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Last Blitzkrieg» Forums » Sessions

Subject: AAR Advance and Destroy - the first 3 days rss

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Russ Massey
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I’ll be playing this scenario with the 3-chit draw option but none of the other options. I used the traffic option in my previous AAR, but almost abandoned it half way through as being too frustrating. I doubt I’ll use it again. The March Objective rule is a possibility for a future scenario, but I haven’t used it here. The Allied objectives are to hold Bastogne and to recapture 3 of the Allied VP hexes (from Ettelbruck, Wiltz, Houffalize, Clervaux and Ouren.

22 December (Turn 1)

Normal, Fair, 2 hexes

Germans get 1AV and 4 non-AV replacements
Allies get 1AV and 11 non-AV replacements

Allied Air Points: 2

Formation Draw: A(80ID), A(10AD), G(352VG)
The Allied player gets to choose, and takes 80ID for his first activation.

80th Infantry Division
The SNAFU roll is a Pass. The division advances into contact with 352VG (without Prepared Defences and with many unprepared units), and destruction barrages account for 5 Step losses. Fatigue remains at zero, and a 2nd activation is rolled.

The result is another Pass. Attacks drive the II/916 north with a single step left, and the I/916 is encircled and also down to one step. Fatigue remains zero.



Formation Draw: A(CCA/9AD), A(5ID), A(4ID)
The Allied player chooses…

CCA/9th Armored Division
With the plan of rushing the Gilsdorf Bridge while the enemy is without defences. Unfortunatley the unit only manages a Partial activation. 19th Armor battalion reaches the bridge and drops support of the Pioneers, then kills a step (to 2) with Fire. A destruction barrage kills another step (to 1), and the rest of the CCA move up to take advantage of a 2nd activation. Fatigue remains at 2, and the roll for 2nd activation is successful.

The SNAFU roll is another Partial. The tanks eliminate the 352 Pioneers with 2 rounds of Attack by Fire. The recon and mech inf cross the river and turn east to engage the 352VG’s HQ. Attempts to drop support result in a loss of a recon step (to 3) but the Attack that follows forces a retreat to the NE. Unfortunately this leaves CCA/9 vulnerable to being cut off if the north side of the Gilsdorf bridge is re-captured. Fatigue remains at 2.



Formation Draw: G(212VG), A(5ID), G(276VG)
The German player chooses…

276th Volksgrenadier Division
The formation takes a recovery, to lower fatigue from 3 to 2.



Formation Draw: G(352VG), G(F. Gren Bde), G(212VG)
The German player chooses…

352nd Volksgrenadier Division
The unit just manages to scrape a Partial activation. Prepared Defences are set up. The 88mm guns destroy a step of the SP Tank Destroyer support of CCA/9 but fail to cause further damage. The I/916 is lost to isolation. Fatigue remains at 3 and there is no 2nd activation.



Formation Draw: G(212VG), G(5FJ), G(79VG)
The German player chooses…

79th Volksgrenadier Division
The fresh reinforcements get a Full activation, and rush towards Diekirch to support the beleaguered 352VG. A 2nd activation is gained.



The 2nd activation is also Full. Battalions are rushed to crucial weak points, despite mixing with the 352VG. Artillery opens up on the units of CCA/0, but to no effect. The formation remains Fresh.



Formation Draw: A(5ID), G(212VG), A(10AD)
The Allied player chooses…

10th Armored Division
The SNAFU roll is a Partial. The recon unit moves up to the Gilsdorf bridge and attacks by fire put 2 hits on the defending (without support) pioneers (to 1 step). Artillery barrage fails to destroy the last step. A risky attack by the recon troops rolls an 11, killing the Pioneers and allow the 90th recon to capture the bridge. The rest of the division closes on the river. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: G(F Gren Bde), A(109/28ID), A(4ID)
The Allied player chooses…

109/26 Infantry Regiment
The SNAFU roll is a Fail, and the formation flips to lower fatigue from 3 to 2.

