Sie sind auf Seite 1von 24

CHECK OUT

OTHER POSTS
Game Night:
No
Wargames,
but great fun!
I am no Ally
Lord of the
Rings LCG

11

NOV
2015

The Greatest Day: LE#1 The Black


Baron De!nitive Play Guide
Ty Snouffer // Blog, Wargames // Black Baron, d-day, grand
tactical series, multiman publishing, the greatest day // 1 !

The Devils
Cauldron
Botched Solo
Play.
Labyrinth:
Great
Instructional
Videos on Solo Play

LATEST TWEE TS
The Greatest Day: LE#1

The Black Baron Definitive


Play Guide
gamesfromthefront.com/t
he-greatest-d
pic.twitter.com/apZ7BXeS
21
5 hours ago

INTRODUCTION
With my counters clipped and Exclusive Rules read, Im ready to
get The Greatest Day Sword, Juno, and Gold Beaches to the
table. Im positioning this Definitive Play Guide as part Set-up
Tool, part Strategy Guide, and part After Action Report (AAR).
Depending on how it is received, I may do others. Well see how
it scales too.

Stymied on Juno Beach


June 6, 1944
gamesfromthefront.com/
stymied-on-jun
pic.twitter.com/i0Maupvl
mh
6 days ago

With that in mind, Ill be the first to admit that I am not the

Sold Some Games A

strongest GTS player tactics-wise. I look to other players like

While Back

Rob Davidson and Mike Curtis to lead the way. Then I steal from

gamesfromthefront.com/

them. This may seem like overkill for such a simple scenario, but

sold-some-game

I am trying to get some practice in. I also expect that by writing

pic.twitter.com/TWBuur0

things down Ill be a better player while soliciting feedback from

boM

the GTS community. If you have a strategy tip to share or take

7 days ago

a different view on a tactic, let me know. Id be glad to update


these guides with the best thinking.

. . . and now, lets see what the Black Baron has in store . . .

Scenario Set-up
This scenario uses only the Black Baron map. Play begins with
step H of the Sequence of Play. Play then proceeds until the last

Follow me

chit on the 0900 turn has been played. You will need the 7th
Armoured Division Display and the 12.SS-Panzer- Division
Display.

Allies (set up first):


22 Armoured Brigade; 7th Armoured Division:
A/4 CLY: 78.060 (in column)
A/1 Rifle (mounted) 79.061
S(AT)/1 Rifle (mounted): 80.062
5 RHA, RA: 81.062
Leader Hinde, Recce/4 CLY: 82.063
B/4 CLY: 83.063

Germans
Germans:
German Independent Regiment (attached to 12.SS- PanzerDivision)
1./s.SS-Pz. 101: 76.059
2./s.SS-Pz. 101: 78.061 (updated from 78.062 in early errata)

Map Set Up

Note that Hero Wittmann, while available for use, is not in play
and has not yet been placed with a Unit. Once you place
Wittmann with a Unit, that Unit will gain all of his advantages.
Historically, he was placed with 2./s.SS-Pz. 101.

Wittmann Enters
via Exclusive
Rule 16.2

Supporting Assets
None

Reinforcements
None

Markers
All Victory Tasks are Pending

This track is on the 12.SS Panzer Div Card

7th Armoured Division Troop Quality: -1

This track is on the 7th Armored Div Card

12.SS-Panzer-Division Troop Quality: 0

This track is on the 12.SS Panzer Div Card

Date is June 13, 1944

Time is 0900
Weather is Clear

Found on the Turn Record Chart and Weather Table

Events
Events are not used in this scenario

Command Values
The 7th Armoured Division has a Command Rating of 0. The

Division starts with 1 Command Point

This track is on the 7th Armored Div Card

The 12.SS-Panzer-Division has a Command Rating of 1. The


Division starts with 2 Command Points

This track is on the 12.SS Panzer Div Card

(Dispatch Points are not used in this scenario and the Mug
contents are provided below.)

