PP1: Cut The Road To Marseille
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FireGroup '97 tournament ratings:
Balance: Slightly pro French
Excitement: Medium/High
Balance: Slightly pro French
Excitement: High
Attraction: High ROF and M5A1s
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![]() Playing time : 3.5 hrs |
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Introduction
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This is another great scenario in Laurent's Provence Pack. I like it for three reasons. The counter mix is interesting. Victory conditions: occupy three buildings without losing five or more AFVs, are simple and straightforward. It can be played in one sitting. The only negative might be the overlays, but they are not bad in this scenario. The SSR are also simple except SSR4, French armor leader recalls on DR doubles, might be overlooked if the French player is not careful. However, I'm sure the German player will be kind and on the lookout. Any chance for the German to rid himself of a French AFV must not be ignored. If the French could win by just occupying three of the stone buildings at game end, the scenario would be a walkover. The kicker is trying to keep losses to less than five AFVs. While the German has no AT guns, he has plenty of other support weapons in the arsenal. [And the wife wonders why I love ASL!]
One small note before we move onto the scenario itself. SSR7 has all German units TI for the first two games turns. The TI status is lost when a German unit has LOS to a KNOWN enemy unit or turn 3 arrives. Furthermore, all German units marked with the TI counter, lose concealment in the LOS of a GO French unit. In effect this allows the French to approach the German defense and inflict maximum damage before the German has any support weapons in hand. Did I mention SSR2? German MTRs and MGs are unpossessed when the scenario starts.
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Free French side
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French Disadvantages: Few MMCs & Vulnerability of French AFVs.
Considering the German has no vehicles whatsoever, the M5A1s are great. Two even have armor leaders! Their movement, small sizes, and for once, adequate armor, is wonderful. They can easily travel around the German defenses and be in position to start interfering with German movement/rout beginning on German turn 3. This is the simplest way to eliminate German units. The M5A1s, with bow and coaxial MGs, can also threaten to overrun any German unit that ventures far from a wood or building hex. While respecting the German ability to generate plenty of PFs, the M5A1s have the +1 size to make any German shot a little more difficult. While six turns is not a long time, the German will easily be feeling the effects of French firepower by turn 4. The woods offer few hiding spots against the M5A1s, without taking the the French 60mm MTR into account, and the buildings can easily be encircled if the German elects to stay and fight.
The French are actually outnumbered by the Germans. With 11.5 squad equivalents against 13.5 squad equivalents, the French cannot afford to throw their Infantry away. They are the only counters that can occupy buildings since the French are further hindered by SSR3 which prohibits crews from voluntarily Abandoning their vehicles. If the M5A1s are vulnerable to the German MTRs, then the M5 HTs are in dire straight. With C1.55 working against them, French players just can't stand back and have his AFVs absorb shots and expect to win. Trying to get too close to the PF toting Germans is equally unappealing. It's a fun scenario.
French Set-up:
The French must decide early how much effort is going into each avenue of attack. I count three approaches. The first is directly into the village from the 17N1-4 woods line. The next is through the woods on the north side of the village. Pressure must be directed into the woods for two reasons. You must cut off possible rout paths of those Germans retreating from the village. Second, it is necessary to capture or destroy the MTRs/HMGs that infest the woods. The final approach, while not necessary, is sending some AFVs around to the village rear by using board 19. This does lessen the AFV congestion around the East Side of the village and might allow a chance to take a building from the rear. The Charge of the Light Brigade comes to mind.
French Turns 1-3 & End Game: The mechanics of this scenario are easy, at least in my opinion. Laurent allows you to bring your infantry to the front and have a nice round of Defensive Fire (German Turn 2) followed by Prep Fire (French turn 3) before the German has any effective return fire. Mind you, the German will be armed and dangerous when the AFVs finally come forward on turn 3. Place the M5A1s in good positions, at least two hexes from any German infantry, and start firing/interdicting. The M5 HTs are a mixed bag. Vulnerable to PFs, MTRs, and MGs, if they can get the MMCs to do their job of clearing the village and not get destroyed, their job is done. Buildings 17P2 and P4 will most likely fall very easily. Now the fun really begins. Armored assault or AFVs for cover are the easiest way to get the MMCs across the roads into R4 and S4. Plan on some of your MMCs breaking. Take solace in the fact that broken French will usually be left alone. The German will be quite busy with all the other juicy targets you are offering. Don't forget Canister!!
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German side
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German Disadvantages: Time & No Routing Paths
When you are given seven weapons with a ROF of three, who wouldn't be excited about the possibilities. Since these weapons are initially unpossessed, who wouldn't be heartbroken. The French must have a good turn 2, while all the German ROF weapons are unmanned, to stand a chance of getting three buildings before German firepower makes its presence known. Pray for high ROF. The French cannot win a head-to-head infantry game. They are outnumbered and have less firepower. The AFVs swing the scenario into the French favor, but they can be destroyed. If the AFVs get too close, then the PFs start flying. If the standoff approach is used, the MTRs will give it a shot. Life is good! While a SAN of four is nothing special, the German might get a shot or two. Considering the limited number of French MMCs, a few good SAN shots could win a scenario. It's not much, but it is better than the French SAN of two.
Six turns are a long time when the number of troops involved is so small. When the French get a German MMC to break, routing possibilities just plain stink. Cover is sparse. Just hope that you have four or five MMCs left at turn 6 that can make a run for some buildings or bag some AFVs.
German Set-up:
SSR2 limits the number of options the German player has - only one MMC per hex and no more than one in each village building. The problem is the German player will have few options to get more MMCs into the buildings if they are not near buildings at the start of the scenario. French AFVs limit your options quickly unless you like advancing in the open with the possibility of multiple overruns. However, this is one scenario where setting up in the open, hexes 17T5 or T4 for example, is a viable option. If the French try for a quick overrun, pray for a PF. A few AFVs lost early will really limit French options in the latter stages of the scenario.
German Turns 3-6:
I have found that the easiest way to win as the German is to destroy French AFVs. To do that you must keep the village garrisoned throughout the scenario. It is a really difficult thing to do. French firepower, while not great is good enough to force MCs. When you fail a MC, the unit will have a nice time trying to gain GO again. Even a bow MG shot into the woods will keep the DM in place. Routing from the village is a terrible experience - unless youre in hex 17U5. The effect of encirclement only adds to your woes. Keep the MGs/MTRs manned at all times. With a high ROF and lucky dice, the scenario can quickly change in its complexity. If an AFV is immobilized, you have to get an MMC close enough to destroy it unless it's a HT. Let the MTRs finish the job in that instance. No sense throwing valuable MMCs away.
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Conclusion
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While replay options are limited and it is a dicey scenario, I enjoy it. As I stated earlier, it can easily be finished in one sitting. With limited playing time in my older years, all of 32, finishing in one night often hits the spot (along with a cold one or two).
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