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 5/13/2011 6:32 PM
 
 Modified By Ken   on 5/15/2011 3:46:46 PM

Germans: Chris Doary

French: Kenneth Oates

Introduction

This is the second game of the Rock of the Marne. The game was played using a combination of VASSAL and Skype, like the first, giving it the feel of a ftf game. As noted with the first game, some housekeeping was in order prior to the start: There are two 4th XXXX HQs, the one in 42.19 was relabeled as the 4th XXX HQ; In 49.20 there is an extra French XX, it was deleted by agreement.

French Game Plan

Looking at the VASSAL module, I planned my defense to consolidate on the left flank, and made an Op plan to mitigate the disadvantage of the weak French left:

Turns One and Two: Survive! Hope for low DRs by the Germans. Recombine or set up for recombination, the scattered regiments of the French force. As many as possible, especially the U.S. Division - it's big! Reserve will be: French 52 & 46 XXs. East trench line will be face off against corresponding German XXs.

Do not move out of the French trench line and give up hexes. Reduce CAP on Turn 2 to one air unit. The center trench line is critical, do not let it fall open or into German hands.

Form "Killer stacks" of regiments and counterattack (use XXXX, XXX HQ and air support, "big" U.S. XX). (Stacks of regiments to replace XXs - more steps than divisions by themselves. If there is an opening, go after the German XX HQs. "Fortify" Fort St. Hillaire with small killer stack. Retake Beaumont sur Vesle, using air support. (With Dean's ruling about city control, it can be ignored if lost.)

Turn Three: Seal off the Reims area, hold the Germans to that area. 8 XXX HQ arrives. Use for attack supply. Return 124 XX from dead pile (1 step).

Stack units 2 regiments high minimum in the trench hexes, as these are harder to attack (lower odds) and tend to cause attacker casualties and as noted above, have more steps.

Try to destroy the German army in detail. Do not let them advance past the Le Mont Haut - Prosnes - Montaigne de Reims line to threaten Chalons sur Marne.

Keep German points down, probably can't prevent them from getting some, but can manage the number they earn. (Especially watch Beaumont sur Vesle, Fort St. Hilaire, and Chalons sur Marne.)

Turn 4: Return 132 XX from dead pile (1 step). or raise 124XX to full strength.

Turn Five: Commit reserves. ( French 52 & 46 XXs). Move defensive stacks into open trench hexes Turn 5. Keep track of open trench hexes and make sure there is an open route to them for the French. 16XX arrives breakdown into three regiments and move them to front.

Turn Six: Mop up any single Sturmtroops left where they can be attacked at good odds (5:1) and occupy empty hexes. 161 XX enters, is it capable of getting anywhere to make a difference?

The French must minimize the German point total. They need seven points to win the scenario, but 20 to win the match. Keep track, especially towards the end of the game

The rest of the AAR is from the French perspective.

Turn One The expected onslaught starts. Beaumont sur Vesle falls without a fight, and the Sturm make deep penetrations all along the trench line. 4th XXX is split off, but not surrounded. The Americans reassemble, the Polish cavalry goes to Fort St. Hilaire.

Turn Two Unexpectedly, 170 XX is completely surrounded. The Americans go to their aid, reestablishing contact and supply, but at a cost of a step. Consolidations continue to form a defensive line. French losses start mounting, including one XXX HQ.

Turn Three The Americans take a beating, including losing a brigade. This is a huge loss o9f offensive power for the French. 170 XX is also eliminated, as is the 4 XXXX HQ. That puts two on the Turn record track. German forces reach Chalons sur Marne, but are out of supply. French units have completely abandoned their former frontline trenches. Supply has now become an issue due to the deep German penetrations.Over half of all French units are now out of supply. The 8 XXX HQ shows up on the east side of the map.

Turn Four As if it wasn't already bad enough, the 4 XXX HQ is not able to return to the map. However, an opening for the French returning to their trench line opens up and two XX (broken down into regiments) move forward and take six trench hexes, although in the process they become Out of Supply. 52 XX breaks down into regimental formations and starts on its way to Chalons sur Marne. St. Hilaire holds on, and three broken down divisions surround the town, and supply is maintained.

Turn Five The French at St Hilaire repulse a strong German assault, complete with air support and HQ shifts for high odds. The Germans are cleared out of Chalons sur Marne, and the 4 XXX and 21 XXX reappear there. The trench line units start to fall. CAP is placed within striking distance of St Hilaire. 1 aircraft is kept in the Ready box. 16 XX arrives, attacks, and is history.

Turn Six The Germans do notresume their assault on St. Hilaire, being content toconsolidate control of theFrench trenches, even abandoning Beaumont sur Vesle. The French come out of St. Hilaire, and manage to wrest control of one trench hex from the Germans (although a HQ was still located in it but does not control it) in two attempts. 161 XX arrives, but is useless (in the campaign game it arrives one turn later, Turn 7).

