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Subject: Invasion and second Allied turn rss

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Nathan kilgore
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The follow up German opening moves... 3 attritional die rolls for units adjacent to German fortified positions all NE. Units are taken from reserve in Battapaglia and inserted into the stationary entrenchments in front of the Commonwealth landings. Additionally, reserves from HG panzer have strat moved from off board into Salerno. On Map C, the low on fuel due to an edgy commander demoing a tanker full in Sapri, regiment and a recon Bn have begun their move to the north while 4/1FJ actually takes a bold move toward Taranto due to the disrupt status of the British 1 Para.


Allies turn 1b of the invasion stage. This shows the situation where the weather and seas have left the Allies wallowing onshore while the German braces and prepares a reception.


Ending turn 1, the Germans consolidate as much as is mobile and can reach the battle. An aggressive move per the weather places them in what looks to be a commanding position to achieve the goal of maximum delay in their build up plan to swell to a proper counteroffensive, if the Allies don't get too lucky in their bid to break open the middle. On the south, Map C, the 4/1FJ have dared to move adjacent to Taranto. It will either become trapped or will gain the maximum delay that the German desperately needs. The 29PG filters through the backroads north, only half operational but moving.

Again 3 attritional die rolls result in 1 NE and 2 Pins, (which are in effect NE on turn 1b). A fully ashore Allied player will now receive armor and artillery to begin the process. Better late than never...


Turn two, Rain. No airborne operations are in effect so it is just the rivers that will remain a barrier if not crossed by a bridge. The CW forces on Map A gathered around the reinforced entrenchment on the airfield and put the HMS Roberts, 3 newly arrived regiments from the 46th and 56th Infantry around it and added 2 artillery, engineer, tank and despite the in range artillery support for the German and the doubling of combat strength, it overwhelmed the defender with a D3 (retreat) and 2 mandatory combat loss. Both tank companies went up in the 15 inch smoke plumes from the offshore support while the CW advanced through and grabbed positions on the main highway and beyond.

The US had it worse, couldn't land artillery due to ZOCs, had only a cruiser +1 shift and 2 less regiments, but the defender was not reinforced and the only air point, allocated in a desperate act to break out, rolled a 2, so counted for the shift. The combat result was only D2 (retreat), but this cracked the defense and US units poured through the Paestum temple of Neptune as if the sea god was welcoming them.

So, in effect, the Allies are pushing into the landing zone at speed, despite the best efforts of the German to delay them. Once the crust is cracked, they will have to run to have a chance at rebuilding in any strength.

Map C continues to be a German playground.


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Nathan kilgore
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This should precede the last session as an introduction to the 1943 battle for Italy as simulated in VCS (Variable Combat System), Salerno, the first in a series of games planned for release. It is up on the http://boardgamegeek.com/boardgamepublisher/196/multi-man-pu... preorder list and has almost made it halfway to the required goal of 550.

People may want a general overview of the system with a commentary, so I am repeating my effort in a new solo game to help get people off the fence and onto the bandwagon to see the goal reached.

This first turn is the historical campaign scenario that puts the Western Allies ashore at three points of the game map. The operations were code named Avalanche, the main landing on Map A, Slapstick, the southern port and main Italian naval base Taranto and Baytown, the drive up the Italian "toe" from the recently captured island of Sicily both on Map C.

In the session opener, a Severe Mistral is rolled. This puts a heavy southeast breeze in place that raises surf levels and sweeps air operations in what is considered a dangerous setting to place invading landing craft, ships and precious cargoes against a defended coastline.

As shown in the game picture, most of the forces landed suffered disruption, which limits mobility to the shore for the turn. The turn is broken into two half turns and allows two waves of units to move into position and two efforts by the defenders (German), to resist or delay.
Even the normally calm southern coast on Map C finds the single British 1st paratroop regiment disrupted in the landing at Taranto.

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Nathan kilgore
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German turn 2
Finally some reinforcements are showing up! 26 Pz and the rest of 29 PG divisions are moving north. Half of 29 PG is in transit track #5 and after a waiting turn, can enter the invasion map.
3/1 FJ regiment, a red A class unit, (the best in the game) appears in the north on road A, Map A. Bad part is that it is assigned guard duty to restrict the rangers or commando units from interfering with the road net.
16Pz and the Herman Goering Pz is melting backward and resisting easy capture of Salerno, its port facilities and threats to the north.
The hard part is that this is likely to hurt or destroy the 16Pz division and only cause a bump and slight delay to the Allied push.
Any delay is good though, for without it, no German buildup or threat to the invasion is possible.
I am 0-5 on demolition attempts shake
Now the meager 16 Pz forces are like rabbits with Elmer Fudd firing at will...laugh Maybe he will run out of shells......

