Recommend
11 
 Thumb up
 Hide
1 Posts

Last Blitzkrieg» Forums » Sessions

Subject: AAR Advance and Destroy redux - December 26-27 rss

Your Tags: Add tags
Popular Tags: [View All]
Russ Massey
United Kingdom
flag msg tools
Avatar
mbmbmbmbmb
26 December (Turn 5)

Freeze, Good, 2 hexes

Germans receive 2 AV and 5 non-AV replacements
Allies receive 1 AV and 14 non-AV replacements
Allied Air Points: 5

Formation Draw: A(5ID), A(35ID), A(4AD)
The Allies choose…

5th Infantry Division
Fatigue: 1
SNAFU mods: -1
Activation: Fail
I take the fail, bring the Train out of ghost mode, and hope for a 2nd activation. The roll is successful.

Fatigue: 1
SNAFU mods: 0
Activation: Pass
The formation attempts to push troops into the gap between 79VG and the FGB to isolate Wiltz, but attacks are failures. A one-step battalion of 79VG is barraged into the graveyard.



Formation Draw: G(212VG), A(101AB), G(79VG)
The German chooses…

79th Volksgrenadier Division
Fatigue: Fresh
SNAFU mods: -2
Activation: Partial
Units pull back in the face of 26th Division and are sent to stiffen the defences to the east. The 5th ID’s 3/11 battalion is hit by artillery and heavy flak, but the supporting Shermans kill 1 step of the 88s (to 1). The division remains Fresh but there is no 2nd activation.



Formation Draw: A(CCA/9), A(10AD), A(101AB)
The Allies choose…

101st Airborne Division
Fatigue: 2
All 5 air points are used as modifiers.
SNAFU mods: 0
Activation: Partial
The 3/502 is moved into Bastogne to bolster the defence, and the weakest units fall back. Barrages kill a step on each of the Lehr units prosecuting attacks on the city. Fatigue increase to 3 (unfortunate), and there is no 2nd activation. Radio calls go out to 4th Armored to get a damn move on.



Formation Draw: G(26VG), A(26ID), A(6AD)
The Allies choose…

26th Infantry Division
By moving before the FGB they can guarantee pocketing the two retreating infantry battalions before they can motorise and speed off.
Fatigue: 3
SNAFU mods: -3
Activation: Partial
Given the high fatigue no attacks are made. The noose closes around the motorised battalions, and a barrage takes a step from the Grenadiers. The Train is moved forward to clear the path of advance for 6th Armored. Fatigue remains at 3 and there is no 2nd activation.



Formation Draw: A(10AD), G(15PG), A(4AD)
The Allies choose…

10th Armored Division
Fatigue: 1
SNAFU mods: -1
Activation: Fail
There is no point in recovering, since the the division is removed next turn. I take the Fail and hope for a 2nd activation, but the roll is a 4, and 5+ was needed. Obviously the troops see no need to risk themselves with rumours flying that they are about to be withdrawn into reserve.

Formation Draw: G(15PG), G(276VG), G(212VG)
The Germans choose…

15th Panzergrenadier Division
Fatigue: 0
MRS Blocked 1 Marker (Prep Def dropped)
SNAFU mods: -5
Activation: Partial
TF Riley’s EZOC is blocking the supply path from the Train, and that unit will need to be pushed back to allow the HQ and Train to get into positions where the MSR can be restored. The panzer battalion rolls well in an engagement, killing 1 step and sending the enemy in retreat to Marnach. The HQ pulls out of Clervaux to a better location for supply purposes. Fatigue remains at zero and there is no 2nd activation.



Formation Draw: G(FGB), A(CCA/9), A(4AD)
The Allies choose…

CCA/9th Armored Division

Fatigue: 1
Establish Prep Def
SNAFU mods: 0
Activation: Partial
The 19th tank battalion drops support and kills a step of I/986 (to 3). Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: A(4ID), A(6AD), G(212VG)
The Allies choose…

6th Armored Division

Fatigue: 0
SNAFU mods: +1
Activation: Partial
The division heads up the roads between 6th Cavalry Group and 28th Infantry, tasked with cutting the Wiltz-Bastogne road. A 2nd activation is gained.

