The Axis try to even the scores
It should be noted that during this turn, any locations currently tied in points would be awarded as a victory for the Axis. So, that means their attacks would have to be meticulously planned and of course, the wins going their way to secure the points necessary.
Step forward Oberst Hamilton and Colonel MacLean
An intriguing thought struck me; perhaps there should be some sort of 'chain-of-command' for the two sides. This meant that there was more scope for planning and a little added something to the game. By this I mean that each Commander would be issued an amount of tactical edge tokens, which they would then distribute amongst their players, giving forces a small edge where necessary.I put it to confidential vote, with the rule that you could not vote for yourself and the Allies were not allowed to vote for me. When all the votes were in, it was decided that Gordon would be Oberst (German Army Rank Colonel), and Norman would be Colonel for the Allies.
It has since come to my attention that the dastardly Axis has set up a sneaky secret base (On Facebook), in which to discuss their nefarious schemes. I hope they don't think they can get away with cheating!
The battles get underway
The players present on the night were;
Axis
- Gordon with his 90th Sardinien Grenadiers
- Grace with her "Wee Men" Grenadiers
- Iain (Proudly displaying his fully painted army)
- Leon with his 1. Fallshirmjager
Allies
- Myself, and my 'Taffy' Guards
- Murray with his American Paras
- Colonel T. with the unpronounceable Pulyemyetno-Artillyeriyskiy
- Ian Morton, joining in for his first foray, with his American GIs
To save on packing up and space, it was decided that Gordon and myself would sit out. This not only let me watch over and help some of the newer players, but as I'm also the Club Secretary it allowed me to perform my administration duties.
Murray, Leon, Colonel T. and Grace fight it out on the grassy table
I decided to set up a couple of Grudge Matches on the night, with Murray and his good lady fighting it out, in what we deemed 'The Domestic', old foes Colonel T. and Leon would face off; They played each other quite often during the Tank Aces campaign, with Colonel T. infuriating people with his Konigstiger. Finally, it was the battle of the Ia(i)ns, as Iain Cameron of the Axis and Ian Morton of the Allies took the third table. This was the game I watched over, so the in-action report comes from this game.
Hesitation leads to defeat
The mission rolled for tonight was 'Surrounded'. A good game to get your teeth into, as there are no Reserves to roll for. This was a common complaint the past few weeks, that with so few platoons on the table, having reserves can really put either, or both sides at a serious disadvantage and grind the game down.
Iain C. won the dice-off for attacker, and so it was that Ian M. set up his Infantrymen in their foxholes, with the HMGs taking up positions in the only building on the board. Iain C. then had his own HMGs split off from the rest of his force on the North side of the table as his Grenadiers advanced from the south, under the cover of the HQ Mortars.
Iain C. won the dice-off for attacker, and so it was that Ian M. set up his Infantrymen in their foxholes, with the HMGs taking up positions in the only building on the board. Iain C. then had his own HMGs split off from the rest of his force on the North side of the table as his Grenadiers advanced from the south, under the cover of the HQ Mortars.
The two forces face off, with Iain C's HMGS off camera to the left, while Ian M's hide in the house
Iain C's impressively painted Grenadiers move through the forest
In Ian M's turn, it seemed he would sweep some of his GIs into the HQ mortars dug in beside the river. This was the plan, but you know what they say about best laid plans. The assault was initiated, and the few SMG shots from the command stands in range managing to pick of an assaulting team. This seemed a fair trade for the mortars. Or so it seemed, as the Americans forgot to pull pins, fix bayonets or perhaps tried to resort to harsh words, since not one base hit. This was replied to by the Mortars wreaking havoc and wiping out the remaining teams, much to the shock of both players.
This was only made worse in the following turn by Iain C's Grenadiers sweeping the Weapons Section from their foxholes and into the open, while the HMG teams had to bail out of the house and fall back to the river, where they established a strong defensive line. But, in that assault, the mortars and the 2iC himself perished to German bayonets.
The elation was short-lived however, as the Americans had another crack at the mortars, and this time made sure to deal the damage. Not that Iain C minded, as their ranging attempts the entire game had been sub-par. Misery was heaped on as the Weapons Section poured fire on the closest Grenadiers, decimating the platoon and forcing the remaining teams to fall back.
Early game it looked to be all going right for Iain C
The game was declared a win for the Allies, given that the HMG section could still fire upon the remaining Americans, but to little effect, and with the other Grenadier platoon under half-strength, any further casualties would prompt motivation tests.
Result: Allied Win.
Location scored: The Barracks
XP: Iain Cameron: 0 (Has already played two scoring games this month)
Ian Morton: 4
Ian Morton: 4
The dug in Americans make the advance for the objectives a daunting task; So, the game ends
Final scores
Elsewhere, the games had finished as follows:
Grace got bragging rights over Murray after chasing his Paratroopers from the board. The two newer players seem to be having a ball with the game, and are setting themselves up for next turn and new toys.
Grace got bragging rights over Murray after chasing his Paratroopers from the board. The two newer players seem to be having a ball with the game, and are setting themselves up for next turn and new toys.
The safety of the monastery means nothing as the Paratroopers are soon dislodged
Result: Axis Win.
Location Scored: The Rapido
XP: Murray: 0 (Has already played two scoring games this month)
Grace: 0 (Has already played two scoring games this month)
Location Scored: The Rapido
XP: Murray: 0 (Has already played two scoring games this month)
Grace: 0 (Has already played two scoring games this month)
Leon and Colonel T's game was a very close run thing, with the Fallshirmjager forces down to a few teams and the same on the Soviet side. Both players were facing down in a forest, but with the stalemate in place, the Axis pushed this one.
The Machine-gun artillery seems like a good plan, until I make you attack
Result: Axis Win.
Location Scored: The Rapido
XP: Colonel T: TBC
Leon: TBC
Location Scored: The Rapido
XP: Colonel T: TBC
Leon: TBC
So, with this month gone and past the scores were on the board and the result was as follows:
The Rapido
Axis Wins: 2 (Axis win this area due to the draw rule)
Allied Wins: 2
Castle Hill
Axis Wins: 1
Allied Wins: 3 (Allies win this area)
The Barracks
Axis Wins: 1
Allied Wins: 2 (Allies win this area)
The Rapido
Axis Wins: 2 (Axis win this area due to the draw rule)
Allied Wins: 2
Castle Hill
Axis Wins: 1
Allied Wins: 3 (Allies win this area)
The Barracks
Axis Wins: 1
Allied Wins: 2 (Allies win this area)
Turn 2: On to Cassino and across the Rapido!
So, the rules for turn two are in a similar vein to turn one, with a few additions:
- Players may now take up to 700pts
- The Force List used must be the same from turn one, but may be completely restructured*
- Support Options may be taken with exceptions
- Tank teams are still disallowed
- Reconnaissance teams may be taken, if their armour does not exceed 1 on the front face
- Air support may not be taken
*This may be changed if players agree that the list being used is unsuitable.