Help support TMP


"CoC Many Rivers to Cross campaign Scenario 3" Topic


3 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the WWII Battle Reports Message Board

Back to the 20mm WWII Message Board

Back to the Blogs of War Message Board


Areas of Interest

General
World War Two on the Land
World War Two at Sea

Featured Link


Top-Rated Ruleset

Chaos in Carpathia


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

25mm Soviet Rifle Squad, Advancing

It's hard to find 25mm Russians in the early-war summer uniform, but here they are!


Featured Profile Article

War at Sea First Game

Personal logo Editor in Chief Bill The Editor of TMP Fezian tries the naval wargame in the Axis & Allies series.


Featured Book Review


Featured Movie Review


349 hits since 4 Apr 2022
©1994-2022 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
TacticalPainter0104 Apr 2022 1:43 a.m. PST

This is the third game in our May 1940 campaign in the Netherlands. Having won the previous scenario the Germans are electing to push on immediately to the next map with the force at hand for a blitzkrieg. It may buy extra time but it has to be done without additional support and without heavy weapons or armour. I think it's a risk worth taking, it is May 1940 after all! The full AAR is here: Scenario 3: Farm & Road

picture

picture

picture

picture

picture

foxbat05 Apr 2022 2:41 a.m. PST

Excellent report, and smashing photos. Your game reports have a consistently high standard, thanks!
Now, next game, will the Dutch have had time to blow up the culverts? Or will you still have a chance to capture theroads intact?

TacticalPainter0105 Apr 2022 7:22 p.m. PST

Excellent report, and smashing photos. Your game reports have a consistently high standard, thanks!

Thank you, glad you've been enjoying them.

Now, next game, will the Dutch have had time to blow up the culverts? Or will you still have a chance to capture theroads intact?

Yeah, I should have clarified this earlier. We seem to have stumbled across something that may not have been picked up in the play testing. For this campaign, as written, this game should be played once only, regardless of outcome.

However I'm not sure play tests would have exposed the slightly gamey opportunity for use of a blitzkrieg. In this instance the Germans can take the map for ‘free', all it takes is a victory on the map prior, then the Germans use a blitzkrieg to attack that map with whatever force they have, regardless of how weak it might be. All they have to do is show their face and then withdraw if they want and the map is still theirs. As this is done in the same turn it imposes no delay on the campaign.

A Dutch victory does mean the culverts are destroyed so no vehicles in the next campaign turn, but in the case of our campaign as the Germans are well ahead of schedule that has no impact as we will be at campaign turn 3 and German vehicles aren't available until after campaign turn 4. It would appear that as long as the Germans can reach this map by campaign turn 3 then it's a freebie with a blitzkrieg.

When I decided to blitzkrieg I wasn't aware of this but Dave picked it up the day before we were due to play. We decided to go ahead but play it once only if the Germans won. If the Germans lost we would play it again, but this time as written and only once regardless of outcome. In terms of narrative we assume the Dutch decide not to blow the culverts having successfully driven the Germans off. It's just our way of giving the campaign some balance and making it more of a contest.

Sorry - only verified members can post on the forums.