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 7/13/2011 8:33 PM
 

So Miguel and I decided to play the 2nd scenario out of the Special Ed of Operations Magazine. These scenarios center around the US paras attempt to take Carentan from the German forces holding the town. Carentan sits between the operational areas covered by Omaha Beach and Utah beach, So before these 2 beachheads could be consolidated, Carentan would have to fall.

Miguel choose to be on defense leaving me with the US paras attacking. The VCs called for the US player to take 3 of 5 hexes on the mapboard. 2 of those VC hexes were woods sitting significantly out front of the main German defensive line. With the artillery bonus when barraging woods, these 2 hexes were an easy choice to make for early capture. I really had enough time to bombard these 2 hexes into submission before I would ever have to assault them. So that was the early plan. Of the remaining 3 hexes, one was in Carentan itself, one was within range of MGs sitting in Carentan, and one was at the very northern portion of the German held area. The problem with this last VC hex is it is covered by 2 88mm ART gun platoons. That was going to make my life tough. So I decided to way until I had taken the 2 woods VC hexes before I decided where to attack next.

The game really broke down into 3 phases. First was the taking of those 2 VC hexes east of Carentan. These hexes were not well supported by any units on the map. Also the US had 2 modules of of board artillery to use to soften the defenders up. And that is what happened. After 2 tuns of artillery barrages, those 2 VC hexes were in a hard way. They were stunned and had lost multiple steps. So the US paras moved in and overran the Germans using Close Assault attacks. By turn 2 or 3, 2 VCs are in the US bag.

The Second phase involved where I would make my push for that 3rd VC hex. It was a tough decision. The Germans still had strong defenders in Carentan. Trying to assault a city hex under those conditions didn't seem the answer. But the 2 VC north of Carentan were still covered by those 88s. So the plan I choose was to have the para infantry creep up towrad the northern VC hexes while I let the US artillery take on the 88s. Well I got very lucky, I mean really lucky. Within 2 turns the US artiilery had eliminated the 88s completely. The German defenders were down to one longer range unit, a MG platoon. So now I could make a dash for the 2 northern VC hexes and see if I could hold one. I easily took the most northern VC hex and had my win if I could hold on.

The last phase of the game was Miguel's attempt to take 1 of the VC hexes back from me. He threw everything he could at 2 of the VC hexes in the hopes of taking one. But between op fires and my artillery, which could hit his units in the open after they left the city, Miguel was never able to really get a good odds attack. The game ended as a US win.

I have to say the US artillery really was the killer in this game. It wiped out a company and a half of infantry, a MG platoons and 2 88mm platoons. Miguel's setup was sound, but after the 88s were eliminated, I never had to even consider attacking into the city. Great game and great system. Thanks for the game MIguel.

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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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