THE ISLAND
We have been having problems with finishing games in the allotted 2.5-3 hours. We have to bring them to a conclusion by the game master extrapolating the situation to determine the victor.
Part of the problem is the time it takes for the gamers to make a plan and determine how they will proceed. Another is that games tend to be long if one wants to have scenarios with interesting situations.
I decided to try running duplicate small games where the attack plan and the defense plan were already planned out before the game. The two most experienced players were asked to develop both an attack and a defense plan. They were told that they could play either side, but not against their own plan. Further they were told that they had to write an operational order for their subordinates (troops under their command, start position, and objective). Our first try worked quite well.
Jack Breen controlled the Marines against the North Koreans with Dick White’s plan of defense, Rich Bryant controlled the NK forces with the help of Dick Messier. Dick White played against Jack Breen’s Defense run by Rick Bryant.
My arrival at the game was delayed and I found that the two sets of terrain were skewed from the original layout. I believe that this made the game harder for the attacker and so it proved to be. At the end of the report I will show the original map , so the reader may judge. The report is based on the map as laid out on the table.
THE GAME
The Sides
American Marines (VETERAN)The Germans are developing a new secret weapon on a small island off the coast of Denmark. You r force will invade the island, capture the plans and destroy the labs (Bldg. X on the map).
You set on second behind the beach ridges as shown by the blue dotted line and have the initiative. The first 4 American initiatives are at night. To win you must destroy the lab (Any stand near the lab, un-suppressed for 2 enemy initiatives destroys the lab and is a minor victory, getting that stand back to the beach after the destruction is a major victory).
NOTE: The ridges to either side of the beach are impassible and block LOS. The “Night Fighting Rulesof “Hit The Dirt” are in effect.
POINTS
CC(+1) 4
1 60mm Mortar w/12 rounds (attach to a unit) 4
1 HMG 6
Assault Platoon (labeled Rangers)
1 PC (+1) 2
3 Assault rifle Sqds(+2) 16.5
2nd platoon**
1 PC(+1) 2
3 Rifle Sqds (1 w/bazooka) 15.5
3rd platoon**
1 PC(+1) 2
Rifle Sqds (1 w/ bazooka) 15.5
NAVAL SUPPORT
Heavy Arty 5FM with FO 10
TOTAL 72.5
* Assault sqds. are +2 in melee. ** PCs fight as Squads like CCs with PC bonuses.
Germans (REGULAR)
Your mission is to guard the secret lab (Bldg. X). in the small town of Shiessehauer. You place troops first behind the red line. The only hidden troops are those in buildings and in the bunker. Each Bldg and the bunker hold 2 stands(not including observers and leaders). The Stug can only come on during daylight. The first 4 American initiatives constitute night. You must protect the lab at all costs, driving any enemy attempt at it into the sea. Any US stand near the lab, un-suppressed for 2 enemy initiatives destroys the lab and is a US minor victory, getting that stand back to the beach after the destruction is a US major victory.
NOTE: The ridges to either side of the beach are impassible and block LOS.
Panzergrenadiers Co. 59
1 CC (+2)
81 mm Mortar w/FO 12FM
75 mm IG w/FO 12FM
1 HMG
3 Inf platoons ea. with:
1 PC(+1)
2 Rifle Sqds
1 SMG Sqd.
1 Stug (starts off table)
1 Bunker and 1 barbed wire
TOTAL 72 points
The 2nd game was identical except that, since I had only one company of Germans, North Koreans were used and had a KV-76 rather than the Stug IV. The maps and conditions were identical. My battle report is based on the German/marine game but the actions and results were essentially the same.
The Marines moved up to the contour line with the intent of moving into the tree line under cover of darkness. The Germans could have caught them at a disadvantage if they held fire, but opened up as soon as they saw movement and gave the marines targets to shoot at. The marines were able to use their off board support (naval guns off shore) to stomp the tree line and were soon moving into it against suppressed units who had no chance in hand-to-hand combat.
Marines advancing from the beach |
Stug get fried by Marine Bazooka in small house at top of photo |
The North Korean version of the game was essentially the same with the NK forces giving away their night time advantage, the marines moving to the wood line and destroying at least one platoon of North Koreans. Once again the troops in the buildings held up the marine advance and the KV-76 was used to better advantage, killing some Marine Sqds. before they could prepare for the assault on the lab. Jack had lost too much strength to continue and also pulled back to the beach.
Since the defender won in both instances, one might think that the scenario was unbalanced, it was, because of the skewing of the map as described above. The map as played had several open lanes of fire right to the beach and some of the buildings and woods were moved to where the assault could not lay down an effective suppressing fire, if they could have moved into position.
The map as drawn by the Gamemaster |
The map as laid out and played |
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