Saturday, January 26, 2019

LNLT: Heroes of Normandy - Brothers in Arms.

Finally got round to playing Lock N Load Tactical again.  This time it is the Americans VS the Germans.

The map setup.  The Germans have to take 18 building hexes in the circled area OR eliminate 5 US Squad/Half Squad/Weapons Teams in 7 turns.

End of first turn.  All maneuver so far with no shooting.
First shot!  No Effect!

First shot at a Stug!  Also No Effect!

End of Second turn.  The Stug Fired back and since it moved the Gun lost it's Acquisition.  Going to have to look into the rules more on that since it did not seem to state that a firing unit loses acquisition when it moves.  Most likely we missed something.

First Blood!  The US Sniper appears and Shakes a German squad.  Leaving Sgt Fury unspotted.

End of third turn.  (click on image to see more detail).  Some Crossfire on the top of the map and the Stug and Gun exchange fire at the bottom.  The squad with the gun Assault Move to fire at the Stug to no effect.

First German Blood!  He had no luck with the Gun target again (nor the gun at him) but he did fire MGs at the US Squad and shook them.

End of turn 4.  LOTS of firing back and forth, most of it doing nothing.  The MTR shot at the guy in the middle did not happen - I got that confused with next turn.

End of turn 5.  The Stug and Gun continue their duel.  Up in the Village a massive crossfire breaks out.  The US units are unscathed sitting in buildings while the Germans are cut to pieces when the move into the streets.

End of turn 6.  Very much a repeat of turn 5 except the Gun finally wins the duel with the Stug taking it out and the squad moves out to CC the shaken crew.  The MTR also caused it's target to generate a hero which is important next turn.

On turn 7 the Germans make a last ditch attempt to cross the street to the VC spaces, generating 3 heroes in the process.  At the top of the map every attempt to cross is stopped except a hero generated in H2 jumps into CC in I2 and is promptly eliminated by 2 squads and a leader.  The street was littered with dead bodies by the end of this turn.

End of turn 7.  The US Hero with the Baz used his interrupt ability before the Stug could move and fired the Bazooka - the effect was even and the stug passed the MC so it was Shaken, just enough for the last turn of the game.  Another pile of bodies is created trying to cross the street near the Stug (and the third German Hero).

A fun scenario which may be tough on the Germans but I would like to try it again sometime as the Germans.  The US also had a LOT of luck in the last 2 turns, often rolling a 6 when the Germans rolled a 1 on the DFT.  Even a roll of 1 on the damage check doesn't help then (which the Germans did 3 or more times to generate 3 heroes). 

Friday, January 11, 2019

Holland 44 Game 2 Turns 1 and 2

After getting creamed in game 1 we started up game 2.  This time not forgetting that Infantry do not get road bonus and low morale units get a shift when attacked.

Allied Turn 1
XXX Corps area.  Unlike the first game the initial attack makes ground (rolled a 2).  Not as good as could be expected but an advance.  The followup attack works as well.

In the 101 area things go well.
Landings go well for the 82 though the unit that lands at DZ-01 (lower left) rolled a 6 and went poof.  Three unknown units are destroyed.

The Red Devils begin the march to Arnhem.  The attack on the SS is stopped by a successful determined defense.

German turn 1

XXX Corps sees Gerry retreat.

In the 101 sector the Germans move up as fast as they can.  They are limited to Tactical Movement this turn.
Some of the 406 enters

The SS move to block the Red Devils from Arnhem.
Allied turn 2

XXX Corps moves to Valkenswaard.  The attack fails to clear the town.  Going to be a slog getting through it now.  Time to bring up the Arty and air power.

The 101 Captures all of Eindhoven.  The Unknown units there all turned out to be 0-0-0 units.
The 82nd makes a try for Nijmegan and are repulsed.  They also leave their Supply Head exposed...

The Red Devils attack the blocking force and push it back.  One unit attacks the Unknown unit at the bridge and eliminates it.
German turn 2

XXX Corps area.  Germans have to retreat here.

101 area.  The Germans nearly surround and attack.  Only getting an engaged result - it is very hard to get a kill in this game.  
The 82nd's Supply Head is attacked and very nearly eliminated at 6 to 1 odds (very lucky Allied player there).  It is whacked around instead and retreats to another unit.  Gerry tries a followup attack and gets an engaged result at 1 to 1 odds.  At Nijmegan another unit shores up the bridge defenses.  It is going to be much harder to pry them out now.

The Red Devils are counter-attacked by the SS.  Arnhem is soon to be cutoff.
Much more historical outcome this time.  I like this game a lot (and the entire line of games using roughly the same system).  XXX Corps is nearly to Eindhoven but if the combat roles don't go well it could be a tough fight getting there.  If the roll this coming turn goes well however they will could soon be at Nijmegan.  Then again I am probably being over optimistic...

Game Over Man! Game Over! (Holland 44 game 1)

Finished up the First game of Holland 44 and started right onto another (next post).

Actually the end of Allied turn 4.


The traffic jam at Eindhoven.  This was due to a terrible first roll attacking on turn 1 and allowing foot units to use road movement rates.  Clearing Eindhoven might have taken the entire game...