Wednesday, October 29, 2008

FOW Tournament: PSC Gamefest 2008

Well here it goes, my AAR for the 1750 LW Tournament in Louisville!

It was my first time to Louisville and I had the joys of getting up at 4:30 am to make it on time (which I barely did). However, aside from not being able to see any of the wonderful Kentucky country-side, I did find my way to Pet Shop Comics.

I was amazed by the store! It's got 9000 square feet, half of which is dedicated to gaming! Aside the fact that the gaming space alone is over 4x my apartment size, it was fantastic to see a place where you could have an 18 man FOW tournament and still 3 other events going on at once!

Either way, I got there and quickly got through into the ringer. Here's my list:

American Rifles LW 1750

CiC, 2iC, and 2 bazookas

- Full Str Rifle Platoon

- Full Str Rifle Platoon

- Half Str Rifle Platoon (2 squads)

- Weapons Platoon with 3 M60 Mortars and 2 LMGs

- HMG Platoon with two HMGS

- Mortar Platoon with 4 M81 Mortars

- AT Gun Platoon with 3 57mm AT guns

- AT Gun Platoon with 3 57mm AT guns

- Full A & P Platoon with 2 bazookas

- AA Platoon with 2 M1 Bofors

- Full M10 TD Platoon

- Full Field Artillery Battery

- Full Field Artillery Battery

- L4 Grasshopper


I discovered after the tournament that the L4 has not been allowed yet in FE lists. I thought I had seen it in the PDF which contained the 155mm artillery options. Well, the L4 only made a big difference in my first game, but either way I apologize to Doug, Tony, and Scott for my use of an item that was not yet allowed. I guess the TO should have caught it, but the past is the past and no worries!


On to Round 1: Encounter vs. Doug's Fallschimagers


Round 1 I had the joy of playing Doug and his German paratroopers. We played on this lovely board which reminded me alot of Aix en Provence (French City in Southern France). Lots of buildings blocking all sorts of LOS with narrow streets inbetween. A couple of open fields dotted the long table edges but the middle was pretty much a city fight.

So awesome! A city fight with 2 infantry companies, this should be grand... With my massive 12 platoons I elected the closer table edge (from the picture) to place down my artillery platoons, mortars, AA, and 2 Rifle Platoons (1 full str and the 1 half-str). The full strength went on my right flank while my half str went on the left flank, both parked on objectives to start with. AA was in the middle with the mortars while the FABs were spread across the battlefield. My overall plan of attack was to push on the right flank with my big rifle platoon (CO attached) while the left one dug in and held off any attackers.

Doug's list had 7 platoons, with 2 FJ platoons, a pioneer platoon, 4 Stugs, some PAK 40s, some recoiless guns, and a small HMG platoon. He used that German special rule and made another infantry platoon. Oh, and some sporadic air support. He placed all four infantry platoons on the table, generally across the board, minus the far left side.

Doug won the first turn and advanced his infantry up the middle and left side while his FJ platoon on the far right dug in. I followed suit by digging in my infantry on far obj while advancing my big rifle platoon up to the buildings. My artillery opened up on his bunched up infantry and managed to knock out a few stands, but mainly pinning all three of his mobile infantry platoons.

On his turn he failed to unpin one of his infantry platoons though the others scamble into the buildings to take cover from the artillery onslaught. His planes continue to arrive but fail to do anything.

Turn 2 and 3 went by with a big bang. I advanced with my large infantry platoon to assault his pinned platoon. I ranged in again on his platoons within the buildings and did some minimal damage. In the assault I was pretty positive I had him. But disaster struck! Out of a total of 11 rolls I made (needing a 4+) I failed 10 of them! He consequently killed 2 stands and I failed my morale plus the CiC reroll! It was quite an embarassing moment for the 1st platoon to be sure. Thankfully however he failed to unpin again (surprising being fearless) and I managed to strike in on turn 3 and wipe out the platoon. With the assault move it brought me into position to threaten the objective, so things were looking postitive for me at least!

