Jan 21

John Hyler

Australians: John Hyler

Japanese: Zeb Doyle

Last Saturday, at Jay Harms’ house on our Monthly HHS ASL meeting, I had the pleasure of playing Zeb Doyle. I had not played Zeb since Owl-Con, 2008, so I anticipated a fun match. I was not disappointed. I have wanted to get into the PTO, so we decided upon BFP-67 Coke Hill, from the new Blood and Jungle scenario pack published by Bounding Fire Productions. Upon arrival, we diced for sides with Zeb being the Japanese player. This was good since Zeb is one of our best Oracles of ASL, so I was looking forward to seeing the tricks of the Japanese trade at work.

Prior to game-day, Zeb had vowed vengeance for an Owl-con defeat and had sharpened his skinning knife. I decided that I needed my finely honed fileting knife, and since this was Coke Hill, a 100pound note to savor the fruits of victory should providence smile upon me.

Coke Hill is a small, but violent scenario played on half (R-GG) of board 50. The attacking Australians are tasked with clearing out and controlling all of the level 2 hill hexes south of the stream, and also to have at least 24 exit VP on/north of hexrow U. To accomplish this, they have an impressive force: 14 4-5-8s and 3 2-4-8s, well lead by 5 leaders ranging from 9-1 to 8-0 with an assortment of SW, 3 LMGs, 2 51MTRs, 2 PIATs and 2 DCs. Supporting this INF force are three Matilda IIs, two of the late versions, with HE for the 40L MG, and a very nasty Frog (Grond), with a 32FP flamethrower MA, along with a module of 80mm OBA

The defending Japanese have 7 4-4-7s, 4 2-2-8s and one 1-2-7, lead by three leaders ranging from a 10-2 stud to 8-0. They are well armed with a 50Cal HMG, 2 MMGs, 2 LMGs, 2 DCs and a 50MTR, with a 75* ART, 2 1+3+5 pillboxes, 4 Trenches, 5 hexsides of Panjis and 18 mine factors, along with level A booby trap capability.

After Zeb set up, I arranged my forces to on the south edge for their turn 1 entry. I deployed an additional squads to have an additional four HS for scouts. I split and placed the HSs on the flanks. The remaining squads were stacked with leaders and set up to advance through the jungle primarily on the west side of the road. The tanks set up to enter on the road.

Grond crawled on: Turn 1

In Aussie one, my infantry swarmed on, CXing to move as far as possible. The tanks entered, with one sucessfully popping smoke in BB4, adjacent to concealed Japanese units. Grond followed, belching flame into BB4, stripping concealment, but doing no further damage. There was no DF, and the squads advanced further on board.

During Japanese one, Zeb’s attempt to mine the bridge in V5 with a DC failed, prompting a brief discussion of why this should qualify for a Labor -1(-2) counter. The unit in Grond’s crosshairs beat a hasty retreat, with other Japanese units repositioning themselves out of LOS.

Grond crawled on: Turn 2

My OBA gained battery access, attempting a SR on X6, where there were concealed Japanese in the huts. It was inaccurate, ending up in DD8. This marked the first turn of overall futility for my OBA. With only a narrow LOS window from my off-board observer, I was forced to draw one additional card after the other. I managed to do this successfully six times in a row during the game before drawing the first red card. The HSs east of the road bumbled into two of Zeb’s minefields, one in Y1 and the other in Z2. Y1 survived the attack, Z2 broke. Zeb revealed one of his pillboxes in X2 during my MPh, I think perhaps breaking who they fired at. This prompted me to start one of the 40L Matildas in that direction to provide support, ESBing to stop in Y2. After initially thinking to move Grond forward to X4, I decided to wait with it in a holding pattern in AA5 while the infantry caught up. The HSs west continued to move north on the left flank, being positioned to enfilade another concealed Japanese unit. In CC, a Japanese HS revealed itself and demonstrated how deadly the Japanese are in CC by ambushing and subsequently killing the HS in HtoH combat.

