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Post by Whiterook on Mar 31, 2024 19:17:00 GMT -5
This is an alternate-history game under development for Decision Games’, World at War magazine (game edition), scheduled for release sometime in 2025. It’s a 2-Player game meant to explore what would have happened in the first 8 days of fighting across eastern France, had Hitler decided to launch his Winter Counteroffensive there, instead of the Ardennes. With a potential goal of causing sufficient casualties to the US 3rd and 7th Armies to remove them as effective offensive forces four the oncoming 1945 campaign; the game also explores the possibility to cause such embarrassment to the French, so as to paralyze it politically and remove the French influence in end-war influence. This could have greatly impacted the Allies timetable in its advance into Germany. This is an Operational-level game, where each turn (of 10 max) represents 24 hours each. We’re talking Corps (XXX), Division(XX), Brigade (X), Regiments (III), battalion/Squadron (II), and Company (I) units. The American 101st and 82nd have a counter each, as does Patton and DeGaule, the generals having the ability to sway the battles by going into the front lines! I’ve decided to keep all playtest game sessions in one thread, since they will be played one after another.NOTE: The game is in the second stage of blind play testing… a new set of playtesters will be building off of what the first group found. Keep in mind that the mechanics are in the initial stage rounds of playtesting, and all photos of the map and counters are raw play test components; the final published versions will appear different.…as you can see, the map is gorgeous. I did point out however, that the Front Line (series of red dots on hexlines) is too faint and needs some tweaking, but otherwise I really love the artwork! …the counters are very nicely done, with just some tweaks needed to adjust larger font on some identfiers, particularly a 4-digit quadrant hex ID that is way too small. Separating all the counters wasn’t too difficult, the toughest part being to cull out the ones with a dot in the upper corner, which means they are reduced replacement counters for when stronger units are reduced in combat… the mechanics feature Step Reduction heavily, which I am used to through Lock ‘N Load Publishing games. …the green Allied units (without a dot) all had a 4-digit hex number on the counter and setup first. Then the gray and black German units with the 4-digit hex numbers went onboard, followed by the ones you see above (without the dot), are to be placed. The eight Allied units you see above, top the right, are reinforcements. Below, you see the allied units (French are blue) that are all dotted reduced unit replacements. A few admin trackers, as well. In the picture below, you see off to the side, specialized German units, representing heavy artillery and such. The game is a straight forward Sudden Death Victory affair, Note the dice in the peaked pattern across the map… that’s a general outline of the front line (that red dotted line along hex sides). The left side of the map is North, so basically, that flint line runs north to south, and is the boundary all the initial bloodbath battles should likely transpire. Below, you see the entire setup of all units that start the game in-play. Note the blue X markers at the bottom… of the Germans can get just one supplied unit through any of those hexes…they win! Alternatively, the win if they eliminate 3 Allied Supply Depots (the countered with the white and black circle at the top of the counter depicting fuel barrels); or four of the eight cities that begin the game in allied control (marked with dark blue X markers, all west of the front line). As for the Allies, if they can get one unit in emulation overland supply off the eastern edge of the map (top of the map you see with white X markers to remind me), they win! Alternatively, if the gain control of just any one town or city hex east or north of that initial frontline, or German VP count is reduced to 0 (you gain and loose VPs based on results throughout the game), they can win that way. It looks like a cool game! I really need to track units in or out of supply, which has bad juju on the latter; supply is traced to certain map edges. If Patton or DeGaule make it on the map, they can be killed, which is an automatic victory for the other side. Stacking is two units per hex. Losses are judges by Step loss. Lots to track!!! Stay tuned as the battle begins tomorrow.
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Post by Whiterook on Apr 1, 2024 13:59:40 GMT -5
GAME 1WOW, this is a tough game! I’ve just made it through the Germans’ first combat phase and they clobbered the Allies so far, gaining 10 Victory Points and loosing none! …I didn't see that coming, but then again, it was a surprise offensive, wasn’t it! Several reductions on the Allies, and only a couple for the Germans; several Allied units retreated and Germans advanced into their position; no straight eliminations yet, but the line for the Allies is weakened a little, so after the upcoming German Movement Phase, they get a second attack… then the Allies can do their attacks and movement. Note the little green discs on some Allied and German units… they rolled results that left them unable to move the rest of the Game Turn… ouch. Battling across the Rhine is no joke, as the negative column shifts on the Combat Results Table are nasty (2Left). I have guitar class I need to leave for soon and some homework on that to complete so, the action is halted for now. I have the goal to finish this game tomorrow and do a quick report.
