The official social platform for ConsimWorld
Below is a photo of the final disposition of the units in the immediate vicinity of Omaha. I'm sure I broke several rules or at least the intent of some of them, even during the structured landing phase. Please bear with me.
Phase 1. All units except the DD tanks make it to shore. Thank goodness for drift, or several infantry companies would not have made it. I had two DD tank units scheduled to come ashore during Phase 1, but none of them did. Yikes! During the…Continue
Ok, so I have punched and set up the Omaha Beach introductory scenario. Below is my initial setup. I'm a little confused about the setup, but here it is. Let's see how the invasion turns out.
Added by Brett W Avants on May 19, 2012 at 2:52pm — No Comments
Turns 9 and 10. In the end, it was an Allied victory by 6 points. …Continue
Added by Brett W Avants on May 5, 2012 at 10:14pm — No Comments
The pocket is closed, and Argentan will probably fall in the next turn. There is chaotic maneuver along the Dives River with the Germans attempting to open escape routes to the east while the Poles, Canadians, and Americans are attempting to keep them closed. In the next turn or two, those German counterattacking units will probably have to begin to bug out…Continue
Added by Brett W Avants on May 5, 2012 at 7:16pm — No Comments
The pocket is quickly closing, but the game is getting chaotic in the eastern portion of the map area. Argentan will fall shortly, which will free up some US units to move north. The Canadians and the US 7th Corps have more or less linked up, but the pocket is still permeable. The Germans have lost a lot of units, and the Allies have lost a few, and several…Continue
Added by Brett W Avants on May 5, 2012 at 10:48am — No Comments
Continuing to close the pocket. Eliminated several german units and damaged others. Slow going on the western side, though.
The Germans were able to pull back behind the Orne River, while the Canadians pushed even farther towards the south. By coming within 6 hexes of a bridge crossing on the Dives, the 86th Korps was added to the chit pile. The 272 division and the GUF units were put in play and moved down to help open the escape route. The Germans must continue to pull back as…Continue
Added by Brett W Avants on April 29, 2012 at 9:26pm — No Comments
Below is the situation after Turn 2. Instead of a blow by blow, activation by activation description of the events, let me make a few observations.
Added by Brett W Avants on April 28, 2012 at 4:33pm — No Comments
Looking at the map, I tried to set forth in my mind my plan of attack (or retreat as the case may be) for the Allied and German forces. The Allied forces of course need to eliminate as many of the German units as they can, while at the same time trying to close the pocket and cut them off from their withdrawal axis. The Germans on the other hand need to bug out as quickly as possible but in an orderly manner so that they do not give the Allies any gaps or…Continue
Added by Brett W Avants on April 28, 2012 at 12:00pm — No Comments
Below is the initial set-up for Against the Odds' game The Pocket at Falaise. This is what's on my table now, and I am anxious to get started. The rules are simple, with a few twists. The photo shows my initial set-up after selecting my German Unknown Forces and setting them aside. These were the 74 Korps/988/276 Infantry Regiment, the 2SS/5/3FJ Regiment, the 47 Panzer1/1SS Panzer Grenadier Regiment, and the 74 Korps/991/277 Infantry Regiment. I selected these for later use…Continue
Added by Brett W Avants on April 26, 2012 at 9:55pm — No Comments
This was my second PanzerBlitz Hill of Death scenario. This one has a relatively small area of operations, but has a good number of units. The British must secure greater than 4 of the towns in the area of operations. They own two already. They must capture at least three more. The Germans have fortified the towns and have a Panzer IV company coming in as reinforcements. The Brits have plenty of infantry and Churchill VII tanks. This will be a tough nut to crack for the…Continue
I cut my teeth on PanzerBlitz and Panzer Leader back in the day. My first game was Tactics II; my second was Squad Leader. But shortly after that I discovered PB. I was really excited when MMP released PanzerBlitz Hill of Death, but it was only now that I punched the counters and played it. Solo, yes, but isn't that fairly typical of most gamers?
I apologize for my photos up front. The photos did not turn out as good as I had expected. And I'm sure that I missed a few rules,…Continue
I really like to see other people’s stuff. It just looks cool to see someone’s games on their shelf, or how they have organized their counters, or…whatever. So here are some pictures of my stuff and how I organize one of the coolest and best games ever created.Continue
Turn 5 saw the last units from the LC's disembark. The Marines were able to finally root out the last squad from the remaining buildings, and technically have won the scenario by the end of turn 5. However, the hill at the back of the island still has a large group of dug-in Japanese defenders. The one hold-out in the Japanese bunker has decided to move back through the jungle to positions on the hill with its MMG. The death toll so far has been tremendous. The Marines have lost 8 squads…Continue
The Marines have now consolidated on the tip of the island, and are pressing forward to clear and occupy the buildings on the island. On turn 4, there is one building left to clear, but a combined effort roots the Japanese squad from the building. The Japanese small arms and MG fire still takes its toll on the Marines. Next turn the remaining Marines in the landing craft will disembark and aid in the occupation efforts. The photo below is the situation at the end of turn…Continue
Added by Brett W Avants on April 24, 2010 at 4:30pm — No Comments
Well, as in war and war games, the tide can turn in a second. The Marines were able to withstand some withering fire from the Japanese entrenched machineguns and small arms fire. They were able to establish a beachead with a couple of worn-down platoons. One squad threw a satchel charge and took out a couple of Japanese squads, while leader-directed MG fire did some damage on some of the forward defenders. More landings will occur on turns 4 and possibly 5. The Marines may be able to secure…Continue
Added by Brett W Avants on April 24, 2010 at 2:34pm — No Comments
The Marines had a tough time on turn 2. The Japanese with heavy gun fire and well-placed machineguns were able to eliminate 4 Marine squads and a BAR gunner, leaving only one sole NCO to hold the beach. ATS is bloody, but even more so with a beach landing. Hopefully turn 3 will turn out better for the Jarheads.
Added by Brett W Avants on April 24, 2010 at 2:28pm — No Comments
I love ASL, and I am really beginning to love ATS. Don't call me a heretic, but I think I like ATS better than ASL. I have converted one of the cooler ASL mini-campaign games to ATS, and am playing it to see what it is like. This mini-campaign came from the ASL Journal 93b. I enlarged the map to accomodate the larger ATS counters. I will post the converted scenarios and campaign game later. Since I have been watching the HBO series Pacific, I have been in a Pacific mood, so I decided to see…Continue