Thursday, March 8, 2012

Cauldron

Played a great game last night with Joe.  We haven't played each other in a while, so it was good to get a "knock-down, drag out" fight under our belts.

We played V3 Cauldron.  Another friend of ours, Simon / Hedgehog posted on the FoW a thread about this mission.  I would suggest everyone head over there for a synopsis of some fairly strong feelings on the mission.  I will add my thougths at the end of the post (feel free to skip ahead of the short BatRep).

LW 1,575

I brought ARP from US 2nd (Conf / Vet)

HQ
Platoon 1 - full ARP with extra bazooka from HQ
Platoon 2 - full ARP
Platoon 3 - 4 Hellcat TDs
Platoon 4 - 4 Shermans with Pool
Platoon 5 - 3 tubes, armored mortars
Platoon 6 - Recon, 2 teams

Joe brought Lee Tankovy (Conf / Trained)

HQ - 1 Lee
Company 1 - 10 Lees
Company 2 - 10 Lees
Company 3 - 10 Stuarts
Platoon 4 - 3 BT "something" armored car / recon
Platoon 5 - 4 SU-100 assault guns

Since I am auto-attack, Joe was defending.

He put the 2 Lee Companies on the table, rest in Delayed Reserves.  I put 2 ARP on the board (mistake) and the Security Section of the TDs.

The first turn was slight movements from Joe and myself.  No shots, but I did get reserves (Shermans).

Turn two was more tactical movement for Joe, but he made a "boo boo" and put some Lees in the open for me.  On my half of the turn, I popped the TDs and moved the Shermans to take shots at the Lees.  Timely shooting / rolls and I gutted the Company pretty well.  He passed the motivation to hang around.

Turn three and Joe blasts two Hellcats.  He took pot shots at the ARP that I had moved out of holes to rush an objective.  The objectives don't go live until Turn 6, but I wanted to get the ARP on one and dig in.  I start a trend of poor rolling for infantry saves.  Plus I bone-head the movement and deployment of the ARP.  Dork.  In my end, I finish off the the first Lee company and start in on the other Lees.

Turn four and Joe gets Delayed Reserves - the Stuarts.  He brings them into the battle and helps the 2nd Lee company in finishing off the TDs.  He also blasts the ARP and assaults.  I can't stop them with the bazookas.  I have to fall back after the assault.  I try to blast the Stewies, but cannot force a morale test - came within one tank of doing so.

Turn 5 and Joe gets the rest of reserves.  SU-100s bail a Sherman.  The recon gets too aggressive and shoots at the last ARP platoon.  Stewies launch an assault (still can't stop it with 'zooks) and make the two ARPs leave the board.  My half of the turn, I try to force a Company Morale.  I kill a Stewie, but only kill and bail a recon unit.  Stewies fail morale, but the recon is not even forced.  We time out and Joe wins 4-3.

Thoughts:

I won't get into the tactics of the game we played.  I could have doen things better, Joe regretted the placement of 3 Lees that basically gave away some GtG tanks.  I have to use the ARP smarter (still learning) and my choices for reserves were poor.

The mission.  Well, there seems to be some discussion about the attacker setting up a line to take out the defender's reserves when they come on the board.  In the event of an odd number of platoons, the attacker could wipe those platoons out, force the company morale check and win without taking an objective.  I did not think on that.  On the surface, it would work.  But I think this "tactic" is board dependent and list dependent.  But if you are defender, this tactic should be considered when you think about what you are putting into Reserves.  Being forewarned is being forearmed.

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