy about (I lost 3 of my AA, he lost 6
Squads). We are now faced with the prospect of another game with the Canadians
in the attack and the with on-board Germans at great risk of being
swamped.
I have a clear
idea of what I want from this game though. I want to kill Canadians
and I want to preserve some of my forces for the next game (which will be
night) - if I can keep all of my reinforcements from this game and the
next then I shall have a maximum of 160CPP available against his maximum of
65CPP! And this will be for a Night game when his AFV are
off-map!
German Forces
I
chose an Idle Chit, JP decided to attack (as well he
should!)
On-Map
Forces
12x 548
7-0, 8-0, 8-1, 9-1,
10-2
5x LMG, 2x MMG,
HMG, PSK
5x
228, 88LL PaK43
|
Unit |
Remnants |
|
A |
12x 548 (40%
Casualties) |
Purchases
With 80CPP to
start with I made the roll and got a lucky 6, this means I have 74CPP
with which to buy my forces. As my plan is to NOT attack this turn,
maybe just to make my presence felt on the map a little and to possibly hit
any under-guarded areas I bought with the idea of my counter-attack in the
19N game.
|
Unit Designation |
Type
(Remaining) |
Units |
Cost |
| B (I1) |
Para Inf. Coy (3) |
10x 548, 3x
LMG, 1x PSK, 9-1,
8-0 |
28 |
| C (I3) |
PzGr Coy (2) |
10x 467, 3x
SPW 251/1, 3x LMG,
8-1, 8-0 |
25 |
| V6 |
SPAA Sect
(Lehr) |
2x FlakPz IV/20 |
8 |
| O2 |
Heavy MTR (2) |
120mm OBA + 2
Pre-reg |
10 |
| M1 |
2x Fortifications (14) |
30FPP (12x
Foxholes (12), HIP (2), 17x ?
(16)) |
2 |
| |
73 |
German Attack Chits:
6
Canadian
Attack Chits: 1
This gives me a potent-enough force to attack in strength should I notice any
weaknesses in his line. I also have the option to bring the devastating FP of
the FlaKPz IV/20 on-board (after Turn 4 due to it being a Lehr unit) to
slaughter any units which are not in cover. Unfortunately I have again done
poorly with my leader rolls but I have decided to try and get as many
leaders off-board from the initial complement and I really didn't
expect any of them to survive the first game, so that will be a small
bonus.
I
took a bit of a gamble with the Heavy MTR, it a cheap and powerful attack
option, but I run the risk of getting swamped by his numerical advantage
and thus not getting my full worth from this unit. However, he is likely to
attack the Milk Factory in force and I can use the 24FP OBA to smash his
massed units. I have bought 2 pre-reg hexes, this is for the Black Chit bonus
and for the ability to get some of this lovely OBA on-map ASAP and on-target. My
pre-reg locations are U12 and U17 with the Field Phone in E14 (line running to
edge of board and then off South edge) - he has to try and take the Milk Factory
and these locations are the likely jump-off and support points.
German Setup
I
have decided to fight it out in the Milk Factory and have thus written off these
forces.
Ebban Area
A18-22 1S
Foxhole
B20 3x
548, 2x LMG,
9-1
C17 3x
228, 2x MMG, HMG,
10-2
C20 3x
LMG 548, 9-1
F16(c)
548
G21 PSK 228 HIP
H17 4x
Dummy
J16 4x
Dummy
I
have made this my 'last-stand' area, though the foxholes are there to allow me
to escape if the pressure becomes too great... I do NOT want to lose any of
these units.
Also, after this
game I can pay just 2CPP and enter from here so if I can hold any of
this terrain then I can also easily reinforce and exploit it next game
when I have the advantage.
I
have placed the HIP PSK 228 with a view to scoring a shot on an AFV if he
decides to lead with them as he has been all CG... even better if he uses a Wasp
to lead the attack which is another tactic he used all through the Initial
Scenario. JP is a Obsessive Searcher though so I don't hold much chance of his
making a successful ambush.