Attachments
s.SS-Pz. 101 is attached to the 12.SS-Panzer-Division

This track is on the 12.SS Panzer Div Card

Commonwealth Brigade Composition 7th Armoured Division:


22 Armoured Brigade: 1 Rifle, 4 CLY, 5 RHA (see special rules)

This track is on the 7th Armored Div Card

The Mug
The mug is not used in this scenario. The 12.SS-Panzer-Di- vision
Activation chit is played first, followed by the German Direct

Command chit, then lastly, the 7th Armoured Division Activation


chit. The scenario ends after all chits have been played.

Yep, these are all the


chits you need

Victory Conditions

12.SS-Panzer-Division Victory Tasks


Primary Task: Eliminate 4 steps of Allied Units

It doesnt have to be these four steps, but they are


likely targets

Secondary Task: There are no Allied Units on Hill 213 (78.060)

Taking and holding this


Hill is key

Tertiary Task: None for this scenario

The Allies do not have victory conditions here, only the


Germans. If the Germans complete both of their tasks, they win.
If not, the Allies win.

Exclusive Rules in Use


2.0 Terrain
16.2 German Named Heroes
16.4 German Tank Recovery

Scenario Special Rules

The s.SS-Pz. 101 Formation (both 1. And 2. Companies) are

attached to the 12.SS-Panzer-Division for the entire scenario.


Treat these Units as 12.SS-Panzer-Division Units in every
way.
1 Rifle Brigade, 5 RHA, RA, and 4 CLY battalions are
considered to comprise the 22 Armoured Brigade of the 7th
Armoured Division in every way.
5 RHA may only Direct Fire in this scenario.
Hero Wittmann is available for use.
Unit Set-up
GERMAN DECISIONS
Units can start in Column. I like to set 1./s.SS-PZ. 101 in Column
although it doesnt really matter given that the first chit is the Div
Activation chit for 12.ss Panzer. He can just get in Column as part
of his first action anyway.

Rationale 1./s.SS-PZ. 101 is going to Assault Hill 213 and needs


to be in Column to do so. Do it now or when he is activated. It
doesnt matter.

BRITISH DECISIONS
Units can start in Column. Ill go ahead and place C/4 CLY in
Column in case my German opponent gets careless
and leaves Hill 213 unprotected. Perhaps I can sneak in at the
end and invalidate 12.SSs Secondary Task.

Rationale Not a lot to hope for in this scenario. Maybe Ill get
lucky.

Play and Strategy

Chit 1 12.SS Panzer Divison Activation

Now that the German units are active, Wittmann can come into
play. I place him on 1./s.SS-PZ. 101. This is a different approach
from what is in the Exclusive Rules. I like the idea of attacking
the strongest British unit with multiple actions from my
strongest German unit. If I get lucky, I might be able to get in
a shot from Hill 213 with any remaining Wittmann actions.

Rolling for Command Points, we can expect an average of 2-3.


However, the point is nearly moot in this scenario as any roll
for CPs other than a 0 or 1 will give us enough CPs for the entire
scenario (including the Command Rating).

1./s.SS-PZ. 101 will use its special ability from Wittmann to take 4
immediate actions for its activation. It will first close on Hill 213
protected from Op Fire checks by his colleague in 70.061.
2./s.SS-PZ. 101 limits A/4 CLYs Fire Zone to 1 hex. Next, 1./s.SSPZ. 101will conduct 1-3 assaults on A/4 CLY; whatever is enough
to eliminate the 2-steps of A/4 CLYand take Hill 213.

1./s.SS-PZ. 101 will automatically pass its Bravery check due to


Wittmanns capability and Assault powerfully as all TQCs are
automatic leading to Company Bonuses all around. It will have
to brave an Op Fire check from at a roll of <=4. Remember the
British have a -1 TQ for the entire scenario.