The next 2 turns were pretty much a stalemate. Neither one of us got any reserves in until turn 5 and with his infantry in the buildings or dug in and GTG I didn't stand a chance of ranging in any artillery to pin his FJs on the obj. Eventually our reserves starting rolling in and I was banking on having one of remaining infantry platoons arrive on the right side of the board to support the injured rifle platoon and help get the 5 hits needed to pin the FJ platoon.

Unfortunately this was not to be. After turn 5 both of our reserves were in and all of my infantry was on the other side of the board! His Stugs and recoiless guns arrived to support the FJ platoon on the obj while the other platoons were stuck on the other side in the stalemate. My TDs arrived on that side, but they don't have the weight of firepower needed to unlodge the FJs and instead went into a gun duel against the Stugs.

In the end I tried to make a mad push with 2 rifle platoons and the pioneers on the left flank to overwhelm his troops and go for a company command check but as I just couldn't come up with enough hits to pin his troops in the building I ran into trouble. I was finally able in the last turn to manuever out of the way of most of his fire and assault one of the infantry platoons in the building, dropping them to just the command stand who pulled off and passed his platoon check. With the breakthrough assault I was able to charge the HMG platoon (who got pinned earlier from the mortars) and destroy them though. The game ended as a draw 3-1.

Doug was a great opponent and we had a great time! I just couldn't get the hits neccessary to pull it off. What I really needed was a mobile support unit like some shermans or stuarts. My ATs didn't do anything and I think while I hoped my artillery would help pin him or even smoke him, I just couldn't get any artillery templates to drop (didn't range in once with 3 platoons of artillery for turns 4-6). Doug did quite well considering the situation and I felt pretty in control of the game at the beginning but couldn't bring it to bear by the end.

More pics of round 1:






Doug's aircraft were surprisingly annoying, taking an FAB down to half. I'm glad I brought AA otherwise it would have been worse.


The infantry platoon looking at the FJs and the objective. Unfortunately they were unable to claim what they worked so hard for.

So I went into round 2 knowing that I was on the bottom end of things. I was happy overall with how things yet, of course this was minus the fact that my dice rolling plagued me the second half of that game. But my tactics were pretty sound and I felt good about my army overall.


Round 2: Hold the Line against Tony's SS Tiger Company


While I thought it was ironic that I was playing Tony and his Tigers (they're grrrrrreat!) I did not like facing 5 loving kitties, whom are all fearless. He also had a scout squad and what seemed like a small panzergrenadier unit. Oh, did I mention that the CO happened to be Wittman? Awesome!


However, I was blessed with a very thick terrain board. This meant good things for me as I was defending and thus I place my pioneers in reserve, knowing that I would be able to grab that 4'' no defensive fire fun. I also put the TDs in reserve to have them pop out after he crossed into my lands, and an ATG unit, mainly for the halftracks. After much debate I placed both FABs on the table along with a big rifle platoon on the closer obj. My obj was placed farther back inside a building, so at least the kitties would have some trouble. Tony decided that all of those dug-in and GTG infantry weren't worth his time and stacked the other flank with the Tigers comming up the middle road and his halftracks along the opposite flank.

First turn he definetly took me by surprise as he double timed all of his halftracks and then double timed his front Tiger platoon. My assumption is he was hoping to be crazy aggressive and try to catch my infantry platoon scrambling to cover the other obj. while I had few reinforcements on the table. However, this lead him open to lots of ambushing fire (we played on a 4x4 so some of his stuff was already past the halfway point). In my turn I revealed my pioneers (right next to the front tiger platoon) and my ATGs in the building facing off the two halftrack platoons...


Needless to say things quite well this first turn. My artillery TOTed on the rear Tiger platoon and bailed two of them, leaving only Wittman operational. My ATGs on the far side wreaked havoc, with 1 knocking out 2 of the panzergrendiers platoon and causing a check (which of course he passed) and the other two completely destroying the entire scout platoon! In assault my pioneers proved more then worth as they passed the 2 tank terror checks and bailed both of the Tigers, wiping out the platoon as well! I was in position to breakthrough assault the other tank platoon, and with only Wittman operational all I needed was to bail him out and the game would be over! However I failed my tank terror to charge in, and falled back into the safety of the buildings, cursing my eventual luck of failing a motivation check.




