Try at Trentlehof WTO (id:#65548)
(Dispatches from the Bunker #52 ID: DB164)
Trentlehof, Luxembourg
1945-01-10 (7 others)
FE 146: Pest (Budapest Pack)
SP218: Városliget Park (Schwerpunkt #19)
ESG111: Horror Show (Dezign Pak 9)
RPT119: Városliget Park (Rally Point #12)
HF4: Liehr Launches First (HASL 9 - Hatten in Flames)
HF5: Graveyard Shift (HASL 9 - Hatten in Flames)
HF04: Liehr Launches First (ASL European Union Championship 2022)
SP218: Városliget Park (Schwerpunkt #19)
ESG111: Horror Show (Dezign Pak 9)
RPT119: Városliget Park (Rally Point #12)
HF4: Liehr Launches First (HASL 9 - Hatten in Flames)
HF5: Graveyard Shift (HASL 9 - Hatten in Flames)
HF04: Liehr Launches First (ASL European Union Championship 2022)
Designer: Jeffrey D. Myers
Starter kit scenario?: Deluxe scenario?:
Balance:
AmericanGerman
Overview:
The 90th Infantry Division was tasked to cut the road from Bastogne back into Germany. A vital strongpoint along that road had been set up in the village of Trentelhof, today known as Pommerloch. German observation posts with good visibility on rear areas were able to call-in deadly accurate artillery fire on areas filled with GI troops. This caused a large amount of casualties among US ranks, sometimes even miles away from the frontline.Attacker: American (3rd Battalion, 359th Infantry Regiment, 90th Infantry Division and 773rd Tank Destroyer Battalion)
Defender: German (Grenadier-Regimnt 36, Volksgrenadier Division 9.)
5.5 turns
Players: 2 OBA: German Night: NoUnit Counts: |
Squads: A:16.0 D:9.0 |
AFVs: A:4 M10 GMC x 4 D:2PzKpfw IVJ StuG IIIG |
Guns: A:0 M2 60mm Mortar x 2 D:0 |
Misc Rules: | GS, plowed roads. D: Germans may fortify one building Location; Tunnel exchange is NA. |
Map Board(s): | 17 | 44 |
Overlays: | OW1 | Wd34 |
Errata (source)
Players wanting to play this game/Request a match:
Scenario info
Last Played:
Date | Reporter | Opponent | Result | Comments | |
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2022-05-20 | (D) Andy Beaton | vs | Jean-Pierre Raymond | American win | CASLO 2022 |
2021-12-21 | (D) Andy Goldin | vs | Stephen Worrel | American win | This is my second time losing the scenario as the Germans. Stephen tells me it was close, as I was only one PF shot away from destroying an M10 and winning on CVP, but it didn't feel like that from my seat (repeated PF shots missed). I never got any PSK shots, as the half squads owning them had been killed off long before a target having come close. Stephen moved fast to get to the first building in town by the end of turn 3, giving him plenty of time to blast his way into the buildings and drive up the German body count. By turn 5 I was down to just a couple of squads with leaders with a few stray HS and crews. His M10s rate tears shredded my infantry and tank gunnery knocked out both of my AFVs. At least the Mk4 knocked out an M10 (with his armor leader) before getting knocked out by an M10 which moved aggressively behind me for the kill shot. I had pretty good effects with my OBA, as it whittled away his squads throughout . In a desperate all-or-nothing move on Turn 5 I called the mortars in 'danger close', hoping to drive the Americans out of the building they took from me (17P4). While partially successful at that I effectively lost my MMG squad and 9-1. With that it was basically over, as I could no longer prevent him from seizing the buildings he needed and low odds PF shots didn't get it done for me on his CVP-rich M10s. The way to play the trenches which seems to work best is to use them to connect the buildings on the north side of the street. I like putting them in S5 and O5. This, in theory, allows you to shuffle units back and forth but mine mostly died instead. Americans won with 5 building locations and a CVP count of 24 CVP to 19 Axis CVP. |
2021-12-19 | (D) David Ramsey | vs | Martin Barker | American win (VASL Log) | Didn't have great dice and, even at the early stages of the release of this scenario - it looks tough for the Germans. The defence was quite static and my OBA was quite ineffective (2 missions and 2 red cards), so despite the OBA still remaining, the loss of two turns of Art support was a problem. Both reinforcing tanks were taken out on their turn of arrival (low to-hit rolls with RoF) and my only snake eyes prompted a sniper to take out a squad from the defence. With good OBA this might be quite easy for the Germans, but without it, or a careful American player I think this is tough on the defenders. |
2021-11-04 | (A) Indy Lagu | vs | Rob Oler | American win | I chose to attack straight up the middle. Rob's OBA seemed to have broken nearly everyone by turn two, but Americans come back quickly. I caught a lucky break by pinning both of Rob's MMG, and was able to break then swarm those units. Rob felt he left the MMG in the front line one turn too long. I concur. I would certainly play this one again. |
2021-10-26 | (D) Andy Goldin | vs | Rob Arrieta | American win | Close game which came down to the last turn. Rob attacked across a broad front while my OBA fired intermittently, initially breaking up his attack in the east. The highlight was Rob's 9-2 going berserk on a rally dice roll and motivating the entire stack (2 squads and an 8-0) to charge across the open field, into tank and MG fire. Had it not been for rate shots from the Mk4 and residual FP from the MMG, they might have made it... Nonetheless their sacrifice wasn't in vain, since that prevented my armor from assisting in the west, where Rob's M10s scored repeated hits on my defenses. American firepower destroyed half my infantry (and my own dice eliminating two of my leaders with boxcars didn't help my cause). Getting desperate to keep the Americans out of my buildings, I called in OBA which... fell short, not effecting his stack but breaking both my squads in the westernmost building. By Turn 6 I no longer had enough squads to hold the buildings or shoot back, and he was able to take the last two buildings by simply walking in over the bodies of my Grenadiers. The German defender needs to carefully consider how to use his trenches. Choosing to put them 'on the line' or using them instead to connect buildings on the north side of the town has a lot of implications, so choose wisely. Good game! |
Action | Date |
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aiabx Added a playing | 2022-05-23 15:58:11 |
peacmyer Linked the scenario to ROAR | 2022-02-01 21:19:10 |
MoriQuessir Linked the scenario to ROAR | 2022-01-07 00:03:37 |
Dave Added a playing | 2021-12-23 12:35:19 |
Agoldin Added a playing | 2021-12-21 04:54:24 |
File | Description | User | Views |
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Scenario setup using the table generator at asl-players.net (DB164Setup.vsav) | VASL Setup | Agoldin | 120 |
(!usa-germ new.png) | Image | hoxson1 | 122 |
(m10 snowy woods.png) | Image | hoxson1 | 127 |
VASL Log file (try_at_trent_full.vlog) | VASL Game Log | Dave | 93 |
(trentlehof map.png) | Map Image | hoxson1 | 124 |
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