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AAR - Turn 3, Villers-Bretonneux town (B2) Lone Star 
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Joined: Mon Oct 27, 2014 9:59 pm
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Location: Dallas, Texas
Lone Star dusts off its miniatures and returns to Area 51 in Grapevine, Texas, for the first battle of Turn 3.

Special thanks to James of Texas ‘Ard Korps (T.A.K.) Gaming for the use of his beautiful town board. We’re also using the board for one of the missions in our current league series that James runs—see http://thehobbystudios.com/index.php?p=10_1.

FORCES

Looking at the forces, you’ll notice that as this will be a night battle there are no tanks allowed. Both players will miss these rolling fortresses that spew fire in all directions. This will be an infantryman’s battle.
The British have two CV Firestorm infantry platoons, to which they add a HQ with sniper, two more infantry platoons, two HMG platoons of three guns each, and 3x 3” Stokes mortars, for a total of 9 platoons.

Attachment:
British forces.jpg
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The Germans bring a very similar force, including a HQ (2xSMG upgrade) with 3 flame-throwers and 2 Granatenwerfer mortars, two Infanterie platoons, a HMG platoon with two MGs, and a full Stoss platoon with flamethrower. Firestorm troops add another Infanterie platoon and another HMG platoon with two MGs. 6 platoons in total.
All the Infanterie platoons are upgraded with a Cmd SMG team and a Rifle-Grenade team. At the beginning of the game a flame-thrower is attached to each Infanterie platoon and a mortar is attached to each HMG platoon.

Attachment:
German forces.jpg
German forces.jpg
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[Looking at the two pictures, can you tell which force is commanded by a CPA?]

SET-UP

We have marked off one foot from each end of the 4x6 town board for our game. The resulting 4x4 table allows four edges for the attacker to choose from. The British win the “attacker” die roll and choose their table edge. He chooses what we’ll call the East edge of the board. What we don’t fully understand the implications of at the time, the town is designed for North-South battles, with open zones on the East and West edges for alternate advance routes. Going East-West, as we will, eliminates these open zones as advance routes, and will thus require the attacker to advance on narrow streets or by hopping building by building. German objectives are placed in the open, against the East edge of the board while the British objectives are more forward, next to buildings.

German set-up
Two infanterie platoons and a HMG platoon are placed on the German left flank.

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German left.jpg
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“If you find yourself in a fair fight, you didn't plan your mission properly."
David Hackworth


Last edited by BashOn on Wed Jul 22, 2015 7:41 pm, edited 3 times in total.



Wed Jul 22, 2015 5:54 pm
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German set-up (continued)

The right flank has the third Infanterie platoon, a HMG platoon and the Stoss platoon. The Stoss and HMG platoons are placed in buildings while the Infanterie platoon is placed around the objective.

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German right.jpg
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British set-up

The British divide their forces evenly between the two far East-West roads, with two infantry platoons and a HMG platoon on or close to each side. The three Stokes mortars are placed to advance into the square in the center of the town.

Let the Game Begin

In the dice-off for going first the Germans roll a one but so do the British; with the +1 bonus for deploying first, the Germans have the first move. The turn is spent unpinning (mostly successful) and digging in (also mostly successful).
On their turn, the British advance all their companies. On the German left flank, the British advance through buildings as the street is under direct line of sight of the Germans. On the German right flank, the British also use buildings for cover.

British right flank (below)

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Advance 2.jpg
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Mortars in the town square, with HMGs on their way to the British left flank (below).

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_________________
“If you find yourself in a fair fight, you didn't plan your mission properly."
David Hackworth


Wed Jul 22, 2015 6:01 pm
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On their turn, the Germans roll for night vision just far enough to target a Stokes mortar with HMGs. The “bulletproof” cover of a crater is not bulletproof enough and the mortar is lost. The British sniper has Germans move within 4” but survives to return later (the sniper was not successful this game, and only got off a couple shots).

The next few turns see the British advance into the buildings on the West side of the square and trade pot shots with the Germans in buildings across the street. The turns go by quickly without much movement by either side. Dawn breaks on turn 5 with the British not yet assaulting. British HMGs advancing on the German left, fail to make their skill test to enter a building and are cut down the next turn.

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HMGs.jpg
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Slowly the German fire tells (their dice were much hotter than the British ones this game) and the British platoon is close to breaking, surviving a morale check. At one point, a brave German flamethrower crosses the street and kills a rifle team and the platoon commander. Luckily, the British OIC is nearby to appoint a new platoon leader.

On the German right flank, the Stoss is under fire from several British platoons and has to remain GTG to weather the storm of fire. One portion of the platoon receives the brunt of the fire and loses a Pistol team (picture below). That portion of the force retreats out of the building, taking cover behind it.

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The End-Game

Knowing that time is on the German’s side, the British player decides to mount multiple assaults.
On the German left, the remaining Stokes mortars and other fire manage to take out two HMGs controlling the center. The Stoss platoon is pinned. So far, so good.

Attachment:
Overall.jpg
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_________________
“If you find yourself in a fair fight, you didn't plan your mission properly."
David Hackworth


Last edited by BashOn on Wed Jul 22, 2015 7:46 pm, edited 2 times in total.



Wed Jul 22, 2015 6:06 pm
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The assault on the German left goes in with three British infantry stands able to swing. The defensive fire is too much and the assault is thrown back, with two stands eliminated.

On the German right, another assault goes in. With the Stoss pinned down and unable to shoot into the alley sheltering most of the British assault force, defensive fire is relatively weak, with only part of the Infanterie platoon on the objective and a couple other stands able to shoot. It’s enough though, as the needed five hits are (barely) made. Making all its saves, the British force must still call off the assault.

Attachment:
Assault2.jpg
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Realizing the firepower the Germans still had, and having only eliminated a few Hun stands, the British player concedes. 6-1 to the Germans.

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British losses:
1x Stokes Mortar
HMG Platoon
German losses:
none

_________________
“If you find yourself in a fair fight, you didn't plan your mission properly."
David Hackworth


Wed Jul 22, 2015 6:09 pm
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Rough fight!

Hope my group can get the B3 battle done this weekend!


Wed Jul 22, 2015 7:28 pm
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