The Great War Mini-Tournament 7

Mix of scenarios

Scenarios
Rnd 1 140 - Niergnies - 8 October 1918
Rnd 2 260 - Battle of Malmaison (Laffaux Salient) - 23 October 1917
Rnd3 018 - Somme (Montauban 18th Division) - 1 July 1916
Rnd 4 MM06 Chaudun (31 May 1918)
Rnd 5 MM07 - Cantigny, May 28, 1918
Semi 130 - Cambrai (St. Quientin Canal) - 21 November 1917
Final 258 - Nivelle Offensive (Moulin-de-Laffaux) - 5 May 1917

 

Schedule of Games      
This table shows the match-ups and scenarios for each round.    
The Alpha Group will play the Germans and the Beta Group will play the Allies  
         
Preliminary Rounds – Deadline for completion  31-Aug-23  
Preliminary Rounds  
Round 1 Mark-McG 1 vs. 6 mirkobruner 140 - Niergnies - 8 October 1918
JimDauphinais 2 vs. 7 toganalper
gotigerssc  3 vs. 8 jrtracy

Gonzo

4 vs. 9 gdnuke 
EZPickins 5 vs. 10 rjvonline
Round 2 Mark-McG 1 vs. 7 toganalper 260 - Battle of Malmaison (Laffaux Salient) - 23 October 1917
JimDauphinais 2 vs. 8 jrtracy
gotigerssc  3 vs. 9 gdnuke 
Gonzo 4 vs. 10 rjvonline
EZPickins 5 vs. 6 mirkobruner
Round 3 Mark-McG 1 vs. 8 jrtracy 018 - Somme (Montauban 18th Division) - 1 July 1916
JimDauphinais 2 vs. 9 gdnuke 
gotigerssc  3 vs. 10 rjvonline
Gonzo 4 vs. 6 mirkobruner
EZPickins 5 vs. 7 toganalper
Round 4 Mark-McG 1 vs. 9 gdnuke  MM06 Chaudun (31 May 1918)
JimDauphinais 2 vs. 10 rjvonline
gotigerssc  3 vs. 6 mirkobruner
Gonzo 4 vs. 7 toganalper
EZPickins 5 vs. 8 jrtracy
Round 5 Mark-McG 1 vs. 10 rjvonline MM07 - Cantigny, May 28, 1918
JimDauphinais 2 vs. 6 mirkobruner
gotigerssc  3 vs. 7 toganalper
Gonzo 4 vs. 8 jrtracy
EZPickins 5 vs. 9 gdnuke 

 

Please report in the discussion box below in the form

Player 1 (German) X Medals XX Figures lost

Player 2 (Allies) Y Medals YY figures lost

and a short summary of the match

Please attach the logfile to the entry, usually by editing the entry after saving to add the files. 

Results

German Group Banners Won Blocks Lost
Player # Player ID R1 R2 R3 R4 R5 Total R1 R2 R3 R4 R5 Total
1 Mark McG 6 4 6 4 3 23 2 21 23 29 29 104
2 JimDauphinais 6 7 6 7 6 32 16 13 27 13 1 70
3 gotigerssc 6 6 7 4 5 28 7 19 14 24 32 96
4 Gonzo 6 4 7 7 6 30 19 29 23 x 4 75
5 EZPickins 2 2 3 4 6 17 21 24 27 30 18 120
 
Allied Group Banners Won Blocks Lost
Player # Player ID R1 R2 R3 R4 R5 Total R1 R2 R3 R4 R5 Total
6 mirkobruner 0 7 3 7 0 17 17 10 19 11 13 70
7 toganalper 5 7 7 4 6 29 18 20 21 x 20 79
8 jrtracy 2 4 7 7 0 20 16 21 32 8 11 88
9 gdnuke 2 7 7 7 3 26 7 20 25 18 20 90
10 rjvonline 6 7 3 4 6 26 7 24 25 20 11 87

 

Semi Final

Semi-final Round Scenario
German Match JimDauphinais German1 vs. German2 Gonzo 130 - Cambrai (St. Quientin Canal) - 21 November 1917
Allied Match toganalper Allied1 vs. Allied2 rjvonline

 

Semi-finals Banners Won Figures lost
Alpha Match Game1 Game 2 Total Game1 Game 2 TOTAL
JimDauphinais     0     0
Gonzo     0     0
Beta Match            
toganalper 8 10 18   28 28
rjvonline 10 5 15   35 35

Play scenario twice, once as each side. Cumulative medal count determines the winner, with blocks lost as tie-breaker

Please report in the discussion box below in the form

Match 1

Player 1 (German) X Medals XX Figures lost

Player 2 (Allies) Y Medals YY figures lost

and a short summary of the match

Please attach the logfile to the entry, usually by editing the entry after saving to add the files. 

Match 2

Player 2 (German) X Medals XX Figures lost

Player 1 (Allies) Y Medals YY figures lost

and a short summary of the match

Please attach the logfile to the entry, usually by editing the entry after saving to add the files. 

Log in to comment

rjvonline replied the topic:
1 week 19 hours ago
And he got the die rolls too :-) The Trench Raid was critical in allowing his unit to ignore the waterway.

