Wednesday 28 January 2015

Mechanised Aces Turn Two, Week Five

Turn Two a Disappointment, But Allied General Gets Kudos

General Byrne's Shermans advance through the bocage
 Sadly Turn Two was not as well attended as Turn One, with call-offs, no-shows and interruptions hampering play. Plaudits must be paid to Messrs Cameron and Hamilton of the Axis side for their continued attendance to keep up appearances, and also to General Byrne of the Allies for making a good effort for attending, despite an interruption last week he knuckled down and faced off twice last night.

Earlier Weeks have been poorly attended, with myself missing last week, and the game that was played between Oberst Cameron and General Anderson. The post-action report indicates that the game was closely fought, with the result going right to the wire, and ending with a win for the Axis.

Byrne's GI's Left Sore From Puma Scratches

Iain's Ace sacrifices himself to prevent Michael seizing the objective early on
 A mass-advance from Michael's GI's with supporting Shermans was cut off by some nasty ambushing from Iain's StuG's and Pumas. The nippy Panzerspah platoons able to encircle and pick off the Shermans leading to a win for the Axis.

 In this game too, Iain utilized Bogward demolition vehicles, to decent effect, knocking out quite a few teams from the manor house. The house was a perfect fire-base, given the American-placed objective was within 4'' of it.

The Bogwards almost level the Manor House
Ambushing StuGs picked off a few Shermans, with some half-tracked AA guns brought in to pile the pressure on the hapless GIs in the Manor.

The game was soon over as the only team remaining on the table was Michael's Ace. A decent enough tactic, but with the speed and firepower of the Pumas a little too much to take, plans will have to be made in Turn Three to deal with them.




Nisbet's Hungarian's Repel Massed American Assault

My Pioneers take up position in the church, the objective just behind the steeple to the right
 Michael then continued gaming, taking on my own Hungarian force. The mission didn't change much, with only one ambush instead of two. I had positioned my pioneers in the ruined church on the hill after Michael had placed his objective within 4'' of it. I imagine his intention was to rush to the church and dig-in to make it tough to get him out.

 His Shermans were taught a lesson in ambushing as two PaK40's almost took out an entire platoon from ambush, and in the following turn drove off his other.
Michael's GI's set up the charge
 Michael's GI's almost made a name for themselves when, massing firepower from his half-tracks and ground troops he managed to pin my pioneers (despite needing 6's to hit), the ensuing assault was brutal with my platoon diminished to a team and command. Thankfully they had my Ace to whip them back into the fight, only killing two teams in return, but that was enough to make the Americans fall back. A turn later they tried again, but this time they were pinned by defensive fire; impressive given that I only had 5 dice for it.

With a trio of Zrinyi's rolling up from reserve, and one making it's Schurzen save from a bazooka things were looking grim, and were finished up by a well-placed PaK40 shot coring the American Ace's Half-track, failed passenger save and subsequent Warrior role leaving him out of action. With no Company Commander holding them together, the Americans retreated, wondering what language those weird Germans in the church were speaking.
That speck of green in the distance is a Sherman... was a Sherman


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