Formation Draw: G(26VG), G(F Gren Bde), G(5FJ)
The German player chooses…

26th Volksgrenadier Division
The division sets up Prepared Defense and then rolls a Full activation, reduced to Partial. The attached Stugs trade shots with TF O’Hara, each losing a step, then the Stugs completely are eliminated on a poor engagement roll. A follow-up barrage puts paid to TF O’Hara as well, and kills a step from the 2/327 Gilder Infantry battalion. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: A(4AD), A(101AB), G(5FJ)
The Allied player chooses…

4th Armored Division
With a roll of 12 the activation is definitely Full. The division advances as two columns, one attacking Fauvillers and one Martelange. Coordinated attacks drop the defenders support, whittle them down with fire, Attack to attempt to take the ground and follow-up with destruction barrages. No hexes are taken, but both enemy battalions take heavy losses. Fatigue remains at zero but there is no 2nd activation.



Formation Draw: G(F Gren Bde), G(212VG), A(5ID)
The German player chooses…

F. Grenadier Brigade
They roll a 3, and even though Fresh only get a Partial activation. The main need seems to be to block the advance of 4th ID and protect the open flank of 352 VG. The brigade fans out south to cover the trails between Bilsdorf and Grosbous. A 2nd activation is rolled.

This time it is Full. The brigade moves against the lead units of the 26th ID on the edge of the map. The Panther battalion engages TF Hamilaton, dropping support and then killing a step and forcing a retreat. This takes the 26ID off-board, and they will have to re-enter next turn. The Brigade remains Fresh.



Formation Draw: A(5ID), A(101AB), G(5FJ)
The Allied player chooses…

5th Infantry Division
The activation is Full. The division advance to contact the 276 VG, and barrages kill 4 steps. Fatigue remains zero and there is a 2nd activation.

Barrages continue, killing another 3 steps. Fatigue increase to 1.



Formation Draw: A(4ID), A(101AB), G(5FJ)
The Allied player chooses…

[I’ve just realised that the activation marker for CCB/10 wasn’t included in the Vassal setup. I’ve added that now and will proceed as if it was never drawn previously]

4th Infantry Division
The unit gets a full activation, and abandons Prepared Defense in order to take asdvantage. Five steps of the 212 VG are killed by barrage. Fatigue remains at 2 and there is a 2nd activation.

The activation is also Full. Three more steps are killed by artillery fire. Fatigue remains at 2.



Formation Draw: A(CCB/10), A(101), G(5FJ)
The Allied player chooses…

CCB/10th Armored
The Command is down to the HQ and TF Cherry. One point of Allied Air is allocated to the SNAFU roll, which prevents any MSR blocked penalties to the unit. The roll is a Partial activation. TF Cheey drives west out to Mande-St Etienne and engages KG Kunkel from outside that unit’s range. The first shot kills a step (to 5) and forces a retreat. Cherry is unable to catch the retiring KG for another shot. Fatigue remains at 2 and there is no 2nd activation.



Formation Draw: A(101AB), G(212VG), G(5FJ)
The German player chooses…

5th Fallshirmjager Division
The formation rolls a Full, reduced to Partial to maintain the Prepared Defense. Units close with 4AD, encircling TF Irzyk and killing a step of TF Alanis with artillery. Fatigue increases to 2 and there is no 2nd activation.



Formation Draw: A(101AB), G(212VG)
A die roll gives the activation to the German player.

212th Volksgrenadier Division
The formation just manages to scrape a Partial activation. A counter-attack against the 2/22 battalion of the 4th ID drives it back with a step loss (to 3). Fatigue increase to 4. A 2nd activation is gained and is used to recover fatigue.