Sadly, the details of Game 1 are lost to the fogs of memory (sorry!). My Allies won, 10-7, 10-8 or maybe even 10-9, but, in any case, Togan's capable Allies did better today, and so he will represent the Allied cause in the finals. Best of luck to him!

PS: if I find the log on my other computer I'll attach it.
toganalper replied the topic:
1 week 22 hours ago
Semifinal Round 1

ToganAlper (Germans) = 8 banners, 35 figures lost
RJV (Allies) 0 10 banners, 32 figures lost

It has benn 2-3 weeks that we played this one, rjv will report in detail. I just found the result from myt partial log file 

File Attachment:

File Name: part2.vlog
File Size:174 KB
 

File Attachment:

File Name: toganrjvon...gm2.vlog
File Size:235 KB


Round 2

Togan Alper (allies) = 10 banners , 28 figures lost
RJV(germans) =5 banners, 35 figures lost

İnitially the german artillery was quite effective, the allies had the cards toa advance on all sides, by first pushing the germans back and then with trench raid one bomber unit managed to kill 4 units on its own in couple of tunrs using surprise ambush, return fire and assault. I was quite lucky to get such a series of turns and right cards.

Thanks to rjvonline for a great match. I will try to represent the allied group in the finals against to either of the two very honoroble opponents, i.e. either gonzo or Jim.

Looking forward for the finals
Mark-McG replied the topic:
3 weeks 3 days ago
 

File Attachment:

File Name: Scenario30...917.vsav
File Size:122 KB

There is a deal of errata around this scenario
Please use this VASSAL Game Save file to correct all the issues
jrtracy replied the topic:
4 weeks 1 day ago
Round 4 MM06 Chaudun 31 May 1918

EZPickens - Germans - four medals won, 30 figures lost

J. R. Tracy - French - seven medals won, 8 figures lost


This was an interesting scenario with French FT-17s (essentially Whippets) supporting French on the defense against a strong German force backed by a captured Mark IV Male.

John's opening bombardment really opened up his right/my left, and was pretty effective in general.  He seemed to have more cards on his left, however, and pushed hard on that side.  My infantry fought valiantly but died quickly; the FT-17 lasted a bit longer but bogged once and could not roll any flags for the much-needed bonus attacks, and ended up swarmed and pecked to death by landsers.

I had better luck on my own left, where the FT-17 moved forward into No Man's Land to terrorize the advancing Germans.  It killed three units before John brought his own tank forward to challenge it.  He then had terrible luck himself, scoring at least seven hits but no confirmations.  His last flurry was thanks to Storm of Fire - I replied with Counter Attack, hammering the Mark IV and following up with the needed confirmations to take it off the board.

With a medal in hand thanks to Recon, I was now just one away, so John opted for Rush & Rotation to swarm my trench line. However, this left a German Bomber unit behind my line in clear terrain with no retreat path.  I used Direct From HQ to activate enough units to guarantee its demise and grab the win.

Poor dice for John, along with what I suspect weren't great cards.  I had what I needed along with pretty good dice, except for that unlucky right flank tank unit.  I like the scenario - the FT-17 is a scandalously underappreciated design, given it anticipated the future of armored fighting vehicles more than any other WWI model.  Good fun with back and forth action.

Thanks Mark for setting this up - I'm glad a spot opened up so I could participate.  Thank you also to my opponents and their patience as I learned the module.  I have a handle on it now but the differences between it and the other C&C implementations left me a little at sea at times.  

Looking forward to more - good luck to those advancing to the next round.  Hope to see you on the battlefield again soon!
 
gdnuke replied the topic:
1 month 2 days ago
Round 5 Cantigny
EZPickens (German) 6 medals won and 18 figures lost
gdnuke (Allies) 3 medals won and 20 figures lost

This was a tough game for both sides. Very few good card combinations for either side. The Allies got all the recon cards, slowing their advance, and the Germans always seemed to have cards for the wrong sector of the field. No really spectacular dice rolls either, just a slow grind of attrition and tanks that bogged down often. The Allies were able to take the town, but that required aggressive use of the tanks and flamethrower units. In the end, the Allies had killed two German infantry units and left others down to one or two figures, and had possession of the buildings, but the Germans killed both tanks, a flamethrower unit and a rifle unit. The game ended on an exciting all or nothing attack on a bogged tank that ended with two confirmed hits and a 6-3 win for the Germans. John earned a good win in a fun game!
toganalper replied the topic:
1 month 2 days ago
Round 5
Catigny
Allies (toganalper) :6 Medals won; 20 figures lost
Axis (gotigerssc): 5medals won; 32 figures lost

The Germns really tried everything to save the day on time. Bu eventhough they got 2 medals with recon cards, the thirs one did not came ontime. French really pressed on all sides. At the end they were only 3 german units left all only 2 strong. Still do not know how to add the lopg files in this system. It is so easy in the ancients
Gonzo replied the topic:
1 month 3 days ago
Round 3
Gonzo (German) 7 medals 23 figures killed
Mirko (Allied) 3 medals 19 figures killed
Game played mostly in middle.  Start game bombardment blows holes in wire, British attack relentless with casualties on both sides.  First German trench line full of Tommies.  Mirko almost broke through to second trench row.  German finally gets breather to play a recon.  After several day break, German left flank and British right rush to breach.  Several Brits caught in open.  That, plus great German dice, particularly on critical 1 in 6 roll and art strikes plus one more recon put the Germans up.  I am afraid I used up a months worth of luck in the second half of this one.  Very fun game overall with generally useful cards and combat cards for both sides.   Used stretchers to save 1 pt inf on line.  Still not sure whether to use that card offensively or defensively.
gotigerssc replied the topic:
1 month 3 days ago
Round 1
gotigerssc (German) - 6 medals; 7 figures lost
jrtracy (British) - 2 medals; 16 figures lost

This one is the story of a captured tank that just would not be defeated and that wreaked absolute havoc on the British lines. I claimed two tanks and the trench objective for 5 of the 6 medals.