Forgot to move the weather marker...it is Rain.
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Nathan kilgore
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Turn 3 opens with another weather roll of 8, resulting in Severe Mistral. Bad for Airdrop turns, NE for regular landings and movement.

Figuring that first, the German stalling moves by not building up the 16th panzer companies need to be repaid by hunting down the smaller formations, The British/Commonwealth forces note the river position blocking the way into Salerno are held by an early arrival of the defense, the Herman Goering panzer regiment. The way to open this avenue up looks to be by going around and forcing an infantry group across the river upstream. The 3 battalions of the 128 and a full regiment with shermans and artillery plus the monitor Roberts combine with one elevation shift over the single German defender with one artillery in defense. This still makes maximum odds. This results in a D2-(2), eliminating the mech engineer battalion but only a single hex is captured across the river, threatening the HG position but not cutting it off.

Next, the remaining outposts of the 16Pz are being held lightly to restrict pursuit and one is chosen as the CW's final attack. This eliminates the rearguard but a D1-(1) again gives a single hex advance.

Points inland are taken, keeping tabs on the small, retreating Germans but support depreciation will cost 2 support points if more than 4 attacks are made by a side. 4 is what the Allies are up to now. better to max the effect each turn than to waste what little supply is coming from the beaches. Salerno is still in German hands.

The US beach concentrates on pinning the defenders in front and fully assaulting the last entrenched defender to gain Agropoli, a small supply port to the south with a tank placed in reserve for exploitation. The D2-(2) moves the line to a safer perimeter and assures supply.

Finally, the bold German move to Taranto has ended up paying off in a big way. The British 1 Para has met with disaster in attacking with an A1-(1). There is no way to retreat from the supply base so it was sit and suffer 2 step losses for the excellent 16 strength point chit pulled by the German. It didn't help to have the air point fail and even 2 shifts of NGS from the BB Howe couldn't dent the defenders.

Yeah it was probably better to take an extra turn at outflanking but if the shoe was on the other foot, it would have paid off in a rapid advance...not to be.

The German is still not in a commanding position as the Allied buildup continues.
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Ok after WBC and a long break I have converted the lo res map sample to a rough cyberboard format and will continue. Here, until I get it rolling, is the new map with the old Cyberboard counters to refresh where I left off.
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Nathan kilgore
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Here is the game turn 3 German move.

The decision was taken to recombine elements of the German 16th Panzer /79 out of the pieces retreating in the face of the Allied push. This regiment had only to form up within 10 hexes and was placed within this limit above the town of Eboli in the center of map A.
Other companies and battalions of the sister regiment, 64/16, are still holding key points and will probably suffer in order to allow the German freedom of action in Transit Tracks #3 and #5 where they are building up force.
On the south in Transit Track #6 a regiment of paratroopers, 3/1 is linking the same security and would take considerable distraction from the US beach to undo.
15 Panzergrenadier division is starting to arrive on Map B and has entered the crucial Transit Track #2 to make a serious investment at bottling up the Allies.
Herman Goering 1 regiment around Salerno sees the writing on the wall in the outflanking move by the British 46 ID and had retreated behind Salerno as no flank support would trap this valuable group if it holed up in the town.
On duty against commando and ranger forays is the third FJ regiment on Map A
On Map C The 4/1 FJ has a very dangerous British parachute division in Taranto plugged with losses and will take its sweet time in reversing only when threatened with envelopment.
The single German sacrifice in the town of Battapaglia will assure the German of maximum luck in the coming turn as it will gain them a DRM on the Variable Reinforcement table. There is a chance at gaining the 1 SS panzer division and this wouldn't bode well for the Allies.
The second image is after demolitions were completed.
Port demolitions for the minor port of Agropoli rolled a 3, which is No Effect. The US may shift its depot there on turn 4 and begin receiving 2 support points per turn instead of the one for the depot on a beach.


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Nathan kilgore
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Allied turn 4

Die roll of 12 for weather is Storm. This shuts down reinforcement Naval gunfire and air as well as unbridged river crossings.

The variable reinforcement roll is boosted for the German by a sacrifice company holding on to Battapaglia, in the center of Map A and nets a -1 DRM to this die roll. The roll is 4 for a 3 result which gives the 24 Panzer division and an artillery unit as potential reinforcement. These cost VPs to enter so it remains on the books as an asset if needed.

The Allied rolls a 7 + 1 drm for an 8 resulting in an extra air point available...insult to injury on a storm turn....

The Allied gains Crotone airfield on Map C automatically and with Montecorvino airfield on the British Map A beach, this makes 2... not a lot of help here.

Support point gains 1 10th corps, 1 6th corps and 3 8th Army for the Allies and a die roll of 4 +2 for lack of airfields =6 for the German.