"Jimmy, I don't think those are shermans out there..."


So, with the first turn looking like it was almost a 7-0 game, I turned my attention to dealing with the major threat. 3 still active Tigers. Both Tigers remount and begin their assault upon my poor pioneers, who decide that it's time to fail every test they need, including saves and tank terror tests to stay in the fight of the assault. Tony's infantry moved into the building opposite the obj. and that was that. The next turn was a bit daunting as I was unable again to rally my pinned pioneers and moved them back into more buildings while I advanced my 2 rifle platoons (the second one arrived from reserves) on to prepare an assault on the Germans in the buildings. I revealed my TDs in hopes to nail some side armor shots but nothing came of short of a bailed tiger.

Turn 4 was the end of it all. He shot at my ATGs and almost wiped them out (several nice 6s in there) and his shooting on my pioneers wiped out the platoon. I passed morale for my ATGs and brought my big rifle platoon into the buildings in an attempt to assault the Tigers in the same turn. My TDs failed to do anything again and because of this my infantry wasn't able to move in like I was hoping to close in the assault with the Tigers. However, positive things happened on the other end of the board. My artillery managed to range in on the infantry in the building, pinning them and paving the way for 3rd rifle platoon to assault and wipe them out. This lead to a morale check, which of course Tony promptly rolled a 1, ending the game 5-2 for me.

I went in a little worried, mainly due to the FV issue more so then the Tigers, but my TDs performed not nearly as well as I had hoped. That being said, I knew that eventually my infantry would be able to overwhelm them and even with those 3 Tigers rampaging around I knew that eventually I'd be able to catch a couple bailed out and get that assault in that I needed. Tony was a great opponent (he gave me time to eat!) and I would play against him or any of the other PSC guys again!

Couple more pics from Round 2:


My infantry after overrunning the Panzergrenadier platoon.

The turn after the inital carnage of smoking Tigers. Unfortunatly Wittman and company were completely unphased by all of this.


Round 3: FFA vs. Scott's SS Panzer Company


So I'm in the middle of the pack going into the third round and I'm feeling relatively confident about things. My tactics have been sound and aside from issues I hadn't thought about in advance, I was pleased with my Americans. Of course now I go to a mission which I dread, Free For All. Whats worse of course, is that I'm on a crazy open table against more FV Tanks! I was getting really tired of Fearless Veterans at this point, and just wanted some good old confident! Either way, I needed to get my game face on!

Scott told me that he was knew to the game, this may have been his 3rd or 4th game, I don't remember. Either way I knew this game wasn't going to go alot of turns as I assumed that there would be lots of explaining and decision making going on. His CO was a Panther and he had a Panther platoon, a Panzer IV platoon, a Panzergrenadier platoon, an FJ platoon, and an AA platoon. I more the tripled the number of stands on the board and decided that this would be worth putting to my advantage. Either way, I still planned to make my move and went with it accordingly. I placed my pioneers with some ATGs on the far flank obj. and then 1st rifle platoon with the other ATGs on the near obj. I stacked the near flank in efforts to push that side and overwhelm his FJ platoon. My artillery was spread out across the backside and my TDs were placed inbetween the 2 objs behind a wood.

The first few turns were quite interesting as I pushed my way up the near flank with 2 rifle platoons and my CO while his panthers danced around in front of my pioneers and ATGs. He seemed a bit worried about the TDs and didn't want to assault my pioneers even though that was the near objective. Despite my best efforts of course by using smoke to force his Panthers to move around and have reduced ROF, he managed to knock out all of the ATGs with the pioneers. They of course failed their morale test but that left him to deal with the dug-in and GTG pioneers. This helped me alot as it took me way to long to get into assaulting range of the FJs.