Goch Crossroads
Area
F14 Field Phone
7-0 HIP
L11 3x
Dummy
This leader is
sacrificial and he will be calling down OBA until he is over-run, if I
double red-chit then he will run for it, otherwise he will stay till the end.
Unlike other CGs there is no chance for 'promotions' apart from the HOB
mechanism, so there is little need for me to be overly careful
with preserving 7-0 leaders when I shall be getting more of them
later.
Milk Factory
Area
Q9
2AT
Mines
Q10 88LL Pak 43 228
HIP
548, 8-0
S8
2AT Mines, 6AP Mines
R10 2x
548
T8 3x
Dummy 1S Foxhole
T10(C) 2x 548
U10
2AT Mines
V9
2AT
Mines
I have not changed the location of the AT Gun because he will not
expect that... but as it stands this is a great position for it anyway; I
can cover the R10 Factory hex and the approaches to the Gun itself. I have 5x
548 and an 8-0 and I fully expect to lose them all during this
battle, I just hope that the dice-gods smile more favourably upon me
than they did in the last Game so I can take down enough me with me
when I go!
My OBA Pre-Reg
locations are to protect the Factory from approaching troops (U12) and to hit
the locations where he is likely to have supporting fire, AFV and OBA
Observers (U17)
I can show the
mines here now as they were revealed at the end of this
game
Kalkar Crossroads
Area
SS7 LMG (b),
228
Fortified
I will run if I can, but otherwise I shall try and hold this
terrain... even if I can score just a CR in CC I shall be happy. I
don't hold out much hope for the survival of this unit.
THE GAME
TURN
1-2
The Canadians are not attacking the Milk Factory with anywhere near the
force I thought they would. They are obviously keeping men back to
guard possible places where I might counter-attack, and the rest of their
men are attacking towards Ebben from the Southern Farmhouses and Upper Houses
area. He has bought OBA with a field phone and this guy tries to drop it on
the Milk Factory but thankfully misses. He also uses his Shermans to try and WP
and SMOKE my visible units (the majority of which are dummies) but a lot of them
fail and he even scores a MA Malfunction. His only success is a the removal
of some dummies on the Ebben tree
line.
The
Canadians are very cautious in their attack and I wonder if he fears me
buying AT Guns. My dummies are doing their job well and keeping him moving
slowly. Interestingly when JP does send a unit forward (a HS and
Carrier) he fails to be his usual paranoid self and completely misses the PSK
228 lurking HIP in the Southern Ebben tree line... this guy just waits, there is
a Carrier sitting right next to me, but I would rather wait for the AFV
that is sure to follow. His Fireflies are being placed Hull down on the hill
crest lines facing the Southern edge. A few units are probing towards the Milk
Factory, but nowhere near as many as I expected. My Defensive Fire
calls down 120mm OBA on a probable location for his 100mm OBA field-phone
and though I miss the OBA leader it is off-target in such a way that it
lands right on this MMG nest and an adjacent AFV - though they suffer no damage
except an Immobilisation for the
Sherman.
My
Turn 1 brings little except for the continuation of the OBA - and this
time I score better... I break a 458 manning one of the MMG and
kill a Sherman III... great stuff! He attacks and misses with all his shots and
my 88LL in the factory is trading shots with the MMG nest, neither of us are
getting any
results.
With
Prep Fire comes some more effective Canadian OBA and as luck would have it they
manage to drop the OBA off target and hit the 88LL Pinning the crew. He now
pulls men from the Upper Houses area into the attack on the Milk Factory but
with the minefield and the terrain as well as the blocking force in the T10
Cellar it is not as easy as it looks. He sends a Wasp in there but this guy gets
too close (mostly thanks to his own use of SMOKE) and suffers a stun result...
Poor JP is not aware that he is also placing units all around my other Pre-Reg
hex for the OBA and with a FFE:C onboard I shall be switching my fire
immediately. In the Ebben area he uses a HS to take the E22 location, but he is
cut down to size as I open fire with 2x 20FP stacks (I needed two shots as
the first one was a 6,6 which malfunctioned a LMG); when this guy Routs he bumps
into my HIP PSK 228... but by this time JP had conveniently parked a Sherman 2
hexes away so I revealed myself, declared No Quarter, and killed the HS for
FTR. He has not pushed in on my lone LMG(b) 228 in SS7, he
has only sent a Sherman across there, but this might be partially due to the
massive involvement of my sniper who has been quite active in the North
East.
