009 Normandy Farm

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3 months 5 days ago - 3 months 5 days ago #1598 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Only one solo play with this scenario, with no success hit for Us mortar crew to pin mg positioned in 11a nearest building.. Mortar crew  failed every attempt on target  so German wins at the 4th round, with Us infantry not able to reach hex objective.

 
Last edit: 3 months 5 days ago by Battiatu.

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3 months 4 days ago #1600 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
First of all, thank you for playing my scenario!

You said you played it as a learning game and that is exactly what the design intent was! New players were supposed to find out that charging across open ground against an MG in op fire is not a smart move, that first pinning such a unit is basically essential in such an event, that in this case the mortar is the most obvious candidate to achieve this, but that indeed failing to do so multiple times is certainly a possibility in this scenario, making it extremely hard for the Americans to win.

The scenario is also supposed to showcase how important having and playing the right card at the right time can be for the outcome of a battle: If the Americans have the card that gives them two extra movement during an activation, all of a sudden victory becomes much more within reach. 

Another important thing the scenario should highlight is the difference between normal and suppressive fire and when to use it (e.g. against the MG, you really want to pin it, to prevent if from firing anyway. The US forces are pressed for time, so wearing it down will almost certainly make the US run out of time. 

Also, it's highly likely the US will have to take the objective by means of an assault, if and when they get the chance in the first place. First, ideally you'd disrupt the defenders (So they won't get to fire back against (an) almost certainly already weakened attacker(s) or at the very least pin them (only firing back at half strength, unless there's an officer present), before you actually initiate the assault. 

In my playtests at the time, the scenario saw more German wins, but in the right conditions, the US certainly managed its share of victories as well! As far as that's concerned the 58% win ration for the US seems to suggest that indeed they certainly do stand a chance!
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3 months 4 days ago #1601 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
That is certainly a possible outcome, as I explained in my lengthier post. However, the scenario is intentionally short enough, that you can easily play it several times during a single sitting.
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3 months 3 days ago #1602 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Hi, Thanks for your reply and congratulations on your work.
I agree with your analysis and appreciate your clarifications.
I'll play more games soon, even though this initial switch significantly affects the outcome of the game, preventing the US player from trying other effective strategies.
Talk to you soon, Max

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2 months 2 weeks ago #1603 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Another attempt in solo,  another axis success.
Sure I haven't no luck with dice rolls fo us squads.. mortar crew never signed a hit, so the Mg in the center of the map has been free to shot every incoming enemy unit, in conditions of no cover.
4 rounds of play force us player to run towards the goal hex,  and so the better position and easy availability of command point make the job of German player quite simple.
In this sessione, German player draw the card wich allow you to reactivate fatigued units up to 3 times, and the availability o Cp make him not to loose inititiative in the third decisive round.
I'll replay it with a change in my strategy, let's see the result..
I hope dices will be a Little more favorable to us player 😊🙏


 

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2 months 2 weeks ago #1604 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
I'd say, feel free to give the MG an auto pin after activating the mortar squad on two of the 4 rounds (I'd recommend 1 and 3) and see how that potentially changes the outcome.

Yes, failing to pin the MG will make a US victory incredibly difficult, but again, that's entirely intentional. 
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2 months 2 weeks ago - 2 months 2 weeks ago #1605 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Hello, thank you..I'll try your advice for sure...
i need to remove a doubt, the winning condition for the us player is to enter the victory objective hex?
If they do it, the control is on their side and Us player wins immediatly?

Or the check for vitory should been done in command phase?

Thank you in advance, Max
Last edit: 2 months 2 weeks ago by Battiatu.

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2 months 2 weeks ago #1606 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Perhaps the mortar squad should have more fire power or cancel cover of defending unit?
The high cover is due to the position of mg unit (+ 3 cover for being in building) and to the officer wich gave another + 1 .. 4 die vs 4 die

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2 months 2 weeks ago #1607 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
In this case it's as soon as, so immediately.  The scenario is already hard enough for the Americans, so no potential German counterattack!

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2 months 2 weeks ago #1608 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Another clash, decided at the last man stand!! Assault ends with 3-3 result, defending unit wins with only one infantry unit alive.
Yet another point to German, defe  nding hard against last assault.
This time, mg42 was not so deadly and was eliminated at the third turn.
German player take advantage from the card who allow to remove conditions token, rendering vain US suppressive attacks.
 

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