GMT France 40 Play Thoughts

I just wrapped up a game of France 40 by Mark Simonitch and GMT Games. Very fun and close affair.

VP Total: German 24 and Allies 20

Based on the extended game, two players may want to continue to see if the Allies can get some more German units to count toward their total, isolate the far advanced Germans, and possibly open up a rail line. But I’m calling it here to play another game.

By the way, in some of my videos I mention that it hadn’t hit it’s numbers. Incorrect. It’s way above the P500. But you can get this game at a great price as of this writing while it’s on P500. Go to GMT Games to get your order in,

Some things to think about next time I play:

  • Don’t spend so many units on the Maginot and Namur locations. Isolate the locations and let them dwindle away. Perhaps, attack a couple turns and then move on. I ignored it more than the last time I played, but not enough.
  • I thought all the SE exits were worth 2VP each. Wrong, only the exit labelled S/SE. Therefore, spend some of the 7 movement point units on getting further ahead and the 3 move units to close the hexes. I did this up north but dedicated 3 of my mech infantry units to the exits too early in the game.
  • The Yellow Boxed French tank units always get the armor shift. I think i cancelled them a few times when a German tank was against them.
  • Try to DS more often.
  • Try to attack after retreat more often 4:1 odds.
  • Remember that Extended movement can be used if you start in an EZOC (essentially cancelling the +2 penalty when moving out of an EZOC. I forgot this.
  • Remember I can have a 2 step or less Tank unit that would normally push a hex over the 7 stacking limit. This may have helped reinforce some attacks.
  • Major Rivers stop advance.
  • Learn how to use the Trains better for the Allies.
  • Need to clear my mind on retreat and advance after combat procedures.
  • Did i understand the Halt Order to mean i can only use it in one turn?
  • Definitely need to understand the supply and isolation rules. I thought cities provided supply. Wrong. Namur and Maginot line would’ve been isolated quickly and they could’ve seen some reductions.
  • Speaking of isolation, remember the French collapse rule and how it applies to combat.
  • GQG markers – learn how to use these to more effect.
  • Interesting to me that rail lines don’t help with supply, only roads. keeps it simple, but i would think rail would help.
  • Figure out how to use the Disengagement and Reserve rules.
  • Figure out how to best use the Allied HQs.

Add the following to an amended QRS:

  • Isolation Table
  • Add Rccon to the Special Units table
  • Add Black Box Allied units to the Special Units table.

Lock N Load Tactical Falklands w Big Board

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Played a game of Lock N Load Tactical, Heroes of the Falklands. This is my first foray into modern with LNLT and it was very fun. It doesn’t hurt that I rolled over the British and Kev conceded by early turn 5 of 8. I would say that part of the key to winning was getting initiative every turn. I took some chances that wouldn’ve really hurt had he won initiative.

I think I also put him slightly off his plan when I completely took my forces to the right.

Here are the maps from the end of each turn:

DevilGoesDownToGeorgiaturn1

End of Turn 1

DevilGoesDownToGeorgiaturn2

End of Turn 2

Basically waiting for the reinforcing helicopters to come in to give him something else to think about.

devilgoesdowntogeorgiaturn3-e1552794220598.png

End of Turn 3

Started aggressively moving up to spot that unit on the hill. The rough area are rough. They cost 3 to move and add 3 to defense. It also costs +1 to move up a hill. In addition, the British are tough. They get to roll before melee if shaken, they get +1 to their melee total, and get to roll a D8 instead of a D6.

DevilGoesDownToGeorgiaturnGameOver

End of Turn 4

The ship moves in and lays waste to the unit on the right hill. Also, the helicopter, Aluetto, shakes the unit in the building.

DevilGoesDownToGeorgiaturn4

End of Game

And then they don’t rally. And again, I win initiative and get a very high shot in the buildings up top and reduce the squad and wound the hero. Kev was done. The sniper did try to take out the helicopter, and I rolled exactly what i needed to avoid damage. This was the second time that happened with a crucial shot.

It’s so different to play “ftf” because there are rules that I forget and also the increased tension of what the other player will do.

Thank you Kev, from the Big Board, and Mad Anthony for clipping counters and watching and chatting with us.

Backed Paratrooper Drama Series

I just supported this campaign and want to share this with the group. I think it would be cool if this gets the funding needed to complete and air. There’s still a long road ahead, but they’re making progress. Lance Steen Anthony Nielsen is a fellow wargamer and the creator of this project.
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Check it out and support it if you’re able. My only affiliation with the project is that I’m supporting it via Indiegogo and through social media posts because another WW2 series is always welcome.
There will be a few more of these as they go through the production process, but a little here and there can only help.

Normandy Campaign #4 Carentan

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I played this 4th scenario, “Carentan”, in the Normandy Campaign of the Lock N Load Tactical Expansion called, “We Stand Alone: Battles of Easy Company”.

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From the Lock N Load Website

If I play the next game via Vassal, I will be sure to make notes after each turn to have better notes for blog posts. I’ve gotten out of the habit. Basically, this post will mainly be pics taken at the end of each turn. I will comment where I recall significant events. Another issue, I played this over 7+ days.