Allies have Salerno port free of demolition due to a 1 die roll= no effect when they pushed through. Agropoli will receive the US port next turn as it is also free and occupied. This will boost both 10 and 6th corps to 2 support per turn. As 10th Corps is down to a single support left after combat this turn is is very good news.

4 Allied victories destroy 4 small units of the 16 Panzer division and make the remaining regiments return to effectiveness unlikely in this game. The cost has been heavy though and the units bought precious time, affected the variable reinforcement, delayed threat to the eastern transit tracks and allowed more staging time for incoming units from all points.

Some effort to begin to outflank the powerful 4/1 FJ menacing Taranto on Map C and afterward capture another airfield.

Guard duty rather than a deep drive is the order of the day on the US side. Threats loom from TT#6, #5 and sticking their neck out on more than one objective at a time can be dangerous, leaving inroads open to exploiting mechanized units if they want to probe their chances at destroying the depot. I will still attempt to make life hell for the incoming units there.

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German turn 4

In the red arc is a general pull back position reached where flanking advantages to the Allies would endanger the positions.

Red arrows are general troop movements preparing the best defense and preparatory positions for a counterattack as can be imagined at this stage.

Yellow circles are new successful demolitions including my first road demolition in the alpine, level 5 terrain.

Starting on the left by Salerno, The 4/1FJ regiment grabs some tank support and is guarding the inroads to the main line of resistance, which 1/HG regiment and supporting tanks and artillery are blocking Allied efforts.

There are dangers in leaving the north uncovered but the powerful units to come are more than dangerous to the two elite ranger and commando units making up the Allied left flank. Besides, any effort to unhinge the HG defender will need something to prevent the recapture of beach positions or at worst, Salerno. The German can gamble some.

Next, clockwise, the 104/15 leaps into the void to block the direct road from the middle of the map NE to Avenillo. There, the 3 battalions and available reserves could have driven a wedge into the German lines, Foggia and free access to the middle. The supporting tanks and 71 Nebelwerfer artillery will keep this door shut.

Around the clock, the 129/15 moves to the ready position in TT#2 and adds tank support to the position. Added insurance in the road demolition delays allied ambition, especially when they have to cope with the units multiplying in the corner and on the way at the same time.

The corner.... the southeast portion of Map A where trouble is brewing. Both 26 Pz and 29 PG divisions are entering here for the planned assault on Allied ambitions. So far, a few planned demolitions are meant to slow the efforts of the US units in occupying this corner and denying the organized supply and road net necessary to push as the German in this convenient area beyond reach of the powerful fleet guns.

This turn the vanguard regiment of the southern force has entered Map A and is being followed by columns that will allow some security and action, more than the US needs at this point as the smaller of the two Allied groups.

In TT#6 is the 3/1 FJ regiment, in the ready position, threatening the supply base at Agropoli. If nothing more than engineers hold the port, it is an option for the German.

Finally, the 4/1 FJ regiment has seen 8th army attempting to outflank its singular position in front of Taranto on Map C and has moved cautiously back, knowing full well the delay and hurt put upon its enemy. It will be all about shifting position and slow retreat. Something the 8th army did not want.

This turn saw the first but unsuccessful air to ship missile attempt on the HMS Roberts.
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Allied turn 5

Green arrows show the general direction of the move.

The minor ports of Salerno and Agropoli are now in use and produce 2 support points each.

This doubles output from what was coming off the beaches but still not enough for the British to reconstruct bridges due to their need to keep pushing attacks.

Two British attacks: One, on the Herman Goering regiment and supporting tank battalion outside of Salerno produced a B1-(1) result and pushed back the position with a loss to the tank unit. The cost to do this is a step of tanks and a step off of a battalion of the 128th regiment that assisted. The single air point failed to arrive due to low airfields and unlucky dice.Also of help was the HMS Roberts with 2 combat shifts, 2 artillery and an elevation level against a single artillery in support of the German. The net was a 5-1 in level 2.

The other was to push the single company of tanks in the middle and aquire the road and exit to TT#2. Massive support results in a D2-(2) and eliminates the speed bump and occupies the road over the level 5 hex that has been demolished last turn.

All of the other moves are gathering the position in preparation for the German move, who by the way is gaining the initiative due to the lack of combat units on the US side to both cover the supply base and concentrate any meaningful attack in strength.

A full regiment of the 45th ID is guarding Agropoli because of the potential danger lurking ready in TT#6. A red class A unit of the 1st FJ.

Another turn goes by with the 36th ID still split into its battalions except for one regiment to keep the beachhead sewn up. It makes a tasty target for the German counterattack but channels them to where the most good can be done until they reveal their focus of action.

On Map C the deployment to outflank the FJ defender is underway while the airfield is captured. Not a lot of action until the two divisions appear on turn 11 in the southwest.