In his turn, Zeb’s 75*ART that had been exposed in Y7 by advancing Aussies in Z5 pivoted and fired upon those units. A hit with no rate HOBed and rendered Berserk one squad. I think that the other occupants broke. The squad with leader successfully placed the DC on the V5 bridge, moving into U6 during the APh. Faced with Grond’s emminent arrival, the concealed unit in X6 skedaddled down into the dry stream. Zeb attempted with no luck to generate a TH hero from the HS in Y1. In the DFPh, I corrected and dropped the OBA on the ART in Y7, it was inaccurate, scattering to X6. The gun crew survived the FFE.

Grond crawled on: Turn 3

During the PFPh, I found myself on the horns of a dilema. My OBA FFE was sitting on the location that my Berserk squad needed to charge, and I would need to charge through one clear hex of FFE (16 down 2) enroute and another when entering the gun’s hex, and this was before facing any DF from the gun. After no little hemming and hawing, I decided to cancel the FFE. The Matilda in Y2 start firing AP rounds into the pillbox with no effect. In the MPh, the berserk squad charged the gun, only to meet with a grisly end, courtesy of a CH. I then moved a 40L Matilda in an overrun attack. The tank survived the DF, which maintained ROF, but the overrun was unsuccessful. Due to the gun maintaining ROF, I left the tank in motion in the hex.. A squad moved into Y4, only to get mowed down by the 50cal in T5. I opted for a more circumspect approach, easing the rest of the OB forward. Another squad, having in an earlier turn survived entry into Zeb’s third minefield in Z3, assault moved out into Y3, surviving exit and DF. Grond Moved to X4, but I do not remember if it fired or not. I advanced three concealed squads and leader into the hex with the gun, three squads into Y4, one of which had survived fire from the 50cal during a bonehead stroll through Z4 during the MPh. Two squads, each with a 50MTR and a leader into Z4, and a HS, squad and leader into AA8 where another concealed Japanese squad waited. The squad in Y3 advanced onto the pillbox in X2, only to break and leave various precious body parts dangling on the now-revealed panji they had blundered into. CC saw the gun crew killed and the Japanese squad in AA8 CRed to a half squad and the hex left in melee.

In his turn, Zeb’s PF into the stack at Y4 from both the 50cal and a MMG from a newly revealed pillbox in X3 was ineffective except to battle-harden a squad into fanatic status. In the MPh, he unleashed a HIP T-H hero on Grond in X4. It took just about every bit of firepower able to fire at the T-H hero to finally kill him. The leader and squad in U6 moved into T5. A second attempt to generate a T-H hero in Y1 failed. About this time Zeb started to mutter that he was running out of bodies to do things with. In the CCPh, the melee in AA8 ended with both sides completely dead.

Grond crawled on: Turn 4

In my PFPh, my 50MTRs fired smoke at T5 and U5 with success in T5. OBA gained battery access and tried to place a SR in T5, which was inaccurate and scattered off the board, sigh. In the PFPh, two of the three squads in Y4 fired at X3, with no effect on the Japanese in the pillbox. The tank in Y2 finally got results and reduced the crew in the X2 pillbox to a vehicular crew. In the MPh, the fanatic squad in Y4, now kitted with a RPh transferred DC, moved into Y3 and attempted to place it. Deadly accurate fire from the MMG in the pillbox ended that terminally. The three concealed squads and leader in Y7 assault moved into the hut in X6 and the Matilda in X6 moved into the dry stream in V4. Grond started the MPh with a bounding fire shot into X3. I think that it may have killed the crew in the pillbox, but I cannot be sure. It then went into motion and ended up in by-pass in W4 on the W4-X3 hexside. Elsewhere, the HSs on the left flank continued to roll up a gaggle of broken Japanese HSs to the north. There was no advance fire since everybody had shot or moved. In the APh, I eschewed moving the two squads in Y4 either into X3, figuring that I would skewer myself on more panjis, or into Y3, into the CA of the pillbox, so they stayed put. One squad with MTR advanced into Y5.

In his turn, Zeb fired the HMG out of smoke, but now directed by the 10-2 into my squads in Y4. The result was a MC that the first squad passed and the second squad rolled another snakes. The ensuing HOB DR was yet another snakes, resulting in a hero. With very little else able to fire, the turn went quickly. My AR in the DFPh scattered off the board again. In the APh, Zeb advanced a concealed unit into X3, leaving another concealed unit in W3.

