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 5/13/2011 6:27 PM
 
 Modified By Ken   on 5/15/2011 3:45:31 PM

French: Chris Doary
Germans: Kenneth Oates
Introduction
This is the SCS game of the second Battle of the Marne, the portion of the battle which saw the worst performance by the Germans. It is reputed to be balanced, but several players have made statements to the contrary. I think it is balanced, and should not be a German blow out. We will see if the scenario's title is misleading. The game was played using a combination of VASSAL and Skype, giving it the feel of a ftf game. The supply rules, which can cause a player fits in SCS if he is not judicious, is more reminiscent of those used in the old classics, and just as unforgiving. 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.
German Game Plan
Looking at the VASSAL module, I planned my assault to form a right hook, and made an Op plan as follows to take advantage of the weak French left:
Turn One Deploy 8 Sturmtroops for 15th Bav XX, 9th XX, and 3 Gd XX, and clear trenches and exploit to Beaumont sur Vesle - Prosnes to split the French 4th XXX units from the rest of the line.
Turn Two establish a line Le Mont Haut - Prosnes - Montaigne de Reims
Turn Three establish a line Marne River - Ambennay - Fort St. Hillaire -trench line
Turn Four establish a line Marne River - La Veuve - Somme Suippe
Turn Five evaluate the capture of Chalons sur Marne, secure victory hexes.
Turn Six prepare for French counterattack, making sure the Germans have secured as many victory hexes as possible. Definitely a defensive turn for the Germans, possibly even retrograde.
I did not set a goal for the number of points I would try to secure.
The rest of the AAR is from the German perspective.
Turn One This turn went according to the operational plan. Deployed my Sturmtroops ( Germans are limited to only 9), moved HQs forward to anticipate supply needs, and with a combination of movement, combat and the exploitation phase put possession of Beaumont sur Vesle and Prosnes within reach. Not having positive shifts versus the trenches was challenging, but three successful attacks did cause losses (breakdown units) and Germans entered into French trenches. 1 Bav XXX is held in place checking strong French divisions along the German left (east) line, however the 240 XX takes the opportunity to move into the French trench line directly adjacent.
Turn Two My divisional HQ support is restored, replenishment die rolls are successful, and the advance continues, and is the last one which is "on schedule" according to my operational plan. Three more attacks, three more advances (although with German losses). The east remains deadlocked, neither side particularly aggressive, staring at each other. The real action comes on the west (or right) German flank, where German units continue to sweep trenches, with the aid of HQ shifts, but I have not been able to break out to the south as I had anticipated. The French 4 XXX and two regiments create a possible problem which must be dealt with, and, as it turns out, every turn thereafter. French CAP kept my planes grounded. The French trench line center is becoming more open (in front of Le Mont Haut). French units and the Polish Chas X move towards Prosnes (actually occupying Le Mont Haut). the French 14 XX (broken down into regiments for greater movement) begins moving north to stiffen the resistance.
Turn Three More attacks cleared more territory, pushing back or eliminating French regiment units, but not gaining territory worth points. 24th Reserve XXX fails its replenishment DR, while the 7th Reserve XXX makes its DR. At this point, the German plans were revised with more modest goals: due to the situation with the 4th French XXX and units on Le Mont Haut, I would instead push them as far back as possible, clear out French trenches, create a defensive pocket to be held until Turn 6 and then move my forces back to occupy them on Turn 6. I also commit my reserve(19 Ers XX, and 9 XX)! Is this too early? Only time will tell, however at the same time units are being held back for replacements for lost steps, which began arriving this turn. But with the reduced aims of the Germans, this may be the perfect time and it will not make any difference. Three more attacks result in more trench fall into German hands, but more importantly, Le Mont Haut also is occupied. In retaliation the French reestablish the 132 XX with the 4th XXX. The French receive the 8 XXX HQ, entering at 62.15.
Turn Four Replacements are absorbed as needed and I have all except the 7th Reserve XXX HQ of my HQs functioning again as they passed the replenishment DR. So, with my plans somewhat modified, I push forward, moving, my attacks continuing to be successful and receive a scare, my force in Beaumont sur Vesle are cut off from supply after the French Turn 3. I know this, I look at it, plan my move. The divisional commanders and the HQ do nothing! The French had a single regiment which cut off the alternate supply route, so I had my first scare. The Sturm in Beaumont sur Vesle become OoS! Fortunately there are 3 of them defending the town, still making the odds too high for an attack by the French. More French regiments are deployed and move into the trenches. French CAP is noticeably absent, as both air units fail to replenish.
Turn Five Replenishment goes well, again, except now it is the 24th XXX HQ's turn to fail a replenishment DR. The OoS Sturmtroops in Beaumont sur Vesle are reassembled to reform the 15th Bav (of 7th Res XXX). The 1 Gd Cav XX is subsequently broken down into 2 Sturmtroops. Movement towards and shifts by the Germans causes the French regiment to retire so it is not itself cut off from supply. The Tank unit moves into the French trenches. A pocket has been formed to protect gains the cleared trench hexes for later occupation. More French regiments fall to aggressive German assaults on the trenches, and the final French trenches are cleared from Le Monte Haut to 50.23/ 52.21. French CAP is absent, as both air units again fail to replenish. French 16 XX arrives at 62.15, breaks down and moves forward to the trenches.
Turn Six This turn the Germans are only able to replace one step, as the other divisions which have lost a step are in enemy ZOC. This turn finds the Germans able to take consolidation steps to withstand French assault and gain control trench control as defined by the scenario rules. By the beginning the situation is that the Germans control or have cleared Reims outskirts to north of Le Monte Haut. Two divisions remain near Beaumont sur Vesle to protect it from any French attacks. The rest of the German units (Sturmtroops and divisions) move back to the empty French trench hexes to claim control. French SPADS arrived (German fliers have enjoyed their time off (cognac, good cigars) due to claimed poor flying weather) and played a part in final French assaults on trenches held by Germans and at Beaumont sur Vesle - causing the Germans to lose a couple of steps, but retaining control.
The Final German Line
At the end of the French Turn 6, the following was the deployment along what was the French defensive position:
· 40.23 19 Ers
· 238 XX
· 203 XX
· Sturm1
· Sturm
· 15 Bav XX1
· 80 Res XX
· Sturm
· Sturm/14XXX HQ
· Sturm1
· 199
· Tank
· 239
· Sturm
· Sturm
· 1 Gd1
· 56.21 2 Bav (OoS)
· 59.21 30 XX/ 1 Bav XXX HQ (OoS)
· 61.21 240 XX (OoS)
· Beaumont sur Vesle: 8 Bav Res XX 1
· 44.17 7 Res XX Protective
· 45.18 19 Res XX barrier
The superscript indicates that the unit has only one step.
The final German point tally was:
· Trenches controlled (must be occupied to score) 19
· Total 19
· German win (7 points required)
Lessons Learned
I always, or most of the time, learn something from the play of one of these situations. Here is my take on "General Gouraud Defeats the Stormtroopers!".
· Lesson 1: Over strength assaults (i.e. >6:1 before modification) is an inefficient method of reducing defensive positions, and does not really result in any great decrease in casualties to the attacking force.
· Lesson 2: Be sure to check HQs at the end of movement (but before combat) to make sure you have them in place for advances and to cover disruptions by opposing forces (Regt brought a XX to its knees, an almost disaster).
· Lesson 3: Really hard to isolate French Regiments to place them in an OoS position, but the threat does cause them to move away.
· Lesson 4: Specific to this situation, need more attacks to have any chance at getting to St. Hilaire or Chalons Sur Marne. Add the air and Tank units to get shifts. The Germans averaged three attacks per turn.
· Lesson 5: Like all good plans (and not so good...), the plan I had lasted exactly one turn, basically until I made contact with the French.
Overall, this is a good introductory game to the SCS series, as although it does have some chrome, it does not have complex rules. Although the Germans won this round, it was mainly due to good DR, the luck factor did make a difference. The situation produces anxiety for both players. I think, if I was going to change something, I would add a turn or two to capture the momentum shift, possibly enhancing the scenario's balance.
New Post
 5/29/2011 8:28 PM
 

