Yesterday Lawrence and I started Ardennes '44 by Mark Simonitch and GMT games. We were favorably impressed with the rules and the presentation - enough so that I sent Mark a message on Facebook asking to use the system for a Market Garden game... (see my old blog posts on It Never Snows).
We started at 10:45 but took a good bit of time reading rules so by 4:30 we had only gotten 2 and a half turns done, plus the shortened night turns.
I don't remember too many details so the comments will be sparse.
 |
| Just after German setup before the game proper commences. |
 |
| End of German turn 1. |
 |
End of German turn 1, German left flank. Attacks here go well, three Allied units are stuck with Engaged markers which means they are not allowed to move in their turn though they can roll to disengage. (we messed this up and did the roll as part of movement which makes a difference since the units could end up disrupted). Near the top of the map the Bulge has started to form. The markers at the bottom are German Prime Movers to move arty - on the flip side is a Strat move counter. Elegant way to handle traffic (in addition to the congestion/greif markers). You can only strat move with 6 units - and if you have a skinny breakthrough down one road the allies will put traffic markers all over that path causing a +2mp every time you run into it. Another nice thing about this game is there is a 2 hex any number of MPs movement option OR you can use normal movement and count MPs - in addition to extended and strategic movement. |
 |
| Things on the right flank - the attack versus one allied unit went poorly (middle of pic under the engaged marker) and so my tank unit next to that did not get to advance and put the units to the left OOS. (Another neat item in this game, advancing units do not have to advance into the vacated defenders hex first in most cases) |
 |
| End of Allied Turn 1 |
 |
| End of Allied turn 1. The engaged unit to the left was unable to run away, further up I forgot to mention the attacker advantage marker last time - if that stack attacks in the direction of the arrow they get a column shift. Another neat item in the game is that attacks strengths are capped at 15, you can attack with more but it will not make the attack any better - the only reason to attack with more is they can all advance after combat. More important in this game is trying to get column shifts, for things like armor superiority, arty, bad enemy supply or enemy disruption, and the just mentioned attacker advantage marker. |
 |
| And the situation on the German right flank. The markers with red squares are German arty. They can fire off any number in a turn but can only resupply 3 of them per turn (6 in the first turn). |
 |
| Another pic of Allied Turn 1 with the overhead light turned off. |
 |
| And the right side of the map without the light. |
 |
| End of German turn 2. |
 |
| End of German turn 2 (end of first day, with Night turn coming up). Sorry for the fuzzy image up top. The left flank is advancing steadily, the two units at the top of the picture are disrupted US units with German units right behind. There is a large gap formed in the Allied line here now. |
 |
| The right half of the map, the allied unit holding up the advance is eliminated and the advance on St. Vith begins. To the left of the picture are three US units that are now OOS. Since they are green units they will surrender when they get 3 low supply points on them, every turn they roll for one in their supply phase with a 2/3 chance of getting one added. |
 |
| End of Allied turn 2. |
 |
| End of Allied turn 2 on German left flank. Generally they are falling back. Near the center of the map the Allied player found out he made a mistake (just above the three blue units) since the Armor unit is not able to cross a river or enter forest without a road the tank unit is now stuck. A tank unit also strat moved (left side of map near the top - strat move marker on top) |
 |
| And the German right flank. Allied units fall back and try to keep a formed line. Not the Traffic markers at the bottom of the map, they are covering my entry area K hexes so any units entering there have to pay an extra two MP to enter. The OOS units tried to break the encirclement but ended up with just an engaged result (left side near the "1" maker). Since they are OOS the whole group rolls for a supply check and fails it - thus getting the one marker, if it gets to three they surrender. |
 |
| End of German night turn, normally the Allied night turn would come first but you have to place markers on night turn stacks (max of three) and the Allied player did not do so this time - since do so means only moving one hex in the previous turn. The Germans did not either but Kampfgruppe Peiper (4 units) is allowed to use the first night turn with or without the markers. |
 |
| This is a pic of the German right flank (Peiper was on the right Flank - no change on Left flank). The two disrupted Allied units were where the 327 unit them now sits. Two hexes down and to the right is where KGP tried to attack that 443 to no effect. |
 |
| End of German turn 3. (turn order is flipped at night so first the Allies have a chance for two turns in a row and then the Germans) |
 |
| The advance on the left flank continues. The stuck armor unit manages to hold off its attackers. Another Allied unit jst left of it is also stuck now. Two new traffic markers slow down progress down the one road (left side of map just above the middle). |
 |
| With KG Peiper leading the way the right flank is finally being prised open. The Allies do get reinforcements heading that way but to get to the area in time they would have to use Strategic Movement which is very bad if they are attacked. |
At this point we called it a day. 19.5 regular turns and 9 night turns to go. On turn 7 the fuel shortage table starts being used, turn 11 the ground freezes (making armored movement much quicker), and on turn 15 the sky clears for the air support.