At
last we come to the OBA and I score a mission and roll for accuracy... and
miss... sigh... It hits a bunch of concealed units, only breaking 1 of the 4 MMC
it hit... BUT it also cut the lines of his field phone and his most worrisome
100mm OBA is gone! I could not be any happier. Shots are traded back and
forth, but the nature of the battle is such that neither of us have many targets
available. In the Southern Houses area he claimed the southern-most buildings
and foxholes, but to do so he has to sit in position and this means I can
Advance units from off-board in the next Advance Phase straight into Close
Combat. A single Engineer HS with a DC has managed to enter the T10
building of the Milk Factory, but I am sure he wont last too
long.
My
Turn 2. I correct the OBA and this time it falls right on target and that
target is a mass of men and Carriers... the devastation is terrible. His
Milk Factory attacking force is cut to pieces and I even kill a Wasp! He
has an 8-0 leader ELRed and Wounded and a 458 is ELRed also. This attack was
noteworthy in that I rolled a 6,6 for a 24 FP shot and still managed to
cause a break! I have never broken a unit from a 6,6 on an attack roll before.
My PSK totting Crew in the Ebben region also manages to kill his target, a
Sherman V(a) but is pinned so he cannot try to CC the Carrier sitting
Adjacent to him. I have no other attacks and I have no moves either... he
has to come to me and he has suffered mightily before even starting his attack.
To make matters worse he also gets a 6,6 and malfunctions his 70mm OBA Radio
though it will be available to him next
game.
In
the Advance Phase I bring on 3x 467 , 8-1 to CC a CX 458... there is no
ambush and I completely fail to kill him from a 3:1 attack. Then a 548 attacks a
228 in CC after Advancing from off-board and he too also fails to get either an
Ambush or a kill... what a disaster. At least I am able to eliminate the
248 Engineer in the T10 building.


The Canadians are forced to
dilute their attacks on Ebben and the Milk Factory due to the possibility of a
German Counter-Attack
German
Losses: 13x
dummies
Canadian
Losses: 2x
247, 248, 248(e)
Carrier A, Sherman III(a), Sherman V(a),
Wasp
TURN 3
JP
starts the Turn with some very poor rally rolls and then caps it off with
his Malfunctioned Radio being eliminated on a Repair roll - this is a bonus
as I am sure it was meant to be used on the Ebben attack, the only
negative is that he will get it for free in the next game as it did
not fire a shot. In his Prep Fire all of a sudden the dice change their tune and
the high DRs are replaced with his usual jaggy run of impossibly low attack DRs;
only the excellent TEM of my positions saves me as he hits the Milk Factory
with shot after shot and my 8ML troops go back to their usual way of non-stop
failing MCs when they should be passing at least 64% of them; I roll 4x 9's
in a row, and suffer break after break, including the vital crew on the 88LL AT
Gun!
Thanks to my 88LL being out-of-action JP brings on his reinforcements down
the Northern-edge to Goch Crossroads road. They are able to waltz along
unmolested and I must admit that this is a good little attack, it cuts
off my Rout paths, allows him to take the Goch Crossroads with little threat to
himself and will also shorten the lifespan of my OBA Observer. His Wasps get
into the action now and they also benefit from his crazy dice (lots of 3's,
4's and 5's) as he attack the Melee containing a solitary Canadian 458 and
3x German 467 with an 8-1; HIS 458 passes the 3MC... all mine
fail including a CR ELR break from a 6,6 result. You have to remember that
last turn I attacked this location in CC with 3:1 odds and a -1drm and
failed to get the kill. This trend continues for the rest of his turn
as the few times my limited forces manage to score a hit he passes the MC,
while his men managed to hit over 50% of the time (usually against +3 TEM with
6FP average) and didn't fail a single MC. At least my cheeky little PSK 228
unit (G21) is able to kill the Carrier sitting next to him, though he pays for
this in CC with his
life
Rain
Starts.
