Wednesday, January 25, 2012

FoW Midwar- Fighting Withdrawal

We playtested Fighting Withdrawal for Day of Days tonight as a few changes are needed for a doubles version. Basically the followings modifiations applied:

  • Objectives 6" further from the back edge (5ft x 6ft tables) 
  • total platoon count for both companies for removal of platoons. 
  • Only 1x ambush.
  • Both companies must be broken to win the game by breaking the opponent.
Kent was busy so I ran a US sherman company, 6x shermans, 4x stuarts, recon + 105s) & a US para company (3 platoons, LMGs, mortars, 105s).

Nigel had a panzer company (6x mk IIIIs, 3x pk IVs, 3x nebs) and Dale had an aufklarung- 2 platoons, 231 ACs, hummels and HS 129s.

I attacked as the US and it started well, knocking out two mk IIIs with artillery in turn 1 and 2. I even got platoons into the central village but then the ambushing panzer IVs gutted the shermans and the nearby infantry failed to unpin for several turns (fearless? Yeah right!) stalling the attack. In the end I managed to assault and take a platoon off Dale in the last turn for a very one sided match. 


 

 The advance begins. 
 We assaulted two observers in the buildings- one managed to take out 3x infantry teams before dying!

 The ambush is sprung- panzer IVs. My infantry are pinned and will stay that way. The infantry remain GtG through most of the game.

 
 So close if only we could unpin and take that objective- three turns we are stuck in the open!
 At least the hedges look good!
 The final dash to take the objective.
 But a turn too late- and shermans fared badly vs the panzer IVs.
As bit one sided but the main aim was to test the mission, the tweaks seemed to work okay. I mae a few sesrious erros- such as not concentrating my forces. Next weekw e are going to tweak the forces a bit (asddsome air power for the apras) and try them vs an alternative lsit of Nigel's- with Kent's FJ in support.

The other main change for the comp is to the victory points-
 
Winner’s Units lost
Points
Loser: Enemy units destroyed
Victory Points
0
16
4
8
1
15
3
7
2
14
2
6
3
13
1
5
4
12
0
4

 The main reason for this is with 4 games I want a big spread as possible between players to try to get a a clear winnier for both the allied and axis sides.

Craig

2 comments:

  1. Nice layout, a great looking game!

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  2. The table looked a bit sparse in places and we need to put linear features- hedges, walls etc along the roads- Dale wanted to make fields out of the hedges though.

    I am am about to replace the Cresent Root buildings with some more Total Battle Miniatures ones and those will proably go to the club- but the terrain set up is close to what I intend for one of the DoD tables.

    Craig

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