Armored Feint, Scenario Design, Part VII

Turn 2 opens with a nice US play on the German right.

I’m not going to do a blow-by-blow of this test, but I wanted to illustrate a few of the modifications I’ve made in the BoB base system for From the Ground Up.

Here, the US begins with his infantry movement. He makes his activation roll, takes a big risk, moving D4 past the dummy at G6 and H6. (Easy to do when you are soloing and you know they are dummies!) The German, hoping to withdraw yet again, holds fire. He then loses concealment due to being adjacent. Since all FTGU scenario assume use of the flank rules, the German is obliged to select an orientation, turning the unit to vertex 1 to cancel the eventual FP bonus the Assault firing US unit would otherwise enjoy. US fire causes a level of suppression. The German isn’t sweating this yet, as he plans to make a declared withdraw during his phase.

The US moves a squad out of E3, through the orchard and along the bocage. He is now in the German flank. The German would still rather withdraw as his shot (should he make his proficiency roll) would change his orientation. It goes without saying that there are also tanks nearby and it would be nice to get in a panzerfaust shot, however unlikely that may be. So the US moves adjacent and stops. Both sides now enjoy the bocage bonus, although they are adjacent. The US assault fire does not result in increased suppression but it does cause placement of a flanked marker, which in FTGU is the result of fire attacks from non-adjacent hexsides (side 2 and 6) conducted over consecutive impulses. The German, at this point, is stuck with a -1 morale for being flanked, counted against his yellow morale of 5. He has an 80% chance of being able to withdraw from this position (yellow morale 5; + 4 declared withdrawal; -1 flanked).

The tank in D6 flips to its nonmoving side, fires, increasing the German’s suppression level to red, thus halving his chances of making a successful withdrawal.

My draft rule for tank-infantry coordination prohibited vehicle and foot movement in the same phase. I backed off, opting instead obliging that a turn end upon vehicle activation. The rule needs a bit more testing. Honestly, I feel a bit bad about the ease with which this play came together and wonder if the more janky rhythm imposed by the original rule wouldn’t better serve. A situation where it wouldn’t be more advisable to move your infantry first is difficult to imagine. But so far, the running and gunning seems to square with Middleton’s account.

I’ll play through a few more turn before posting again. My instinct is that the Germans might want to spend a VP or two to make draws from the reinforcement pool in hopes of coming up with the Mark IV. I think, also, for historical reasons, I’m going to include an artillery battery in the pool.

Leave a Reply

Your email address will not be published. Required fields are marked *