My OBA is corrected from the SR I placed last turn as I wanted to have
the chance to hit a Wasp which had moved over to the Goch Crossroads area... and
thankfully the OBA fell on-target for once! The 24FP attack stuns and
Shocks the little AFV as well as ELRing the crew, but fails to kill it outright.
Still, no complaints about that, I am happy with this result as I have a
damn good chance of killing my second Wasp this game which would be
a huge result for me. As soon as that is resolved I rotate the AT Guns
CA (the Crew managed to rally this turn) to bring his MG nest in the
Upper Houses area (T18) into my cross-hairs... this Gun goes on a ROF
tear as the dice attempt to make up for the terrible way they have treated
me this game... but the time it is finished his 10-3 officer is ELR Wounded and
1.5 Squads are KIA leaving this MG nest devoid of unbroken troops; this is a
HUGE result that might have a long-lasting effect on the Milk Factory
battle.
My
Men in the Milk Factory's T10 building attempt to place a captured British
DC on an Adjacent unit but JP opens up with absolutely everything he has as
he battles my TEM and the suddenly poor dice; he hits eventually and my MC
result shows that nothing has changed there, the NMC is failed with
ease. Still this has been an excellent end to what started out being a terrible
turn. I have broken a number of units and managed to hold him away
from the locations I am attempting to defend. The loss of 2x
AFV in the Ebben attack as well as the 70mm OBA which was to support that
attack has really put a dampener on his plans for this area and I
would be surprised to see if he is willing to push on into the face of 6x 548
and 5x
LMG!
As a measure of how bad this Turn 3 has been for me; I took 16MC (the
majority of them NMC) with my 8ML units... I passed just 4 of those MC and
2 of those were Pin results!

A flurry of foxhole digging expands
the Allied perimeter while reinforcements arrive to attack the Goch Crossroads
area.
The Milk Factory is currently holding out, but a Counter-attack into
the Southern Farmhouse area hit terrible luck and suffered disproportionate
losses.
German
Losses:
467, 548
Canadian
Losses: 228,
247,
248, 458
Carrier
C
TURN 4
Hmmm...
His just ELRed and Wounded 10-2 officers gets a HOB result from
rally to make him a Wounded 10-3 Hero...
sigh...
JP
had snuck some men up the hill near the Milk Factory and this allowed them to
fire with a 16FP+3 shot which has naturally caused the 228 manning
the 88LL to break again (he has taken 1x PTC and 2x MC and failed all of
them) though the rest pass for a pleasant surprise. From this pass comes an
unpleasant surprise when a SAN result hits a stack of 4 units in the Ebben
area... and that SAN just HAS to hit the leader! My 8-1 dies but since there are
no units able to threaten me I attack the SAN back for a KIA result making
him a 2 SAN now. Down in the Southern Farmhouses area he fires with his
never-missing FT and despite it being a 6FP +1 shot I suffer a NMC
and again have all the units in this hex broken, including an ELR CR
off of another 6,6 result - he then fires with an 8FP +3 shot and again causes a
NMC which both my remaining units
fail.
Movement is to AM into the Milk Factory's T10 location (my own 8FP +3 shot
misses by miles) which ends up gaining 2x 548 for him as prisoners. He also
starts pulling units away from the Southern edges to come towards the
South-Western battles... does this provide me with a chance
to counter-attack now his defensive lines are thinning? Apart from the
devastation wrought in the Southern Farmhouses area this Movement Phase is
really just about him dressing his lines. He is attacking towards the SS7 house
too, and my LMG(b) 228 is powerless to stop
him.
Again
my 88LL Crew rallies immediately, which is more than I can say for my 8-0
here who has not rallied for 2 turns now. In Prep I take a punt with
an LMG attack on his WASP (going for the TK) and score a CH! Wow... how
cool is that! A 64% chance of Elimination or Shock / Immobilisation -
until I roll the dice and fail miserably... sigh... I then decide to fire
my AT Gun and 3x 548 on a stack of 3 Squads and a leader standing out in the
open, the odds of success are high - for anyone except me.. this is also an
abject failure and JP manages to get away scot-free from yet another potential
disaster. In fact, there is NOTHING that worked for me this turn as shooting, MC
and statistical probability fail
completely.