Thanks to JR for the game and best of luck in his last match.
mirkobruner replied the topic:
1 month 3 days ago
 

File Attachment:

File Name: Mir_EzPickins.vlog
File Size:213 KB
Round 2
260 - Battle of Malmaison (Laffaux Salient) - 23 October 1917
Mirko Allies: 7 Medals - 10 Fig. Lost
EzPickins Germans: 2 Medals - 24 Fig. Lost

Rolling Dice in Favour of the French!

With a massive initial attack on the left side of the Field, Officer leading the attack but being repulsed by a Stretch Bearer. The Second Wave of the Offensive saw the Tanks in motion and Blimey they were simply unstoppable (John was well aware!).

Cards were good and they helped the Tanks to unleashed the full potential of Machine Guns on the Germans' Trenches that could do nothing but to succumb.

On the Right they Wreaked Havoc! The Chamond Eliminated first a Marksman Unit, then the Machine Gun in the Bunker and finally paved the Way for the final assault of the Flamer that cleansed a Mortar Position for the Final Victory Flag.

I made it almost on the other side with an Officer Unit that was trying to cross the Enemy Lines, but close to freedom they were ambushed by a Bomber Unit that made them explode in a thousand pieces.
gotigerssc replied the topic:
1 month 4 days ago
One correction to the result between me and Mirko. The figures lost are flipped - Mirko only lost 11 and I lost 24.
mirkobruner replied the topic:
1 month 4 days ago
Round 4
MM06 Chaudun (31 May 1918)
Mirko Allies: 7 Medals - 24 Figures Lost
GotigerSSC Germans: 5 Medals 11 Fig Lost
Germans got to the Allied Trenches twice.
The First time they were repulsed by the rolling Tank, but the second they stayed! Thanks to the Allied FOO though, the French Were Able to Pound the Germans Pretty Good and in the end the strategy was victorious. A retreated Unit with Rush and Rotation was Hit on Target giving the Allies the last medal needed.

Thanks to Justin for the Game!
Mark-McG replied the topic:
1 month 1 week ago
about 5 days until the deadline, and 17 out of 25 games recorded. I suspect there are a few unreported matches out there, so please report them ASAP.
toganalper replied the topic:
1 month 1 week ago
Round 3 Somme
Winner : Allies (toganalper)

ezpickings (Germans) = 3 banners won; 27 units lost

toganalper (french) = 7 banners won, 21 units lost

French attacked fast, with direct orders from Hq and also using 2 assault cards from center and right coupled with the over the top cards. The dice luck was also with the Frenchies. Unfortunately, I can not add any of the logfiles. If ezpickins knows how to add in the Great War system plese do so.
jrtracy replied the topic:
1 month 1 week ago
Round 3 MM07 - Cantigny May 28, 1918 

GonzoJoe (German) - 6 medals, 4 figures lost

JR Tracy (American/French) - 0 medals, 11 figures lost

Joe and I paired off for Cantigny, which sees a powerful American infantry force supported by a pair of female Schneiders attack a thin German line.  Six medal target, with the Germans earning medals on recon cards and majority control of the three building hexes.

I initially worked the left and center, though the buildings were on the right - I figured getting into the trenches and a couple quick kills would set me up nicely for an assault on the town.  Unfortunately both tanks quickly bogged, and it fell to the infantry to carry me forward.

I gained the German Trench line, but Joe paired Storm of Fire and Machine Gun Barrage to shred my attack - one tank unit was destroyed.  Along with a Recon card and the town temporary medal, Joe was already up 4-0.

I was staggering, but not down yet.  I had a powerful combination myself, Rest & Rotation and Mata Hari, which crippled Joe's hand while bringing four desperately needed units into the German trench line.  Joe scrambled to meet the assault, but I was able to strike two building hexes with a chance to take control of the town and with it the temporary medal.  With a flamethrower unit attacking one hex and Lice in hand to play against the other,  I felt my chances were pretty good.  Sadly, I only took one.  