Grond crawled on: Turn 5

In the PFPh, I finally drew a red card on the OBA, ending their misery, my MTRs started to home in on his kill stack in T5. In the MPh, the Matilda in Y2 started up and moved to X4 and stopped. The two squads and hero in Y4 assault moved to Y3, surviving the DF. The three squads and leader in X6 moved singly, all ending up in X4. Grond continued the bypass movement in W4, ending up in V3 with the TCA facing W3, stopped and fired again. A three on the 32 column removed the dummy stack. The last Matilda I seem to remember continued moving up the stream bed. Zeb’s DF with the 50cal again did not have any effect on the squads in X4. In the APh, the squads and hero in Y3 braved the panji, remained good order and advanced into X2. The squads and leader in X4 all advanced into X3. I was happy that there were no panjis on that side. CC eliminated the Japanese units in both pillboxes, and with that, Zeb conceded.

I liked the scenario, but it has a pro-Aussie feel to it. My moves were far from perfect, but my mistakes were made up by above average dice rolling. I cannot complain. The Matilda Frog destroyed a good third of the Japanese OB all by itself. If the Japanese player can destroy that tank, they have a much better chance of holding off the Australians. Zeb was also the victim of some bad dice. Afterwards, Zeb said that in retrospect, he should have setup some things, like the ART elsewhere. Hindsight being 20-20 that perhaps may be the case. But I had a great time versus a fun and knowledgable opponent, and I was able to see some of the neat tricks that the Japanese can do. Thanks a lot, Zeb. I will approach my next PTO scenario will much less trepidation. We are now 2-2 against each other. I look forward to our next game.

John

Dec 25

Everything has been approved and is now in production for Blood and Jungle. The counters will take the longest at this point, but as soon as they are done, they will be shipped directly to the printers, who will then collate and package each set. I expect this product to be about an inch in thickness – a 60-page magazine, 24 scenarios cards, 3 SK-style maps, 20 rules pages, and 4 counter sheets will make quite a hefty package.

I can’t wait to get these in my hands in the next two weeks and get them shipped out.

Sam

Dec 15

As of this morning, everything for Blood & Jungle has been sent to the printers. It took months of hard work by all of us, but the end result will surely be worth waiting for.

For the main printer, I transferred 2.25 GB of compressed digital goodness, and 11 MB to the counter printers.

With the hard part of this project behind us, we are looking ahead to next year and planning our next two releases. Not enough decisions finalized at this point to announce anything, but we will be in full production again in January.

Nov 26

Bounding Fire Productions is proud to announce that BFP3: Blood and Jungle is now available for pre-orders.  Head to our website, www.boundingfire.com

BFP3: Blood and Jungle is our first Battlepack based in the Pacific Theater of Operations. The unprecedented size of this product makes it unique in our industry, and follows in our tradition of high quality, exciting scenarios.

General content includes:

47 scenarios. They range from early 1930s Japanese vs. Chinese Action to 1947 KNIL (Dutch) vs. Indonesians. The scenarios range from tourny to monster, all infantry to combined arms, etc. A good chunk of the action does not necessarily have PTO Terrain in effect. Basically there is something in here for everyone scenario wise.

A large magazine with a variety of articles all with a PTO theme.

4 countersheets. Japanese Partially Armed Paratroopers, 5/8″ counters for a variety of nationalities either rare/not in the system/captured: Thai, Indonesian, Japanese, Chinese, KNIL, US, Aussie…. and maybe some surprises.

Essentially 3 mapboards. One is our ‘double wide’ concept. The boards fit together for a large urban battlefield, and are geomorphic on all of the other sides.

…..and more.

We will be providing some pics, more information, etc.

Without a doubt this is a monster product, which I like to call ‘the OtO of the PTO’. YMMV on this but I am fully confident if you like PTO you will love this product. If you are new and not necessarily interested in PTO, you will still really like this product.