If 1./s.SS-PZ. 101 retains its full strength, it will be Assaulting at


6 /22 with an excellent chance to eliminate A/4 CLY. A/4 CLY gets
to fire first though at 0 / 0 .

Assuming 1./s.SS-PZ. 101 has taken Hill 213, it can use any of its

remaining Wittmann actions to fire at A/1 Rifle using the OP on


the hill to see over normally blocking Hex Ridges. Regardless, it
should not leave Hill 213 under any circumstances.

2./s.SS-PZ. 101 can begin its Assault on A/1 Rifle braving an OF


fire check of <=4 from A/1 Rifle (although any fire would be very
weak). 2./s.SS-PZ. 101 will pass its Bravery Check to conduct the
Assault on anything but a 9. Once passed, and paying one CP,
2./s.SS-PZ. 101 can attempt a single Assault at 7 /33.

Actual Gameplay
12th.SS Panzer Div Act chit activates German units. CPs checked
with a 6 rolled netting 4 CPs (including CR) on top of the starting
2. Wittmann comes out and is placed on 1./s.SS-PZ. 101 which
moves to 77.059 as its first Wittmann action. 1./s.SS-PZ. 101
declares an Assault (*pulls out Assault Flow Chart*) on A/4 CLY
which checks for Op Fire rolling a successful 4. For the Op Fire,
A/4 CLY is rolling against a 3 to hit [6 base -5 DR +2 FZ-to-FZ].
The resulting roll of 9 is a miss.

Defender will stand and Assaulter will Fire. A/4 CLY checks for
Coy Bonus at <=4 and rolls 0 to succeed. Since it has a
colored Assault value, A/4 CLY rolls against 0 / 0 [4/4 base + 2
Coy Bonus -1 Column -5DR]. The result is 0 / 4 . 1./s.SS-PZ. 101
takes a Cohesion Hit immediately per GTS 2.0. Bad luck for the
German.

1./s.SS-PZ. 101 automatically gets its Coy Bonus for Wittmann


and rolls against 5 / 1 [8/4 base +2 Coy Bonus -3 DR -1 Column -1
CH]. The result is 1 / 0 for a Suppression and Cohesion Hit on A/4

CLY. A/4 CLY tries to convert the Suppression to a CH at >=4 and


succeeds with a 2. End of Assault Round 1.

The Assault on Hill 213

Assault Round 2.
Defender will stand and Assaulter will Fire. A/4 CLY checks for
Coy Bonus at <=3 and rolls 0 to succeed. Since it has a
colored Assault value, A/4 CLY rolls against 0 / 0 [4/4 base + 2

Coy Bonus -1 Column -5DR -2 CH]. The result is 7 / 2 . No effect


on 1./s.SS-PZ. 101.

1./s.SS-PZ. 101 automatically gets its Coy Bonus for Wittmann


and rolls against 5 / 1 [8/4 base +2 Coy Bonus -3 DR -1 Column -1
CH]. The result is 4 / 0 for a Step Loss and Cohesion Hit on A/4
CLY. The CH is converted to a Step Loss since the target already
has two CHs and A/4 CLY is eliminated.1./s.SS-PZ. 101 advances
onto Hill 213. End of Assault. The Secondary Task is satisfied.

Hill 213 Taken

1./s.SS-PZ. 101. will use its last 2 Wittmann actions to Direct Fire
at A/1 Rifle. Again, 1./s.SS-PZ. 101 gets its Coy Bonus
automatically and rolls its DF at a 7 [8 base +2 Coy Bonus -1
Column -1 CH -1 range vs armored]. The roll is a 2 resulting in
Suppression for A/1 Rifle.A/1 Rifle spends a CP to convert to a
CH not wishing to be Suppressed while 2./s.SS-PZ. 101 still has
to go.