Turns 3 and 4 went along the same sort of way, me holding off on deploying the TDs and him worrying about them too much to assault my pioneers. I finally got my infantry into position to assault and drove out the FJs from the building and the objective. I had planned on reassaulting the FJs and the lone Panzer IV, hoping to bring the others into the assault but my bombardment killed the remaining FJ stands! I assaulted the lone Panzer IV (which was bailed out) and captured it, but now I was in a tough pickle. I still had 2 Panzer IVs and the CO Panther hanging out on the obj which my 2 rifle platoons were hanging out on. I was in the woods so I had concealment but it just wasn't enough as I tried the best I could to at least bail 1 of the bloody tanks but between my bazookas, 2 FABs and everything else I threw at it I couldn't get a bail and the game ended in a draw. He was beginning to bring up his panzergrenadiers to assault the obj. held by the pioneers and his Panthers were progressively wittling them down, but things weren't looking good as I couldn't get my infantry to assault those damn tanks.

I was frustrated though the game was a good one. My infantry just couldn't get it together to pull through, and my smoke was failing miserably. My initial plan was to smoke the Panther, moving my guys around to the far side of the Panzer IVs. I figured with only 2 tanks and maybe a possible bailing of another I would be able to accomplish my goal and assault the two of them. But alas, not enough time. I also need a mobile unit to be able to provide things like smoke or mobile AT. The ATGs did nothing but take damage and I think they are not gonna stay around too long.

Overall I had a great time and I learned where my weaknesses are really at, which are really in FFA and Encounter where it requires to be much more agressive, a difficult task for my army. I'm thinking that a platoon of stuarts might be a good addition to the group to make things worthwhile. The volume of MG fire would have helped in pinning those blasted FJs in the first round and they would have been able to bring the pressure on Scott's army as well, perhaps even knocked out a Panzer or two to make things a little easier for me.


Either way I hope you enjoyed it! Here are a few more pics of armies and boards from Gamefest 2008! Thanks to Charles, Rick, and Jennie for hosting the event and running the tournaments and thanks again to my great opponents Doug, Tony, and Scott!





Wednesday, October 22, 2008

FOW Army update

Well, so I'm building up on my Americans more in preparation for some upcoming events. This weekend I'll be going up to Louisville to partake in a big qualifying tournament they are having at Pet Shop Comics (PSC). It's late-war and will be my first tournament with my Americans LW, so it should be a blast to see how they fare against all that armor that will surely be out there!

More updates to come, only got 5 more stands to finish painting before the Tournament on Sunday!

Tuesday, October 7, 2008

FOW Hurricon 2008 Battle Report

So here's my first post I will report. Normally I will make an effort to include the images into the post but I have already written this one so I'd like to just add it. Enjoy!

After Action Report
Hurricon 2008
Dan’s American Rifle Company


So after a sleepless night the day before along with traveling I got up at 5 am to drive over from Tampa to Orlando (my loving relatives informed me that it would be 2+ hours drive, and they were very wrong). I arrived early to the convention and tournament which gave me a hearty breakfast and time to finish basing some of my models.

I also took advantage of this time to take pictures of the boards as they were finished. I managed to get all but one of them (unfortunately I didn’t get the village board, which was fantastic! Thanks to real-terrain for that one!), and here they are:

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008026.jpg

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The turnout was great with twenty players ranging mostly from Tampa, Orlando, and Atlanta but also including some folks from South Carolina, Nashville, and Miami! Ed and company did a fantastic job of providing each table with its own terrain card which clarified what the different pieces of terrain were classified (in game terms) as. After our walkthrough we got assigned our first opponents and off to the races we went!