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Post by Whiterook on Apr 1, 2024 21:43:45 GMT -5
Germans Movement Phase saw repositioning for attacks in the second Combat Phase, as well as a move towards Allied Supply Depots and Cities. At German backfield left flank (upper right of map, shown below): I have artillery placed against the Allied unit in Strasbourg, as well as a French unit to the south abreast the Vosages; two artillery units against two French units outside of Mulhouse, who are now out of supply thanks to my repositions German units surrounding them; and a reduced French unit south of Starsbourg will be under fire by Germans across the Rhine, so they have a slight advantage. Meanwhile, a German non-mech unit took the city of Belfort (1 of 4 for SD Victory). Down at the bottom of the map, German mechanized units broke loose from the German right flank (upper left of map) and drove hard to take the city of Luneville (2 of 4 for SDV); and another capturing the Allied Supply Depot and therefore the city of Nancy (3 of 4 SDV). Those three Allied cities sound good and a dagger in the heart of the Allies, but I am sure they will be making a beeline for those cities to liberate them! The German right flank (top left of map) has artillery units set up for battles each at Karlsruhe against a surrounded (and therefore out of supply) Allied unit; and units south of Saarbrucken; with battles setup to the extreme right flank north of Saarbrucken. Combat to come tomorrow… I decided to get a little more action after my guitar lessons!
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Post by Whiterook on Apr 2, 2024 11:39:52 GMT -5
UGH… I was wondering, how on earth did I move mechanized and infantry units so far, so fast deep behind enemy lines; apparently, I got caught up in assumptions of past game mechanics where clear hexes cost 1 MP, whereas in this game, unless you’re on a road, clear hexes cost 2MPs! Rather than reset the whole game, I compromised: - I moved the two German infantry units that had made it to Belfort and the crossroads of 1423 west of The Vosages, back up to Mulhouse;
- I moved the two mechanized units that had made it to Luneville and Nancy, back up to Saarbrucken’s original starting location and moved them via road towards Metz, off-roading to concentric attack Metz over the model River.
- Trying to figure out all the other units that moved all along the frontline would be too cumbersome; I’ll go with the assumption that they moved short distances that accommodated the movement point costs at hand, including all the roads in those areas.
…what this does is allow me to at least play out the mechanics without a full reset; over a potential 10 Turns, it should pretty well work out in the wash, considering this is the very beginning of the first turn. Yeah, I could do a reset, given this early turn stage, but I didn’t feel it worth the frustration. Note that I do feel a little better for the faux pas, in that apparently other playtesters made the same mistake in clear hex MP costs, per last weeks’ report! Onwards with German second Combat!
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Post by Whiterook on Apr 2, 2024 13:04:34 GMT -5
German second combat: outside of Mulhouse, the surrounded French infantry unit suffered elimination; the surrounded French mech is also eliminated, with a German mech and infantry unit moving into Mulhouse; French infantry west of Mulhouse in 1924 retreats to the perimeter of The Vosages. French unit in east perimeter of The Vosages reduced a step. American infantry retreats out of Starsbourg and Germans take the city. Infantry near Karlsruhe eliminated. Unit in Low Vosages suffers 2 reduction. Two units east of Sarregemuend lose 2 steps on one, and other retreats, German non-mechs advanced over the Saar River. Allied unit west of Saarbrucken retreats, Germans advance over the Saar River; unit to the north attacks and American infantry looses 2 steps. In Metz, Americans forced to retreat, Germans capture Metz. The yellow markers are where battles happened. On to Americans’ turn!
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Post by Whiterook on Apr 2, 2024 14:43:28 GMT -5
American fist combat saw two German unit in/near the Vosages retreat; a Bloodbath 1 between the canal and Rhine River and a French unit; German defender retreats a mech and non-mech across the Sarr River towards Sarrbrucken; two Allied units drive two German units back away from the West Wall/Saar River, Allies take ground across the Saar. American movement repositioned for fighting arond Metz, Bitche, around Saarbrucken, and a move of a unit to support the Supply Depot at Saverne. Second combat saw a German unit retreat away from the outskirts of Metz; Metz itself wasn’t worth fighting yet as the allies need that 4 Strength unit on the other side of the Mosel River to reinforce an attack next game turn if the Allies don’t suffer too many losses in upcoming turns’ German combat. Bloodbath1 for a step loss each side up at the American left flank at the Western Wall/Saar River. Unit elimination for Germans and reduction for Allies, who take ground east of Saaregemuend. With a ton of Allied units attacking Bitche, including a concentric attack, it only resulted in one step loss for a German unit. On to the next turn
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Post by Whiterook on Apr 2, 2024 15:07:13 GMT -5
TURN 2Hmmm, I see now, going into this next turn that I should have moved the French unit in The Vosages perimeter, west of Mulhouse, to the city of Belfort… ugh; the unopposed German armor unit in Mulhouse (on the following Movement phase after the first Combat phase) will be able to road move right into Belfort and seize the town unopposed and get the fourth Allied city Victory Point Condition for the win… this is a done game in two turns. …that gives me the four Allied captured cities, seen circled in red below… So, officially, game over… Germans win this one handily. I’m not really sure I played everything right in this second play; the first was against a friend, but he lost interest and we never finished that first play. On this second play, I definitely figured a lot more out. The biggest thing was figuring out to surround an Allied hex so as to put them Out of Supply. Cross river/canal fighting is a bitch, and moving across without a bridge is worse. I played this where if I won a fight, firing across a river/canal and eliminated the enemy, I advanced across the river as there was no movement cost associated with this… I couldn’t find anything in the rules that say you can’t. Bloodbath results are brutal, as each side looses steps, so kinda a backfire in hoped-for results.
