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Panzerblitz: Hill of Death» Forums » Sessions

Subject: Example of Play using OVR tactics rss

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Doug Epperson
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Frederick
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Single Turn Example of Play:

SITUATION:

Advance forces of the British 23rd Lancer Recon units had managed to enter and secure a small town near the Orne River. After entering the town, a German sympathizer alerted the German 316th Remote Control Panzer Company that was advancing nearby in preparation for the upcoming German Offensive.

The German Commander was advised by the sympathizer that there was a large contingent of British Troops supported by a platoon of Crocodile AFV in his town. It was unknown to the German Commander if other British elements had infiltrated into the tiny town and their intentions.

After conferring with his high command, The German Commander set out with a large contingent of forces to include a German SS Tiger tank platoon that had been recently attached to his command.

The German High Command orders were to retake the town with overwhelming firepower and as quickly as possible as the Tiger platoon would be sent south the following morning.

Eager to please his command, the young Commander set his plan in motion to destroy the British units occupying the town.

ORDER OF BATTLE:[/b]

[b]German Units are placed as follows:
Efficiency Rating = 9 / 1 x 2 OP chit / 3 x 0 OP chits
Hex 3319 - One half-track transporting an Engineer Unit
Hex 3418 - One PzKw IV AFV
Hex 3718 - One INF. PzGren platoon (Advanced scout team that had infiltrated the town at 0300 hours)
Hex 4416 - One StuG III AFV
Hex 4417 - One SS Tiger Tank
Hex 4419 - One half-track transporting a PzGren INF platoon

British 23rd Lancer Recon team: Efficiency Rating = 8 / 1 x 1 OP chit / 2 x 0 OP chits

Hex 3916 - One Mech INF platoon.
Hex 3918 - One Kangaroo platoon with a disembarked Mech INF platoon.
Hex 4117 - One Crocodile AFV and One disembarked Mech INF platoon.

Victory Conditions: The Germans must eliminate all British Forces before they can escape westward.

The British forces win if they escape more units out of the west through hex 2920 (road) than are lost to enemy action.

No artillery used in this example.
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Doug Epperson
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Frederick
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(All units are marked with UNSPOTTED counters)

Following the sequence of play, the German player eagerly drops his chits into the cup followed by the British commander. The German player grins and permitted the British commander to draw the first chit.

A German 0 OPS chit was drawn first. The German Commander’s grin did not fade. He decides to activate hex 3718 (OPs Range 0) so only a single unit could be activated with this chit.

For his first move, the German Commander decides to move his scout unit from hex 3718 to 3817 with hopes in locating the British units there.
The British find him first and open up with Opportunity Fire (OP) from units occupying hex 3918. Both British units (Mech INF/Kangaroo) open up with deadly Anti-Personnel (AP) fire.

____________________________________________________________________
Direct Fire (DF) formula:

Kangaroo 3 AP + Mech INF 7 AP = 10 AP attack factors.

German INF defense = 5

10 / 5 = 2 (Two-to-One Combat Odds listed in column 7)

Die Roll Modifiers (DRM):

Unit in a Town: +2
OP Fire vs. INF: -1
Firing Range= 1: -1
DRM TTL = +2 -1 -1 = 0

The British Commander rolls an 8 + DRM of 0 = 8
The DF Result = The German INF Unit is DISRUPTED.

____________________________________________________________________
Mark the German Unit with a DISRUPTED marker and mark the BRITISH units with a SPENT marker.

The German Commander is still grinning....why the British Commander asks?

Turn to continue with a second chit drawing.



 
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Doug Epperson
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Second Chit drawn by the British play was again, a German 0 OP pulled.

The German Commander ponders the situation. He now has learned of one British INF platoon’s location. He must quickly enter his flanking units into the town to derail any British ideas of escaping!

The German Commander places the 0 OPS order onto hex # 3418 and orders his Panzer (PzKw IV) located there to move to Town hex #3718. No opportunity fire since these hexes are not in the LoS of any enemy units except for the units that are currently marked a "SPENT" marker.

The Panzer platoon quickly setup a defensive perimeter to cover the now disrupted German Infantry platoon. For the British, all they can do is monitor the deteriorating situation and hope that their Commander is aware of the fast approaching Panzers.