Joe wrapped up a well-played game with another Recon, alongside Messenger Pigeons.  Recon gave him his fifth medal, and he finished off a weakened unit of doughboys for his sixth.  I had a good hand and the units in place to make the most of it, but the sand just poured through the hourglass while I watched helplessly.  Well played by Joe, who combined relentless pressure and hot dice to close me out in record time.

 
toganalper replied the topic:
1 month 1 week ago
Round 2
German (Mark McG) : 4 banners won, 21 blocks lost
French( toganalper): 7 banners won, 20 blocks lost

The French really pushed very hard and fast to move forward. The dice lucks were also with the French
jrtracy replied the topic:
1 month 2 weeks ago
For some reason the site isn't letting me edit my post to add attachments, so I will do so here.  

 
jrtracy replied the topic:
1 month 2 weeks ago
Round 3 018 - Somme (Montauban 18th Division) - 1 July 1916

Mark McG (German) - 6 medals, 23 figures lost

JR Tracy (British) - 7 medals, 32 figures lost

This was an exciting, close game. My Tommies led off with a push across the front, but Mark was prepared, greeting me with Butt & Bayonet and following up with the killer combo of Storm of Fire and Machine Gun Barrage on his own turn. I was down ten figures to one lost by Mark before I finished my first cup of tea!

Mark pressed in the center with a Bomber-led unit that ran amok before succumbing. I began to make some progress thanks to Direct from HQ paired with Advance Over the Top - I could have gotten more use out the card by activating my mortars and MG units but didn't realize they were eligible. Regardless, it helped get several units into the German trench system.

I had a steady flow of great cards all game but Mark was able to piggyback on my good fortune thanks to a couple Counterattacks. However, I pressed hard on the left, using Trench Raid to get a Bomber next to a German mortar unit in his second line. The mortar stayed around for close combat on Mark's turn but suffered mightily thanks to Butt & Bayonet, which set it up for elimination the following turn.

I was at six banners to five for Mark as he played a Recon card and activated his artillery. The Germans score a medal on Recons, and a good targeting roll could have won the game here. Alas for the Kaiser, only one die found the mark. Now tied at six apiece, I paired Attack Centre with Mortar Barrage to finally kill the LMG-equipped unit that had been tormenting me all game.

Very tight session - I think it came down to cards in the end, where I was always able to do what I needed. Even a brief card drought would have been all Mark needed to close me out. Fun game, and I recall why I liked this particular C&C flavor so much.
Gonzo replied the topic:
1 month 2 weeks ago
Round 4
Gonzo 7 medals
toganalper 4 medals

Unfortunately I cannot find the figure count. Samim, do you have it?
JimDauphinais replied the topic:
1 month 2 weeks ago
Round 1 140 - Niergnies - 8 October 1918
 
  
JimDauphinais (German) 6 Medals (4 for two eliminated tanks and 3 for three eliminated soldier units, with the total medals capped at 6 medals for the scenario), 16 Figures lost.
   
toganalper (Allies) 5 Medals (2 for an eliminated tank, 2 for two eliminated soldier units and 1 temporary for the German trench line), 18 Figures lost.
  
  
We each got one special figure to add.  I went with a Mortar Loader on my right and Togan with a MG loader on his left.
 
Togan opened by pulling back some of exposed soldier units that were in Countryside hexes and moving his rightmost tank one hex forward.

In my opening I pulled back my tank in front of my trench line wit a Recon Center in order to deny the possiblity of Togan getting one of his tank adjacent to me in a single card play.  (There is a special rule in this scenario that prohibits Allied attacks on the German tanks until one of those tanks attacks or the Allied player gets adjacent to a German tank).

Togan then played a Recon in Force.  He used the center portion of it for an Aritllery Reserve attack on a hex targeted jsut to his left of whre I moved my tank (it was legal since he did not target the hex the tank was in).  None of Togan fire from is card play was effective.

I came back with some range fire from a Probe Right.  It was also ineffective.

Togan then made a big Direct from HQ play with five units.  The key portion of the moves was to move his left most and center right female tanks forward one hex each and to bring one infantry unit forward.

The female tank that Togan moved forward on my center right was now three to four hexes from two of my male tanks and vulnerable to attack.  I played a Recon in Force Card to move my tanks forward one hex to begin that attack and to use my mortar on my right to fire at the female tank that Togan advanced on his left.  I combined this with the play of an Espionage Combat Card which allow me to force him to discard a Return Fire Card and a Short Supply Card!  The subsequent ranged fire caused his center right female tank to take a confirmed hit.

Then, Togan played another Direct from HQ Card!  Once again he activated five units -- all four of his tanks and one bomber infantry unit.  He moved all of these units to one hex each and was able to get his hit tank behind a woods hex. His subsequent ranged fire was ineffective.

I now played my own Direct from HQ Card!!  I activated six units including both of my male tanks and my mortar unit.  I now had my two tanks attack a male tank Togan had moved forward in the center. My subsequent ranged fire caused that tank to take a confirmed hit.

The excitement then continued as Togan played an Assault Center Card and had all of his units in the center advance one hex except for his hit tank in the center, which he moved one hex toward his right.  Essentially, he presented more targets than my two tanks could handle by risking two infantry units in Countryside hexes just three hexes from my tanks.  His subsequent ranged fire was ineffective.

I then played an Attack Center to close my two tanks on his tank in the center that had a hit and to have one my bomber infantry units in my center attack an infantry unit he had moved into a woods hex in the center.  I as ble to take the wounded tank out.  Germans 2, Allies 0.

