Colmar Pocket January 1945 Replay

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PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#16

Post by PassandReviewofWW2 » 02 Nov 2018, 18:30

U S Player Tactical Reset/ U S Player Setup First
German Player may NOT inspect U S Players Concealed Units
Concealed Units are Revealed only thru Combat Actions or Concealment Loss action
IMG_2794[1].JPG

PassandReviewofWW2
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Posts: 1248
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Location: Europe

Re: Colmar Pocket January 1945 Replay

#17

Post by PassandReviewofWW2 » 03 Nov 2018, 18:36

Balance Provisions:
1. U S Player add one 667 Elite Squad to O/B Setup/and add one 666 First Line Squad to Rein O/B
2. German player increase Sniper Number to 4
IMG_2807[1].JPG
Turn One: German Player announces Bounding First Fire/10 MP to Enter Hex Shown/
Bounding First Fire Preempts ALL Defensive First Fire attacks/
PZ IV Bow and Coaxial MG total 8 Fire Power halved for Motion to 4 FP vs U S Mortar Crew.
PZ IV attack DR 4/ U S Mortar Crew/Emplaced +2 TEM is added to DR of 4/ Total 6/Result Normal Morale CHeck vs Mortar Crew/See IFT Column 4


PassandReviewofWW2
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Posts: 1248
Joined: 09 Aug 2016, 20:24
Location: Europe

Re: Colmar Pocket January 1945 Replay

#18

Post by PassandReviewofWW2 » 03 Nov 2018, 18:38

Turn One: U S Mortar Crew Passes Normal Morale Check.
After PZ IV Bounding First Fire
Defending Units May NOW Defensive Fire

PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#19

Post by PassandReviewofWW2 » 03 Nov 2018, 18:47

U S Player: Defensive Fire on PZ IV J by Mortar Crew/ To Hit DR of 3
1. Mortar minimum fire Range 3 Hexes
2. PZ IV J Range 0-6 Hex
3. Mortar To Hit Mortar Area Target Type 0-6 Hex Range
4. Area To Hit # 7
5. PZ IV J Moving Target +2 added to To Hit DR of 3
6. PZ IV J spending 1 or Less MP in Firing Unit LOS +2 added to To Hit DR of 3
Total addtions: 4 to To Hit DR of 3 = 7 Result Mortar Scores Hit vs PZ IV J
7. Resolve To Hit Effect on 8 Fire Power Column / +1 Armor added to IFT effect DR vs PZ IV J
8. To Eliminate Panzer the IFT effect Dice Roll on 8 Fire Power Column/
a. KIA Result Eliminates Panzer
b. K# 2MCResults in Immobilization or Automatic Shock
IMG_2807[1].JPG

PassandReviewofWW2
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Posts: 1248
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Location: Europe