(NOTE: The German Armor unit could have conducted an Assault Fire if he stopped at hex # 3618. Rather than wounding his prey, he chose not to conduct an Assault Fire since this would have a negative DF CRT 2 x Column Shift to the left. He, being a good German, would perfer to obliterate the defender on the next turn).

Again, the German Commander smiles as he places a SPENT marker on his PzKw IV. He then motions his counterpart to draw the next chit.




 
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Doug Epperson
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Frederick
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The British Commander blindly shuffles the chits in the coffee mug hoping to grab one of his chits so that he would take the fight to his enemy and to slap that grin right off his counterpart’s face!

The British Play draws a grey 0 OP chit from the cup. (ARE YOU KIDDING ME!!!!)

The German Commander almost lets out a small chuckle at the British Commander’s dismal chit pulling ability.

devilHe thought to himself Muhahahahahahahaha!

The German Commander knew exactly what he had to do. Knowing he had only one chit remaining in the cup. And this chit was the 2 OP chit. The German Commander placed the 0 OP chit in hex # 3319 and ordered his last west-flanking half-track and Engineer Unit to follow the Panzer to Town hex # 3718.

NOTE: In Town/City Hexes, all AFV’s stacking doubles.
In this situation, as long as the German ENG unit remains in the half-track as a passenger, there would be no stacking violation in this town hex. Stacked in hex 3718 are one PzKw IV (now 4 stacking points) and one half-track carrying an ENG passenger (2 stacking points), thus within the six stacking point limit.

Again, no Opportunity Fire available to the British player.(cry me a river!)

The German Commander marks the half-track with a SPENT marker.

He grins at the British Commander and points to the cup.

The British Commander snatches the coffee mug and glares at the German Commander as he plunged his hand into the cup. Reaching in, the British Commander finds a chit and grasped it between his fingers. Lifting it out of the cup, he held the chit inside his clinched fist.

devil The German Commander just sat there grinning......




 
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Doug Epperson
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The British Player nervously opened his clinched fist to a grey German 2 OP chit! Holy Crap thought the German Commander. The British Commander just sighed, knowing that defeat was close at hand.

The German Commander leaped into action as he knew this would be his only chance to crush the British Invaders!

Following the Operations Sequence of Play, the German Player places the 2 OP chit into hex 4417. This operations chit would permit the remaining German Units to be activated as planned.

He then calls on the German SS Panzer "TIGER" tank to fire at the dreaded Crocodile Tank in hex 4117. Since the Tiger Tank is within 5 hexes of an "UNSPOTTED" unit in an ORCHARD hex, and he has satisfied the LoS rules, the British unit now becomes SPOTTED. The German player carefully removes the UNSPOTTED marker from the British unit at hex #4117.

The German SS Tiger turns his 88 at the Crocodile and squeezes the firing trigger. At that moment in time, an armor piercing round rips through the air and smashes into the Crocodile tank platoon.

_________________________________________________________________
Direct Fire Formula:

Tiger Tank AT rating = 26 (range 3)
(If there had been another AFV in the hex firing alongside this Tiger Tank, for each additional tank firing would add a +1 to the AT rating).
The British AT Defensive rating = 12.

Formula: 26 - 12 = 14 (column 11 on the DF CRT)

DRM’s are:

For Range 3 = DRM 0
Defender occupies an Orchard = DRM +1
Final DRM = +1
(If the British Unit was not spotted, he would have received a +4 DRM. In this case, NOT!)

The German Player rolls an 8 and add +1 DRM = 9. He then consults the DF CRT under row 11 to obtain the combat results.

The DF CRT result = X
This immediately reduces the Crocodile Unit (flipped over). Following any X result on the CRT, the remaining units in the hex receive a DD result which DISRUPTS/SPENT all in hex # 4117. But since the INF were not targeted, they are unaffected.

zombie Ahhhhh the smell of burning British tanks in the morning. (sic)

The German Commander marks the Tiger tank with a SPENT marker.

___________________________________________________________
Now the fun begins with earnest.

The German player signals that he intends to Overrun (OVR) all British units in hex # 4117 (poor blokes).