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Post by Whiterook on Apr 15, 2024 16:01:46 GMT -5
GAME 3TURN 1WOW, this game is getting a bit easier as the rules sink in a bit deeper! This game play started with a new a fresh approach by the Germans, as I by this third time playing, 1) had a better grasp of how units moved, what might be expected in typical combat results, and Sudden Death Victory conditions on moving a unit offboard for the win; and 2) am grasping ZOCs/encirclement better. I decided as the Germans, to shore up the German offensive line against just the Americans, leaving the French to the south of The Vosages. In hindsight, this was a mistake, as I basically left the backdoor open for the French, south of Strassbourg (specifically, hexes 2919 and 2620), both of whom are dangerously close to the exit map edges; the former is within two moves, theoretically (unless the Germans can stop them), and the later within three moves. Incidentally, the unit in Mulhouse is within two moves of exiting out of 2924, east of Freiburg, so that’s a third potential game ouchie. As I would not have noticed this until after the fact, as I did, I will leave the map setup as is and play it out. As for the the Germans east and north, I made a pretty solid front line, which also included encircling American units south of Saarbrucken and east of the Saar River (hexes 2907, 3008, and 3010); if the Germans can keep that encirclement alive for a the next few turns, they may be in an advantageous position to get some front line Allied troops out of play. I’m really not sure this is a viable strategy, as it will require good rolls for reductions that will hold those German units in place for several potential turns, but the Germans are pretty powerful… I’m going on the assumption that new players will likely try to see what is possible with strong encirclement of the enemy thereby placing them in an Out of Supply status (and hence, weaker in combat effectiveness). Of course, during GT1, all units are in supply so, encirclement is ineffective from a temporary game mechanics exception standpoint, but as a gamer, I generally seek out these kind of answers to see what is possible against a games’ mechanics, which will be seen starting GT2, should the Germans hold the encirclement. So it will be interesting to see if leaving that backdoor open for the French was worth it or not!
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Post by Whiterook on Apr 16, 2024 19:37:34 GMT -5
First German Combat Phase stalled both sides on the German right flank from Saarbrucken to North map edge. The “Pocket” created by German encirclement, north of the Lower Vosges, south of Saarbrucken and east of the Saar River (hexes 2907, 3008, and 3010) eliminated the unit in 2907 and greatly reduced the other American units (by six steps lost). Three steps were lost by the Americans west of Karlsruhe, containing the Americans closest to the east map edge. Americans lost units along the Rhine (3514 and 3315). Heavy casualties in the Strasbourg city battle…that’s a tough nut to crack and a Bloodbath didn’t help matters where both sides lost steps reducing them to substitute counters as well. The Germans left the French relatively unharmed as they didn’t want to suffer any inadvertent step losses due to understrength CFs and will be repositioning to help close the back door southeast. Movement Phase saw the Germans moving between Strasbourg and Mulhouse to shore up the back door; slight movement at the “Pocket” to try and attain a cous de gras there; some slight repositioning from the Karlsruhe area towards Strasbourg. Germans are still getting a feel for not leaving too exposed an egress through their front lines for eastward moving American units in the upcoming turns, but combat wins embolden their aggressive repositioning in tandem to aforementioned seized gains. German second Combat Phase started north, up near Saarbrucken, with reducing the unit by Sarregemuend by one; a reduction in 2603; and a retreat to 2500 of two American units, which was an extremely good roll of in the negatives column! Eliminated the Americans in the “Pocket”, advancing to close towards the front line. The American unit up near Karlsruhe was wiped out leaving a nice rear guard for now. Germans take Strasbourg, with Heavy Artillery aid, and advance in to control. Germans take a desperate shot at Mulhouse and actually rolled a Retreat of the French units!!! The city is under German Control for the moment, but the Allies will have a couple chances to retake the city in their upcoming phases of GT1. Einheit Stielau marker deployed atop of French unit in 2919; that unit can move 6 MF, which could get it in 2920 Westwall hex (2 MF cost) after hopping over the Rhine (3 MF cost). If not stopped by the Germans, they can exit the map east edge in GT2 for the win. With that markers’ halving their MF, they won’t be able to cross the Rhine this GT, so it buys the Germans a full game turn to eliminate them. The von der Heydte marker was placed in hex 3313, adding an extra 1 MP cost hinderance for any American unit trying to move southeast towards the exit hexes. …yellow circled units are the Einheit Stielau marker at right, and the von der Heydte marker to the left up top.
