This is one of our first real attempts of trying out Battle Group Kursk on a larger scale with multiple players.
This is obviously not set in Kursk but Normandy and until my Overlord Supplement arrives (can't wait) we're making our own interpretation on the theatre
(and doing a real bad job
but hey it was great fun
)
The rules (which I confess we spice up a little
) are tremendous fun
highly recommended if you haven't tried them yet
I love reading AAR's so much I thought I'd try to give a more detailed one than normal
Overview of the battle: The town's east side (nearest side in photo) is occupied by the German force (1 player) The US (two players) will enter on the west side
US Force: Commanded by two players: Two Platoons led by a certain Richard Winters
2 Platoons of Armour will join as reinforcements at a time determined by randomly by cards
Random Air Strikes courtesy of some heavy duty Jugs
Main US Objective: Church Courtyard/Town Square east German side of town
US 1st Platoon Secret Objective: Only the Allied 1st Platoon player knows that the Farm house east of town is an objective
US 2nd Platoon Secret Objective
Screaming Eagle Pathfinder
The German player doesn't even notice the US 2nd Platoon player's Secret Objective which has being placed secretly
German Main Objective
the central plaza fountain
German Secret Objective
the crossroads on the west side of town (Allies side)
German player has heavily defended the Church believing it to be one of the secret objectives
this is not an entirely bad idea as it overlooks the Allies main objective
The US begin their turn with 1st Platoon who unwilling to risk road use move double time through the open fields towards the town, only coming to an abrupt halt when it reaches the bocage surrounding the town
(I've told them there is a secret time/turn limit
this is untrue)
US 2nd Platoon move north of the town towards their secret objective
2nd Platoon's secret objective
pathfinder
Taking up position behind the heavy normandy bocage
Making use of the cover of the bocage 2nd Platoon scout for enemy positions in the neighbouring buildings
The German player reacts with moving his Stugs through the centre of town wanting to give himself an effective fire position arc when the 101st come into the town
CC Winters orders 1st Platoon FO to move behind a row of shops to secure a good vantage point of the centre square:
CC directs another scouting order to a squad who responds by charging across the street to secure the shop buildings opposite
Some distance away someone on the second floor of one of the houses notices the movement on the street below
and an MG42 hastily open fires spaying bullets everywhere
The use of area fire effectively pins the "screaming eagles" down
two lie dead on the street while the others retreat back from where they came scrambling for the safety of cover
TMP link SS mechanized Platoon player notices the Pathfinder mini and grows highly suspicious of 2nd Platoons flanking move and immediately launches his SS Mechenized Platoon into action making use of the narrow country lanes
moving them as quickly as they can within assaulting range
The Bazooka team however have set up an ideal ambush potion and making use of their "ambush fire" order they let lose at point blank range on one of the incoming SdKfz 251's!
The well aimed shot immediately knocks out the German troop carrier
The remaining mechanized SS open fire at close-range on the US, their murderous hail of bullets instantly killing 4 and routing the entire squad (rolling a 2.)
But with some heroic leadership the US return fire and destroy a second 251. The third seeing both its comrades being taken out decides to do the logical thing and turns tail
This bold offensive German move has not paid off..
Now seriously worried about his right flank exposed the German Commander orders his reserve armour to quickly plug the gap
Meanwhile the US FO successfully spots the smoking gun of MG42 and orders some mortar fire
And after several failed attempts theres eventually a direct hit