First off, my list:

United States 3rd Infantry Division, 30th Regiment, Company L

Rifle Company Headquarters 1x CinC Carbine, 1x 2inC Carbine
Options 2x Bazooka
Options None

Combat Platoons
Rifle Platoon 3x Rifle Squad (1x HQ Rifle, 9x Rifle)
Options 1x Bazooka
Options None

Rifle Platoon 3x Rifle Squad (1x HQ Rifle, 9x Rifle)
Options 1x Bazooka

Rifle Platoon 2x Rifle Squad (1x HQ Rifle, 6x Rifle)
Options 1x Bazooka

Weapons Platoons
Weapons Platoon 1x MG Section (1x HQ Carbine, 3x Lt Mortar, 2x LMG)

Mortar Platoon 2x Mortar Section (1x HQ Carbine, 4x 81mm Mortar)
Options 1x Jeep + 0.5" AAMG
Anti-tank Platoon 3x M3 37mm (1x HQ Carbine, 3x M3 37mm, 1x Jeep + 0.5" AAMG, 3x 3/4 ton truck)

Anti-tank Platoon 3x M3 37mm (1x HQ Carbine, 3x M3 37mm, 1x Jeep + 0.5" AAMG, 3x 3/4 ton truck)
Options 3x Upgrade to M1 57mm AT guns

Ammunition & Pioneer Platoon 3x A&P Squad (1x HQ Pioneer rifle, 6x Pioneer rifle)
Options 2x Bazooka
Options 1x Pioneer Supply truck

Support Platoons (maximum = 2 x # Rifle Platoons)

Tank Platoon 3x M4 or M4A1 Sherman

Field Artillery Battery 2x Section (1x HQ Carbine, 1x Staff, 1x OP, 2x 3/4 ton truck, 1x Jeep, 4x M2A1 105mm, 4x 2 1/2 ton truck)

Field Artillery Battery 2x Section (1x HQ Carbine, 1x Staff, 1x OP, 2x 3/4 ton truck, 1x Jeep, 4x M2A1 105mm, 4x 2 1/2 ton truck)

AA Artillery Platoon 1x Section (1x HQ Carbine, 1x Jeep, 2x M1 Bofor gun, 2x 2 1/2 ton truck)



My first game found myself paired off against Ambrose whom I gathered was a veteran player (he knew a lot of people there and some people commented on not seeming him in several years). He had a German Panzergrenadier Company and we got the joyous pleasure of battling on the Stalingrad board (the one with the white buildings, third on the left column). We placed our o b j e c tives out and I decided to make it more of a challenge for myself by placing the o b j e c tive I was defending in a more accessible place in the middle of my deployment zone. I wanted to give myself a challenge (unfortunately) and thus went on to deployment.

I had never played encounter before but I was not used to players advancing rapidly to seize the o b j e c tive early on. I had only played one other Panzergrenadier company before, and he didn’t take as much advantage of this halftrack option. I quickly learned otherwise as you’ll find out. I deployed my two FABs on either side of the board (the terrain kept me from deploying them both on one side) and my mortars in the middle. My 37mms were placed with my pioneers on the left o b j e c tive and one of my full rifle platoons were placed on the middle o b j e c tive. The 37mms had a long line which covered the only route to the middle o b j e c tive, so I imagined that I would have had the advantage of covering the lanes with the pioneers to protect that o b j e c tive. My riflemen would advance quickly to the middle o b j e c tive (inside one of the buildings which took advantage of the bocage rules) so I figured they would be free from fire until he noticed the threat. Ambrose placed his artillery on the left side of the board, his Panzer IIs on the leftmost side of the board, the 88s facing off against the 37mms (yikes!), and kamp group with the 88s.

Well, things didn’t really work out according to plan. I soon discovered that Panzer IIs are recon units, which thus brought them in on my lines very quickly. He won the roll to go first and advanced them further and didn’t do too much damage, except he managed to pin down my main platoon on the middle o b j e c tive with MG fire (minimal casualties). He stromtroopered his halftracks back (and out of range of the 37s) and tried to get the Panzers out of the way of the artillery).

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I then proceeded to make my second big mistake of the game. My wonderful motivation tests mean that I failed to unpin the infantry platoon and almost failed to unpin my pioneers (thanks to the CiC for that). With no targets I dug in the pioneers and 37s and just starred at my rifle platoon which couldn’t do anything. In the shooting phase I roll in the smoke and decide that I want to keep those 88s off of me. Of course my smart self places the smoke template on the wrong model (not remembering which direction I chose for the smoke and how large the smoke templates were) and I covered up all of those lovely halftracks (who were bunched up together, prime targets for lots of artillery bombardments). The photo to the left shows his side of the battle and my I’ll fated smoke bombardment.