1./s.SS-PZ. 101 uses its fourth and last Wittmann event to


conduct the same Direct Fire attack at A/1 Rifle. Again, the target
is 7 . A 3 is rolled resulting in a second Cohesion Hit on A/1 Rifle.

Firing at Range from Hill 213

2./s.SS-PZ. 101 activates and spends a CP to Assault after


foregoing its first action. A/1 Rifle checks for OP Fire at <=3 and
rolls a successful 0. Its Op Fire attack is at 0 [2 base -2 CH 5
DR +2 FZ-to-FZ]. The roll of 0 places a CH on 2./s.SS-PZ. 101.

Assault Round 1. Defender Stands. Attacker Fires. A/1Rifle checks


for Coy Bonus at <=3 and succeeds with a 0. A/1Rifle fires at 0 / 0

[2/3 base +2 CB -2CH -5 DR]. Result is 8 / 7 for no effect. 2./s.SSPZ. 101 Assaults at 6 / 2 [7/3 base -1 CH] rolling 4 / 0 , a Step Loss
and a CH. The CH is converted to another Step Loss, the second
forA/1Rifle eliminating it. This total 4 British steps eliminated and
satisfies the Primary Task. 2./s.SS-PZ. 101 advances into 79.061
and the Assault ends along with the Activation.

2./s.SS-PZ. 101 Assaults A/1 Rifle

End of the First Chit

Chit 2 German Direct Command


1./s.SS-PZ. 101 spends a CP and attacks S(AT)/1 Rifle from Hill
213. Again, the OP on the hill allows 1./s.SS-PZ. 101 to see over
the Ridge Hexsides. Obtaining its Coy Bonus with a roll of
3, 1./s.SS-PZ. 101 has a fire value of 8 . Rolling an 8 , S(AT)/1 Rifle
is Eliminated.

2./s.SS-PZ. 101 spends a CP and attacks 5RHA, RA from 79.061. It


has a fire value of 2 [7 Base -1 CH -2 Ridge hexside -1 Town -1
Range]. The roll of 8 results in NE.

Activation ends.

End of the Second Chit

Chit 3 7th Armored Div Activation


With the Germans fully in control of Hill 213, the Div Activation
chit is too limited to be of much good to the British. The British
concede.

In the end, the Germans eliminated 6 steps of British units and


captured Hill 213 keeping British units off of it.

Wittmanns Kill Pile

Closing
Thanks for reading. It is a fun little scenario. I would like to see
how the approach would hold up against a live opponent
although it seems pretty stacked against the British.

I would love to hear any alternative approaches you might have


to this scenario. Feel free to do that along with providing
corrections or comments below.

Oh, whats that I see over there . . .? Looks like Storming Gold
making its way to the table.

T Y SNOUFFER

Stymied on Juno
Beach June 6,
1944

RELATED POSTS
Blog, Wargames

Blog, Wargames

Blog, Wargames

Stymied
on Juno
Beach
June 6,
1944

The Devils
Cauldron
Campaign
Game
End Game

Tonight
Juno
Beach!

1 COMMENT
REPLY
@
Cavan Cunningham // November 12, 2015
12:07 am
Greta Ty. Keep it up.

Leave a Reply
Enter your comment here...

GAMES
FROM
THE
FRONT
#

RECENT POSTS
The Greatest Day:
LE#1 The Black
Baron Definitive
Play Guide
November 11, 2015

SEARCH FOR
CONTENT

LATEST TWEE TS
The Greatest Day: LE#1 The
Black Baron Definitive

ABOUT

Play Guide
gamesfromthefront.com/thegreatest-d

Stymied on Juno
Beach June 6,
1944
November 6, 2015

pic.twitter.com/apZ7BXeS21
5 hours ago
Stymied on Juno Beach June

Sold Some Games


A While Back

6, 1944

November 5, 2015

ed-on-jun

gamesfromthefront.com/stymi

pic.twitter.com/i0Maupvlmh
6 days ago

Das könnte Ihnen auch gefallen