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Post by Whiterook on Apr 16, 2024 21:49:46 GMT -5
The Allies Combat Phase starts with taking back Mulhouse with a German retreat and Allied Advance to re-control the city; and a German retreat out of the Vosages north of Mulhouse; and a defender retreat west of Baden-Baden, which was more fortunate for the Germans as they were able to hop the Rhine and arguably a better position. Oddly, several battles moving up and around the front line pushed Germans back, with Allied advances setting up two distinct breaks in the Allies lines at 2702, 2705, and 3211. Movement phase had the two units in Mulhouse move east on road and then hop the Rhine into Westwall hex 2326… that’s what I was worried about; the fox is in the hen house now! Theoretically, two turns away from making it to the border. Two units reinforce Mulhouse. Two French units move to combat Colmar and one unit bolts with Column Movement across the canal and Rhine to 2326. Switching to the opposite end of the front, north of Saarbrucken, the two American units bolt through the Allied lines to the Westwall hex of 3001 on the east map edge boarder…if they can’t be caught, they will be the first units to reach a victory condition by exiting the east map edge next GT2. Unit west of Sarregemuend reinforces unit north of, for upcoming combat. The two units that had retreated moved back up and will take on the two German units at the canal to keep the wolves off the tail of the breakout units. And yet another unit near Saarbrucken breaks through to the border. Two units at 3211 break through and head for the border. The unit by the Lower Vosages road moves towards the Allied Supply Depot, just in case. Unit moves to Luneville…just in case! This is probably Game Over, but I’ll play on! Allied Combat Phase, starting at the North of the map saw a German reduction in 2700; retreat and advance north of Saarbrucken; French taking control of Colmar; Bloodbath1outside Mulhouse.
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Post by Whiterook on Apr 16, 2024 22:31:21 GMT -5
Turn 2 German Combat Phase started at North map edge, with one lost American unit and the other retreating north of Sarregemunde. Bloodbath2 in Mulhouse area, and a stall to the east. Movement Phase saw units moving to intercept Allied forces heading for east map victory hexes, the rest deployed out to attack what they could. It’s a bit of a mad scramble going on! German second Combat Phase, starting at North map edge saw a DL1 reductionfor both American units north of Saarbrucken. Elimination of one unit and reduction of the other northeast of Bltche. Unit eliminated north of Sarregemuend. Defender eliminated near Strasbourg. French unit retreat north of Freiburg. Two French units retreat towards Mulhouse. At least I pushed some of the Allies back from the victory borders. Allied first Combat Phase was skipped and game called an Allied Victory, as units in 3001, 3004, 3308, 2722, and 2422 would all be able to make it off the map in the upcoming Allied Movement Phase.