Fatigue: 0
SNAFU mods: +1
Activation: Partial
By the end of the day the division vanguard has reached Bonnal on the south bank of the Sure.



Formation Draw: A(80ID), A(109/28), G(26VG)
The Allies choose…

80th Infantry Division
With the gap between the 26th and 5th divisions closing as they converge on Wiltz, the 80th has been squeezed out. It is ordered to pull back and drive north to relieve 10th Armored, takimg over the attack on Clervaux.
Fatigue: 1
SNAFU mods: 0
Activation: Pass
The division marches rapidly through Kantenbach and along the Skyline Drive to Hosingen. There is no 2nd activation.



Formation Draw: G(9VG), G(276VG), A(4AD)
The German chooses…

9th Volksgrenadier Division
Fatigue: Fresh
SNAFU mods: 0
Activation: Partial
Lead units close on the Dasburg bridge, and reinforcing battalions begin the long march west from Kyllburg to join the HQ. A 2nd activation is gained.

Fatigue: Fresh
SNAFU mods: +1
Activation: Partial
More marching. The divisions waits for 90th cavalry to pull back before crossing the Our.



Formation Draw: G(352VG), A(35ID), G(276VG)
The German chooses…

276th Volksgrenadier Division
Fatigue: 4
SNAFU mods: -4
Activation: Recovery
There is no 2nd activation.

Formation Draw: G(5FJ), A(6Cav), A(4AD)
The Allies choose…

6th Cavalry Group

Fatigue: 2
SNAFU mods: -1
Activation: Partial
A Squadron zips north to cut the supply line to Wiltz. Unfortunately this places the Cavalry HQ outside optimum Train distance. Until more roads are cleared there is no way to relocate the Train to a legal hex, so I decline to check for a 2nd activation, hoping that 4AD can clear a supply route before next turn.



Formation Draw: G(FGB), A(4ID), A(109/28)
The Allies choose…

4th Infantry Division
Fatigue: 2
SNAFU mods: -1
Activation: Partial
Barrages kill 2 steps of 212VG, sending I/320 to the graveyard. Fatigue remains at 2 and a 2nd activation is gained.

Fatigue: 2
SNAFU mods: -1
Activation: Fail



Formation Draw: A(35ID), G(FGB), G(212VG)
The Germans choose…

212th Volksgrenadier Division

Fatigue: 1
SNAFU mods: -1
Activation: Partial
The division begins to pull back towards the river-line. Artillery kills a step of TF Luckett (to 1). Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: G(26VG), A(109/28), A(35ID)
The Allies choose…

109th/28 Regiment
Fatigue: 2
SNAFU mods: -1
Activation: Pass
The regiment moves to join CCA/9 in facing off against 276VG, and artillery barrages kill 2 steps. Fatigue remains at 2 and a 2nd activation is gained.

Fatigue: 2
SNAFU mods: -1
Activation: Partial
A further step is barraged from the 276 Pioneers (to 1). Fatigue remains at 2.



Formation Draw: A(4AD), G(26VG), A(35AD)
The Allies choose…

35th Infantry Division
Fatigue: 1
SNAFU mods: 0
Activation: Pass
The division swings west to advance on the flank of 4th Armored. There is no 2nd activation.



Formation Draw: A(4AD), G(5FJ), G(FGB)
The German chooses…

Fuhrer Grenadier Brigade
Fatigue: 0
SNAFU mods: -4
Activation: Partial
The Tiger battalion loses a step to breakdowns (to 1). The remaining step moves to engage the cavalry squadron interfering with supply lines, killing 2 steps (to 1) and driving them back on their own HQ. The trapped battalions to the south each lose 2 steps, eliminating one of them. Fatigue remains at zero and a 2nd activation is gained.

Fatigue: 0
SNAFU mods: -2
Establish Prep Def
Activation: Partial
The Tigers move back to defend the river crossing. The Panther battalion kills step from the Shermans supporting 5th Infantry, and an Attack by Fire kills a step of 3/2 (to 4). The last trapped troops to the south surrender, eliminating the penalty for mixed formations. Fatigue remains at zero.