All in all a good Allied turn.


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After a brief delay, I am back to the game!

German turn 5

On the far left, the advance of the commando unit Laycock, has prompted the German reinforcement to pay attention to the possible danger of a British/commonwealth threat.
The 2/HG regiment, artillery and armored recon units join the 3/1 FJ regiment and accompanying tanks on loan from the 15 PG to teach the lesson of infantry alone in the flank position.
Bad thing here was that even though the long range Monitor, HMS Roberts fired this turn, a cruiser on call to extend its range to the maximum by a single D6 possibility of 1-3, did indeed make its roll where the German die roll for air support failed. Worse, the Commando was positioned above the attackers and none could reach the level 4 terrain above it due to terrain restrictions on the armor.
Still, with 2 combined arms, 2 artillery and 2 powerful, supported regiments there was that one die roll of 10 on a 7-1 that spelled A1. ..
No losses, but a retreat here looked like the decision by the Allies to push this far paid off.

In the middle of Map A, the German reinforcements arrived and got a divisional integrity shift, 2 combined arms shifts and one artillery against a battalion and an engineer of the 36 ID blocking at the blown bridge by Altavilla. The 3 result on 8-1 provided a D2-(2) and destroyed the battalion and sent the precious engineer back with the artillery. The advance blocked the 45/157 and it can't move in the coming turn.
The other regiment pierced the line and is adjacent to the artillery.
A nice puzzle waits to be solved next turn for the Allies. At least the visible threat to Agropoli has ended with the 3/1 FJ choosing to jump to TT#5. Some of the blocking units may be needed it appears.
A sacrifice of a company soaking off Altavilla made it possible, but probably doomed the remaining 16 Panzer regiment from ever seeing play due to losses to gain time.
A cost of 3 support points out of 20 accumulated is no cost at all due to the slow gaining of airfields on the Allied side.

In the far south, a cat and mouse game is playing out with 8th army slowly moving against the lone but powerful 4/1 FJ for airfields, ports and some flank support needed badly at Salerno.
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Allied Turn 6

The German hand is shown and several units take to the road to erase any advances.
On the left, the US Ranger unit, Darby, pins the German regiment against further attacks of a dangerous sort the Commando unit Laycock endured last turn. This leaves some danger open to recon advances on the precious landing hexes which are worth retaking for VPs.
A reduced battalion is making its way to secure these.

Pressing the Salerno/Avenillo road is th 46th ID.
These units are too weak to attack any one German at this point and are looking to envelop rather, and hope the line can be pushed back some.

The British 56 ID is looking to hold the German above Eboli and offer flank support to the US units that are the target of German attacks.

It looks like the last regiment of the 16th Panzer will have to "put up or shut up" on the position now.

A breath of relief when the German decision to remove the Parachute regiment in Transit Track #6 to secure TT#5.
This freed up a 45th ID regiment to seal the point of the break in the line along with artillery and armor to give it some teeth.

There are no attacks this turn. It is a regrouping turn and counter to the German moves.

Again, the lack of action on Map C is due to the failure and losses and of course the large chit the Parachute regiment pulled.

The 24th Panzer division could still appear if the German side wishes to spend the victory points. This was due to a lucky die roll on the Variable Reinforcement table on turn 4 and looms heavily on Allied plans.
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German turn 6

Before the Allied can reinforce the beachhead the chance to gain ground is now or never.
The decision to spend 15 victory points on the available panzer division is made. This sends the running total VPs to 27 without counting losses, so is a big risk if the venture fizzles.

At least for this turn, it doesn't. In fact, the new division causes incoming reinforcements to at least temporarily divert from the immediate attacks in the US sector and concentrate on the apparent weak left flank of the British/Commonwealth.

Severe mistral is the current weather and only affects airdrops or invasion status so is no effect on available air points, which due to slow Allied progress still is at 3, giving 2 to the German player if the dice are right. (1-2 on 1D6 to arrive)

The opening attack, however is on the US side and involves the full 29 PG and 3 assorted regiments against the trapped 157th regiment of the 45th Infantry division in its forward position in the Sele/Calore river valley.
The position is out of even extended Naval gunfire range and due to a pullback of the artillery, threatened last turn by the German advance, leaves the US beyond range. The German air point fails its die roll.

The Shermans accompanying the 157th at least negate the numerous armored units sent in against it, but divisional integrity, one elevation difference, 2 available artillery and 44 points against 11 start the downward spiral of the position and crash when a 12 is rolled. This results in a Breakthrough D2-(2).
The river is behind the unit on the only retreat direction left and so loses to step-losses both steps of the Sherman battalion. The regiment must cross ZOCs and retreat two hexes and loses another step in penalty.

Now the German has a central, supplied position between the US and British boundary with 2 full and 2 partial divisions.