Nov 16

J.R.V. vs. Jim Brackin

My opponent, Jim Brackin, wanted to play this new scenario out of Operation Cobra. The Americans bring a high-firepower force to the map edge, with 21 squads, 4 MMGs and 8 M4A1 tanks. Their mission is a tough one, though. They have to clear German MMC/AFV from on/adjacent to a north-south road net while avoiding a 56 CVP cap. The key for the Germans to overcome that much firepower was the stiffening of three Panthers.

Rules Questions

Per SBR 3, “After all setup but prior to game start, the American must place 10 shellholes counters …”. The shellholes are then moved randomly and they blow up things where they land. The problem with the SBR is that “setup” might mean setup during the pregame sequence [ASOP], in which case it is after the Germans put down their units, but before the Americans put down their first turn reinforcements [ASOP 1.11A]. The use of the word “all” sounds like the shellhole placement might have been meant to occur right after ASOP 1.11A, but the SBR also clearly states that this is “prior to game start,” which happens with the first turn Rph. We played the SBR as follows: German sets up, American places shellholes, Germans roll their SBR 4 TC (which immediately follows the shellhole placement, Americans set up first turn reinforcements. That the Americans can see the results of shellholes and the SBR 4 TC before setting up their reinforcements is an advantage for them , but because they have a turn’s distance to go before hitting the German MLR, it isn’t that much of a gain.

The shellholes SBR had another rules gap: there was no mention of what happens when the shellholes ended up in woods, where the rulebook does not allow them [B2.1]. We played such result as eliminating the unit/fortification, but not affecting the terrain.

Note that the SBR 4 TC is not a NMC. Because of this, results like HOB, ELR reduction, and Casualty MC are N/A. If the unit passes the the TC, it is unbroken. If it fails, it is broken but nothing more.

German Setup

Despite the special at-start TC, which breaks any German MMC that fails it, I set up a strong front line force. I put leaders in/near the front so that I could use their leadership DRM against the TC and so the leaders could move quickly to units that broke. Most of the broken units were recovered or with leaders by the beginning of turn 2. I set up one Panther on each flank and one covering the open area from E-J10. I was hoping to convince Jim that the best way to attack was through the bocage around E-Q8. This wasn’t too hard, as it probably is the best way to attack. My goal was to delay the attacking Amis in the center. (I was also looking for an opportunity to slide around into the American rear for the sleaze win, but that proved impossible.) I was planning to fall back slowly to a redoubt built in the 24V6 area, guarding the 24V2 road.

I expected the American turn 4 reinforcements to enter from the west because that is the shortest route to the last bit of road. AP Mines in 24U9 and wire in 24W8-24V8 covered the approaches to foxholes in 24V7-24X6. I couldn’t seal the keep completely because I wanted the Panthers to fall back into the fort. I put a fair amount of my fortifications near the 24AA column, including the roadblock. I also added mines in/near 24J7 in case Jim decided to enter that way.

The Americans did indeed slog through the bocage in the center, with a small holding force on the west edge. The American attack was meticulous. They lost only one Sherman in the first 4 turns, and but two squad equivalents. The Germans also lost very little in the first 4 turns, 1.5 squad equivalents. The Germans fell back to the main fort by American turn four, with squads and Panthers on the flanks of board 24 to cover the American reinforcement entrance. The Americans entered on the west, and the Germans fell back into the 24Q5 village area, the buildings near 24S7 and the woods near 24V6.

On German turn 4 a Panther lunged at a Sherman parked by itself in 24FF6. It missed the bounding fire attempt and went back into Motion in 24EE6, awaiting the inevitable rush of Shermans. That did not happen. Jim feels that swarming attacks are overrated. He attempted to drive his Sherman over the Bocage into 24EE6 but Bogged, then put two Shermans in 24CC5 and 24BB6 to fire on the Panther. Relieved, and having no compunction about driving through my opponent’s hex, I drove the Panther through to 24GG6, flamed the Sherman in FF6, and stopped to await developments. Jim Smoked my Panther from 24CC6, but that left him stopped there, and I killed that tank a turn later. Another Sherman was killed by mines on German turn 5 (the only one of four two factor AT mine attacks; all AT mines were at 2 factors). The Americans were starting to run out of time, and they hadn’t really pushed the Germans back out of the 24V7 woods. Some squads were attacking from the 24N8 area too, but they were stymied by a squad in 24M6 and the HMG in 24Q6.