101st Airborne Division
The final allied air point is used on the 101st SNAFU roll and they achieve a Partial activation. Three points of artillery barrage kill 3 steps from 26VG, and the 3/501 drops south to cover the perimeter left bare by the death of TF O’Hara. Fatigue remains at 1 and there is a 2nd activation.

This time the formation gets a Full activation, dropped back to Partial. The artillery fire is ineffective. Fatigue remains at 1.





23 December (Turn 2)

26th ID, who were driven back from entry area H last turn, elect to come on entry area G, to the left of 80th ID.

Normal, Fair, 2 hexes

Germans get 1AV and 4 non-AV replacements
Allies get 4AV and 6 non-AV replacements

Allied Air Points: 3

Formation Draw: A(CCA/9), A(26ID), G(26VG)
The Allied player chooses…

CCA/9th Armored
In the hope of being able to drive on the 352VG HQ and unhinge the defense of the division. The formation just manages to get a Pass. 89th Recon tries to drop the support of I/914 but fails. The armoured infantry attempt an Attack on the same unit but they just exchange step losses. The 19th Armor drops the support of II/208 and then kills a step (to 5) with fire. There was no real way to open a safe path to the two cut off units without great die rolling. Isolation results in each unit losing a step, which eliminates the armoured infantry. Fatigue increase to 3 and there is a 2nd activation. This is taken as a recovery to lower fatigue back to 2.



Formation Draw: A(4ID), A(5ID), G(276VG)
The Allied player chooses…

4th Infantry Division
The activation is Full. TF Luckett loses a step (to 3) while attempting to drop support and fire at I/423. Eight points of artillery barrage kill just a single step. Fatigue stays at 2 and there is no 2nd activation.



Formation Draw: A(CCB/10), A(5ID), G(5FJ)
The Allied player chooses…

CCB/10th Armored
One point of air is expended again to modify the SNAFU roll. A Partial is obtained. TF Cherry chaes down KG Kunkel again, and kills 2 steps (to 3), while staying out of range of return fire. Fatigue remains at 2 and there is no 2nd activation.



Formation Draw: G(352VG), G(26VG), A(80ID)
The German player chooses…

352 Volksgrenadier Division
The SNAFU roll is failed due to the problems caused by 79VG moving into the division’s area last turn. The unit flips to reduce fatigue to 2.

Formation Draw: G(79VG), G(212VG), A(26ID)
The German player chooses…

79th Volksgrenadier Division
A Full activation is gained. An Attack on the recon unit of 10th Armored is a fiasco. II/208 loses 2 steps (to 3) and the battalion commander is relieved for incompetence. CCA/9’s trapped recon unit is attacked and loses a step (to 1). It retreats south to join its HQ (must have found a ford I guess). II/226 takes the quickest route back into command radius. I must have unknowingly moved it too far last turn. I’ll take off a step, since it must have been isolated previously. The division loses Fresh status and fails to get a 2nd activation.



Formation Draw: A(5ID), A(10AD), G(212VG)
The Allied player chooses…

5th Infantry Division
Gets a Full activation, and again uses destruction barrages while waiting for the rest of the division to arrive. Five hits sends the Pioneer battalion to the graveyard and leaves the 3 battalions in the front line each with a single step each. Nice shooting!. Fatigue remains at 1 and the division gets a 2nd activation.

The activation is full once more. 3/10 adjusts deployment to bring another battalion is spotting range. Four hits send 2 more battalions to the graveyard and reduces I/987 to 2 steps. 276VG has been shattered by the two day intensive bombardment. Fatigue remains at 1.



Formation Draw: A(109/28), A(80ID), A(26ID)
The Allied player chooses…

26th Infantry Division
Gets a full activation and moves on from Entry G, through Bissen and towards Grosbous, which is occupied by TF Hamilton. A 2nd activation is rolled.

This is only a Partial. TF Hamilton overruns the F. Gren Brigade HQ, leaving the bulk of the Brigade out of CR after the HQ falls back. 2/104 forces the bicycle battalion to retreat and calls down artillery which kills a step (to 5) of the Fusileer battalion. Fatigue remains at 1.

