PP6: Under a Sky of Lead
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FireGroup '97 tournament ratings:
Balance: pro German
Excitement: High / Very high
Balance: No Comment provided
Excitement: High
Attraction: Hand-to-Hand CC and highly random OBA
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![]() Playing time : 3 hrs |
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Introduction
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Laurent Cunin asked me to write a scenario analysis for one of my favorite scenarios from his Provence Pack, and I could not help but Under a Sky of Lead(PP6). To me it has all the ingredients of a great scenario; easily understood victory conditions, interesting (read difficult) terrain, both sides must attack, and most importantly, VERY random OBA. By random I mean that the players are less assured than usual of the placement of OBA. Some might argue that ASL already has plenty of random events, but the randomness of the OBA in this scenario is even more pronounced. One is never assured that your troops, in some instances well protected in the rear, will not be broken during the turn, or even worse, blasted by a critical hit or two. Therefore, deployment and correct tactical analysis are paramount to success. If too many MMC remain broken or you are unable to quickly move troops to a threatened location, all by OBA, one can easily lose the game. Leadership on the board is just as important as it is by the omnipresent player above. With that said, I'm not sure how best to play his scenario. As Mark Nixon would argue, the BEST attack (or defense) is only best until the enemy sniper or a critical hit destroys your killer stack.
When I first sat down to write this analysis, HtH CC and the OBA were in the advantage/disadvantage category for each combatant. Each can be a blessing or curse. If your enemy happens to be caught in the open or in some woods with the OBA, life is indeed good. If that same OBA breaks, or worse, CHs your own troops, well, c'est la vie. [Some final comments on the OBA in this scenario. First, it is only harassing fire - although it is 105mm. Second, players alternate in the selection of six possible OBA targets hexes. Four are in the middle of town and two are at either end. There is no accuracy and drift is normal. The opposite end shots are usually safe for your own side.] HtH CC is nice since melee is over in a hurry - a casualty or KIA is nearly 60% if the odds are 1-1. It is often the easiest way to take a building since troops and firepower are spread thin. Pity the poor unit that is ambushed. However, it is rarely wise to have greater than 1-1 odds. Even a 1-2 attack will cause casualties over 40% of the time. With MMCs being so evenly matched, one big CC attempt could make an instant victory, or more likely in my case, defeat.
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Free French side
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French Disadvantages: Few Initial MMCs, CX Movement.
Anytime I have a -2 leader I'm thrilled. Considering the best German leader is only an 8-1, the 9-2 is the most powerful piece on the board for three reasons. First, his proximity next to a German unit is akin to suicide for that unit since a leader of this caliber normally has a powerful entourage with him. Second, trying CC with him is equally masochistic with the ambush dr. It might be better to voluntarily break the German unit if pinned or CX. Finally, Mr. 9-2 has the great ability to rally troops, even those under DM. The Free French (FF) player can easily smell blood in the water. What gives? Well, the German player has a very high SAN. Capt. Ternynch was the leader of the company that just captured Solliès-Ville from the Germans. The one problem with Capt. Ternynch was that he was wounded in doing so. He makes up for his wounds by being heroic. Since FF initial troops are three 2-4-8 HSs, any firepower/leadership he can add will be greatly appreciated while they are assaulted by twelve squad-equivalents of Germans. While I'm no fan of leader heavy scenarios, this scenario works. The FF have 11.5 squads and five SMCs. However, the above mentioned Capt. Ternynch is wounded and the only FF "negative" leader is the 9-2. The remaining leaders, ever waiting to be picked off by the German sniper, will be busy keeping troops rallied and moving them around board 41. Did I fail to mention board 41 before? It seems that at any one time a quarter of your troops are CX. Leaders impart a big benefit if they can keep their men from fighting without a +1 modifier, be it IFT, ambush, or CC.
One of the other things I like about this scenario is the amount of time spent setting up. It takes all of a few minutes considering you only have 1.5 squads and a wounded leader. Don't think too long. In the proceeding FF advantage paragraphs, all the advantages were leadership derived. The FF have little else. However the game is won with the MMCs. If your SMC can keep them rallied and not CX, half the battle is won.
FF Set-up:
The FF have few options with initial placement. Your choice is what are you going to do with your first movement phase. Do you go out on a limb to try to stop the German advance? Do you place yourself to slow the advance and grab a few of the buildings? The game is won by the FF. They must control more buildings at game end than the German, and the village is not controlled by the FF at start. Each FF approach is equally feasible. You will have to wait for the German movement to know what is the best approach.
FF Reinforcements:
The FF that enters on turn 2 have few options. They must get into the village ASAP or take the chance of getting hit in the open with the OBA. You can only hope that building control is still about even one turn 3. The German, while not terribly strong, does have the firepower to make an attack over the 41GG5/R6 road hazardous. The FF do have the ability to place smoke, but I wouldn't plan on getting much of it.
German Disadvantages: CX Movement, Abysmal Leadership.
I love infantry crews. They're great when manning heavy support weapons such as MMGs and HMGs. They can self-rally, have a morale of 8, and are immune to HoB and ELR failure - no MMCs acting stupid here. What more could you ask for? You will hurt yourself if you use them as such in this scenario. With three leaders and two separate avenues of approach, leadership is spread very thin. Crews make great scouts. Their high ML lets them pin where others might break and, if they do happen to break, the German Leaders need not worry about getting to them. They return on their own. The MGs, while not much, are the best/only weapons the German has. Mind you, I'm not counting on PFs in this scenario, but if a big group of FF move adjacent to one of your SQUADS during the MPh, you should consider taking the PF shot. If you happen to pin, you can always use Voluntary Break to get away for the inevitable CC. Using an MMG, a LMG, two 4-6-7s, and one 8-1, the German can at least take shots at the stone buildings on the 16 IFT with a +2 (+1 if you can catch the FF moving). These will be your best shots all evening. Trust me. A SAN of six you giggle! Look out Frenchie!!
Like the FF, German troops are also prone to CX. Unlike the FF, they have few (three) SMCs to help. German leadership is just plain terrible. But it's 1944 and the German 19th Army. What do you expect? You play with what you're given. Just hope the FF sniper (SAN 4) doesn't bag one of your multitude of leaders. If he does, Viva La France!
German Movement:
The German, with two 16FP kill stacks, can be in great positions at the end of turn 1. Group 1 (composed of a dm MMG, LMG, two 4-6-7s, 4-4-7, and 8-0) can be in hex 2C2 and ready to fire at or take building 41FF2/3 on turn 2. It will most likely occupy 41FF2/3 since Group 2 will attempt to interdict any FF heading that direction. Group 2 (with a dm MMG, LMG, three 4-6-7s, and 8-1) should head for hex 2F5. Any FF crossing the road will be shot. Happy Hunting! I want 41FF2/3 since I can then fire from the 2
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Conclusion
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The times I have played this scenario, the games have usually been close and gone to the end - either side can take horrendous losses on the last turn and make it look like a walkover. For this particular scenario, I dislike making any general comments past turn 3. I hate to belabor the issue, but the snipers and OBA are just too difficult to factor into an analysis. I just hope you enjoy this scenario as much as I do. Laurent has done a great job in designing and whipping this scenario into shape.
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