Showing posts with label Canadian. Show all posts
Showing posts with label Canadian. Show all posts

Friday, July 17, 2015

[Crossing the Moro CG] T=0902 -- Rough start

The first turn of the CG was surprisingly lethal. The Germans are entering the map in plain sight. The infantry ran down the slopes to the cover of the wood, but were met with MMG and extremely accurate MTR fire (a 10-2 SMC directing is kind of helping). A squad of pioneer got wiped, and its 9-1 routed back up the hill. 

Where it hurt the most is by a stretch of lucky shots from the piddly *75 of the Shermans. Although the Pz IV kept moving, the difficult terrain got them to stick to the roads and paths where the meandering exposed their side armors. Three out of 4 Pz IV got eliminated in the first turn! Furthermore, the 10-2/60mm MTR broke the dm HMG positioned in a stone building at the edge of the map. 

The last Pz IVH eliminated one of the Sherman, at least. The Germans won't find true cover until they get into blind hexes. But this means that they'll have to run the gauntlet for 2 more turns, without armor support anymore.

North West approach: burning PZ IVH

North East Approach

Sunday, July 20, 2014

Human Factors v0.2 Playtest 1 - ASL 102 - The point of the sword

I decided to try my Human Factors (HF) rules using a live scenario instead of playing small, context-less, setups. Here is a link to the rules to be playtested. Disclaimer: elite troops fighting in an open terrain are the least susceptible to these rules. I realized this quickly into turn 2. A better play test will be in a busier map and/or with lower quality troops.

Gist of the Human Factors rules

Units initiating movement or opening fire without the cue from a nearby friendly unit must pass a TC or be delayed. There is a bit more to it, but I want to keep it simple and add a level of unpredictability without altering gameplay too much. Passages relevant to the playtest are color coded in purple.

The Setup

The germans are going to use forward stone buildings to force the UK commando to bypass into an open area setup as a killing fields. The forward position is also strongly supported by many fields of fire. If the Brits/Canadians spend too much time on this, they remain exposed to dangerous fire. 

The UK is going to engage the Germans in an attempt to force their way into the village and discover the fortifications. They need to clear the way quickly so the Canadians can enter the board on turn 3, as pointed out by +Jackson Kwan  in his AAR.

Positions at Setup