Two more Shermans died on turn German 6, and with that we called the game. The Americans were at 52 CVP, four points shy of the cap. It was unlikely that he could clear the rest of the road without losing the remaining CVP.

For excitement, I have to rate this scenario fairly highly from the German perspective. I was continually trying to cover too much with too little, with units dashing about to fill in gaps and plug leaks. Jim feels that the scenario is unbalanced. I have a hard time commenting on that because I was too focused on the defense. On the face of it it looks like a tough job trying to clear the 24Q5 block and the 24V2 stretch of road. On the other hand the scneario is 7.5 turns, which seems long enough. The key may be in the Panthers. If the Americans can contrive to eliminate one or two (without losing too many Shermans), they have a decent chance. If they can’t, they are probably going to hit the CVP cap.

JR

Nov 16

Craig Houliston vs. Jim Taylor

Finished up this on VASL last evening as the defending Germans against Jim Taylor’s stout Americans. We agreed this was a fun scenario that, in our case, could have gone either way by a pip or two on the dice.

As a high level overview the Americans get six Shermans and 11.5 666s with only marginal leadership (for the Americans anyway 8-1, 2×8-0) Germans get two Panthers and 8 squad equivalents — all but one were 447s and two leaders, a HMG and 2xschreks. There are two VCs — attacker’s choice control all the buildings within 5 hexes of the crossroad overlay on board 6 OR exit 20 or more VP off hex Y10.

Notable setups: roadblock: h2/i2, Panthers: i2 and L8, shrecks: H3, o9

Early stages

Defense was mixed with both some upfront D and layered backwards. The troops up front were looking to cause some casualties on the American entry, but Jim wisely avoided any missed LOSs. As a result, by design, the forward guys pulled back. In the first couple turns, My sniper recalls one CE Sherman and whacks his 9-1. His troops are now on in force and perhaps my only real screw up of the game — I HIPped a 447/8-1 in hex J4….J4 open ground behind a bocage?! What the…? I saw that after we started and thought, huh? Well, they and the schreck toting guy HS I think in H3 all miss their shots and are subsequently pummeled into oblivion by the American firepower. Meanwhile, the Panther in i2 redeploys to o5.

Mid-game

Here’s where it gets bad for the Germans. My L8 Panther redeployed to N8. Jim gets a bit aggressive and moves up to swarm him with a couple Shermans. The Panther (with WA) fires and misses (5,5) the Sherman enters the Panther’s hex. I think he fires again and misses. I then reveal my HIP 237/schreck on o9. Surprise! Silence on the other end of the Skype transmission…I gain the hit. TK = 6,6. It ricochets of a box of C rations. Drat! Now another Sherman ambles up and takes the BFF shot and rolls a 4,4 (normally a miss since the Pather was hulldown), but HD was lost when the other Sherman entered the hex. Jim rolls what he needs and destroys it (crew survives). The next turn my Panther in o5 BFFs before moving on an exposed motion Sherman – misses. Freaking gyro shot from Sherman…hit…kill. At this point, I feel it is all over but for crushing the dice in the vice…

End game

The last 1 1/2 turns are wild. Jim is still assessing whether to go for the buildings or exit. I still have a HS/HMG that has not revealed. I know — why HIP a HMG? He was located in P4. My hope was to lay a nasty trap bag some significant infantry with rate in the village. However, as the game progressed this guy may have unnerved Jim just enough to forgo the exit VP which I thought might have been a lock for him as he thought it might located in z10. I had repositioned a 447 in Y10 in a foxhole there (so a potential for three PFs). As a result, I kept him HIPed as long as possible. In the end, Jim went for the buildings. It came down to P4 with the 237/HMG and P6. P6 held a broken squad, 447, 127. A K result killed the crew on the ground floor — nuts! And I believe the final shot — a 30+2 or something(?) resulted in a 2mc which he failed. Over in P4 a subsequent spray fire shot by the HMG at an adjacent 666 and concealed 666 for a 2 and 1 flat, respectively. I missed on the result and 15 FP of American infantry enter after they pin me on his AdvFire shot. I actually ambush him (pinned) and miss on my attack on one 666. He’s 15-2 and needs anything but a 10, 11 or 12 for the win. He rolls something like a seven for the win. Game over!