The Final French and German Lines

At the end of the French Turn 6, the German deployment was along the entirety of what was the French original defensive position.

The superscript indicates that the unit was only one step.

The final German point tally was:

· Trenches controlled (must be occupied to score) 22

· Total 22

· German win (7 points required)

Match Winner: Chris Doary

Lessons Learned

I always, or most of the time, learn something from the play of one of these situations. Here is my take on this playing of "General Gouraud Defeats the Stormtroopers!".

· Lesson 1: Keep U.S. oversized division intact for best results.

· Lesson 2: French must counterattack to have any hope of stopping the German advance

· Lesson 3 Use airpower for ground support, keeping some for CAP

Another tough game. Prior to the first game I asked the question of whether the situation was misnamed. After these two playings, I feel it is. It is not a balanced scenario, even after some clarification (which needs to be added to the official errata) regarding control points. Unfortunately "each" implies something entirely different (individual) than "all," or "both," or "all three". This interpretation opens the question, regarding trench control, following this logic, the Germans get 1 point (total) if they control all the trench hexes. This was not addressed in the ruling. Then the total point maximum possible would be 16, and a tough nut for the Germans to crack. On the positive side, that would force more aggressive German play to attempt to take Chalons sur Marne and make for a more balanced scenario, maybe even making the historical result possible.

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 5/16/2011 12:05 PM
 
Sounds like you had some pretty interesting games. Thanks for the AAR, it was a nice read.

A couple of things I wasn't sure you got right from reading this and your other AAR:
- Replacement points have a specific priority (1.7b), units from the dead pile have to be used before you can rebuild units on the map (or airplanes).
- The ARMY HQs are only DISPLACED when subject to a step loss (unlike Corps HQs). See 1.1d. That keeps the French 4th Army HQ in play always - perhaps allowing the French units in your second match to remain in supply much better.

I'm just 2 turns away from finishing my second match. I think there is a slight German edge, but there are some things that the French can do to (perhaps) avoid a loss in this scenario. But we'll see how I feel about it in two turns... :)
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 5/16/2011 2:19 PM
 

Hi Chee. Thanks for the kind words. Sorry about leaving out the detail, I decided that level was just a little too much! The 4 XXXX was displaced to the nearest friendly unit, the only problem was that it was cut off ffrom the south and west board edges (Sturmtroops further south). The replacements were added according to the priority rules (there were a lot of French XX in the Dead Pool). Thanks for pointing out that I needed to make a clarification. Maybe next time I will post pictures from VASSAL.

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 5/30/2011 9:42 AM
 

Once again Kenneth has supplied a concise narrative of our match.

I had the Germans this time. More importantly, I had a goal, a specific number of points required for victory. I also had an idea of what the Germans are capable. But having played the French in our first encounter, I didn't have a clue how Kenneth would use his forces to deny me 19+1 points.

This time I also had a plan. :)

I would try to stick with the following operational principles throughout the scenario:

1. Move fast and appear where the enemy will not expect me.

2. Use sturmtruppen to threaten Chalons, draw off enemy units, block road networks and isolate portions of the battlefield.

3. Use maneuvre to compel Allied units to fall back and vacate trench line.

4. Encircle enemy units and attack once they are out of supply.

5. Only attack when I have 6-1 odds after all shifts have been applied.

6. Reserve aircraft and tank units for most the important attacks.

7. Conserve enough units so that I will be able to occupy the maximum number of trench hexes on my last turn.

The initial plan was to hold in the east, put pressure on the Allied centre, and destroy the French Fourth Corps before turning my attention to Fort-St-Hilaire. A few sturmtruppen would race for Chalons in the hopes of tying up a couple French divisions. Most importantly, there would be no attacks on the first German turn.

It sounded impressive, but would it work?

Turn 1

In the east, my 1st Bavarian Corps shifted forward and occupied a couple French trenches. Using four sturmtruppen, I was able to completely encircle the French 170th Div, as well as cut the road to Prosnes. In the west, Beaumont-sur-Vesle was in German hands. Moreover, the entire French 4th Corps (Corps HQ, 163rd Div, 71st Div, and two regiments) was threatened with being out of supply if it did not fall back.

French units in the rear move forward, while their units in the east hold fast. In the centre, the US brigades call on air support and destroy a sturm unit immediately south of the trapped French 170th Div. A US brigade suffers a step loss. The Americans then occupy the former German position in 52.20. This leaves both the 170th Div and the American brigades out of supply. More critically, the French fail to recognize the threat in the west. At the end of their turn the entire French 4th Corps is out of supply.