The British effort to swing part of the 56th ID this direction for some security has weakened the far left and now the German is beating down that door.

The next attack is the newly arrived 3 PG regiment, the remainder of the Herman Goering division and several armored units totaling 32 combat strength points against the US Ranger unit Darbys nice 9 strength C chit equaling 3-1.
Thats the last of the good news even though the HMS Roberts finds the range to support them. The German air point arrives.
Combined arms, and an elevation shift push the odds to 7-1 then the NGS reduces this to 5-1. a 7 is rolled and some more luck arrives with a D3, or simple retreat.
This is not so fortunate for the neighboring commando, Laycock that finds itself now blocked by enemy ZOCs. Also, a recon unit traveling at speed and unimpaired captures the US supply head for the Rangers and gains a VP.

This is the last target and the effort of the cruiser to extend its support range fails.
In this attack, the numbers and shifts overcome all to achieve maximum odds with the new 24th Panzer division, parachute regiment, 2 combined arms, elevation, artillery and kitchen sink thrown in.
Final result is D2-(2) and eliminates the unit.

The picture shows the danger that Salerno is in and immediate help is nowhere in sight without a major pullback taking place. it looks as if there were too many British units assigned to the center and for assisting the closure of the gap in the middle. Now there will be payment. Note the bottom arrow where a one was rolled on the HMS Roberts, which sinks the ship and the only one on Map A that can shoot 6-9 hexes. This costs -3 VPs to the Allied player.
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Allied turn 7

Outnumbered at two points, so its time to firm up some.

3 regiments that could reform out of the separate battalions have done so in chosen locations to make the most out of the next few turns.

The few remaining battalions are placed to use their presence in a large space and limit armed recon missions springing out of the hills or transit tracks.

All thoughts are toward hunkering down against the full weight + 1 division that the Germans received per the variable (lucky), die roll on turn 4.

I have forgotten my own advice and will remove all full strength combat strength chits at the end of the turn..There are no attacks again, so support grows and time slips away for capturing objectives. Two turns without a single reinforcement is grueling. Next turn the HMS Warspite arrives for some firepower. About time! Just in case, I have the HMS King George V on the way up from the south.

Losing the HMS Roberts sucked. Lets hope the good days of German die rolling are over.

The 56 ID are lined up with the US 45th units along the river in the middle and flank support has river and armor protection. I hope its enough. It has to weather the storm until turn 10 when one regiment will airdrop in, (504th), and one more tank battalion.
2 turns afterward the 7th armor start to arrive and turn 11 frees up the 2 divisions racing up like a herd of turtles from Calabria.

Gee 5 turns of this! Hey, no ones perfect!

Maybe the German will stub his toe while kicking at me.
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Ok, what can I say to solo replays? The Allied instawall looked like I would be better off nipping around the edges than bludgeoning my head bloody against this fully supported river defense.

I moved back into the angry rabbit mode and expect to hold a strong position in the corner of map A as well.

Meanwhile, the rabbit is on the loose around Salerno and bites off the US Ranger unit and the 1 VP supply head of Vietri in the process.

Here's how that went: 2/HG regiment and 71/3 regiment combined with stronger elements of HG and some MkIV and other tank battalions hit Vietri from the level 3 position and coast road. the full strength chits across the board were removed this turn so the mystery of outcomes began again.
Final tally was 4-1 in points and 2 artillery, 1 elevation, 1 air, 2 combined arms against NGS, town and one artillery in defense netting a whopping 7-1.
Rolling 9 usually is a good result but in this case it is mixed with a B1-(1), both suffering losses and retreats. The Darby unit was reduced to begin with so ended up trapped and eliminated. The German lost a tank battalion and since no territory was at stake, retreated one hex.
The recon in reserve took the VP and moved adjacent to the depot and Salerno......boding evil for the Allies, although not yet critical.

On Map C the chase goes on with the 4/1 FJ retreating as slowly as possible to delay while not too slow as to be trapped. 3-4 more turns and the 8th army will give chase unless more Germans choose, however unwisely, to re-enter the map. I have retaken Taranto on rare occasion, so too hasty a chase effort can backfire.

Yes, its not as bad looking for the Allies this turn despite the nail biter around Salerno, but that can change.
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Turn 8 Allies

Variable reinforcement turn. Grand tally is 15 Tactical points + 3 airfields = 18. This means nothing for the Germans and a +1 DRM for the town of Battapaglia gives a Destroyer to the Allies. This costs VPs and are nearly useless at this point so the option will sit.
Weather= Light Mistral.....no effect on play this turn.

Reinforcements= HMS Warspite Some teeth to the defense to the tune of 2 combat shifts within 6 hexes of the coast.