Post Game thoughts

Well, this was a fun scenario and we both agreed this is something we would both heartily recommend. After the second Panther went down, I was figuring this game was over. Nothing really to stop the American armor from exiting (though I knew there was just the one 447 on the exit hex). However, just enough doubt on what PF-ready Huns might be awaiting Jim at Y10 (a 447 AND 237/HMG???) made Jim switch to the building VC.

A little tough to say without more data, but the edge seems to be with the Americans. Lots of firepower and six tanks all sporting 10FP in MGs (CE) is really potent. Frankly, Jim didn’t even miss the recalled tank from turn 1 or 2. Of course, the equalizer is the cheesy 6ML. A few of us were talking and the 228 crew as German balance might help. Nevertheless, an extremely fun scenario that should play fast and be a tournament staple in the years to come. Kudos to Jim for a well-played game and for many laughs along the way. A special call out to Chas and the BFP crew for yet another fine scenario.

***One note, we played this incorrectly for a few turns. The THICK hedges on the overlay are…light bocage. We played them as regular since they were so much thicker. So, all bocage in this scenario are LIGHT BOCAGE. BTW, nice to see the use of the small village overlay to reinvent what was a pretty one-dimensional board.

Craig Houliston

Nov 16

Jeff Ital vs. Jeff Waldon

I paired up Friday night with Jeff, who came all the way in from SC. we decided on a smaller job from BFP’s ‘Beyond the Beachhead 2′, which had the Germies defending the board BFP E village against the Americans. We both bid for the Americans, and I wound up with the Germans and the balance (an extra 2-3-7). The dice were about even, overall, but I managed to pull some rolls out of my ying yang when it *really* mattered. I killed two of his three Shermans on turn 1, I think, one from a PF shot (rolled a 3) and another from a low odds shot from the PzJg III/IV (the afforementioned Hornet). Turn 4-ish, when he was really starting a heavy push into the village, I rolled a 2 on a key CC, creating a leader and smoking the squad he had sent in, and then on turn 5, that same leader and HS grabbed a PF off their back and smoked the last Shermie, at which point Jeff conceded.

This was a fantastic little tourney scenario, and I got to use some (now, at least) cool bocage rules. Jeff was a fantastic opponent, as usual, and even put up with my off-color humor.

Jeff Ital

Nov 16

For my first game in 10-12 weeks, my opponent Jim suggested this one from the new Bounding Pack.

My Americans would have to push through the bocage (both light & regular) of the new board BFP-D, and as the title suggests clear the Germans from an intersection amongst the familiar low hills of board 18.

The U.S. gets 15 squads of mixed quality to make the initial push. On turn five the cavalry arrives in the form of 2 M10s and 5 Shermans, two of which are equipped with Culin devices.

The most important pieces of the German defense are 2 HMGs and two dug-in panthers. Jim put one panther on level two hill hex 18Y7. It was covered by an HMG team in a foxhole 18X5. The other panther was in the victory area on 18Q3, looking straight up the main road. The remaining HMG team took up a position in 18O4 in a shellhole conveniently put there by the United States Air Force in a pre-game quasi-bombardment.

I pushed hard up the right with the bulk of my force, making good progress in that area, which was mostly blind to the big German weapons.

A smaller group started up the center to try to clear German troops from the road so the AFVs could get through safely. That attack got bogged down quickly as Jim shuffled 3-4 squads around in the bocage proving elusive targets. I was making no progress there for 3 turns.

I was considering abandoning the area and shifting those troops up the right, when I got a break. A squad went berzerk and survived his charge, tying up one of the key German squads. I was able to break that squad with adv. fire and Jim began to fall back.