Formation Draw: A(4AD), G(5FJ), G(26VG)
The German chooses…

5th Fallshirmjager Division
Fatigue: 1
SNAFU mods: -3
Activation: Partial
The paratroops pull back, and force the 4th Armored’s cavalry to retreat at the cost of a step each. One battalion cuts the supply link to 6th Cavalry Group. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: A(4AD), G(26VG), G(352VG)
The German chooses…

26th Volksgrenadier Division
This is probably the last chance to take Bastogne before US relief forces arrive, but the modifiers aren’t good. I don’t think I can afford the time to take a recovery, so I’ll have to rely on the dice.
Fatigue: 3
SNAFU mods: -5
Activation: Fail
The dice do not co-operate, but I choose to try for a 2nd activation rather than flip. And fail. General Kokott starts packing his bags for the Eastern Front.

Formation Draw: A(4AD), G(352VG)
The German wins the die roll…

352nd Volksgrenadier Division
It’s annoying to have a ‘division’ with just one, 1-step AR 2 battalion and 3 points of integral artillery.
Fatigue: 0
SNAFU mods: 0
Activation: Pass
If I try to attack a US division with the guns the spotter will get annihilated by return fire and I’ll have to remove the entire division. The unit is such low quality it would seem a waste to give it any replacements when there are much worthier candidates. I’ll shift it towards Ouren, the most northerly Allied VP objective. A 2nd activation is gained.

Fatigue: 0
SNAFU mods: -1
Activation: Pass
With 2 full activations the unit is able to get the Ersatz battalion to the east bank of the Our opposite Ouren. With no bridge standing they will have to wait until tomorrow to cross.



4th Armored Division
Fatigue: 2
SNAFU mods: -1
Activation: Partial
Armour swings around the rear of 5FJ, killing the I/14 battalion and cutting the roads supplying the division. Fatigue increase to 3 and there is no 2nd activation. 4th Armored is in desperate need of a rest.





So at the half way mark of the scenario Allied progress has slowed more than I predicted. 4th Armored and 26th Infantry both have 3 fatigue and could do with a breather before undertaking offensive operations. It may take another day for units to get into position to attack Clervaux (now that 10th Armored is departing) and the besiegers of Bastogne. It will be interesting to see if the German reinforcements can cause Bastogne to fall before it can be relived.

27 December (Turn 6)

Freeze, Fair, 2 hexes
Germans receive 1 AV and 5 non-AV replacements
Allies receive 6 AV and 22 non-AV replacements
Allied Air Points: 2

Formation Draw: A(109/28), G(79VG), A(4AD)
The Allies choose…

4th Armored Division
The formation takes the chance to recover, and fatigue is lowered to 2. No 2nd activation is gained.

Formation Draw: G(79VG), A(CCA/9), G(26VG)
The German chooses…

26th Volksgrenadier Division
Fatigue: 3
SNAFU mods: -3
Activation: Partial
TF Kunkel advances on Bastogne, and sends the last step of 1/401 to the Graveyard. The II/901 battalion of Lehr is thrown against the city, and loses 2 steps (to 3) for its trouble. Fatigue increase to 4 and there is no 2nd activation.



Formation Draw: A(CCA/9), G(352VG), G(79VG)
The German chooses…

79th Volksgrenadier Division
Fatigue: Fresh
SNAFU mods: 0
Activation: Partial
There is literally no point in attempting to kill US infantry, as the Germans cannot cause casualties faster than the US can replace non-AV losses. Virtually all US infantry battalions are now at full strength (apart from the isolated 101st). Unless ground needs to be taken I can see no reason to risk fatigue, so the guns fall silent. The division just shuffles some battalions around and waits. I don’t bother to roll for a 2nd activation.



Formation Draw: A(6AD), A(35ID), A(80ID)
The Allies choose…

80th Infantry Division
Fatigue: 1
SNAFU mods: -2
Activation: Partial
The division reaches Clervaux with time to start shelling the town. The barrage cause a step loss to each of the defending battalions. Fatigue remains at 1 and a 2nd activation is gained.

Fatigue: 1
SNAFU mods: -1
Activation: Pass
Heavy artillery fire knocks a step off the 115 Panzer battalion (to 4), and sends the II/104 battalion defending Clervaux to the Graveyard. Taking advantage of 15PG’s Blocked MSR (a -1 on the defender’s AR and no prepared defence) 3/319 crosses the river in the face of I/115, forcing them to retreat. An Assault on the single unit left in Clervaux causes a step loss to each unit. 3/319 is isolated, and loses a step (to 4). Fatigue increases to 2.