During the bookkeeping phase a sub total of losses, Variable reinforcements , tactical points and airfields yields the number 23.
While this is a German Marginal, several sure fire points will fall to the Allied player by default on Map C. This will stretch it to the low 30s.
The indicator spells attack for the German or face a Draw up to 39 points.
Salerno must fall for this to happen, or a division has to squeeze back to Map C to hold major points.

Ok, this turns readjustments for the further life in the beachhead include a breakthrough attack on the recon adjacent to Salerno and the occupation of that position as a last stopping point.
One 56ID regiment and some artillery are filtering back to the Salerno side.
The line against TT#5 is readjusted, pulling a battalion out to occupy Agropoli and the US, soon to be threatened supply head there.

If the German had not taken the 15 VP hit for the 24th Pz and the German had held strongly what territory there was, it may have been easier, but way less fun, to hold on to the marginal victory condition.
The problem here is initiative. The Allied player may have had an opportunity to push back some and it is still close.
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German Turn 8

Here seems to be a ripe opportunity to drive in the defenders around Salerno. The fresh 3 PG and 24th Panzer divisions with some help from the Fallschirmjager regiment in the hills converge on a regiment of the British 56 Infantry and tanks to the north of the town.

Add the points and 36 against 11 makes 3-1.
It starts off well with an elevation shift of level 3 over the defenders level 2. =4-1
Add to this the 2 shifts for divisional integrity.=6-1
Two artillery =8-1
Air fails to arrive with some cold dice.
Defenders get the newly arrived HMS Warspite =back down to 6-1
One artillery in defense = 5-1 final.
A 4 is rolled and I break all of my toys.....A1-(1)
Reduce one tank (mandatory for the attacker), and all fall back one hex.
The defenders brew tea.....and decide not to advance.
The German control of Vietri was gained and retaking it will not recover the lost VP, so no gain for sticking his neck out.

In the middle, the units in the transit tracks move to the ready sides, but no action.

In the south slow going still and no chance of blocking the delay tactics just yet.
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Speeding along, here are 3 full turns. there are airdrops and several important moves but little combat.

End of both player turns in turn 9:

The German attacks the easy meat in the town worth 1 VP at the top of Map A in the middle. Because it was there. Max odds on an engineer and a breakthrough result, so no support point loss.
Support is one item not in demand on the German side.
Threatening the US supply base is, again 3/1 FJ with 67/26 covering in TT#5 to extend the reach.
A view of Map C and the happenings there are showing the gain of an airfield and afterward, Matera for 1 VP. The chase is on reaching out to the port town of Bari and only two turns until the rest of 8th army arrives in the south and with it Strategic movement capability!
This represents the poor condition of the footbound troops landed at Taranto due to lack of shipping. (An artificial condition due to the stripping of vessels to England for Overlord).
More German units are pouring south now that the situation around Salerno has cemented. 24th panzer enters TT#1 and readies for the mandatory airdrop around the town of Avenillo top left of Map A.
King George V is nearly around to put iron in the diet of any more attempts at recapturing the town.
The attempt to sink the HMS Warspite fails to get a 1 on a roll of 1d6. 3 Luscious VPs when these die rolls hit!


End of turn 10

The Allies roll severe mistral and blow the simple airdropped reinforcement of the 504/82 several hexes off target and around Eboli (mid map A).
The British pull off the last regiment of the 56th ID that was supporting the US and expect to man their own side.
The 36th ID is building back its regiments from the scattered positions and now have a ZOC to help limit German freedom of movement.
The German bluff is ended with a withdrawl from TT#6 and the threat to Agropoli where the US supply depot is located.
The writing is on the wall with the 8th army entering next turn.
Off map, 67/26 has pushed into Map C to slow pursuit to the north map edge. Delay delay delay.
More units abandon the cause and enter the transit tracks to prevent loss of any of map B, Foggia or any ambitious exiting plans the Allies might have.


End of turn 11

Here come da judge! 2 divisions, artillery and engineers are now driving northeast on Map C.
TT#6 is captured empty. Bari is abandoned in the flight north to the 1 Para division chasing and hunting all game long.
Spoiled sport recon is sent along the road to disrupt strategic movement and hope to demolish a bridge or alpine pass.
More and more german units line up in the transit tracks to prevent easy entry to map B.
Again, Severe Mistral blow the 509/82, forced to airdrop on Map A in the top left corner town of Avenillo, off map into Transit Track #1!
Only the full 24th panzer division is in there and this unit is a reduced regiment... The engagement die roll is a 2. The German rolls a 2 also, so no combat takes place....yet! Both enemy and friendly units share the TT for the time being.

edit: That encounter in TT#1 was the Allied turn. The German also had this process to complete and the rolls were 2 and 5, so no combat again.
Also a missed attempt on the HMS King George V BB that steamed up from the south.
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Allied turn 12

The Allies begin by driving 8th army hard into the German delay units on Map C. Since any slowing of these forces helps the German cause, the sacrifice of a tank battalion is worth the cost.
The last turn that the FJ regiment can play footsie with the 1st para division is now. The chance of trapping this regiment is getting better.