Formation Draw: G(5FJ), G(F Gren Bde), A(109/28)
The German player chooses…

5th Fallshirmjager Division
The SNAFU roll is Partial. The Pioneer battalion leads an attack against surrounded TF Irzyk, exchanging 1 step losses and driving them back. Fatigue remains at 2 and there is a 2nd activation.

This is full, dropped to Partial to maintain defenses. Artillery kills a step of the 10AD Recon battalion (to 2)



Formation Draw: G(26VG), A(10AD), G(F Gren Bde)
The German player chooses…

26th Volksgrenadier Division
The SNAFU roll is a Partial. KG Kunkel pulls away south to escape the harassment of TF Cherry. Artillery kills 1 step of 2/327. Fatigue increases to 2 and a 2nd activation is gained.

The result is a Full (dropped to Partial). KG Kunkel occupies the village of Hompre. Barrages have no effect. Fatigue remains at 2.

Formation Draw: A(10AD), A(80ID), G(276VG)
The Allied player chooses…

80th Infantry Division
The activation is Full. An Attack on Ettelbruck using a destruction barrage kills all 3 steps of the defending II/914 battalion (two 6s and a 5!), and the town falls. Fatigue remains at zero and a 2nd activation is gained.

The SNAFU roll is Full again. The unprepared battalion north of Ettelbrick has no ZOC, allowing 2 battalions to cross the river unhindered. The division attacks northward with heavy artillery support, crushing the 362VG defenders. Fatigue stays at zero.



Formation Draw: A(101AB), G(F Gren Bde), G(276VG)
The German player chooses…

276th Volksgrenadier Division
The battered division gains a Partial activation. Battalions are shuffled to pull back the weakest. Artillery and the 88s fail to do any damage to the 5ht ID, and fatigue increase to 3. There is no 2nd activation.



Formation Draw: A(101AB), A(109/28), G(f Gren Bde)
The Allied player chooses…

109/28 Regiment
The activation is Partial. The 3rd Battalion enters Eppeldorf and attacks the I/986 of 276VG, but only loses a step. Fatigue increases to 3 and there is no 2nd activation.



Formation Draw: A(4AD), A(10AD), G(212VG)
The Allied player chooses…

10th Armored Division
The SNAFU roll is a Fail. A flip is used to lower fatigue to zero.

Formation Draw: A(4AD), G(F Gren Bde), G(212VG)
The German player chooses…

212th Volksgrenadier Division
Uses recovery to drop fatigue to 2.
Formation Draw: A(4AD), A(101AB), G(F Gren Bde)
The Allied player chooses…

4th Armored Division
The activation is only Partial. TF Irzyk drops support of the defenders of Martelange, killing a step of the supporting Stugs (to 1), and then a step of the defenders (to 2) with attack by fire. TF Oden fires on Martelange and kills another step (to 1). TF Cohen Attacks across the bridge into the village, capturing Martelange and eliminating the defenders at the cost of a step. Fatigue increase to 1 and there is a 2nd activation.

This time the SNAFU is a full pass. TF Oden kills another step of supporting Stugs and wipes them out. Attacks by fire kill the battalion NE of Martelange, and artillery batters the paratroops near Fauvillers. Fatigue increase to 2.



Formation Draw: A(101AB), G(F Gren Bde)
The die roll fives the activation to…

101st Airborne
A point of air is used on the SNAFU roll, and a Partial is obtained. Artillery kills 2 steps of II/901 (to 3). Fatigue remains at 1. A 2nd activation is gained and used to recover fatigue to zero.

F. Grenadier Brigade
A full activation is gained. The 506 Tiger company is removed due to breakdown of the single step. The Brigade falls back into CR of the HQ, and the Panther sof the FG Battalion engage TF Hamilton, killing a step and causing a retreat. The unit remains Fresh and there is a 2nd activation.

