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In my game it almost worked, but the sheer amount of firepower the Americans have was too much. My friend's slow and steady pressure melted my forces before him. The game was effectively over with one turn to go, but I decided to see if some miracle would happen with my last leader, squad, and crew on the first level of the last building that hadn't fallen. The US flamethrower sealed their fate, and I lost every single unit in my OB.
Having played the first four M:S&F scenarios as the Japanese has not been exciting so far. They are put in pretty static positions and have to hope for the best. Not the most exciting way to play.
The scenario ended here but the situation was not so bright at the beginning of my 4th turn, mine was a desperate move because if I had played it safely he would have put into better position his infantry and the reinforcement would have closed any possible exit strategy. VC are very hard on Russian that cannot risk his precious tanks (he need them to exit) but the terrain is horrible and the exit area easily defended. Basically you cannot plan to win on CVP if the German doesn't stand and fight because you basically need to wipe our almost his entire OOB. So you need to exit those points but it's really hard. Plan accordingly.
Remember that ground and level -1 hex adjacent to a marsh are BOG hexes for AFVs.
This is a classic on forest warfare and it's highly advised to be played.
One Tiger rolled 12 on the start and another broke MA on its second shot. Those IS survived 2 frontal PFs and 2 88LL shots. In the end they all went down.
The Russian FT had a field day, killed 2 AFVs and vaporized many MMCs stayed in the game till the very end. Those 122 hit everything they shot at. It was a wild scenario. Highly reccomended.
Like other Orsogna scenarios, this felt different from the usual ASL, undoubtedly reflecting the realities of this battle. I ended up liking it, though I suspect Orsogna scenarios in general will get a "Marmite" reaction from people.
That very situation happened when I rolled a 12 on a MC on turn three giving the Americans one point to my none. Fortunately for me, there were units in my narrow LOS, and I was able to get one CVP for myself in the DFPh. After that, the Americans had a very difficult time storming the cemetery gates and the casualties piled up. My friend called it down eight CVP on the bottom of turn six.
Neither of us had fun with this scenario as we played it. My forces just sat in the cemetery waiting for the Americans to try and storm the gates. I rolled pretty terribly and broke way more weapons than I should have. My friend was frustrated with the half FP vs my defenders and a +3 DRM. All the adjacent locations next to the gates are open ground (except for one with shellholes - which I of course put wire on it) so that made it even tougher. He used smoke, but with a six ML, the Americans are just too brittle. Other than the unique cemetery terrain to try out, this scenario wasn't very fun.
HIP Finnish units on the road and to harass any attempt to move the ATGs back into the village. This proved successful and every Finnish unit guarding the road ended up being eliminated while both ATGs were captured. This put the Finns into a CVP hole from which it proved impossible to recover. At game end, the Russians controlled seven out of twelve buildings and had a substantial edge in casualty points.
I was able attacking in the center en masse to get to the hill and run down the road with the help of some smoke.
The Rumanians were a tough nut to crack, passing multiple 1MC end even a couple of 3MC.
My tanks went mainly to the hill, to help get into the main village.
The gun was behind the village to guard it from encirclement.
Little by little i crept forward and neutralized most fire points with mass and tank fire.
on turn 5 I got into 5-6 houses and manages to destroy one of the stugs by flanking it, and the other one broke the main armament.
My tank also suffered terrible 3 MA break but with no stug functioning left and his desperate attempt to destroy one of my tanks failed my opponent conceded.
It is a fun scenario for the Russian, but a static defence for the Rumanian.
Even so, the US firepower eventually took its toll, and my forces withered away. I almost made it, but lost the last squad necessary for a US win in the American turn 8 CCPh. Despite the fact that my entire force was pretty much wiped out, I inflicted enough pain on the Americans to make it fun.
I would only recommend this scenario as a river crossing training scenario with the new player as the Americans. Had my friend not messed up his set up, I doubt I would have been able to make such a close game of it.
Great scenario.
Played for 8 hours before I conceded.
Russian Flame Thrower never ran out of fire, which did not help my Russians. Also my best leader got killed by a sniper in the 4th victory building as the Finns were approaching,
Great set up and great play by Philippe.
Nice little scenario.
Horrible rolls made my few americans break easily. And I got victim of a hyperactive sniper. In spite of SAN2, it got triggered 3 times on my 3 DR2 rolls (1,2 and 1). It broke the squad that was holding my left side and caused the recall of an AFV.
A balanced game. These sturmtigers are scary, at least until they have fired.
I made two mistakes. The first one cost me two squad and my best leader. The second one was a missed LOS that caused 3 squads moving in the woods to turn into just one broken HS thanks to 3 consecutive ROFs and not a single successful MC.
I took 2 of the 3 victory buildings but my forces were not strong enough in the final cc in the last victory building.
Martin defended hills 507 and 502 in depth whilst lightly defending hill 526. As the Japanese closed in he fell back towards 502. By the end of the game he had lost a significant amount of his strength whilst the Japanese were able to mass their fire power just around the level two hexs of 502.
Nothing was settled until the last close combat which the Japanese won to take the game.
The game was a blast and it became very tense during the last couple of turns.
I would agree that this can be tough on the
CPVA, but they are tough to dislodge. It's
perhaps typical of a scenario with so few
defenders that, once the shell cracks, the
roof can cave in.
That didn't happen when we played: the
shell stayed mostly in tact, but the British
weight was too much for the CPVA to bear.
We misplayed a few CPVA rules, but none of
the mistakes were fatal, imho.
With one turn to go, I thought my Brits were in
dire straits. Fortunately, Rob's defenses were
strained and I managed to maneuver and force
him into some tough FPF shots. He botched two
crucial ones: both MC failures including a 12.
I ended with the minimum 12 hexes for a very
close win.
BTW, I forgot to even try a bayonet charge with
the Brits.
I think the Chinese need a bit of help. The balance
(a crew with an MMG) might be a bit too much.
Great fun...highly recommended.
Jason attacked across both boards. In the south, he ran into my infantry and AT mine ambushes, where, over a few turns, I knocked out all of his halftracks. In the center and north of the map, where Jason made his armor attack, my M10s got exactly one APCR round off, destroying a JgPz, while my hidden ATG got a flank shot on a Panther, knocking it out as well. This made the exit victory condition impossible, so Jason had to take the village.
The effective strategy for me was to use my OBA to destroy his infantry as they moved across the open area and woods to get to the village. By the beginning of Turn 6 I had eliminated over half his infantry (thanks to my artillerymen and effective small arms fire), at which point Jason believed he no longer had sufficient infantry to take and hold the victory buildings, so he conceded.
Even so, Americans suffered substantial losses, losing all of the M10s and the M8. The Shermans stayed alive only by moving around alot ('scooting') and a suicidal sacrifice play by the reinforcing halftrack. I thought it important to keep them alive to retain the threat of eliminating another Panther.
This scenario easily could have gone either way, as at that time he conceded, Jason had plenty of tanks remaining to shoot up and eliminate my infantry in buildings due to failure to rout. Timely and (mostly) accurate artillery fire was essential in scoring this as a 'win'.