On Map A, the US have taken advantage of the lessened presence and pressure and jumped on TT#5 where 3/1 FJ is staging. The die roll produces a 6 (auto-engage), and combat is assured.

A similar die roll in TT#1 where the 509/82 airlanded and both sides roll evade yet again.

A regiment of the British 56 ID is almost to the Salerno line and will cause a reset in the position at least, or the HG regiment will be surrounded next turn.

Here is the detail from the image above after the combat occurred and the German retreat and losses were applied.
The German red chit was an 11 strength but with no armor or antitank defense.
The two regiments of the US 36 ID, each with a tank and the two supporting artillery combine for combat shifts: 2 for the combined arms stacks and 2 more for artillery.
1-1 in points + 4 shifts = 5-1 in level 2-3 (all combat in the transit tracks is resolved on this terrain line on the CRT), A D26 die roll of 5 results in D1-(2).
The German loses 2 mandatory steps and must retreat back to its map of origin, now as a Cadre.
The Allies now control both Transit Tracks #5 and #6 to the right of Map A.
With 7 turns remaining, German retention of Map B will be indeed something of a job to do.
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Turn 12 German

The German is in retreat mode, having done everything possible to prevent major loss of territory.
Retaking, yet again, the 1 VP town of Campagna, (top of Map A), away from the single engineer unit, The German is seeking to firm up a grip on this corner for an anchor position during the last of the few turns left.

Since the Allied, if allowed to fight for the corner in one huge battle, has a chance to unhinge the position, the decision here is to keep them spread out in their effort. Part of this is holding onto the exits of Transit Track #3, counting from left to right above Map A, where all of this will be taking place.

Slowly moving off of Map C, too slowly as it turns out to save being caught for the 4/1 FJ.

A single tank recon has also been caught in front of the 8th army units rushing north, but will squeeze one more turn of delay for at least some of the force.

Engagement is finally rolled for the 509/82 VS 24 Panzer division. The red C chit pulls an 8 strength chit and after all shifts available, only a 5-1 is possible. The die roll is a 6, which results in B1-(1).
Both sides must lose a step and retreat one.
The map of origin is Map A so the defender hides in the hills with a step removed and the 24 Pz loses a Jagpanzer battalion and also is pushed back to the roads south of Avenillo, (far left corner of Map A).

Reserve elements of HG occupy TT#1 for security reasons.
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Allied turn 13

Map A- British/ Commonwealth
Shifting through the level 4 hills above Salerno to outflank the 1/HG Panzer regiment. This stretches the fabric enough to warrant at least a redeployment of the line there and possibly leave a weakness where there isn't any at the moment for future operations when 7th Armor division arrives from Africa.

Incoming tanks are shifting to 8th army so they can nullify German armor advantages when attacking.

US
325/82 Glider infantry lands by sea at Agropoli and moves through to the left front back up position now being manned by the 82nd para regiments in the line. Some artillery and engineers help out as well freeing a unit to rebuild the bridge blown by the previous action.

The line units of the 45th and 36th Infantry divisions are pressuring the 29 PG left on the map to leave or face a combined attack next turn.
Several units holding Transit Track #5 on the south are joined by British 5th infantry division coming in reserve mode from the south after eliminating the last German blocker. The rest line up ready to enter next turn.

Map C
As explained above the mass of units are entering play finally and can be counted on to help to drive the German away from the security of TT#3 and #4.

The British 1 Para finally surround the 4/1 FJ and will wait until the unit is isolated to attack, which halves the combat strength. Having been burned once, they can't afford more losses.

Following up the withdrawal of the 26Pz regiment, the other 1 Para regiment will keep the door slammed at any further German presence on Map C, hopefully next turn.

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German 13th turn

One thing is for certain, its getting crowded with Allied units at the map junction. I was counting on the transit tracks to be blocking the efforts at action on Map B. As it sits now, the weakness on both tracks while trying to extract combat units from maps A and C is becoming hard to handle.
If it was defense in hexes, I could expect a limited focus of 2-3 hex frontage, but the possibility of getting hit from everything on the board at once is too much to contemplate.

There are only 5 turns left and I may have overstayed my holiday in the south. I will lose the regiment near Bari on map C from slowness on my withdrawal.

The last units on Map A in the corner are only there to make Allied entrance into TT#2 as painful as possible if it is decided to put pressure there.

I rest my case with as much as possible in the three tracks and re-enter TT#1 with the 24th Pz division as a reserve against the unexpected.
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Allied Turn 14

Light Mistral, or no effect on operations.