This was the beginning of my downfall. With the halftracks untouched, both the halftracks and the panzer IIs made their way across the kill-zone and got to my poor pinned infantry platoon. The resulting MG fire was deadly, and after some assaults it was clear that they weren’t going to hold out for more then another turn (he also knocked out my mortars in one round). Unfortunately there was a wonderfully perfectly placed building right in the way of both my pioneer platoon and AT guns from moving into position to attack. I most likely should have moved the pioneers into the building in order to move into assault next turn, but the threats of multiple MGs was going to be brutal. At turn 3 my infantry platoon was down to simply the LMG stand on the table and I failed my reserves roll to bring in my shermans to save the day. The game was a brutal end of 6-1.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008039.jpg

Lessons to be learned, and there were many from this one. I was caught up on the “Americans MUST use smoke to win” mentality and being a new player to this army (I’ve played Cossacks for over a year but switched over so I have a usable MW and LW army) I thought that I needed to use them. However, in this case I should have left the mortars off the table and brought the 57mms to cover the other o b j e c tive. This way I would have crossfire and would have held off all of those tanks and halftracks. Another lesson I learned was to be patient with my infantry. While were a bit slowly against an army as fast as Ambrose’s I needed to focus on defending the initial threat and let my reserves carry the push of the offensive. With the bocage rules for the big white buildings (factories) in place for the walls, a lot of his big arillery and guns wouldn’t be able to get sights in on me, and he’d have to redivert his forces to defend the o b j e c tive.

Overall, I learned to only use smoke when necessary, not all the time, and to put both of my AT guns on the table to start with and make my force more defensive to start and then push forward once my greater numbers arrive. The combination of both Lesson learned and rude awakening into the greater tournament world, something which I sorely needed.

More pictures from Round 1:

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So after lunch and coming back mentally from the beat down and I proceed to round 2. I was paired off on the African board (fourth on the right column) versus Ginger ,who was playing a Russian infantry horde. It was nice to face off against someone who wasn’t veteran, but the possibilities of massive amounts of stands is something I wasn’t entirely used to seeing. The mission was Hold the Line and we diced off with me attacking and her defending. I didn’t mine this too much as it allowed to see what my full army looked like on the board for the first time. We placed our o b j e c tives out there on either end (mine being on the right side as close to the edge as possible with hers being more to the left and a fair bit farther back) and set up. She deployed the two smaller infantry platoons (with loving flamethrowers and sappers attached) and put her huge infantry platoon in ambush (yikes!). The other platoons (Flame-tanks, AT guns and mortar artillery) were in reserve. I deployed broadly across the board with my main focus being my o b j e c tive (1 large infantry platoon, pioneers, and 37s on the right side) but hoping that my Shermans and other two infantry platoons could push past to either threaten the flank or push to the other o b j e c tive if she commits too much of her forces to the o b j e c tive.

The deployment from my side and her stand off after I Truscott-trotted first round (go 3rd ID!):

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008003.jpg


So the battle commenced with me pushing forward to a comfortable range and then bombarding the crap out of the ruskies till there was nothing left to fight back. My original plan was to hold out until the reserves arrived and more importantly, the ambush was sprung. The o b j e c tives were spread far enough apart that the giant infantry blob wouldn’t be able to defend both, so I needed to know which way she was planning to commit. My first few rounds of artillery were relatively ineffective (couldn’t hit anybody even with TOT) but my infantry and gun/tank support was advancing steadily. On turn 2 Ginger made a strange move and hopped out of her foxholes on the left flank and assaulted my smaller infantry platoon, whom was sneaking through the woods in front of them. Minimal damage was caused but she was out of those bulletproof cover. In the subsequent turn I assaulted her with both that same infantry platoon (who thankfully unpinned) and my shermans, knocking down the platoon to 3 stands left, though I lost my small infantry platoon in the process. In the next turn she revealed the giant platoon on the left side and destroyed a Sherman through flamethrower damage. I managed to fend off the following assault but I had a Sherman that was bogged down in the forest.