To set the mood, here’s a photo from Britanica, via US Army of Carentan

Carentan US Army Britanica.jpg

From Britanica.com of a US Army Photograph

Interesting to note how much space a squad (10 men) takes up in these streets. I understand this is during a peaceful moment and more relaxed, but still, when looking at boards and thinking about miniatures, I find these shots very informative.

WSA_Carentatn_Turn_01

Carentan End of Turn 1

Turn 1: US and Germans are only allowed a few units in turn 1. Germans start on board. US moves on board. Further turns, US brings guys from off board via movement. The Germans get to place their guys in any buildings East of hexrow H during their impulse in the following turns. Pretty cool. It can’t be op fire and can’t be op fired on. So, kind of an ambush. However, you have to enter them on the turn indicated which means they will probably be placed before the US gets too far on board.

WSA_Carentatn_Turn_02

Turn 2

WSA_Carentatn_Turn_03

Turn 3

You can tell I don’t like the heroes in this campaign. I successfully have killed all 3 heroes I was given to support me during this campaign. They have this neat feature where you can take a hero from battle to battle and grow their skills. Yea, well I seem to put them in too much danger because I think one has survived one game. I killed my last one.

You can see the US is beginning to shake in this one and there is an American unit in a building already. The objective is to take a majority of the buildings (6) to win outright. I also had 15 fate points to work with! Awesome. I used all of them and I would say perhaps half of them worked. Need to to think through better how to use them.

WSA_Carentatn_Turn_04

Turn 5

Forgot to take a picture after turn 4. Dead pile on the left. You can see the US is taking some buildings, thanks to a generated hero running building to building. Lots of shaken and also lots of melee. The building at the bottom of the map took a couple of turns to clear out. One melee taking at least two to three turns to complete.

WSA_Carentatn_Turn_06

Turn 6

Turn 6 saw the church get cleared out of the MG42 and main leader, as well as the sniper. Now the US had an MG42 to play with. Yes, check out that large melee pile at the bottom of that 4 hex building. It will take two tries.

WSA_Carentatn_Turn_07

Turn 7

I could not eliminate that group of paras from the “top” of the 4 hex building. However, I did clear out the units from the bottom. Unfortunately, the US was also cleared out. Both sides rolled high, 10 and 11 if I recall correctly. Melee group below.

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WSA_Carentatn_Game_Over

End of Turn 8 and Game

I was feeling pretty discouraged as the US player because I felt like I was taking too long on the attack and wasn’t going to make it. But the US did make it.

The campaign so far:

Brecourt Manor Revised German Victory – Campaign Points German 1 U.S. 0

Brecourt Manor Final Episode US Victory – Campaign Points German 1 U.S. 1

The Way to Carentan US Victory – Campaign Points German 1 U.S. 3

Carentan US Victory – Campaign Points German 1 U.S 6

The Battle of Bloody Gulch – Campaign Points (3 points available to US if they win scenario.)

As of game 4 the U.S. has earned a Tactical American Victory: “Allied success in Operation Overlord is very promising.” They can’t get a worse campaign result. Some pressure off. But a Strategic American Victory is in sight. Could mean a big promotion.

LnLT Saving Brigadier Hill AAR

Played the Lock N Load Tactical scenario from Heroes of Normandy, Saving Brigadier Hill against a fellow YouTuber, Devin, The Original Grognard. I’ve played him in ATS before and posted them on my YT channel. He’s  a relaxed guy who is fun to chat with and frankly, I think he knew the rules better than I. We were lucky to be joined by Stephane who’s played since the Matrix days and was super helpful as we messed a lot of the smaller rules.

LnLT is pretty easy, but like most tactical games there are these nuances that are easy to miss in the rules and forget. I need to write these things down when they come up so I can collect all the odd ball rules into one place.

Anyway, the 3 hour video is below, but I’ll summarize it by saying…SPOILER ALERT…the British Paras won, but only because Devin conceded at the end of Turn 6. He didn’t see much chance to win. I think he was right and it was super tight, but personal morale checks can get you. I know I’ve succumbed to them before.

I played the game out to see how it did. Basically, the Brits won because a second Hero was spawned and was able to move to within 3 hexes of the objective. The Germans successfully cleared out the final building, but only after two seperate stacks took up all the opp fire which allowed the monster stack (now reduced) to enter into melee. Again, both sides were able to wipe out the other in melee. (Happened twice in the game.)

Great time and I’m really liking my choice to dive into LnLT. I was tempted this week with an incredible offer for a copy of ASL’s For King and Country, but I relented and resisted the siren call. I need to stay focused. One thing I need to remember, my tactics aren’t sound and general game smarts aren’t natural. So it’s nice to be able to play a game out and to see those consequences and be able to more easily evaluate  and change. Some of the other systems are so deep that I’m never sure if it’s my misunderstanding of the rules or poor tactics.

https://youtu.be/nknSk_0ts1I