Formation Draw: G(FBegB), A(6AD), A(109/28)
The Allies choose…

6th Armored Division

Fatigue: 0
SNAFU mods: +1
Activation: Pass
The division wants to attack the 79VG HQ, so first they must clear the road. TF Wall destroys the FJ Battalion in 0811, allowing the formation to pass through 6th Cavalry. The recon unit moves next to the Tigers of the FGB hoping to bring down artillery on them, but the wily Tigers must be superbly camouflaged, as both attempts to place an OBJ fail. Fatigue increases to 1 and a 2nd activation is rolled.



Fatigue: 1
SNAFU mods: -1
Activation: Fail (Grr…)
Units flip to their deployed side, but that’s all that can be done.

Formation Draw: A(4ID), A(26ID), G(15PG)
The Allies choose…

26th Infantry Division
Fatigue: 3
SNAFU mods: -2
Activation: Partial
A probe against Wiltz cause 1 loss to 3/101, but the associated destruction barrage chips a step off each of the 2 defending battalions. Fatigue remains at 3 and there is no 2nd activation.



Formation Draw: A(6Cav), G(FGrenB), G(5FJ)
The German chooses…

Fuhrer Grenadier Brigade
Fatigue: 0
SNAFU mods: -1
Activation: Partial
The Panther battalion kills a step of 5ID’s supporting towed Tank Destroyer Battalion (to 1). The Tigers kill a step of the 86th Cavalry and send them running, but decline to move forward and risk being surrounded. Defending the supply route to Wiltz is the top priority. Fatigue remains at zero and a 2nd activation is rolled.

Fatigue: 0
SNAFU mods: -1
Activation: Partial
All attacks are ineffective. Fatigue remains at zero.



Formation Draw: A(4ID), A(5ID), A(109/28)
The Allies choose…

5th Infantry Division

Fatigue: 2
SNAFU mods: -1
Activation: Fail
The division takes a flip and lowers fatigue to 1.

Formation Draw: A(4ID), A(101AB), A(109/28)
The Allies choose…

101st Airborne Division

Both air points are used for re-supply
Fatigue: 3
SNAFU mods: -4
Activation: Partial
The 1/327 is lost attempting to break out through KG Kunkel. Artillery kills a step of II/901 (to 2). Fatigue remains at 3. There is no 2nd activation. There are 15 steps of the division left, plus 2 steps of independent engineers in Bastogne.



Formation Draw: A(4ID), A(35ID), A(109/28)
The Allies choose…

35th Infantry Division
Fatigue: 1
SNAFU mods: 0
Activation: Pass
The division marches hard to the relief of Bastogne, with lead units calling in artillery fire that kills a step of II/39 (to 4). The HQ is forced to share roads with 4th Armored’s HQ, creating coordination issues for both divisions. Fatigue remains at 1 and there is no 2nd activation.



Formation Draw: G(FBegB), A(109/28), A(6Cav)
The Allies choose…

6th Cavalry Group

Fatigue: 1
SNAFU mods: -5
Activation: Partial
The Cavalry attempt to attack the 5FJ HQ, but are repelled by the 88s, with a step loss to one squadron. Fatigue increases to 3. A 2nd activation is gained, which is used to recover.



Formation Draw: G(352VG), G(276VG), A(CCA/9)
The German chooses…

276th Volksgrenadier Division
Fatigue: 3
SNAFU mods: -4
Activation: Recovery
There is no 2nd activation.

Formation Draw: G(FBegB), A(109/28), G(352VG)
The German chooses…

Fuhrer Begleit Brigade
Fatigue: 1
SNAFU mods: -1
Activation: Pass
The panzer battalion hurtles down the N4 route to Bastogne, overrunning 2 unprepared battalions of the 35th Infantry and causing 2 step losses to each. The rest of the Brigade follows up in less spectacular fashion, pushing back other vanguard infantry of the 35th. Fatigue remains at 1 and a 2nd activation is rolled.