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I took this as my time to strike and advanced both platoons on the right side to assault the remains of the weakened platoon (thanks to steady artillery fire that was now picking up with the casualties). My lone Sherman (the other one failed to unbog) ran off to try to take down the remaining 3 stands and my big infantry platoon moved back out of assault range of the big infantry mob. The Sherman manages to take out another infantry stand and she fails the important motivation roll and one platoon is off the table. This put my lone Sherman in clear sites for her Battalion leader and things were looking rather positive, until she assaulted the bogged Sherman, forcing a motivation test which I promptly failed.

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The fourth turn is when everything went down at once. On the right I moved into to assault with the Pioneers first and then the big infantry platoon, hoping that with the multiple assault I would force the Russian platoon out and away to secure the o b j e c tive before any reinforcements could get there while on the left I went crazy and moved my large infantry platoon into position to assault the huge infantry blob. My tactics were actually to tie up this platoon and do as much damage as possible to it so its hopes of moving to help on the right o b j e c tive would be slim. With the big Russian platoon out in the open my artillery had a field day and I brought the giant platoon (on the left there) down to below half! They of course passed their morale check, but this was critical to my movement. I did a similar thing on the right flank, but they also passed. In assault is where the GIs proved their worth, sticking in it long enough and doing some serious damage to the Russians. With all said and done the big infantry platoon had fled the table with the other one forced back off of the o b j e c tive! She failed her Company Command Check, and thus was a hard fought but exciting 4-3 victory for me!

Lessons learned in this game. I got lucky in that none of Ginger’s reserves managed to come in through 4 turns! However, I think it was her dice giving her aircraft instead, cause they kept coming in regardless of the number of dice she was rolling. I thank myself for taking that 60 pt AA unit cause they saved me the entire game and protected my badly needed artillery. I think I played pretty soundly this game but maybe I could have been more aggressive and just assaulted early on, forcing her off the o b j e c tive and then having to come into my defensive fire to reclaim it. Either way, a solid game and I enjoyed it a lot!

The Sherman looks hungrily at the Battalion commander.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008013.jpg


The victorious infantry platoon seeking cover after their exhausting assault on the large infantry platoon.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008014.jpg


The battlefield at the end of the game.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008012.jpg


So, two rounds down for me and I’m feeling a fair bit better about my playing ability with the Americans. Round 3 brings me up against Bryant and his motorized Panzergrenadiers. We played breakthrough on the Italy board (the top left column one) and I rolled low which meant I got to defend. I enjoy breakthrough because I get to deploy most of my force but also take advantage of those pioneers. I deployed a broad defense line, with my smaller infantry platoon and 37s on the bottom left flank (dug in against the wall) and a large platoon and 57s on my top right flank (dug in with some of the infantry in one of the wheat fields). Most of my artillery was safely tucked away behind a large crop of trees, but I made a decision this go around to try something new. I attached out the LMGs from my weapons platoon but this time I decided to keep the 3 60mm mortars as a separate platoon, giving me a fourth template. My other large infantry platoon and pioneers were situated on the edges closest to the o b j e c tives, planning to double-time it there to hold the o b j e c tives before the reserves come in. Bryant decided to deploy his 88s, 150cm artillery (2+ firepower yikes!), HMG platoon, and Panzer IIIs, all facing off in the direction of my smaller platoon and my 37s. He put his remaining platoons (2 infantry platoons and an AT gun platoon) in reserve. He also had aircraft but I knew my AA couldn’t cover the board so I voted to have them near the artillery. My shermans were in reserve.

The board (on turn 1):

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008018.jpg


His first turn goes without any real damage to my units (artillery failed to range in and in total I only lost 1 stand of pioneers) but he did of course pin all of platoons on the right side (of the map). I fail to unpin any of the three platoons so I vote instead to stay GTG rather then fire at a reduced rate. My infantry platoon Truscott Trots onto the o b j e c tives though I keep the pioneers where they are. Noticing that my upper (left) flank is clear of no enemies, I decide to Truscott Trot there as well into the next wheat field, creating a new threat from them for next turn. My main artillery doesn't do too much, but with the help of my extra mortars I force the 88s to take a test (destroying a couple of transports in the process) which they failed. This left the CiC by himself and put the HMGs by themselves with the Panzers out front.