The Brigade sets up a Prepared defense blocking the trails leading to Bastogne.







So at the end of the second turn the Allies have not made much progress north, but the graveyard shows the cost to the Germans. I get the impression that there is no need for any fancier tactic than maximising the destruction barrages each turn, and by the end of turn 6 the US forces should be able to stroll north over the German corpses. We shall see.

24 December (turn 3)

Germans now take a -1 modifier to their SNAFU rolls for the rest of the game.

Freeze, Fair, 1 hex

Germans get 2AV (+ 1 Tiger) and 4 non-AV replacements
Allies get 1AV and 14 non-AV replacements (2 non-AV are wasted, as there are not enough casualties to use them)

Allied Air Points: 3

Formation Draw: G(352VG), A(101AB), G(26VG)
The German player chooses…

352nd Volksgrenadier Division
The SNAFU roll is a fail for the second turn in a row. A flip lowers fatigue to 1.

Formation Draw: G(5FJ), G(26VG), A(80ID)
The German player chooses…

5th Fallshirmjager Division
The SNAFU roll is a Fail. Aargh, not again! A flip lowers fatigue to 1.

Formation Draw: A(26ID), G(F Gren Bde), G(79VG)
The German player chooses…

79th Volksgrenadier Division
The formation gets a Partial activation. Units fall back a hex in the west, and an attempt to re-capture the Gilsdorf bridge fails with a step loss. Fatigue stays at zero and there is no 2nd activation. [79VG has set up prepared defense, though the cap does not show it]



Formation Draw: A(6Cav), G(212VG), A(4AD)
The Allied player chooses…

4th Armored Division
Gets a Full activation. The combine effect of 4 battalions are not enough to drive the 1/14 off the road they hold, but they are down to a single step. Fatigue increases to 3 and there is no 2nd activation.

Formation Draw: A(4ID), A(6Cav), G(26VG)
The Allied player chooses…

4th Infantry Division
The activation is only a Partial. Artillery kills a step of 212VG. Fatigue remains at 2 and there is no 2nd activation.

Formation Draw: G(212VG), G(276VG), A(CCB/10)
The German player chooses…

276th Volksgrenadier Division
Gets a Partial. The formation falls back on the Dillingen bridge. Prep Defense is lost. Artillery kills a step of the 109/28 (to 4), but the 88s have no effect. Fatigue remains at 3 and there is no 2nd activation.



Formation Draw: A(CCA/9), A(101AB), G(26VG)
The Allied player chooses…

CCA/9th Armored
Gains a Full activation. 19th Armored engages the Ersatz battalion to drop support. It succeeds, and then does the same to the II/208, freeing the bridge from AV ZoCs. The recon battalion shoots a step off II/208 (to 2). The newly reconstituted armoured infantry move to the blown bridge at Bettendorf. Artillery kills another step of the II/208 (to 1). Fatigue stays at 2 and there is 1a 2nd activation.

The activation is Full again. The armoured infantry cross the river (dropping their support) and move to encircle I/212. The recon unit drops its support, and kills a step (to 5). The recon unit Attacks over the stream, killing 2 steps (to 3) and forcing a retreat. Artillery fire finishes off II/208 in Diekirch. Fatigue increases to 3.



Formation Draw: A(26ID), A(101AB), G(15PG)
The Allied player chooses…

26th Infantry Division
The formation gets a Partial activation. With a reinforcing regiment, the division pushes through the dense forests to reach the front line of the F. Grenadier Brigade. Artillery kills a step (to 4) of the Fusileer Battalion. Fatigue increases to 2 and there is no 2nd activation.