When it comes to his turn to attack back all of a sudden the dice decide that
they can dip below the number '6' again and he cuts through my men like a
chainsaw through butter. I suffer multiple breaks on both sides of the
board and the Milk Factory is in real danger now as 2 turns of horror
results have weakened the defence to a huge
degree.
Turn 4 continued the terrible MC results; I took 14MC (the
majority of them NMC) with my 8ML units... I passed just 3 of those MC
and 2 of those with 1x Pin and 1x 6,6.

The Milk Factory defence is starting
to be overwhelmed as are the reinforcements in the Southern houses
area.
German
Losses: 2x
467,
8-1 (2x
548
Surrender)
Canadian
Losses: 247
Wasp
SAN -1
TURN 5
JP
has been digging so many foxholes this Game that I wonder if he is looking
for the 'Lost Ark' or something. It is excellent tactics for such a difficult CG
and it will allow him all-back positions and lines of control should I
manage to successfully counter-attack
anywhere.
His
Prep is the same-ol, same-ol run of ridiculously low attack DR but for once
I pass almost all the MC. I also get a SAN result which hits a CE Sherman
V(a) and forces a
Recall!
In
movement he is able to find my observer but fails the TC for an Infantry Overrun
and then proceed to lose 1.5 Squads (+ some ELR results) as he tries to kill my
man before the Defensive Fire Phase - this he fails to do and I am able to
call down one last OBA mission (Harassing Fire on the U12 pre-reg)
before being eliminated in CC. In the Milk Factory attack he finally gets gutsy
and takes a risk, my initial shot was a cowering miss, so when he
moved adjacent I took the FPF shot... naturally this is the usual crap
and I am broken from my own attack - I have not succeeded with a FPF
shot for as far back as I can remember! The Canadian tide swings
in to surround the Milk Factory meaning retreat is no longer an option; though I
am able to score a few hits and break a few of his audacious attackers.
Still, with JPs incredible run of luck I often wonder why he
doesn't ride it and push much harder in these sorts of games... he often sits
back and punishes me completely but then rarely gets the massive breakthrough
required to clean me up
completely.
Things
are grim in the Milk Factory and in the Southern Houses area. I withdraw my men
in the South and surprisingly only lose a HS to the board exit-rolls. In the
Milk Factory I open up with my 88LL against an adjacent stack (8-1, LMG 458) and
scores a CH! That CH then rips apart the 8-1 leader with a 6,6 and JUST breaks
the 458. I decide to IF (I would rather lose the Gun than let him have it) but
miss (needed an '8', roll a '9'). My 548 also fires and also damages a stack out
in the open, this attack of his has been severely halted by just 2 defensive
shots.
My only move this turn is to get the 10-2, 3x 228, 2x, MMG, HMG out of harms
way.. to do this I need only brave a 2FP +0 shot (he misses) and a 7MTH +1 HE
shot from his I16 Firefly - this shot hits with an ROF 4 and I face a
NMC... the 10-2 leader is Pinned (well, wouldn't that be just about right) and
one of the 228 breaks... he fires again and whips out ANOTHER 4... for another
hit which breaks another 228 - this is totally ridiculous. Thanks to the loss of
this vital stack I am forced to move my men in the Ebben area to provide some
coverage for the leader and the decimated stack and I would also like to
dig some foxholes in this area to consolidate my hold here.

Finally the Milk Factory Defenders get
a run of luck that holds off the Canadian attack.
The Allies are unwilling to
push in on the Ebben area though.
