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Game Night:
No
Wargames,
but great fun!
I am no Ally
Lord of the
Rings LCG
11
NOV
2015
The Devils
Cauldron
Botched Solo
Play.
Labyrinth:
Great
Instructional
Videos on Solo Play
LATEST TWEE TS
The Greatest Day: LE#1
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.
With that in mind, Ill be the first to admit that I am not the
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
pic.twitter.com/TWBuur0
boM
7 days ago
. . . 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.
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
Time is 0900
Weather is Clear
Events
Events are not used in this scenario
Command Values
The 7th Armoured Division has a Command Rating of 0. The
(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
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
Victory Conditions
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.
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.
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.
Assuming 1./s.SS-PZ. 101 has taken Hill 213, it can use any of its
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.
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
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.
[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.
Activation ends.
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.
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
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1 COMMENT
REPLY
@
Cavan Cunningham // November 12, 2015
12:07 am
Greta Ty. Keep it up.
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