Formation Draw: G(F Gren Bde), A(6Cav), A(CCB/10)
The Allied player chooses…

6th Cavalry Group
A reinforcement formation entering to the west of 4th Armored’s drive on Bastogne, they get a full activation. The recon battalions speed north up the trail and engage 11/14 of the 5FJ, killing a step (to 2) by fire. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: A(5ID), G(15PG), G(F Gren Bde)
The German player chooses…

F. Grenadier Brigade
Even though still fresh the unit only manages a Partial activation. The Bicycle battalion enters Heidersheid to block any break-through by 80 ID. The Tigers engage 2/104, killing a point of the armour support (to 5). An Attack then forces the infantry to retreat, but the Tigers are lost. The Brigade remains Fresh and gets a 2nd activation.

This is a Full activation. Artillery kills a step of 3/328, but the Panthers in the central trail are ineffective. The unit remains Fresh.



Formation Draw: A(5ID), A(80ID), A(109/28)
The Allied player chooses…

80th Infantry Division
The formation gets a Full activation. F. Grenadier’s II/915 is destroyed by 1/318‘s Attack, freeing the road NW. 3/319 charges the defending Grenadier bicycle battalion, and forces 1 step loss and a retreat. The HQ moves forward to Niederfuelen. Fatigue remains at zero but there is no second activation.



Formation Draw: A(5ID), A(109/28), A(101AB)
The Allied player chooses…

5th Infantry Division
The division gets a Full activation. It pushes strongly against the 276 VG lines, driving a battalion back over the river and causing 5 step losses in total. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: G(212VG), G(15PG), A(101AB)
The German player chooses…

15th Panzer Grenadier Division
The reinforcing unit only gets a Partial activation. The division motors south through Houffalaize, reaching Bourcy. There is no 2nd activation.



Formation Draw: G(26VG), G(212VG), A(101AB)
The German player chooses…

26th Volksgrenadier Division
The SNAFU roll is a fail. A flip drops Fatigue to 1.

Formation Draw: G(212VG), A(10AD), A(CCB/10)
The Allied player chooses…

10th Armored Division
The activation is a Partial. The divisional recon battalion drops support on both adjacent units, allowing armor to cross the bridge to the north bank. The armoured infantry to a shock attack with air support against the ersatz battalion, but is forced to to use attacks by fire to finally kill the unit. After barrages the 352VG is down to a single step remaining. TF Chamberlain moves up across the river, drops support and kills the final step by fire. With no non-support units left the HQ is pulled off the map, leaving the 668 Flak unassigned. Fatigue remains at zero and there is a 2nd activation.

The 2nd activation is Full. TF Riley drops support on II/212. This allows mobile units to spread out and cut the 76VG in two, isolating 3 battalions from their HQ. Fatigue remains at zero.



Formation Draw: A(CCB/10), A(101AB), A(109/28)
The Allied player chooses…

CCB/10th Armored
The formation takes a recovery and lowers fatigue to 1. An MSR blocked 1 marker is placed.

Formation Draw: A(101AB), A(109/28), G(212VG)
The Allied player chooses…

101st Airborne Division
The remaining 2 points of air are used to modify the SNAFU roll, which results in a Partial activation. Barrages remove 2 steps from the Lehr units attacked to 26VG. Fatigue remains at zero and there is no 2nd activation.


The KTX marker? It’s there to remind me that the formation has a distant reinforcement travelling to join the formation next time it activates.

Formation Draw: A(109/28), G(212VG)
The die roll gives the activation to the Allies…

109/28 Regiment
With 3 fatigue the SNAFU roll is an easy Fail, and I flip to lower fatigue to 2.

212th Volksgrenadier Division
The unit gets a Full activation, and decides to frop Prepared Defense and fall back to the West Wall before it is annihilated by US heavy metal. There is no 2nd activation.





There was a German collapse in the centre of the line at Ettelbruck that allowed the 80th Infantry to drive north almost unopposed unless 15PG can beat them to Wiltz. They don’t have any reserves to guard their flanks, but the Germans don’t really have any units spare to direct against them, as casualties continue to stack up.
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Dean Essig
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Very cool AAR, thank you!