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Post by Whiterook on Apr 17, 2024 8:54:05 GMT -5
As an aside to the report on Game 3, I was laying in bed earlier this morning and it dawned on me I made a severe error in the endgame where I completely forgot about moving in EZOC for all those glorious Allied units moving like a bat out of hell for the borders!!! Re-looking at the pics I’d taken, it appears they ALL should have been delayed at least until GT3 in clearing EZOC; and of course, the Germans could have pursued to slow progression into GT4 and maybe even 5? UGH
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Post by Whiterook on Apr 19, 2024 18:20:12 GMT -5
The previous report cycle saw a major error in GT1, as mentioned in the previous post, in forgetting EZOC restrictions, where the Americans basically blew right through the German lines up North for a fast approach to the east edge of the map, setting up a winning Allied Victory in GT2s Allied Phases. I decided to reset the map to GT1, end of the German 1st Combat/Movement/2nd Combat Phases and beginning of the Allied Phases. I want to see where the game would have gone had the EZOC mistake not occurred and it’s important to play out the strategy employed for that playing. As this picks the playing back up at the end of GT1 German Phases, this Game 4 report is considered a new play. Game 4
GT3 Reset to before EZOC mistake, and stats Gane 4… Turn 1 German 1st Combat/Movement/2nd Combat Phases had been concluded up to this reset juncture. A brief recap on that is: The Germans had some success with encircling the Allies in one area, and relatively few difficulties in other areas of the North sectors, however at the end of the German phases, the Americans were still toe to toe along the new frontline, mostly unit to unit and comparative strengths; there was no more pressure up near Karlsruhe and given movement restrictions due to the VDH marker. The real danger area on the entire battlefield is down South, from Strasbourg/Baden Baden down to Mulhouse, where French units were left with a precarious frontline and multiple breakthrough possibilities. The saving grace for the Germans this GT1 being the Einheit Stielau marker atop the French 5CF unit in 2819, and the French sitting on the wrong side of the Rhine, making for a half-MF reduction MF reducing their horsepower temporarily. This semi-replay picks back up with the Allied Combat Phase, which saw the French attempt to retake Mulhouse, but only got a BB1 so each side suffers one reduced unit. Next battles were, going up northeast: a BB1 in the Vosages; BB2 outside of Strasboug; BB2 under Bitche; American unit retreat south of Saarbrucken, over the canal; BB1 outside of Saarbrucken. Allied Movement Phase Saw units move closer to and to the south of Mulhouse, stopping in EZOCs; units in the Vosages edge towards Colmar; a unit move into a concentric attack formation southwest of Strasbourg units move up and double up in strategic northern front positions. Allied second Combat Phase saw Mulhouse attacked and Germans are forced to retreat east, choosing to go up the road, and French take Mulhouse; German unit between Strasbourg and Colmar is reduced one, down to BF1; German and American unit south of Bitche reduced BB1 each; concentric attack on 2706 results in BB2 for a devastating reduction each side; Americans push German SS back and gain a break into the Westwall hex 2702. End of Turn 1
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Post by Whiterook on Apr 20, 2024 15:25:59 GMT -5
Turn 2 The German Combat Phase (1st) saw a DL1 on the French unit north of Mulhouse; unit reduced south of Strasbourg; BB2 in 3212; American eliminated; DL2 in 2707; BB2 in 2702. German Movement Phase saw the Germans plug a hole in 2807 and another hole in the lines in 3111’ encirclement of Americans 2707 and French unit in 2919; uniots near Karlsruhe move west in support; two units fall back to Freiburg to protect Victory city. Mulhouse and Colmar are in trouble and shored up as best as possible, with combat coming up critical for the Germans. The German Combat Phase (2nd) saw French and German unit eliminated in a BB2 of Mulhouse; French unit eliminated in pocket south of Strasbourg, and a French unit retreat just outside that pocket; unit DL2 reduced south of Bitche; eliminate the American unit south of Saarbrucken; eliminate American unit northwest of St. Avold; and DL1 reduction north of Saarbrucken.
...the white X markers show victory city/towns, of which, if the Allies get to one, game over, so you can see it's a bit precarious; you can see how especially so at the pocket south of Bitche, where the German unit eliminated there was kinda a big thing! Allied Combat Phase (1st) saw a BB2 north of Saarbrucken; a stall at the pocken trying to break out at a 2CF Allied unit; Germans retreat farther from Mulhouse. Allied Movement Phase saw the 6CF French unit west of Colmar move down the road to Colmar, swing southeast up the road towards Freiburg, swing northeast up the road, back towards the pocket and go cross county to exit through 2922 in column movement. Allies win.
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Post by Whiterook on Apr 20, 2024 17:13:53 GMT -5
This was the path tp Victory for that French unit… …there was just no way to stop them. The next thought if that would have failed was, move up some American units to try and exploit that hole in the extreme northern flank; however, the Germans would have had time to pull units north to try and thwart those efforts. The French were pretty bunged up around Mulhouse and that would have been a long haul to the border for them, plus the Germans that created that pocket to the west (up the map) would have had some time next turn to try and reenforce that sector. The Allies were about to gain some Paratroopers next turn (two units) and there was a chance for further reenforcements to come…I think those play a huge factor in the long game, along with Patton and DeGaule, whom both have chanced to activate near mid game. This is a fun game, but I seem to be unable to pull it past two game turns. I don’t know if I’m that good, that lucky, or that stupid (playing something working). I’ve got a week and a half left to playtest so, even though I’ve the requisite-preferred four games played, I may get another play or two in, so I left the map setup where this game left off, under cardboard (from cat incursion!).
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