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Burning Fields AAR

Posted: Mon Nov 12, 2012 6:38 pm
by Jamm
I wanted to try out one of my scenario designs head to head.
Here is the scneario card for the firefight.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 6:40 pm
by Jamm
And here are the 2 combatants.
I'd like to thank Junk2Drive for playing the game.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 6:45 pm
by Jamm
TURN 1

Here is my inital setup for the Germans.
I've split my forces.
2 Rifles and the Lmg will use the trees along the South edge of the map to mask their approach.
1 Rifle will mount it's armored transport and move quickly along the North edge.


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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 6:49 pm
by Jamm
On the South side, my Lmg provides cover and my 2 Rifle squads reach the trees without incident.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 6:55 pm
by Jamm
However things go wrong quickly on the other flank.
With the Rifle squad loaded, my halftrack starts its' move across the North edge.
The Russian reveals his 45mm AT gun.
There is a loud crack and a dull thud as my halftrack goes up in flames.

Junk modified his shot with CAPs and got some good rolls.
Luckily my Rifle squad survives and bails out unscathed.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 6:59 pm
by Jamm
At the end of the turn, my Lmg moves forward to join the Rifle squads in the woods.

Casualties:
1 German Sdkfz 251/1

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:04 pm
by Jamm
TURN 2

Reinforcements arrive.

The Germans receive 2 more Rifle squads and a 50mm mortar along the South edge of the map.
3 Russian Partisans appear on the North side.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:07 pm
by Jamm
I fire on the Partisans with my Lmg and mortar.
I manage to destroy 1 of them.
I used some CAPs to modify some rolls.


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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:13 pm
by Jamm
The Partisans fire on my Rifle nearest them and miss.
So I move this Rifle squad to engage the Partisans.
The Russians reveal their hidden Maxim Mmg and fire upon them, but also miss.



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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:21 pm
by Jamm
My veteran SS Rifle squad moves adjacent to the Partisans holed up in the wooden building.
Junk expends some CAPs so his unit can fire.
The Partisans fire point blank but miss.
A lucky break for the Germans.


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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:25 pm
by Jamm
The Rifle squad enters the wooden building and close assaults the Partisans.
As they were out of APs, I had to use a command action card.
I score a hit.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:29 pm
by Jamm
The German Lmg has remaining APs and manages to score a hit on another Partisan.

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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:33 pm
by Jamm
I use another command action card in the close assault, but miss.
I then have to use my final 3 CAPs to fire one last time.
It succeeds and the pesky Partisans in the wooden building are eliminated.

Along the South edge of the map, my SS squads continue to advance without contact.

This is the battlefield at the end of the second turn.

Casualties:
2 Russian Irregular Rifle squads


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RE: Burning Fields AAR

Posted: Mon Nov 12, 2012 7:36 pm
by Jamm
To be continued.

RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 12:54 am
by Gerry4321
Hello:

Thanks to you two for doing this.

The quoted stuff is what I am still struggling with. Not the "rules" but how one unit can do so many actions through some combination of APs, CAPs, and Cards. It seems to me there should be some limit?

Gerry
ORIGINAL: Jamm
I use another command action card in the close assault, but miss.
I then have to use my final 3 CAPs to fire one last time.
It succeeds and the pesky Partisans in the wooden building are eliminated.

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RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 1:05 am
by junk2drive
There is a limit. The limit is how many Command Points and how many/what kind of cards that you have. The Command Action card allows a unit to perform one action. Usually used on a unit with no points left. Jamm used his unit's original AP to get to the point above.

Turns in CoH come down to CP and card management. Sometimes you have to guess what your opponent is doing, and if he is out of points and cards.

RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 1:16 am
by Jamm
Yes, the use of Command Action Points is important at certain points in a firefight.
With the cards, it's just the luck of the draw.
In this case, I just happened to have those 2 cards which helped in this circumstance.

RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 5:53 pm
by Jamm
TURN 3

The Russian player receives more reinforcements.
3 Rifle squads and another Maxim Mmg.

I start the turn by eliminating the wounded Partisan with my Lmg.


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RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 5:57 pm
by Jamm
Junk makes a hasty defense on his Rifle squad in the open terrain.
The Russian also begins to move some of his reinforcements forward.

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RE: Burning Fields AAR

Posted: Tue Nov 13, 2012 6:00 pm
by Jamm
I dash forward with one of my rear Rifle squads to draw enemy fire.
A Russian Rifle squad reveals itself in the wheatfield and takes a shot.
The shot misses.

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