Given his move of infantry units into Countryside hexes, Togan unsurprisingly then played an Infantry Assault Card in the center section. With it, he moved three infantry units and a bomber unit adjacent two my two tanks and two of my infantry units in the center bringing forth general melee in that section of the map.  I played a Butt and Bayonet by one my Bomber units in that melee.  In th end, I lost four soldier figure and he lost three. The medal score remained at Germans 2, Allies 0.

I then came back with a Probe Cetner to activated my two tanks. In the ensuing close combats and bonus close combats, I was able to eliminate two of Togan's solider units and cut another down to just two figures.  However, one of my two tanks, which was now on my left, bogged on its first gained ground hex.  The medal score was now Germans 4, Allies 0.

Togan then played an Out Flanked Card.  With it, he pushed his tank on his left forward one hex to be adjacent to my right trench line and moved infantry unit forward two hexes.  On his right, he brought forward an undamaged tank (risking a bog roll for a second hex of movement) and his other tank that had taken a hit that was hiding behind a woods hex.  He tried to kill my bogged tank, but I had it play Surprise Ambush.  This said, despite getting a hit on one of Togan's tanks, that hit failed to confirm on the reroll. In th end, my bogged tank did not take any hits, but Togan got the tank on his left into the German trench line and also caused me to lose two solider figures on my right.  The medal score was still Germand 4, Allies 0, but with an Allied temporary medal waiting in the wings.

Given my bogged tank on my left, I came back with an Assault Left Card to try to try to recover my bogged tank and take out Togan's adjacent tank that already had a hit on it.  The recovery attempt failed and while the subsequent close combat cause a hit on Togan's wounded tank, the hit failed to confirm.  Togan than played Butt & Bayonet Card on his wounded tank to fight back.  He scored an amazing three bursts on five dice, but only one of his four reroll dice resulted on a confirmed hit on my tank.

Togan scored a temporary medal for being in my trench line an then played the Big Show.  At first this did not look like it was going anywhre because he only got one order out of five dice. However, with that one order, his undamaged female tank adjacent to my damaged tank in center was able to get a confirm hit that took my tank out and then in bonus ranged combat (allowed for female tanks) took out one of my nearby infantry units. Suddenly, the medal score was now tied at 4 medals each with only 2 mdeals to go for either of us to win!

I then desperately played an Artillery Bombard card to activate my remaining tank in the center to try to take out one of Togan's infantry units that was down to two figures. Togan immediately hit me with a Strike First Command Card, but that card failed to cause any hits on my tank.  In the end, the infantry unit took another figure loss, but retreated away two hexes.  My tank bogged on its gaining of ground after combat.

Togan then played a Probe Left to try to take out one of my infantry units on my right down two figures.  He succeeded, but his tank on his left bogged in my trench line when it gained ground.  The medal score was now Allies 5, Germans 4.

I then played an Attack Right with a Mortar Barrge, which played into my mortar with a loader on my right and Togan's bogged tank. I was able to eliminate one of his infantry units that was down to one figure and caused on confirmed hit on his bogged tank.  The medal score was once again tied, this time at 5 to 5.

Togan then played a Probe Right (with a Tactician turning it in to a Probe Left) to try to unbog his tank and take out an adjacent infantry unit of mine that was down to two figures.  He scored one more figure, but my unit got away and his tank with hit remained bogged.

With that, I cam back with an Attack Right and Physician Card.  I then proceeding to go all out with close combat from Countryside hexes with an infantry unit and bomber infantry unit in order to take out his bogged tank with one hit.  The first close combat was ineffective, but the second was scored a hit that was confirmed on a two dice reroll.  Game over. Germans 6, Allies 5.

For me, this was the single most exciting playing of C&C: The Great War that I have had to date.  While Togan had a tiny bit of rust at first, he is a very good player and in the end he almost won the scenario after at one point being down 4-0 on the medal count.  It was a pleasure playing him.

 

File Attachment:

File Name: JimvsToganLog140.vlog
File Size:218 KB
toganalper replied the topic:
1 month 2 weeks ago
We already played our round 4 game with gonzo.
gonzo (Germans) =7
toganlalper (Allies) =4

I did not save the logfile since I have lost and apparently gonzo also do not have it. Lets hope it does not come to blocks lost. I will still try to find it in my erased folders.
JimDauphinais replied the topic:
1 month 2 weeks ago
Togan is still participating and we are playing our match late this evening US CDT.
JimDauphinais replied the topic:
1 month 2 weeks ago
Does anyone know:

1. Whether Togan is still participating in the tournament?

2. The best way to try to reach Togan?

Thanks.
JimDauphinais replied the topic:
1 month 2 weeks ago
Round 2 260 - Battle of Malmaison (Laffaux Salient) - 23 October 1917
 
  
JimDauphinais (German) 7 Medals (2 for eliminated soldier units, 3 for recon cards and 2 for an eliminated tank unit), 13 Figures lost.
   
jrtracy (Allies) 4 Medals (2 for eliminated soldier units, 1 for a Trench hex and 1 for a Farm hex), 21 Figures lost.
  
  
As the German player, for my one special figure, I went with a loader for my MG unit that starts in the Bunker.
 
As the Allied player, JR went with 2 Elites, 2 Bombers and an Officer -- the Officer potentially allowing him to move fast enough to eventually get an exit medal (later foiled as we will see).
 
