Saturday, 12/09/23 1:00 PM to 4:10 PM at the Hulen Mall food court, in southwest Fort Worth, TX
This was another of our regularly scheduled Saturday afternoon game sessions. We had two gamers on this slightly cool afternoon.
Today’s game was my Memoir ‘44, well known to Jeff G and myself. We played some scenarios from the Memoir ‘44 Mediterranean Theater scenario booklet.
First up, scenario #5 “Panzers versus Grants.” Yet another North African dessert battle. Most of the German forces (7 panzer units, two infantry units, and no artillery) are in three tight groups on the left, center, and right sections of the board. The British have five armored units (two of them heavy tanks) and five infantry units strung out near their back line. The only terrain are six hills and three palm groves. One of their infantry units begins on a supply tent hex. If the Germans can capture this hex its worth a VP for them. The Axis player has a hand of six cards, while the British player has a hand of four. Allied armor can only move two hexes per turn.
As to terrain, there were seven hills and three palm tree hexes. But they played only a small role in the battle. In this classic example of a “meeting engagement” Jeff G ran the German side, while I controlled the British. There was some maneuvering. Though for the most part we just went at each other with little finesse.
We spent the first two turns just moving towards each other. Then battle proper was joined. And it was mostly just a matter of who rolled their dice a little better.
My British did mange to retain the 1 VP supply tents hex. Otherwise our attacks ended up being fairly close as to inflicting hits of enemy units.
Scores: Michael W / British 5, Jeff G / Germans 3. Duration: 26 minutes.
Our next battle was scenario #6 “1st Armoured to the Rescue” As to terrain, the major terrain were eleven hills in clumps of 2-3, and one very long road going diagonally across the board. The Brits began with six units on the road, and the Germans had two. The rest of our forces were off road flailing around in the soft sand. The Brits had no artillery, while the Germans had two. Though they were waaaay back on their baseline. The German player (Jeff) had a hand of six cards, while the Allied player had four. Two German infantry units were equipped with anti-tank guns. (They could also inflict hits on a “star” roll.
Jeff’s Germans moved first, and battle was soon joined. In the end our total losses in figurines were almost the same (16 & 17).
Scores: Michael W / British 5, Jeff G / Germans 4. Duration: 27 minutes.
We then turned the board around and switched sides. Now Jeff ran the British side, while I commanded the Germans. This battle played out similar to the previous one, with my Germans ultimately inflicting more casualties on Jeff’s Brits.
Scores: Michael W / Germans 5, Jeff G / British 3. Duration: 21 minutes. Only eight cards had been used!
Next up, scenario #7 “Into the Caldron.” This was the furthest thing from a quick battle. For it reminded me more of World War One, than WW II. Why? The Germans began with all their forces either entrenched or entrenched and on ergs (which are basically a series of ridges). The British forces were almost all on their backmost line; a mix of tanks and infantry (two of which were engineers). Oddly, the British had two bunkers on the German(!) baseline with an infantry unit in each, one near the left back corner and one near the right back corner. In between these two British bunkers was a British minefield eight hexes long. That’s why this scenario was called the Cauldron. For the Germans are effectively surrounded by either enemy mines or enemy troops!
As to the German set up, they were almost all on ergs, entrenched, or both!
The Germans could gain an additional VP if they opened a path through the British minefield behind them. To do so they’d have to move onto a mine, turn it over, and hope it was a decoy (strength zero). Otherwise the mine would explode and damage the German infantry unit. There were no artillery units in the scenario. Though three German infantry were equipped with panzerfaust anti-tank weapons.
Enough preamble. And now, the battle. Early on I sent one of my German infantry unit tiptoeing through the British minefield, looking for a “0” strength mine. I found it on my second try. (Alas I lost a couple of figurines when their unit stepped on some live German mines). Well, they died for the Fatherland and opened up a escape route for my Jerries (and gave me 1 VP).
For the first few turns Jeff was loathe to move his five British infantry and seven tank units forward. He eventually did, and moved up onto some of the ergs. And then...for the most part he just sat there wanting me to come to him. Well, eventually I did so, when I *finally* had some “good cards”. Even so the battle remained a close fight to the finish.
Scores: Michael W / Germans 6, Jeff G / British 5. Duration: 58 minutes. Only eight cards had been used. Ultimately another squeaker!
Alas we didn’t have time to turn the board around for the rematch. That’ll have to wait until next time.
See BoardgameGeek
http://www.boardgamegeek.com/ for more information on the games mentioned above. And if you're in the area on Saturday afternoon feel free to join us for a game.
--
Michael Ward
Fort Worth Gamers
And check out our MeetUp page
http://www.meetup.com/FortWorthGamers/ .