German
Losses: 247,
2x
548
7-0, 8-0
Canadian
Losses: 247,
248, 8-1
(2x
Dummies)
Sherman V(a) (recalled)
TURN 6
Well,
it wouldn't be one of my turns unless I rolled a 6,6 for a MC and this one comes
during Rally. My 10-2 with the 2x 228 loses one of the 228 through this. Then JP
opens up with his nearby Firefly and scores his 3rd 4 attack DR in a row
with this AFV vs this stack, the result of the attack is a 3MC and while
JPs 8ML units have passed these with alarming regularity this game my 10-2
leader cannot, he is wounded and dies from those wounds, the 228 with
him dies also. I am totally disgusted with this but there is little I can
do about
it.
JP
attacks into the Milk Factory (the site of the only action this turn) and
surrounds me with a ring of forces - his attack is not without loss
though as a surprising number of his troops are broken and ELRed. The ELR
results will be telling as units do not Battle Harden in this CG except through
the elimination of a Hero in refit or through HOB. So, even though I
have not killed as many of his men as I would have liked this game I
have weakened him with every ELR fail he makes. JP also tried to sneak a Sherman
past the Milk Factory's AT Gun but that didn't go well for him as the AFV is
eliminated from a lovely hull side shot. In the end although about 4 Squads
attack the Milk Factory last-stand location only a single MMC is able to
close in CC and that ends up as H-2-H CC which eliminates
my 88LL crew and results in
Melee.
Apart
from the CC in the Milk Factory the rest of my men are in Ebben. I use them to
dig foxholes... but I make 5 attempts for no success - is there any better
way to show the differences in DRs made this game, about 50% of JPs foxholes
succeed first time! No shots are taken, no moves are made and in the CC Phase
the Milk Factory CC sees him take a CR while I escape
loss.
And then... JP rolls a '1' and the game
ends!
We have to fight out the Milk Factory CC and I kill his HS there and
release the HS prisoners he had taken. Through some crazy turn of events I
have managed to hold onto 1 Milk Factory location!
German
Losses: 3x
228
10-2
Canadian
Losses: 458
Sherman
III(a)
The Butcher's Bill
German
Losses: 3x 228, 1x
247, 1x 248, 3x 467, 3x
548
(248, 2x 548
Captured) (9.5 MMC lost)
7-0,
8-0, 8-1,
10-2
1x PSK
Post
Game: HS prisoner
released -> 236
Canadian Losses:
1x 228, 1x 247, 2x 248 (1x Engineer), 2x 457, 3x
458 (6.5 MMC
lost)
8-1, 10-2
1x Carrier A, 1x Carrier C, 2x
Wasp, 2x Sherman III(a), 2x
Sherman V(a) (all AFV
lost with Crew)
Post
Game: Escape
Losses: 2x 457 ->2x
447
Wounded 10-3
eliminated.
PSK
retained. Gains 5x LMG from Scrounging
Canadian LVP
Gained: 17 (28)
German: Canadian
MMC Death
Ratio: 18 : 18.5


Map at game end with Control Zones
marked out.
Blue - German
Brown - Canadian
Red -
No-Man's Land
The Canadians were forced to hold troops back to deal with the
possibility of a German Counter-attack, however they were not idle as they dug
very many foxholes to link up their Control
Zones
In terms of force remnants we have both maintained a rough parity
with each other, though obviously JP paid a high price through lost AFV (Tanks
must be removed from the board where possible for the Night games). He did gain
the 2x AT Guns
End of Game
Forces
German
236, 247, 6x 467, 17x
548
3x
8-0, 2x 9-1
LMG(b), 11x LMG, 2x MMG,
HMG, PSK
228, 88LL PaK43, 3x SPW
251/1, 2x FlaKPz IV/20
Canadian
237,
247, 248, 7x 447, 11x 457, 18x
458 (2x Engineer)
2x
7-0, 4x 8-0, 5x 8-1,
9-1
20x LMG,
4x MMG, 9x PIAT, 4x 51mm MTR, 2x
DC, PSK
5x
228, 2x 57L AT, 1x Carrier
A, 1x Wasp
9-1, 2x Sherman IIC(a) (1x
Immobilised), 2x Sherman III(a), 1x
Sherman V(a), 2x Sherman
VC(a)
70mm
OBA
Conclusions
My initial
Response was that this was a disaster, but in looking over the numbers at the
end of the game I can see that this is an exaggeration brought about by the
terrors of the last turns. I have nearly doubled my available force of infantry
and although I have lost my best leader and a smattering of others I
have maintained a parity in numbers. I have more LMG available and also have
kept the AT Gun with which I hope to be able to do some damage in the first
turn of the next game. In keeping this gun and some units with it I am also
going to force him to hold men back to deal with this threat which will draw
units away from the front-line; though if he is smart he will use it as a chance
to drop the No Move
penalties.