Turn five and the tanks arrive. I sent the M10s left with one culin equipped sherman. Ther were no German units on that side. One sherman headed up the center road, another crashed through the bocage and headed for the near hill, the remaining shermans came in on the center but took a hard right to support the infantry on that side.

On the following turn, I experienced quite possibly the high point of my ASL career: On the left, I breached a hedgerow with a culin device. Let’s all take a moment to contemplate the profound significance.

……

Ok, we’re back.

The German HMG on the level two hill was broken by a lucky 10-hex shot from a MMG, and my infantry was climbing the hill to deal with them and the panther.

An M10 sailed through the breach and took up a position on a hill to fire on the panther and infantry in the rear. The near sherman got into a good spot on the hill to fire some smoke around. Things were nip and tuck. And then.

The sherman who was going to lay smoke did not get the chance, as he quickly became smoke himself on a shot from the rear panther. Not content, Jim announced an intensive fire shot, including a turret turn on my M10. Whatever. Good luck with that shot! Ha!

Snake eyes. Armor leader goes up in flames. You. Have. Got. To. Be. Freaking. Kidding. Me.

Now in the end game, 4 or so German squads that had pulled back successfully ducked down into the gully which runs through the victory area. Getting them out of good order down was going to be very difficult. I would likely have to drive vehicles down there and expose them to faust possibilities.

Fortunately, Jim saved me trouble by flaming another sherman with the panther from hell and ending the game by pushing me over the CVP cap.

It was a tense scenario. Lots of choices for both sides. If I had a chance to play it again, I would be (as Jim suggested) more aggressive early. It’s feels better to err on the side of caution with 6ML Americans, but if the Germans manage to hold you up for a while and still have four or five squads to hide in the gully and under the bridge, rooting them out seems like a pretty daunting task. Let alone doing it without hitting the CVP cap.

Always dug the Normandy bocage scenarios. Looking forward to playing more from these packs soon.

John Haughey

Nov 16

After receiving an email from Dave Ramirez, I realized that the VASL boards and overlays that Tom Repetti worked so hard to produce for us were not available for download on our site.

I have all of the Bounding Fire boards (A-F) and overlays now listed, and the overlay instructions are updated as well.

If you have any issues, drop me an email at Support.

Thanks,

Sam Tyson

Jun 21

Played an awesome scenario with Joe Chadwick. We played BtB6, “Men Against Tanks” from BFP’s “Beyond the Beachhead” product. The is a tight little 5 turner with a company of 6-6-6′s and 6-6-7′s attacking seven 4-4-7′s and two dug in Pz-IVH’s on about a third of a board. The board is one of the two beautiful maps that come with BtB2 (BFP D).

The Germans can set up anywhere on the playing area (roughly 1/3 of one map board, hex rows V-GG are playable). They start with 3 Wire, 3 Trenches and 4S Foxholes. The German OB consists of 7×447, mmg, 2xlmg, 8-1, 2x 8-0 and the two IVH’s (dug in though = immobile). The Victory conditions have the Americans win if they can get 8 (of a possible 12) VP’s. The American scores VP’s like this, 2 for each PzIV knocked out, 2 each for the two sunken road hexes and 4 for a cross road hex (near the cent of the map).

Joe set up with one of the tanks covering my right, which was a large open field; the other tank was dug-in in front of the 4-VP crossroad hex (Y6). On my left Joe placed 4 of his 447′s and in the center he put his trench line (which CAN run THROUGH a bocage hexside, i.e. you can move IN the trench between the hexes, very handy), near the tank and also covering the large empty field and the two sunken road hexes.

Examining the set up and the terrain, I decided to enter most of the company (7.5 squads) in my center (that is along the board end) where I could use the terrain to move full speed on turn one without coming under fire. I was hoping Joe wouldn’t place wire on this important road that he’d left uncovered. I took the remaining platoon and a 7-0 and approached on the left near a wheat field, hoping to pin his forces in that area and force them to stay, not being able to reinforce his trench line and tank in the middle.