Kenneth has done a great job of outlining his battle plans, narrating the battle from the German perspective, and adding some retrospective lessons learned. I will not attempt to duplicate this detail. In fact, I won't even come close.

This was the first game of this type that I have played since the early 80s. After Squad Leader took centre stage, games like Luftwaffe, Third Reich, Diplomacy, Panzer Blitz, World in Flames, etc. never regained their initial level of interest, at least among my tiny circle of gaming friends. All is to say that I didn't have a clue how this Rock of the Marne scenario was supposed to be played. But my initial gut-wrenching feeling was that it was going to be hard for the Allies not to take a good shellacing. Our first match proved to live up to my doom and gloom prediction. Unfortunately, I had the Allies!

A quick look at the CRT reveals that an attacker will want to keep all of his attacks at 6-1 or watch his forces rapidly "attrit" over the course of the game. Moreover, because the Germans only need seven points for a win, they don't need to risk a lot and can take their time securing the Allied trench line. If Kenneth is content to simply occupy all the vacant Allied trenches and sit tight, he will easily hang onto seven hexes for a win. What's an underdog French general to do?

Well, apparently not much. :(

My plan--and I hesitate to call it a plan--was not to try to prevent a German victory, but rather to try to retain some dignity after an anticipated Allied defeat. I would do my utmost to hold the "Fort," but give ground all along the front. (My green meanies would reunite ASAP and defend the "Fort.") My left would fallback behind the Vesle. This would compel the Boche to attack across this river, thereby diminishing their striking power. The regiments in the centre would fall back to shorten the line and slow infiltration by all those sturmtruppen. I would breakdown as many divisions as possible in order to achieve two tactical objectives. One was to force the Germans to attack each regiment in turn and risk taking step losses. A second objective was to plug gaps, especially roads in broken/wooded terrain and limit the mobility of his fast-movers, i.e. exploit-capable units.

I had no major plans for a brilliant Allied counterattack, as I could not see how it could be done. The Allied divisions are agonizing slow and have low attack values. Tthe fastest units are the French break-down regiments, which unlike the Sturmtruppen, cannot exploit. Finally, the Allied reinforcements enter late in the game. They will have only one crack at dislodging Germans from the French trench line directly north of Suippes, and then only if the Germans do not block the road north.

As Kenneth has already described, he slowly ground his way through my regiments, took Beaumont without a fight and withdrew back into the French trench line on his last turn. Because I was able to deny him Fort St. Hilaire, he did not gain as many points as I feared he might. He made no concerted effort to gain Chalons, so that helped too. However, despite the attrition he suffered taking the trench line and dealing with my 4th Corps, he still managed a respectable German victory with 19 points.

From my perspective, the scenario is far from balanced. Indeed, I cannot see how a German player can lose. Did I miss something? I hoped not. Our next match would give Kenneth a chance to prove my hypothesis wrong.

Chris

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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.

 

 
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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