Turn two he advances his Panzers around and gets into position to assault through the flank of the infantry. He also relocates his HMGs to consolidate them. He knocks out my observer and then assaults then infantry platoon, killing one stand. I promptly fail my motivation (4th time in a row now) and fall back, thus ending that. However I was out of foxholes and in trouble. I was hoping for my luck of the dice to change and it did when my Shermans arrived directly behind the Panzers. My two platoons on this flank rally but the pioneers of course fail to unpin and my large infantry platoon on the upper flank also fails to unpin (artillery shot at in the previous turn, were up to 6 failed this game so far, him with 2 failed so far). I decide it’s time to relocate my infantry platoon and them along with the pioneers move out towards the o b j e c tives. My tanks knock out one panzer and bail another, with my artillery knocking out the third. I also smoke the observer in the bell tower, partially to limit his sight but also to protect my shermans from any direct AT fire from the artillery. He fails this morale test on the tanks and they’re gone. 2 out of 4 platoons gone means a soon to come company morale test, and my infantry are looking hungrily at the CiC.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008020.jpg


Turn three and it’s not looking too good for Bryant. Thankfully for me his reserves roll did not make it in and my AA shoots down his planes going after my artillery. I move into position with my tanks and infantry (finally unpinned though the pioneers still haven’t yet!) into assaulting position, with the tanks going after the HMGs and my infantry platoon bearing down on his CiC. The tanks deal with the HMGs no problem but my infantry falter horribly! I lose a stand going in and fail all 5 skill tests to hit him! He strikes back and I of course fail my motivation, failing back! Basic training is in order for those jokers.

He passes his company morale check but doesn’t get any reserves in (they would have only done damage since it would have been 3 platoons down to 5 total, unless he got both in). And runs his CiC towards the middle building. My tries his best to knock out my tanks with his artillery and airpower and almost forces a dreaded motivation test (kills one and bails another) but I luckily get away with the platoon intact. Bottom of turn 4 spells the end as the infantry platoon rallies to move back into assault position while my 37s open up full fire on his CiC and observer. I knock them both out and that was that, a 6-1 victory.

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008023.jpg

http://i195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/Hurricon2008024.jpg


It was a good game and my strategy was sound and it’s real hard to attack in this scenario without a lot of armor available. We both had lots of failed motivation checks which ended up hurting him more then it hurt me, and I got my reserve platoon in at the right time, otherwise I would have been hurting on the counterattack with the infantry. I liked having the AT gun platoons mixed in with the infantry platoons and I loved having the extra mortars as they gave me a bonus template which worked well against non-dug in infantry and gun teams. I got the best unit history award and 8th place total, which was comforting considering my 6-1 loss in the first round. It also meant that if I had faired better in the first round I would have been much closer, but I’m still quite happy with my rankings.

Overall I had a great time at the tournament and thanks to Ed and his gang for the smooth and fantastic running of the tournament. I look forward to Recon and many other tournaments to come!


More photos! (link to all of them, enjoy!)

http://s195.photobucket.com/albums/z141/scurrdi/Hurricon%202008/?start=all

Monday, October 6, 2008

First Post

Well, this is just an introduction post to my blog here.

I have created this in an effort to better catalogue all of my Minatures Wargaming that I do, and have a space where I can actively post my battlereports for everyone to view.

I currently Warhammer 40k, Warhammer Fantasy, and Flames of War. For 40k I have an Imperial Guard army and for Fantasy I am currently building a new army (Bretonnians) though I have previously played Kislev and High Elves. For Flames of War I have Americans, currently a Rifle Company though I may start building up a Tank Company as well.


I will probably also use this spot as a place to post some more info on my painting updates, so stay tuned and thanks for stopping by!