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"Poland 1939: The Narew Crossing" Topic


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Vis Bellica09 Oct 2018 9:51 a.m. PST

It was back to Poland for our latest game of I Ain't Been Shot, Mum and an extraordinarily exciting encounter that came right down to the wire.

On September 7th 1939, reconnaissance units from one of the Panzer Divisions of General Nikolaus von Falkenhorst's XXI Army Corps captured Wizna after Polish mounted reconnaissance squads abandoned the village after a short fight and retreated to the southern bank of the Narew. When German tanks tried to cross the bridge, it was blown up by Polish engineers. This game would recreate the German attempt to force the Narew Crossing.

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79thPA Supporting Member of TMP09 Oct 2018 10:43 a.m. PST

A valiant defense. It is always great when the game is undecided until the last turn.

panzerCDR09 Oct 2018 11:07 a.m. PST

"Although we did have a quick debate as to whether the Panzer counted as "troops", I conceded that it probably did (Bevan: "well you tell me: you wrote the scenario!") . . ."

LOL!

A neat write up! Thanks for sharing!

Old Contemptibles09 Oct 2018 12:15 p.m. PST

I love this. It is not everyday you see a game set in 1939 Poland.

rsutton09 Oct 2018 3:14 p.m. PST

A lovely looking game .. thanks for sharing.
Kind regards
Robin

Mark 1 Supporting Member of TMP11 Oct 2018 12:58 p.m. PST

I don't mean to tell anyone else how they should or should not play their wargames …

But this AAR is a great example of how I LIKE my wargames to go!

Hardly matters what the figure scale is, or what the ruleset is. Maybe it matters a little, but not a lot.

What matters are the interests and spirit of the gamers … the game master more, and the rest of the gamers a little less but still to an important extent.

From the AAR:

The game was a screening mission. Provided the bridge remained in Polish hands (i.e. no German troops were in base-to-base contact with the bridge) each time the Turn Card appeared, Polish engineers would roll a D6. Once the total rolled hit 25, any Polish Big Man could order the bridge blown.

Kudos for a thoughtful construction of a scenario, with scenario-specific rules related to victory conditions.

Long range exchange of fire continued on for a couple of turns, until … the Germans, realised that (they) had no hope of winning the game at this distance, and would need to get up close and fight … through to the bridge the hard way!

These kinds of comments, which appear several times in the AAR, show how the AAR writer's (also game master's) thinking runs. The scenario was constructed, with some success it seems, to create tactical problems that the gamers would have to solve. More kudos!

That left the last remaining Panzer (a Panzer III) free to drive forward onto the bridge itself, scattering the Polish engineers still setting their charges. Although we did have a quick debate as to whether the Panzer counted as "troops", I conceded that it probably did (Bevan: "well you tell me: you wrote the scenario!")…

When I read this, it cemented my opinion -- these are guys I'd enjoy gaming with! Lots of competitive spirit in the play of the game, but no rules-lawyering or victory-conditions-maneuvering to gain an advantage.

Again, not meaning to tell anyone else how they should play, but for me, I find little interest in a parking lot of tanks and a bucket of dice, or in haggling over whether a single strand of barbed wire is an obstacle to AT cannons ("where in the rules does it say that barbed wire is a linear obstacle to infantry movement, but not to heavy weapons fire?").

What I do find interesting … fascinating … obsessively engaging … is just about everything we see in this AAR.

Nicely done.

-Mark
(aka: Mk 1)

Vis Bellica12 Oct 2018 5:36 a.m. PST

Thanks!

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