The German Commander conducts the attack in this order:

a) He moves the half-track unit (Pz Gren INF as a passenger) from hex # 4419 to hex 4118. No OP fire conducted by the British player. (3 movement points to hex 4118; 2 movement points to conduct OVR; and 2 movement points to enter the orchard hex = 7 movement points expended leaving the half-track with one remaining following the OVR attack). The half-track is marked with an OVR marker.

b) The German Commander then moves his StuG III AFV from hex # 4416 to hex # 4217. (2 MV points + 2 OVR MV point cost + 2 MV points to enter an orchard hex = 6 MV points). Sweet, this is exactly the MV points a StuG III possess! This AFV is now marked with a OVR marker. Again, no OP fire by the British.

Now, even if he was DISRUPTED, the British can conduct "REACTION FIRE" at the approaching German Units. They select the half-track as his target hoping to kill two-for-one!

__________________________________________________________
Reaction Fire Resolution:

INF AT Value = 10 / 2 = 5 for attacking with his AT value. (The British Crocodile Fires with an AT rating of 7 (reduced because of previous damage) / 2 for SPENT = 3.5).

Now add both together 5 + 3.5 = 8. (now subtract the half-track’s defense rating of 2 = 6).

The final AT value = 6.

Now refer to the DF CRT under the AT 6 column (3:1 column 8). Because the units were DISRUPTED when they conducted RF, there is a negative -1 column shift to the left. The new CRT column will be = column 7 (2:1).

Now determine the DRM’s:

-1 for Range.
There are no other DRM’s.

The British roll the dice hoping for the best! He rolls a 9 (-1 DRM = 8).

He consults the CRT and reads out loud: A "D" result = the German half-track and rider are DISRUPTED!

Remove the OVR marker and replace it with a DISRUPTED marker. The German half-track will not be able to participate in the OVR attack. Mark the British INF unit with a SPENT marker.

_______________________________________________________
OVR Attack Resolution:

The German has only a single unit in the hex and decides to attack the British AFV (Crocodile).

The German StuG III AT value = 16. (Subtract the Crocodile’s Defensive rating of 8 from the 16) = 8.

The DRM:

For defender in an Orchard hex = +1
For OVR Attack = -1
For Range of 1 = -1
TTL DRM = -1

The German Player rolls the die with a 4 result - 1 = 3!

The German consults the CRT (4:1 column #9) under +8 and reads the result. A 4 X result.

This eliminates the British Crocodile AFV. The INF unit is unaffected as they were not targeted during this attack.

(Since there was only a single German attacking unit, he could have split his attack factor and attack both INF and Armor units. He chose not to split his attack factor and killed the croc!).

Since the German units failed to destroy the British INF unit, they can not enter the targeted OVR hex. If they did eliminate all British units, they could have moved into the hex (Because there is no movement, there would be no OP fire).

The German unit is now marked with a SPENT marker.

The German Commander is well under way in destroying the British Invaders. He hands the cup over to his British counterpart. We all know that the British have the remaining OP chits in the cup.



_____________________________________________________________________
The British Commander dives in and finally pulls out one of his chits! Atlas! His turn!

The British Commanders moves his only un-spent unit from hex # 3916 to 4015 and did not trigger any thunderous German Opportunity Fire attacks. These units will wait for orders from command as they cover the eastern entrance into the town. They can not see through the smoke the status of their important AFV’s to their south. They can only hope that the Germans didn’t smash into their perimeter. They can only hope.

Soon after this , the British pull another 0 Point OP chit. All of his units are marked with a SPENT marker. He has no DISRUPTED units to clear, so he passes his turn.

The last chit drawn was British and thus immediately ends the turn.

devil The German Commander smiles.








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Richard Savage
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Good AAR, but the grinning and smiling German are kinda creepy.
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David Ettel
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VonEpp wrote:
__________________________________________________________
Reaction Fire Resolution:

INF AT Value = 10 / 2 = 5 for attacking with his AT value. (The British Crocodile Fires with an AT rating of 7 (reduced because of previous damage) / 2 for SPENT = 3.5).

Now add both together 5 + 3.5 = 8. (now subtract the half-track’s defense rating of 2 = 6).

The final AT value = 6.



Doug, I'm a little confused about the Reaction Fire example you give here. Rule 7.9 says that Reaction Fire is a form of DF and is subject to the rules and restrictions of DF. So wouldn’t the AT final attack strength for the Reaction Fire be 6? 5 for the INF AT Value /2 + 1 for each additional attacking AT unit (7.5) - i.e. the Crocodile unit?

This would give a final combat differential of 4 (6 - 2 for the Halftrack AT defense of 2)

What am I missing?

Dave
 
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