Fatigue: 1
SNAFU mods: -2
Activation: Fail.
The brigade deploys and the Train flips out of Ghost mode.



Formation Draw: G(352VG), A(109/28), G(9VG)
The German chooses…

9th Volksgrenadier Division

Fatigue: Fresh
SNAFU mods: 0
Activation: Partial
The bulk of division is still marching to join the lead units. A battalion moves north to prepare a river crossing away from enemy ZoCs. Thanks to being Fresh a 2nd activation is rolled.

Fatigue: Fresh
SNAFU mods: +1
Activation: Partial
II/36 fords the river and attacks 1/319, with support from the far bank and a suppressive barrage. The battalion only succeeds in losing a step. Fresh status is lost.



Formation Draw: G(15PG), A(4ID), A(109/28)
The Allies choose…

109th/28 Regiment
Fatigue: 2
SNAFU mods: -1
Activation: Partial
A barrage destroys the 276VG Pioneer battalion. Fatigue remains at 2 and there is no 2nd activation.



Formation Draw: G(5FJ), A(4ID), A(CCA/9)
The Allies choose…

4th Infantry Division
Fatigue: 2
SNAFU mods: -1
Activation: Pass
The division follows up the retiring 212VG, and pinpoint artillery fire kills 4 steps, sending one battalion to the graveyard and leaving 2 others on a single step each. Fatigue increases to 3 and there is no 2nd activation.



Formation Draw: G(5FJ), G(352VG), G(212VG)
The German chooses…

5th Fallshirmjager Division
Fatigue: 1
MSR Blocked 1
SNAFU mods: -6
Activation: Fail
Nothing to do but try and retreat back into supply. The HQ has a choice of 2 hexes. Either 0718, directly in the path of 6th Armored, or 0518, directly in the path of 4th Armored. Not much of a choice, but with future retreats in mind I take the latter option. The non-motorised battalions retreat as well, with the Pioneers being lost due to isolation. The roll for a 2nd activation (the supply line would now be restored) fails. [The supply Train should be flipped into Ghost mode due to the HQ retreat, not as shown on the screen-cap]



Formation Draw: G(352VG), G(212VG), G(15PG)
The German chooses…

15th Panzergrenadier Division
Fatigue: 0
SNAFU mods: -1
Activation: Pass
III/115 is pulled back from the southern line to counter-attack the US battalion that has cut off the Clervaux garrison. The unit is thrown back over the stream with a step loss, re-establishing the supply line to Clervaux. Barrages kill a step of 1/317 (to 5). Fatigue increase to 1 and a 2nd activation is gained.

Fatigue: 1
SNAFU mods: -1
Prep Def Established
Activation: Partial
The Clervaux garrison is rotated. Barrages are ineffective. Fatigue remains at 1.



Formation Draw: G(352VG), G(212VG), A(CCA/9)
The German chooses…

212th Volksgrenadier Divison
Fatigue: 1
SNAFU mods: -1
Activation: Partial
The formation continues to fall back to the river line. Barrage is ineffective. Fatigue remains at 1. There is no 2nd activation.



Formation Draw: G(352VG), A(CCA/9)
The German wins the roll…

352nd Volksgrenadier Division
Fatigue: 1
SNAFU mods: -2
Establish Prep Def
Activation: Partial
Ouren is occupied by the Ersatz battalion. No roll is made for another activation.



CCA/9th Armored Division
Fatigue: 1
SNAFU mods: 0
Activation: Partial
The 19th Tank battalion kills a step of I/986 (to 2). A barrage is ineffective. Fatigue increases to 2 and a 2nd activation is gained.

Fatigue: 2
SNAFU mods: -1
Activation: Partial
19th Tanks destroys the single step of Hetzer support and another step of I/986 (to 1). Artillery is again ineffective. With Support gone, the 89th Cavalry are emboldened to attack by fire against II/987, killing a step (to 1). Fatigue remains at 2.







The Germans are holding on longer than I expected. I think it’s because the tempo of the Allied attack has dropped due to increasing fatigue - it makes actual Fails a lot more probable, which can lead to divisions spending an entire turn without accomplishing anything. The Germans get a Fresh VG Division next turn, and where this is committed might be enough to make a difference on one front. Bastogne could still fall if activations go the German way tomorrow.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.