Dean
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Tom Kassel
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Amazing effort you've put into this. I'm expecting to start a pbem of this scenario so am reading with especial interest.

A few rules issues (probably revealing some of my own errors) and general comments:

You never take replacements on the initial turn of a scenario. LB rules, 1.5 2nd para.

Temporary dropped support only lasts until end of the activation. A successful 2nd activation must drop the support again. CCA/9 AD eliminated pioneers with immediate attack by fire on 2nd act.

CCA/9 AD recce tried to drop support at 352 hq hex. Did you take all mods into account? The defender has AR3 + 5(88s) + 1(2nd spt) for 9 while recce hae 4. Net drm of -5. You could succeed on 11 or 12 but that's pretty desperate. Maybe you didn't value the recce step.

When the 352 hq retreats it gains coord. Unless that is stacked underneath something, that may have been missed.

When 276 VG recovered, it could still attempt a second activation.

Why did 79 VG and 352 VG gain coord after 79's 1st activation? It doesn't look like any units stacked together and 79 hw is far away.

There is no need to place the 26 ID units on their entry hex (making them vulnerable to attack) in the reinforcement phase. They can wait off-map until their activation. See the recent errata of some new rules about entry hexes.

More later.


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Russ Massey
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Tom Kassel wrote:
Amazing effort you've put into this. I'm expecting to start a pbem of this scenario so am reading with especial interest.

Hi Tom thanks for the comments. Please let us know how your play goes.

A few rules issues (probably revealing some of my own errors) and general comments:

You never take replacements on the initial turn of a scenario. LB rules, 1.5 2nd para.

Doh! I know this - don't know why I made that mistake.

Temporary dropped support only lasts until end of the activation. A successful 2nd activation must drop the support again. CCA/9 AD eliminated pioneers with immediate attack by fire on 2nd act.

I'm normally aware of the recovery of support at the end of an activation - I think I forgot here that it needed to be dropped before the attacks by fire

CCA/9 AD recce tried to drop support at 352 hq hex. Did you take all mods into account? The defender has AR3 + 5(88s) + 1(2nd spt) for 9 while recce hae 4. Net drm of -5. You could succeed on 11 or 12 but that's pretty desperate. Maybe you didn't value the recce step.

Unless I'm mis-reading this somewhere (quite possible - it's tricky to reconstruct what happened) I think it was the 79VG HQ that was attacked - no 88s there.

When the 352 hq retreats it gains coord. Unless that is stacked underneath something, that may have been missed.

I can easily believe I forgot a few coordination markers!

When 276 VG recovered, it could still attempt a second activation.

Ooh - right! I missed that. I think I was assuming the same result as after a Failure Flip.


Why did 79 VG and 352 VG gain coord after 79's 1st activation? It doesn't look like any units stacked together and 79 hw is far away.

One formation passed through the other formation's Train - I was quite pleased pleased with myself for remembering that.

There is no need to place the 26 ID units on their entry hex (making them vulnerable to attack) in the reinforcement phase. They can wait off-map until their activation. See the recent errata of some new rules about entry hexes.

I'll remember that in future. The Grenadier Brigade was quite lucky to get 2 full activations, and I hadn't even considered there was a risk to the 26th.

More later.

Another error I just spotted was allowing the 101st to Recover - it should only be allowed if the Train is in a legal hex.

 
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Chris Buehler
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Hillsdale
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Hi Russ,

Thank you so much for taking the time to write up this AAR and share it with us.

Chris
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Russ Massey
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ChrisBuehler wrote:
Hi Russ,

Thank you so much for taking the time to write up this AAR and share it with us.

Chris


Thanks Chris. It's no problem - I play most of games solo but it never feels 'real' unless I record what's happening as I go. Nice for me to be able to read the AARs after a few years, otherwise the game memories just fade away.
 
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