The No Man's Land Bombardment was average, creating three holes in the wire line.
 
JR opened with a Recon Right 5 dice Artillery Reserve Activation with a Box Barrage targeted on my MG unit in the Bunker (very nice play by him!).  He successfully knocked my MG unit down to two figures, but didn't touch the Loader.
 
I came back with an Attack Left to move an infantry unit from Vaurains Farm to the trench hex on my left/center boundary and fire my Mortar and MG units at his infantry unit with an officer that was in its starting a Countryside hex.  The Officer lived, but a figure was lost and the unit retreated.
 
JR came back with a Probe Right two move his St. Chamond tank forward a hex toward my Bunker and move an Elite Infantry unit two hexes onto a shell crater hex in the wire line.  His subsequent ranged fire knocked my MG unit down to a single figure, but the Loader continued to live on.  In response to the ranged fire from his St. Chamond tank, I played a Return Fire card.  This allowed me to roll 6 dice in ranged fire back at his tank.  I scored two bursts on the tank, but neither reroll was successful.
 
To push JR's assault on my left back, I played the Big Show Command Card along with Three on a Match. Three on a Match failed, but I got an Infantry unit and two wildcards for activation on my Big Show roll.  I used that to concentrate ranged fire from my mortar and my MG units on the Elite infantry unit he had moved up to the shell crater.  The fire was highly effectve and eliminated the unit.  Germans 1, Allies 0.
 
JR came back with an Infantry Assault Command Card which he played on his left section.  With it, he was able to get five infantry units (one each with a bomber and a Elite figure) into the leftmost hexes on the wire line, where two of those hexes had shell craters.  His subsequent ranged fire was not effective and allowed me to once again play a Return Fire Combat Card, knocking his bomber unit down to a single figure.
 
I came back with Recon in Force and used a Counter Intelligence Card to pull the Return Fire Card back into my hand.  I then tried to take out his Bomber infantry unit thaat was down to a single figure and also tried to score a hits on his St. Chamond tank that was just three hexes from my MG unit that was down to a single figure but still had a Loader.  His Bomber infantry unit was able to retreat and his tank survived undamaged from a reroll of a single burst.
 
JR then played a Direct from HQ Card, activating five units total on his left and left center (including his Schneider tank) as well as his St.  Chamond tank.  The Schneider tank successfully moved two hexes to the wire line inthe center section without bogging.  However, JR's St. Chamond tank bogged on its first hex of movment (into the wire line).  It was now only two hexes from my Bunker with the MG unit that was down to a single figure.  In the subsequent ranged fire and close combat, I was able to play a Surprise Ambush Card against one of his Elite infantry units in the center section that was down to 3 figures and was able to eliminate the unit.  However, he knocked down my infantry unit in the trench line on my right down to a single figure.  Nevertheless, the score was now Germans 2, Allies 0.
 
I then played another Recon in Force Card. I pulled back units on my center and right (to the Guillain Farm with the infantry unit down to a single figure), while continuing to have my MG unit fire on the St. Chamond tank that was now bogged on my left.  I got a burst, which allowed two rerolls with the bog, but, once again, both rerolls failed.
 
JR came back with an Attack Left Card. With it, JR advanced three full strength infantry units into the trench line on his left setting him up for a temporary medal at the start of his next turn.  His subsequent ranged fire was ineffective in trying to elimiante my infantry uit in the Guillain Farm that was down to a single figure and I was able to play Return Fire Card again causing once of his infantry units to lose a figure.
 
I then played an Attack Right to try to rearrange my units on my right near the Guillain Farm to get my infantry units down to a single figure out of the line of fore.  JR stopped this with a very nice play of the Trench Foot Combat Card causing me to have to keep my single figure infantry unit in the Guillain Farm hex.  However, I then got a lucky burst result in my subsequent ranged fire from my full strength infantry unit that was not affected by the Trench Foot Card knocking one of his three infantry unit on his left down to two figures.
 
JR then got his temporary medal for the trench line and played a Recon Left Card.  With it, he had one of his full strength infantry units move one hex forward into a Countryside hex in order to close combat my infantry unit down to a single figure in the Guillain Farm hex. His attack eliminated my infantry unit and he gained ground into the farm hex.  The medal score was now tied at 2 to 2, with a permanent medal for the Guillain Farm hex waiting in the wings for the start of JR's next turn.
 
I then played my own Recon Left Card to score a medal and continue firing my MG unit at JR's St. Chamond tank (still a 4 dice attack for ranged fire since the MG unit still had a Loader and the bogged tank was only two hexes away).  This time I got two burst results, allowing 3 dice for my reroll due to the tank still being bogged.  This time one of the rerolls succeeded and the St. Chamond took a hit.  The medal score was now Germans 3, Allies 2 due to my Recon Card play.
 
JR scored a permanent medal for the Guillian Farm Hex and then played an Attack Center that was transformed to an Attack Right by the play of a Tactician Combat Card.  With it, he aggressively advanced his bomber and officer infantry units on his far right along with trying to unbog his St. Chamond tank.  Despite throwing three HQ tokens into the unbog attempt, it was unsuccessful.  In addition, his subsequent ranged fire for the activated units against my MG unit down to one figure in my Bunker was ineffective.  Nevertheless, the medal score was tied again at 3 to 3.
 