Turn 2

The Germans capitalize on the situation in the west, as well as the plight of the 170th Div. Near Reims, German aircraft lend a hand and the 163rd Div is destroyed for the loss of a German step. Two French regiments in the pocket meet the same fate, although one German division suffers a step loss. In the centre, the 170th Division is destroyed along with an entire American brigade. A sturm unit threatens Fort-St-Hilaire from 53.17, as another in 42.18 keeps the 4th French Corps and the 71st Div pinned between it and the Vesle. All in all a productive turn for the Germans.

The French react by falling back all along their line. The 4th French Corps remains trapped with the 71st Div in a pocket north of the Montagne de Reims and the Vesle.

Turn 3

The Germans press their advantage. They surround what remains of the 4th French Corps, push forward to Fort-St-Hilaire, and occupy Chalons with a sturm unit. The French 4th Corps disintegrates and no Allied units remain west of row 46. In the centre, the remaining American regiment falls and a reduced German division (19 Res) is now adjacent to the "Fort." During the exploit phase, two additional sturm units rush toward Chalons. in order to draw off the French 52nd Div, which was headed north to Suippes. Although all of these infiltrators are out of supply at the end of the turn, the threat to Chalon is obvious.

The French response is as swift as it is unanticipated. The French retake Chalons, losing a step in the process, but eliminating the offending sturm unit. Elsewhere the French break down their divisions. Five regiments rush forward to grab a portion of the French trench line running from 44.20 to 47.22. Another six regiments form a line in front of St. Hilaire. And three regiments join the Polish brigade in the Fort. French Army HQ remains adjacent in 54.17, protected by a resurrected and reduced 71st Division. However, these bold moves leave the forces in Chalon and the reclaimed trench line out of supply.

Turn 4

The Germans apply more pressure. A pair of sturm units occupy Chalon. Another sturm unit destroys a French Corps HQ, but is eliminated in the process. In the trenches west of Prosnes, the French lose another regiment as the Germans tighten the noose around these isolated regiments. But the Germans forgo attacks on Fort-St-Hilaire, preferring to wait until the Polish and French units are out of supply.

During the Allied turn, the French regiments in the trenches consolidate and separate with two regiments remaining in 46.21, while the other three head to 51.23. A depleted regiment falls back toward Chalon,as the French shift their units around the Fort in order to maintain supply. [This was a good move by the French. I had foolishly sent three sturm units after a couple of unsupported corps HQ. These units should have been used to encircle the Fort. This error would cost me 5 points.]

Turn 5

The Germans abandon Chalons in favour of a blocking position in 53.09. A pair of sturm units do similar duty in Suippes and immediately north of Somme-Suippe. With only one turn left before falling back to the trench line, the Germans gamble and attack the Fort with the help of air support. I roll snakes, which in SCS is very bad news. The Fort remains in Allied hands and the German attackers are forced to retreat with losses. [Kenneth's decision to stuff the fort with the Polish Brigade and three French regiments proved to be an excellent tactic. With eight steps to lose, only a retreat result would have given me the Fort.] Perhaps as a consolation prize, my Bavarians destroy the (depleted) 71st Div (for a second time) and another corps HQ in 55.17. Meanwhile, the situation in the trenches deteriorates rapidly for the French as all five regiments are destroyed in turn. By the end of the turn only one German unit--the Sturmtruppen in 53.09--are out of supply. More significantly, no Allied Units remain north of Prosnes-Suippe line, nor west of Fort-St-Hilaire (exception: a 1-2-6 south of La Veuve in 51.09]. Total Allied strength at this point consists of the following:

In/adjacent to Fort-St-Hilaire: Polish Brigade, 8 x 2-3-6, and 1 x 1-2-6

In/adjacent to Chalons-sur-Marne: 2 x 2-3-6 and 1 x 1-2-6

In 55.13: 8th French Corps HQ

The French receive the 16th Div in 62.15 this turn. The 4th French Army descends from the heavens into 54.18, while a pair of corps HQ are teleported into Chalons. With the aid of French aircraft, the 16th Div assaults Suippe, but the Sturmtruppen stand fast as the French roll a three and vanish from whence they came. The French have ore success in dispatching a sturm unit in the woods south of the Fort, but lose a step in the process. [The 4th Army HQ is a powerful unit that provides a two-step combat shift. I had not realized the ease with which it could not only return from the dead, but also descend directly amidst the battle for the Fort again.]

Turn 6

The Germans forgo another fruitless attack on the Fort and withdraw virtually everyone back into the trenches. The sole exceptions are a sturm unit in Suippes (brought back from its blocking position north of Chalon), and 199th Div (5-5-6 in 53.20). These units are placed with the intention of limiting the number of effective French counterattacks by restricting movement toward the trench lines. (Admittedly, the 199th would have preferred to have been in the trench line, but it simply lacked the requisite movement points to reach it.) Because the Germans have failed to replenish their air units, no CAP is placed to counter French air assets.

