Set Up:
The scenario was post-St.-Lo, 1944 Europe, with the US just starting Operation Cobra. In the event, we had three participating players: Kevin, Josh, and new player Nieves Catano. The German forces (Kevin) started with two weak platoons of infantry and two PIVs, mounting a hasty defense against a US infantry company (Nieves-CiC) of three platoons, supported by a platoon of four Shermans (Josh). Reid stopped by late in the game and did not play.
The Play:
The German forces set up an exceptionally good defense for this scenario, hunkering into a small town, setting up crossfires, and using the tanks to keep US armor at bay, then moving in to break the US infantry when the US tanks were neutralized.
The US armor moved up to a bocage line and got a Sherman sniped, then tried the main road to the town, which got another Sherman wrecked. The armor broke on morale. A second Sherman platoon arrived to reinforce the attack.
In the meantime, the US infantry (a large command for a new player at 3 platoons) was doubling through light woods under fire and taking casualties, but holding on morale. The tank losses made the infantry more cautious, which increased their casualties under fire.
By the time they got going, lack of US pressure down the main road allowed the German tanks to emerge and add their machine guns to the defense against the US infantry. The small US AT capability made a huge difference, and by the end of turn 5, the company was shattered as the new US armor support was still moving up. (Another US Infantry co. was moving up as well.)
Although more US forces were available, we decided to call the game at that point. The dice luck was largely German (total kill rolls outnumbered total suppression rolls about 2.5:1), which contributed to a massively lopsided German victory. The US force came in with a 2:1 initial numerical advantage and was essentially destroyed. The German forces suffered no losses.
Things that worked/Improvements:
* The platoon status sheet worked OK. Suggestions for improvement from the players is solicited.
* Plastic effect templates for infantry FP fire worked. Adoption for micro-play is suggested.
Discussion point--measure from stand center (what I did in this game) or measure from closest stand point? The first gives a circle effect, the latter a rectangle with rounded corners.
* Special counters for morale states and "unobserved status" worked reasonably well.
* We discovered we've been playing infantry FP wrong all this time, so we can start playing it right, starting next game (thanks, Josh!).
((Things Jon got wrong:
* Due to low turnout, I cut the board in half. The section I selected for play funneled the US forces down two exposed avenues and gave the Germans an excessively powerful point of defense, creating a frontal attack on a strongpoint. Not the intended scenario. I
should have taken five calm minutes to evaluate the remaining terrain and made balance adjustments. I did not.
* I did not insist one of the experienced players take the US CiC. I should have. It put unfair pressure on the new player, who volunteered. ((The commander set-up that might have worked
best for the game was: German (Josh, CiC); US Armor (Kevin , CiC); US Infantry, less two platoons at start (Nieves); reinforcements for all later--my Monday morning quarterback call.))
* The data sheets had some errors that I missed or didn't have opportunity to fix before the game (don't have a printer and had to use library services). These caused undue confusion and stress.
* Playtested an experimental "embedded AT" rule for infantry (from "Battletech", actually), but did not give nearly enough rounds to the players, which created an issue late in the game.
* I underestimated the defensive value of the building modifier. Never again.
((Seems to me a -4 building modifier is excessive outside heavy industrial or governmental structures like some of the Stalingrad factories or the German Reichstag building. Personally, I will use scenario conditions in future for urban balance. Adobe, light civil construction, and medium civil construction deserve their own generally agreed modifier, less than -4.))
* When Reid stopped in, I should have offered him a US command immediately, and did not--apologies for that. I was a bit frazzled by that time.))
Notes:
Since I have close to battalion strength for US/German Armor and US infantry, an understrength German Infantry battalion, and can put together a few odd recon and support platoons, there are enough game pieces for a series of small actions for 4-6 players.
I expect to add platoon mortar assets to my next JPII scenario.
* Have already fixed the flawed Data Sheets.
* Have already adjusted a general Player Notes page.
* With a few adjustments, the general map for this scenario can be modularized into two viable half-boards, and future scenarios might allow entry from any side of the field (this from one of Kevin's suggestions, thanks).
As a future project, I'm thinking about resurrecting the Clarke rules, with an eye toward continuing development.
Any group interest in this?