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123 Crossing the Moselle

1 1 1 1 1 1 1 1 1 1 Rating 3.75 (2 Votes)
Victory Results:
 100 %
Record a victory for ALLIES ARMY  0 %
Total plays 1 - Last reported by pino on 2022-02-09 23:43:25

In September of 1944, the American army found itself facing another major objective, crossing the Moselle river and captruing the major city of Nancy. A plan was devised to encircle the city due to it's well defended front. The 80th Infantry and 4th Armored divisions worked in conjucntion with the infantry first establishing the north bridgehead to be followed by the armor to push through. The Germans reacted quickly and threatened the shrinking bridgehead, the decision to send in the armor was risky but the alternative was complete failure.

 

  American German
Division 1

6 Squad Bases
- 12 Regular Infantry
- 4 Elite Infantry
- 2 Officer
- 2 Machine Gun Crew
- 1 Mortar Crew

6 Squad Bases
- 14 Regular Infantry
- 2 Elite Infantry
- 2 Officer
- 2 Machine Gun Crew
- 1 Mortar Crew

2x AntiTank

Division 2

see Reinforcements

see Reinforcements
Strategy Decks - -
Starting Strategy Cards - -
Operations Cards - -
Deployment Zone Anywhere in the Blue edged hexes Anywhere on boards 1A, 11A, 12B and 3A
Starting Initiative Initiative Token  
Objective The side that controls the objective marker at the end of the game wins.
Rounds 6
Actions per turn 2 2
Reinforcements

Round 2 (Status Phase):
4 Sherman Tank

Round 4 (Status Phase):
2 Panzer IV Tank

Special Rules - -
Terrain Features The Stream is Deep.

 

Tags: American Army, German Army, Complexity: Low, Rounds, Boards, Year: 1944

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alecrespi's Avatar
alecrespi replied the topic: #786 5 months 3 weeks ago
Thank you Malcolm for the update!
I've refreshed both scenario VSAV inside current Vassal module and scenario picture on the website.
Will let you know how it works during the next game.
Brummbar44's Avatar
Brummbar44 replied the topic: #785 5 months 4 weeks ago
Unfortunately, I can't find my original notes on this scenario...so I'm not sure of my intent (written well over a decade ago now!).

Perhaps adding to 'R' entry points (in the hexes to each side of the road where the original 'R' is) would make the difference?

In the meantime, I'm glad you enjoyed alecrespi!
alecrespi's Avatar
alecrespi replied the topic: #783 6 months 1 day ago
During Round 2 (status phase) I noticed that the US only has 1 "R" hex while they have to call 4 Sherman tanks.
We played by having enter 2 of them at the end of turn 2 and the other 2 in turn 3.
Clearly those who entered at the end of turn 3 were only able to make 2x advances  and 1x fire and move  at the end, without bothering the panzers iv in the least.
Even if US player had some really lucky shot [img]/tideofiron/media/kunena/emoticons/black dice.png[/img] (I managed to kill 2x German squad bases with pinned  --> disrupted  --> routed) and Axis player some unlucky ones [img]/tideofiron/media/kunena/emoticons/red dice.png[/img] (his mortar failed to hit anyone) vicotry went to German player.

I don't know if the final result would have changed by adding an "R" hex on US side, or at least allowing tank entrance on map with and "Advance" or "Fire and Move" action...

In the end I really enjoyed this scenario.

 

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Gentlemen, you are about to witness the most famous victory in history. (addressing his generals on June 9th, 1940, prior to 'Operation Yellow')
German Leader Adolf Hitler