His
losses were not insignificant. Losing the 2x Wasp and 2x Carriers is almost
15CPP he has to make up if he wants to return to his start-up force and this
game alone he lost 3x AFV (almost 14CPP). Also, despite the near 2:1 loss count
in his favour it is still 1:1 for the CG and his reinforcement barrel is almost
scrapped to the bottom now. Another good sign was the retention of the 3 LVP
which stopped him owning the board; he is happy with this, but I think
he assumes that he can hold the rest of the map with ease despite my
attacks - even if I only take 1.5 LVP off of him a game I am still
going to stop him winning the
CG.
Without a doubt this was another heavily biased game as far as the dice
went...
- My Reinforcements were brought on with an almost
statistical impossibility for failure, and yet they failed. In the end I
lost 6 CVP for just 2 CVP of his non-crew units as almost every single DR
of mine was a failure and almost every single DR of his was a hit or CC
kill. These units should have jumped on, achieved a CC kill (with 80% chance of
success) and then left the board unmolested, instead I took terrible loses.
In part this is because I reinforced my original failure.
- In Turn 3 I passed just 4 of my 16 MCs (with 2x Pin results, 1x
6,6).
- In Turn 4 I passed 3 of my 14 MC (1x Pin,
1x 6,6).
- My 10-2
leader took just 3 MC for the whole game... 2x NMC (Pinned) and a 3MC to be
wounded and killed... I have not played a game this year where a 10ML
officer has passed more than 1 MC out of 3.
- As usual the
huge number of low attack DR by JP was far beyond what can be expected,
and when he missed it was usually against single units, when he hit it
was against important stacks (Turn 5 was a great example when he scragged a 1MC
result from a 12FP +5 shot). His ability to pass 2MC and 3MC with ease is
baffling.
For me
there were some positives though...
- He malfunctioned and
repair-eliminated his 70mm OBA without firing a shot and this coupled with the
loss of 2x AFV almost certainly put a hold on an attack into the Ebben
area.
- My OBA scored exceptionally well and also managed
to cut his 100mm OBA field-phone line. This buy was the absolute highlight
of the game for me as the OBA gained many kills and also blocked his attack into
the Milk Factory.
- I had a huge number of active SAN
results (10 from 23 attempts) but this also goes to show how many 4's he
rolled... there was really not that much shooting in this CG due to my limited
numbers of men, and yet he still managed to roll 4 so many
times!
- Finally, and most importantly; the game ended at
the first opportunity. Although the Ebben area was fairly safe this result
has made a major difference to the LVP tally since I was able to win the CC
and hold a solitary hex in the Milk Factory. For someone who is soon to
be outnumbered and defending against attacks from anywhere on his
extended perimeter this is a bit of a blow to the Canadian
Commander.
Again I will
have to say that this was a drawn result... perhaps slightly in his favour as he
was able to link together his control zones and also kill more men than I did.
However his loses will take the shine off of the game for him as will his lack
of aggressive attacking to totally own the board. I think he will look back on
these initial 2 games and accept that he has not attacked with the aggression
needed (as he usually does). The most-excellent Article in ASL Journal 5
suggests that the Canadians should take 14 LVP by the end of the first game and
then own the map (20 LVP) by the second... and even then the Germans need only
take 3 LVP a game to win the CG; JP took 11 LVP in the first and 17 LVP in the
second which puts him roughly 2 games behind this
'schedule'.
Quite rightly JP is looking forward to the Night game as he wants to catch my
men as they cross the open terrain in front of his prepared positions, this will
all come down to the IR results and it should be a fascinating
tussle.
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