Saturday, February 2, 2019

Holland 44

Played turns three through six of Holland 44.  A lot can happen in 4 turns...

Allied turn 3.

Arnhem.  The Allies keep the lifeline to Arnhem Bridge open.  The Germans move to tighten the perimeter.

Nijmegen.  German units in the town outisde Nijmegan had attacked and nearly taken the 82 supply head.  A last unit is not surrounded and attacked AND manages to hold!

Einhoven and XXX Corps.  Lead units of XXX corps with air and arty support attack and route the Germans defending the main highway.  A couple of the armor units in that attack then swing back to attack a German unit that was next to the road blocking supply and quick movement (the rightmost star).
German turn 4.

Arnhem.  Filling in the line.

Nijmegen.  The Germans attempt to break the ring around the unit in town and this time the Allies hold!  With a step loss but they manage to hold.  The German player then moved the unit at the top right to just above the town - which breaks the ZOC bond too.  Could have moved there all along but we were both getting breaks for slight mistakes in placement if they did not cause a problem.

Eindhoven.  The German forces pull back from the road.


Allied turn 4.

Arnhem.  The Devils slip in another unit to Arnhem.

Nijmegen.  The lone German unit in the town is eliminated even with the other unit there to allow an escape route.  After the combat the 82nd used the normal advance (one hex any direction) to clean up the line.

Eindhoven and XXX Corps.  Nothing can stop them now!  OOOPS!  Can cross a blown bridge!  Units past the bridge were moved back behind it after this picture was taken...

German turn 4.

Arnhem.  The Germans attack and disrupt a unit of the Red Devils near the drop zone!  Later we remembered the attachment rules but I think it still would have been a victory.  The line to Arnhem is cut!

Nijmegen.  Germans file in a bunch of reinforcements.

XXX Corps (outside Eindhoven now).  German reinforcements are coming in to threaten the road.

Allied turn 5.

Arnhem.  A new unit is moved up to hold the line where the 123 was beaten earlier (123 moved up to support another unit in the town).

Nijmegen.  A unit of the 82nd attacks and pushes back a German unit but it comes at the cost of a step loss.  Can't do that much more.

XXX Corps.  The Star at the bottom is a German 7 strength (on defense) unit that is also elite.  We keep trying to kill it and keep getting ENG results.  Happened 3 times in a row.  The top star is where a German AT gun pops up (hidden unit just revealed).  It puts a major crimp on the drive to Arnhem.
German turn 5.

Arnhem.  Frosts boys (no matter what counters are there I call them Frost's boys from here on) are not attacked this turn since the Germans do not have the strength yet.

Nijmegen.  The Germans counterattack the unit that attacked them last turn and force a retreat.  The 82nd drop zones are vulnerable.

XXX Corps.  Just outside Eindhoven a German unit moves to block the road (and thus supply).  Came darn close to reaching the bridge and rewiring it.  Attacks on 101 units push them back to the road as well allowing the Germans to cut off supply there as well.

Allied turn 6.  Overcast!  No airlandings or air support in the morning.  In the afternoon 4 units can land and 1 air support point is available.

Arnhem.  Nothing happening here.  Waiting for the Poles to arrive. 
Nijmegen.  82nd pulls back the line.  Waiting for airborne reinforcements here too.  Overcast meant no resupply for the Arty too.


XXX Corps.  Strung out on the road they try to take the town again and are not successful again.  A German unit is eliminated though so it will be easier next turn.  One of the German units holding the road is forced to retreat.  Two left to go (one near the bridge and the other right next to the battle hex).  All those OOS markers are a sad sight.

German turn 6.

Arnhem.  The reduction of Frost's boys begins.  A Desperate Defense holds the line but causes a step loss.

Nijmegen.  Landing reinforcements is going to be a problem now.

XXX Corps.  At the bridge another German unit was moved up to add more oomph.  The German unit near the bridge was moved one more hex so it could form a ZOC bond.  Any attacks on the Germans will now have to be across a minor river.

The more I play this game the more I like it, even with my supply line being cut due to bad play on my part. When XXX Corps got past Zon bridge we thought it was over and then supply was cut.  Partly it was learning that the Germans are better at attacking then defending in regards to 101 area.  The reason is they can attack a single unit and unit quality does not come into play.  When attacking the 101 units get a column shift for being elite and sometimes two if the defenders are green.  There is also the distinction between unit types well represented.  Armor does great till it runs into an AT gun like the XXX Corps units did in that town.  Infantry can cross small rivers and get double defense in towns.  Mechanized units are very fast on roads while non-mechanized can move more quickly through woods in most cases.

Looking forward to the next game session.





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