The presence of the sturm unit in Suippes negates the arriving French reinforcements. Consequently, the French "counterattack" is limited to one attack. It succeeds in destroying the remnants of a German Div in 55.21, although the German corps HQ therein survives. [I did not realize that a HQ could not occupy a trench hex for the purpose of obtaining victory points. So this French attack invariably accomplished what it set out to do, namely deny me a victory point.]

Comment

The remarkable thing about this match was not that the Germans won (again). Rather it was that in spite of the horrific losses inflicted upon the Allied force, the Germans only scored three points more than in the first match. At game end the French were left with the following:

1 x Army HQ

3 x Corps HQ

1 x Polish Brigade

10 x 2-3-6

6 x 1-3-6

Moreover, there were no Allied units remaining on board west of the Chalons-Fort line. It seems to me then that the key battle in this scenario will be for the village of Fort-St-Hilaire. While it is possible for the Germans to grab Chalons, it will leave them out of position for the last turn trench grab. Do the Allies have a chance of winning this scenario? Perhaps, but it would probably take someone with more skill than me to do it.

Finally, while I managed an overall win, it was a remarkably close one, and one that I likely would not have managed had I taken the Germans first. I learnt something from the first match, and evidently so did Kenneth (as he kept the Fort to himself for the entire game).

I was looking forward to a Great War battle. Rock of Marne certainly looks appealing. But I would recommend that this scenario be used more for learning the mechanics of this particular game than for a serious contest. The out-of-suppy rules, as well the exploitation capabilities of the Sturmtruppen undoubtedly makes for an interesting campaign game. It would be interesting to see how the French counterattack plays out over 15 turns.

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MMP Ironman 2011 Announcements Minimize
 
Ironman Announcement - Wednesday, February 02, 2011

 

What: A tournament composed of seven rounds of game play of MMP games.  Each round (approximately one round each six weeks) will require the competitive play of one game from a list of two different MMP games announced prior to the start of the round.  Participants pick one game and finish it within the time frame allowed.  Points will be awarded based on performance.  A running total will be kept.  There will be a prize for first place!

How: MMP (via its designated tournament director Ken Dunn) will pair up tournament participants who have picked the same title.  Once paired, opponents can play the game via any venue they agree on: face to face, VASSL, Cyberboard, etc.  MMP will make the pairings and notify all players at the start of the round.  We will make every attempt to pair opponents who want the same type of gaming venue.

When: First round starts February 15th. (Just after Valentine's Day so you guys can deal with the important stuff!)  Simply send an email to ken@multimanpublishing.com by February 12 to sign up.  Include your contact information: name, address, email, preferred method of play, and time zone.  The Rounds are scheduled approximately as follows:

Round 1: 2/15 - 3/30

Round 2: 3/30 – 5/15

Round 3: 5/15 - 6/30

Round 4: 6/30 – 8/15

Round 5: 8/15 - 9/30

Round 6: 9/30 - 10/15

Round 7: 10/15 - 11/30

Round 8 (if needed as tiebreaker): 11/30 – 12/30 (This will be a speed round.)

Participants may skip up to two rounds, but skipping more than 2 rounds results in disqualification.

Prior to the start of each round, MMP will announce the two featured games for the upcoming round.  Email Ken prior to the start of a round to announce your participation, what game you want to play, and your preferred venue. If opponents get paired despite having requested different venues, MMP will (if no venue can be agreed upon within 48 hours of the start of the round) decide on the venue.

Scoring: Each win earns 2 Points. There is an extra Point for a "Smashing Victory" (at the sole discretion of MMP), 1 point for playing the game to completion (early concessions considered "played to completion" only on approval of MMP), and 1 point for an After Action Report posted on the MMP website and approved by MMP. Ties will be broken via various tiebreakers as decided by MMP.

What if I don't own the Games?! For each round, the two featured games will be offered at 20% off the retail price prior to and throughout the round to participants of the tournament only.

First place receives an engraved plaque plus choice of either: 1) a trip to Winter Offensive, MMP's charity tournament, usually held in the middle of January (fine print - MMP pays for 3 nights hotel stay, up to $500 for travel expenses, and $100 for food. or 2) every new game MMP publishes in 2012 free of charge.

Second place also receives goodies.
 
Ken has posted the first two games in the General discussion in the Forum here:  ASL and Iwo Jima: Rage Against the Marines.  See his post for details.

You know you want to play the games.  Now you have an even better reason.  Be the MMP Ironman and lord it over your inferiors.

 

 
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