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”.
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
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.
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.
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.
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.
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.
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.
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.