I then played Recon Right for another medal and attempt to wear down his unit in the Guillain Farm with close combat.  I knocked him down by a figure, but he knocked my unit down to two figures with a Butt and Bayonet Card.  The medal score was now Germans 4, Allies 3.
 
JR came back with a Storm of Fire Card that he used with his units on his right to finally take out my MG unit in the Bunker that had long been down to a single figure and nearly constantly firing at his bogged St. Chamond tank. The medal score was tied yet again, at 4 to 4!
 
I then got to play a third Recon Card, this one on the right, along with a Physician Card to bring my weakened unit on my right back up from two figures to four figures. The subsequent close combat knocked one of his infantry units down to two figures.  I was now back in the lead with 5 medals to JR's 4.
 
JR then played Out Flanked and used it to move the bomber and officer infantry units on his far right toward the Vaurains Farm Hex and later possible exit from the map.
 
I came back with a Probe Center and a Stretcher Bearer Combat Card.  I used to Stretcher Bearer to remove his officer infantry unit from the map.  This is something I would not have been able to do but for the single hit I score on that unit early in the game.  In addition, I used one of the center orders to move my mortar unit into the Vaurains Farm Hex.  These plays essentially foiled JR's plans on his far right.
 
JR then played a Replacement Card to shore up his weakened units on his left and get them into position for a possible map exit.
 
Finally, for the closing play of the game, I played a Storm of Fire Command Card focused on firing my mortar and a nearby infantry unit at JR's bogged St. Chamond tank that already had one hit on it.  The mortar fired first with three dice (for a four hex range with Storm of Fire adding a die).  I got one burst result and rerolled two dice (due to the bog).  And, bam, one of the rerolls succeeded!  The beast was dead!  2 medals for that ended the game by placing the Germans at 7 medals.
 
JR had a little rust at first, but, overall, he played a very good game.  It was a pleasure playing him.

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JimDauphinais replied the topic:
1 month 2 weeks ago
Round 5 MM07 - Cantigny - 28 May 1918
 
 
JimDauphinais (German) 6 Medals (1 majority temporary, 2 by eliminated units, 2 by recon cards and 1 by Allied concession), 1 Figure lost (as of the time of Allied concession).
  
mirkobruner (Allies) 0 Medals (as of the time of Allied concession), 13 Figures lost (as of the time of Allied concession).
 
 
This is a challenging scenario for the Allied player that was much tougher than normal for the Allied player in our playing due to the very lucky German card draws and dice I received, and the very poor Allied card draws and dice that Mirko received.  Mirko as the Allied player had a very unpleasant game.
 
 
My starting draw of Command Cards as the German player included a Rush and Rotation card, center card, right card and an Artillery Bombard Card.  In addition, I drew three excellent Combat Cards: Lost Messenger, Short Supply and Butt and Bayonet.  This set the tone for German luck for the remainder of the game.  For this particular scenario, it is hard to see how I could have drawn a better opening German hand.
 
 
The Germans started with a temporary Medal for the possession of the majority of the three Building hexes.
 
 
Mirko as the Allied Player opened with a Recon in Force.   Given I was sitting on Rush and Rotation, I immediately played Lost Messengers on him -- costing me all of my starting HQ tokens.  Now limited to one ordered unit, he decided to go with is right Schneider Tank.  Unfortunately for him, the tank immediately bogged in the first hex it moved into.
 
I then as the German player played Rush and Rotation.  This is a huge starting card for the Germans to have in this scenario as a large portion of the German forces start on the German baseline.  With the card, I moved up my four ordered units five to six hexes to strengthen my front lines.  This left me with three units in my right trench line, two infantry units in my center trench line and my mortar in the non-fortified Building Hex on my right.  Crossing the lengthy (three to four hex) No Man's Land in this scenario was now going to be very tough for Mirko.
 
However, Mirko then came back with a Direct from HQ card play.  With it, he activated his four rightmost infantry units (including one with a flamethrower figure) and his bogged Schneider.  With is infantry he dashed forward two hexes.  With his Schenedier he tried to unbog,  throwing in 3 HQ tokens in the attempt.  Unfortunately, bad  luck struck again for Mirko and the Schneider failed to unbog, even with an Engineer figure helping (a four dice attempt, not a five dice attempt because Schneider's do not get a free unbog die).
 
I now played my Artillery Bombard mostly to get it out of my hand given I only have a four-card hand and only an up to 3 dice Artillery Reserve capability, but also because three of the infantry units he moved forward were in contiguous hexes and two of those units were in Countryside (open ground).  The two combats from the card resulted in the second combat roll producing two on target hits on his center unit, which was in a shell crater.  As a result, he was able to ignore one of the two solider hits from my results roll.  Note that in my subsequent command card draw i gained a Recon Left card.  Once again, luck was raining down on me.
 
Mirko then played a Probe Left.  He used this to dash one infantry unit two hexes to a shell crater and move another infantry unit once hex into Countryside.  Note that advancing on the Allied left in this scenario is extremely difficult as the No Man's Land on that side is four hexes wide.  Furthermore, in this particular playing, the pre-game No Man's Landing shelling only placed one shell crater two hexes from the left Allied front line and, via my earlier Rush and Rotation play, I had three units in my right trench line rather than just one.  The remaining shell craters on the Allied left were four hexes from the Allied front line.  Mirko took a one die shot at my right-most infantry unit that was in my trench line but failed to roll a Burst.
 