Turn one went very well for me. The flanking platoon entered concealed and adjacent to Joe’s position, I ran another squad and HS through the wheat to get shots off in advance, he shot but didn’t get any results. I advanced with two HS’s (I had deployed 2 full 666 prior to play) into CC with his two 447s. While the remaining platoon moved in to support and cover this melee.

The main attack also went very well, I moved all my force on, coming under only sporadic fire, doing little damage. In the advance phase I moved adjacent to his trench line, putting his two squads there in danger of being cut of and unable to rout if they broke. I was very happy at the end of the USA player turn 1, even placing infantry smoke in one instance.

Joe’s turn one went very well for him. The close combat on my left was inconclusive and turned into a full-fledged melee, drawing mmc’s like bugs to a light on a dark night. Joe’s trench troops fired into their adjacent Americans and broke the whole crew (2 squads I think), thus giving his two squads some breathing room. He then pulled back a hex or two in the Trench line. At the end of the turn, the melee cost us both a HS but still raged on.

The next two turns are kind of a blur. The trench line turned into a terrific firefight, with his two squads and tank breaking US squads left and right. Joe’s tank crew squeezed of several impressive ROF shots with his 75L, happily though the first three hits he followed up with a `10′ on the IFT/effect roll, I happily took those PTC’s, but on the amazing fourth and last ROF shot, he rolled a `7′ and I promptly failed both morale checks. His mmg also dealt out rof madness, breaking countless American mmc’s. I was able to stay in it though, having several American Rally skyscrapers, my leader working overtime to keep rallying the mmcs. The route phase turned into the American Route `stampede’ phase several time.

Eventually the Americans did clear out the trench line and were able to take out the dug in Pz IV with a well-placed turret hit (whew) from a BAZ44. The melee on my left turned ugly after I managed to reinforce it, but was unable to kill off his two remaining 2nd line HS’s, I had two 666′s in there by now. Joe wisely shot into the melee and both my squads broke, one of his 237′s passing the 1MC and killing both the MMCs while they tried to withdraw from the melee. This left the 7-0 without a platoon, so he spied a lonely German 8-0 in the woods adjacent and charged in after him, alone. Those two were still in melee when I left for work this morning.

The end game proved very exciting as I closed in on Joe’s remaining tank and the important VP hexes (sunken road hexes and the crossroad). I knew I had some small chance but it was going to be a long shot. Having knocked out one of the tanks, I had 2 of the needed 8 VP. I would have to score most of these on the last turn, only then able to watch as Joe would take his final turn (bottom of the fifth).

I was able to move a couple of squads over and take control of the sunken road hexes, thus getting 4 more VPs. Joe’s last squad on that side broke under withering US firepower and wasn’t going to be able to get me out of the sunken road. So now I had 6 of the needed 8, if I could kill the last mark IV I could steel a win from Joe. I also managed to rally some units and get three BAZ44′s two hexes away from the PzIV and behind a bocage (and concealed), setting up a dramatic last turn for the Germans.

On Joe’s last turn he prepped and broke two of my BAZ toting squads with his tank and the rest of his infantry (2 squads GO at this point). I thus had one chance, one shot to take at the Pz IV needing a turret hit to boot. Well the dice Gods smiled as I rolled a `6′ (colored dr = 1) TH and got the hit. The tank blew up and so did Joe’s hopes for victory. With the tank I know had 8 VP, enough for the win.

That was one exciting scenario. There was a lot of shooting and rallying and melee fighting, some atrocities as Joe’s evil little 237 took out my two broken squads trying flee the melee <sniff> and some crazy rof action from Joe’s mmg and tank. Joe’s only been playing ASL now for a few months now and has come a long way, this is the 2nd scenario we’ve played together where the game was determined on the last DR of the last turn. Look out for Joe at the St. Louis Tournament next week; he’s hardly a n00b now. And I must mention that he wouldn’t be playing now with out MMP’s excellent Starter kit and Dave Angrisani’s tutelage.

The scenarios in BFP’s BtB2 pack are great; I’ve played five of them now and have really enjoyed each one. I love the maps as well. You’ll certainly be an expert on wall advantage and bocage after one or two of these scenarios

Stephen Brasseur

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