Saturday, April 30, 2011

Final round at 1000 Pts

This friday I had the chance to head over to Rob's place for FNF's.  This is the final week to earn points at the 1000 pt, 2nd tier level.  I was running the same list as last week, a Panzer Kompaine from Sicily that consists of:

HQ
2 x Panzer III M's

Combat Platoons
3 x Panzer IV E's
3 x Panxer IV E's

Divisional Support
Priority Air Support (Stukas with bombs)


Air Power!!!!!




I played against Ca$h the Top Tactician from Table Top Tacticians in Road Block.  From memory Ca$h's list looked like this:

HQ
Pioneer OC and 2IC

Combat Platoons
7 x stand Pioneer Platoon
7 x stand Pioneer Platoon

 Support
4 x Panzer III N's
3 x Armoured Nebelwerfers

This was the first time I had ever played Road Block so it took us a while to figure out exactly what we needed to do and when.  Since I only have 2 platoons they both deployed on the board with the reinforcements coming in the form of the OC, 2IC and air power.  Ca$h chose his Panzer III N's to perform the ambushcade.  I figured the out come of the game would be decided by how effective his first shooting was.

TURN 1
My Panzer IV E's moving down the road get hit in the side by ambushcading Panzer III N's knocking out one and bailing 3 others.  I may have a chance!

German infantry deploy to back up their tanks.

Platoon Commander is saved by the skin of his teeth, his lead call sign isn't so lucky.

The other platoon fairs much better.

2 Stukas hear the call for assistance from the armoured column and move to engage the infantry pinning them.

My surviving Panzer's quickly turn on the enemy tanks in the grape field  destroying one and bailing 2!  Little did we know that this was only the beginning of a long drawn out tank battle around the grape fields.

Casualties
Ca$h                            Big Willie
1 x Panzer III N           1 x Panzer IV E (does not count towards Pl morale checks)

TURN 2
More Stukas arrive to assist again pinning the infantry after destroying a stand.

Tanks remount and continue to engage the Panzer's in the grape field, bailing one.

OC and 2IC move into position to pour fire into the enemy.  Return fire from the grape fields does nothing thanks to several failed fire power tests.

Casualties
Ca$h                            Big Willie
1 x Panzer III N           1 x Panzer IV E (does not count towards Pl morale checks)
1 x Infantry stand

TURN 3

Enemy Nebs arrive and quickly set up positions to fire onto the road.  Once again the sky is filled with the sounds of dive bombing Stukas.  The infantry have caught up with the tanks and formed a critical mass.  This could be a decisive blow...

Close up of the dive bombing action...

The target rich environment proves  hard for the pilots to range in and even with a re-roll to hit they miss the tanks and only kill 2 stands of infantry.  The grape field tanks and infantry advance and return fire again hitting my Panzer's on the road and again failed 3+ fire power checks keep the tanks alive.

Casualties
Ca$h                            Big Willie
1 x Panzer III N           1 x Panzer IV E (does not count towards Pl morale checks)
3 x Infantry stands


TURN 4

With the tanks and infantry now too close to my own tanks the Stukas shift targets to the Nebs, killing one.

The most of the Panzer's on the road now turn their attention to the infantry that are within assault distance.  The machine gun fire rakes the platoon despite being in cover and kills all the rifle teams leaving only the OC, 2IC and Platoon commander.  

The other Panzers move to get flank shots but another couple of failed fire power checks ensure that this tank battle is far from done.

Casualties
Ca$h                            Big Willie
1 x Panzer III N           1 x Panzer IV E (does not count towards Pl morale checks)
6 x Infantry stands
1 x Neb


TURN 5

Newly arrived infantry advance under Stuka bombs to support their embattled tanks.

The Panzer's on the road bail 2 tanks but the remaining grape field tank destroys my tank.

Based on the potential assault from the infantry my tanks backed off but the remaining 3 stands are quickly gunned down.

The Nebs range in and destroy a Panzer (come to think if it with only 2 guns successful hits should be re-rolled, something to remember for next time.)

Casualties
Ca$h                            Big Willie
OC and 2IC                 3 x Panzer IV E (1 does not count towards Pl morale checks)
1 x Panzer III N
Infantry Platoon
1 x Neb


TURN 6

The grape field continues to pour on the fire destroying the final Panzer IV E from a platoon and bailing the 2IC.

The flank shots into the grape field finally gain ground and destroy 2 Panzer III N's.

The remounted 2IC and OC combine their fire to destroy the remaining Panzer III N within 16" of an objective.  Ca$h's infantry fail to unpin from the Stuka bombs and he calls the game as nothing will be able to make it within a turn.


Casualties
Ca$h                            Big Willie
OC and 2IC                 Panzer IV E platoon
Panzer III N platoons  1 x Panzer IV E
Infantry Platoon
1 x Neb

I think that makes a 5 - 2 victory but this game could have gone either way with just a couple of fire power testing going differently.  I can't wait for total war at 1000 pts next FNF!

7 comments:

  1. Nice report but I didn't know DAK fought in Afghanistan! ;)

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  2. It's obvious that they are fighting in Libya not Afghanistan ; )

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  3. We played the air support incorrectly. The planes come in from your board edges and in this scenario, that is 16" wide, at either end of the road - so you wouldnt have been able to bomb my advancing infantry or Nebs - also be harder to hit my Panser IIIs and still be 16" away from friendlies - something to remember for next time!

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  4. Looks like your right! I'm definitely starting to see some limitations with air power.

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  5. That doesn't sound right. You still have a board edge, even if your deployment zone is restricted along that edge. I'm pretty sure aircraft can come in anywhere from either board edge (just not the sides). Otherwise in some scenarios airpower could completely useless (like the roadblock scen).

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  6. But the diagram for roadblock shows the two small sides as the "attacker's board edge" - not just his deployment zone. It would lend more credence to the general thought that aircraft are in need of a revamp, and why no one takes them in tournament play.

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