I came back with a Probe Right.  My MG fired 3 dice on his infantry units in the shell crater and scored two soldiers and one burst.  Mirko played Body Armor to block the solider hits, but the unit still lost one figure due to the burst result.  Fire (with one die) from one of infantry units on Mirko's infantry units on his left in Countryside was ineffective.
 
Mirko followed up with an Attack Left and Physican to fix his infantry unit on his left that had lost a figure.  With the Attack Left, Mirko moved: (i) the unit he healed up two hexes forward into a shell crater adjacent to my trench line, (ii) the infantry unit he had in Countryside two hexes forward into Countryside adjacent to a shell crater and (iii) a infantry unit from his trench line forward two hexes into the just vacated shell crater hex.  Since these were all two hex moves, Mirko could not attack my units.
 
I came back with another Probe Right and played my Short Supply Combat Card as well.  With my Short Supply card, I sent his unit that had gotten adjacent to my trench line back to his baseline.  My subsequent ranged fire caused the infantry unit on his left that was in Countryside to lose a figure and retreat one hex.  During Command Card draw, luck continued to rain on me as I picked up a second Recon Card for my hand (Recon Right).
 
Mirko then came back with an Assault Left (it was clear at this point that Mirko was likely stuck with several left cards leading him to make this sustained attack on my right despite the width of the No Man's Land here).  With the card he moved forward the two infantry units that had not been sent back to his baseline forward to hexes into shell crater hexes adjacent to the far right of my trench line.  He also moved the infantry unit that had been sent back to his baseline forward two hexes into a vacated shell crater hex. Mirko also took a one die mortar ranged fire shot at a unit in my trench line, but, once again, he failed to get a burst result.
 
I came back with a Direct from HQ Card as the only right section card I had left was a recon card and Mirko now had two infantry units (one down to three figures and the other full strength) adjacent to my trench line in shell craters. I used the card to activate four units -- the three units in my right trench line and my MG unit in a fortified Building on my left.  My ranged fire and close combat on my right was devastating as his two infantry units were each knocked down to one figure.  Mirko then tried Butt & Bayonet back, but luck continues to not his way as it was ineffective.  My luck continued as I drew an Assault Right Command Card at the end of my turn.
 
Mirko then played a Recon in Force Card.  With it, he pulled back one of his two one figure infantry units by two hexes to a Countryside hex, moved an infantry unit two hexes from his center in the right most hex of my left trench line, and moved an infantry unit from his right into the left most hex of my left trench line.
 
I now played my Assault Right Card and attacked his two one figure infantry units on his left.  Both units were eliminated.  I was now up to 3 Medals (two from eliminated units and one from majority Building hex control).  Mirko still had none.  Amazingly, at the end of my turn a drew a Storm of Fire Command Card.
 
Mirko came back with a Probe Center Card.  He used it to move his center Schneider Tank two hexes forward into Countryside and an infantry unit in his center with a flamethrower two hexes forward into a shell crater hex.
 
I now played my Storm of Fire Command Card. I started scoring addition hits Mirko's units.  Mirko then had enough and wanted to concede the game to me. Note that at this point he had no medals and had only been able to eliminate one of my figures.  Furthermore, as can be seen from this report, all of the luck was going very heavily my way.
 
At first, I tried to talk Mirko out of the concession pointing out that it is important to continue because advancement in tournament is based on being the best German player or the best Allied player (i.e., you are really playing against the performance of the other German players or the other Allied players) and because of that Mark really needs fully completed game medal and lost figure counts.  However, after I remembered I still had two recon cards left in my hand, which would allow me within two turns to instantly jump from 3 Medals to 5 Medals, I accepted Mirko's concession as it clearly was going to be a painful situation for him to continue.
 
Luck clearly heavily favored me.  I essentially got about the best cards I could, and my dice rolls were very good.  Mirko's card draws initially only left him with multiple card plays on his left, which were not going to be very promising if I had decent number of right cards to respond with as I did.  Bogging one of his Schneiders right at the start of the game was also very painful along with the failing of a subsequent four dice recovery roll for that tank.
 
On his left, I think Mirko should have waited for Infantry Assault and/or Over the Top Cards, or for center cards to allow one of his Schneiders to move to attack the German right.  I think it would have been better to throw off some of the left cards rather than play them to put Allied units in Countryside hexes, which was a big gamble.  TGW requires significant patience to get the right card combinations (or card draws to get your tanks moving and attacking) when attacking over a wide No Man's Land even when your opponent can score medals on recon cards.
 
Also, I unfortunately did not notice this until I ran through the log to prepare this report, but Mirko also forgot to fire his tanks on the turns he moved them.  While they were only one or two dice ranged fire shots, they were a lost opportunity.
 
Other than with respect to the above, I thought Mirko's play was good.
 
I appreciate Mirko putting up with the luck situation in our game as long as he did and look forward to playing him again in the future.  

 

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JimDauphinais replied the topic:
1 month 2 weeks ago
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