5 airfields captured

subtotal on VPs 27 including +12 for German variable units, -3 for the sunken Roberts, -2 for the commando and ranger beaches, and the various towns and strategic points for their capture.

I see that the German is playing for the remainder of the precious time remaining and that only claiming as many dead units as possible will win the game for the Allied side.

The decision is made to put a spear into Transit Track #2, now that the commitment has been made to hole up in #s 3 and 5. Simply said, he is stuck there and I may be able to send enough force to the center of map A before too much can get free to protect it.

Almost all of the US force is driving that way while 8th army receives tanks and has fully 3 divisions, artillery and is heading for TT#3 or 4, whichever looks more ripe when the waiting period is done.

3 attacks this turn and all break the defenders and cause losses. (white stars)

The first, on the left by Salerno finds the swarthy 3/1 FJ with tanks on loan from 2/HG, still takes a loss and must take another or uncover the HG position....the tank and a step is lost and is now ripe for more losses.

Next, The 82nd AB attacks 1 15 PG regiment and a full MkIV battalion with three regiments. A closer battle without as much artillery, NGS and tank support rolls a 12! D2-(1) breaks the position and causes another tank loss and retreat.

Last, the British 1 Para reduces 4/1 FJ with the help of the BB Howe off the eastern coast, lobbing shells. The unit was finally isolated and reduced. Last time it pulled a 16 chit and nearly crippled the attackers. This time a 12 became 6 and no retreat except through ZOCs forced a second loss.

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German turn 14

Things have changed by Salerno with the British infantry regiment making wide outflanking moves through the hills. Their supply is short, but the positions on the high ground are making the Herman Goering regiment fall back some to cover its rear.

The losses taken by the 3/1 FJ in front of the town are creating weakness and the lower position held by the 3 PG division has to be stretched to complete the line. Now, instead of a solid blocking position, there is room to use the newly arrived 7th Armored division and the security of the flank is in question.

All of this doesn't fare well with the situation in the center.

Every unit within reach has now moved into Transit Tracks #2 and #3 and the 26 Panzer division is barely holding TT #4 in readiness for the backward move to Map B if allowed to by Allied future plans.

Anticipating action there, the cadre of the 1/1 FJ and 10 army engineers are building an entrenchment behind the river crossing on the main highway south of Foggia.

Map C is vacated.

Help is not on the way.
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Allied turn 15

With 18 game turns and the waiting periods required to move through the map divider Transit Tracks, it looks even after a US victory in TT#2, that there isn't enough time left to stage a meaningful campaign on Map B, Foggia and its Victory Points and airfields.

On turn 15 the battles by Salerno are turning for the British advantage. The 7th armored division and part of the 56 ID breaks a regiment of the 3 PG division and its armor and advances along the pass north.
The remainder of the 56th an 46th finally break the 3/1 FJ down to cadre and push the line out two hexes.

The main battle for Transit Track #2 was fought by the 82nd AB, 45 ID and part of the 36 ID backed up by tanks and artillery. With over 80 strength points against 25, a 3-1 developed and with 2 divisional integrity bonuses, 2 artillery and one defensive artillery, the attack went off as a 6-1 in level 2-3. A 4 dice roll resulted in D2-(1). The German has held on long enough and loses a tank. Retreating the remainder of the 16 Pz and 15 PG and odd tank and antitank units to Map B for a last position to block any units able to advance after the required wait.

The final step of the 4/1 FJ is expended and Map C is German free.

8th Army is mostly in TT#5 and will be able to advance to TT#3 or TT# 4 depending on the development on the German turn.
It is expected that the German will be running north from this point, but one can never be sure.

The likelihood of a draw is seeming sure unless some Allied units can soon exit Map A to the north.
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German turn 15

The writing is on the wall, as far as the German moves are now concerned. Some care to placement must still be taken so that windfall VPs don't just fall into the Allied hands on the last turn.

Starting on the bottom left, the 3 PG division gathers against some strong elements of the British 7th Armored division and 56 ID.

The 24 Panzer division moved from Transit Track #1 to blocking positions to try and prevent exiting points on roads B and C.

1/HG regiment get tank support from 16 recon battalion and hold on the road.

15 PG still holds on in the mountain pass.

More 15 PG and 16 Pz units are placed in the position behind the river on Map B and are constructing entrenchments.

29 PG on Map B in the river crossing

2/HG downriver Map B

26 Panzer holds the airfield and the port town of Barletta (3 VP) and will probably not see combat at least until turn 18 due to the waiting requirements in crossing into the transit tracks.

Its wait and see for the final Allied study of this defense.

A failed attempt at sinking the HMS Warspite. One last try on turn 17.
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