Re: Colmar Pocket January 1945 Replay

#20

Post by PassandReviewofWW2 » 06 Nov 2018, 20:23

Turn One: German Player moves PZ IV J to Bypass Freeze U S Concealed Stack at Cross Road
The PZ IV J may use Bounding First Fire as it Moves/Stop Fire/Move during Turn using Bow/Coaxial MG Firepower or Firing Main Armament
By Rule: Bounding First Fire preempts Defensive First Fire of Defending Units Fire Until after the Bounding First Fire Action
UNLESS a defending Unit can declare Defensive Fire / Street Fighting/Reaction Fire CC attack vs AFV in Road Hex with Buildings on BOTH sides of Road. AFV MGs Fire Resolved on IFT vs Main Armament Fire suffers Heavy To Hit Penalties for Fire While Moving
1. In example: Even if The PZ IV J declares Bounding First Fire in Hex Shown, The U S 666 First Line Squad may counter with a Street Fighting
Reaction Fire CC attack by Passing a Pre AFV Attack Morale Check/ The US Squad qualifies For Automatic Ambush -1 to attack/666 Morale Level 6
2. The Attack Factor of Squad vs AFV is CCV/Close Combat Value is 5/
3. IF The Squad Passes Pre AFV Attack Morale Check/ A Street Fighting Dice Roll is Made FIRST vs Moving AFV receives + 2 Motion added to the Attack
Dice Roll
4. To attack the AFV, Roll Two die,
5. To Eliminate the AFV the Dice Roll must = or be less than CCV # 5 of Squad
6. The AFV receives +2 For Motion added to Attack Dice Roll
7. The Squad receives -1 Ambush subtracted from Attack Dice Roll
8. In Example: DR of 2 /+2 Motion/-1 Ambush = 3 / CCV 5 / Result AFV eliminated/No Crew Survival for any CC Type attack eliminates AFV
9. If U S 666 Squad Rolled a 12/ Result of Casualty Reduction of U S Squad/After Attack Place First Fire Counter on Squad
10. If the AFV survives/, The AFV may Carry Out Bounding First Fire Attack vs U S 666 Squad by Changing Vehicle Covered Arc , or other Target or Continue Moving Down Road
11. If the U S Mortar To Hit DR of 2 Result in Critical Hit vs PZ IV J/ Resolved on Infantry Fire Table Column 81 mm /16 Fire Power Column /Doubled
IFT Column 32/ AFV Armor Factor vs Indirect Fire +1/ Make Dice Roll/ KIA Result Eliminate AFV/K#3 MC Resutls Shock or Immobilization
Hit Location Determination for Shock/ Immobilization IFT Dice Roll Result/ color dr = or more than white dr result Hull Hit
In example . DR of 2/ color dr is = to white dr Result would be Hull Hit
12. Vehicles by Rule Require All Vehicle MP to Enter Woods/ AFV cost 1/2 Total MP to Enter Woods Hex/and Take Bog Check
IMG_2811[1].JPG

PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#21

Post by PassandReviewofWW2 » 06 Nov 2018, 20:39

Turn One: German Player elects to Stop PZ IV J in Hex Shown in a Fire Support Role
SPW 251 Halftrack w /Passengers Buttoned Up/Swings to Right into Bypass 2 MP/1 Stop MP as Shown
10 MP
Passengers Unload in Bypass/during Move Phase/during Advance Phase Move into Building
1. SPW Halftrack has 16 Movement Points
2. The Half Track must have 4 MP remaining after entering By Pass /Stop MP for Passengers to Unload/be Placed beneath Halftrack
Turn One: U S Player holds all Fire Maintain Concealment Until U S Player Turn Prep Fire To Make Shots Count
226 Squad w /Baz 45 Prep Fire vs Stop PZ IV J scores Hit/Range 0-3 Hexes
Bazooka To Hit 3 listed on Back of Counter
45 Bazooka To Kill # 18 subtract from PZ IV J Armor Factor 6 Turret Hit/8 vs Hull Hit
U S Player Rolls 6 To Kill Dice Roll/PZ IV knocked Out/ Crew Survival DR of 8 results/ No Crew Survival
IMG_2814[1].JPG

PassandReviewofWW2
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Posts: 1248
Joined: 09 Aug 2016, 20:24
Location: Europe

Re: Colmar Pocket January 1945 Replay

#22

Post by PassandReviewofWW2 » 06 Nov 2018, 20:40

German Player Places Control Markers for each Building Gained for Victory Purposes

PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#23

Post by PassandReviewofWW2 » 06 Nov 2018, 20:42

U S Bazooka 45 To Kill # 16

PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#24

Post by PassandReviewofWW2 » 08 Nov 2018, 20:06

U S Player O/B add HMG to O/B Setup
IMG_2861[1].JPG

PassandReviewofWW2
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Re: Colmar Pocket January 1945 Replay

#25

Post by PassandReviewofWW2 » 08 Nov 2018, 20:20

The U S Player with HMG Rotates Unit Postions/German Player may not observe U S Player Setup until Game Start
1. 8-1 Leader /666 Squad HMG setup behind Front Line/Concealed
2. 666 Squad with MMG will setup in one of Stone Building Concealed/
3. Dummy Stacks 3 Concealment Counters Each also Setup in a Stone Building to simulate actual Concealed U S Units /666 with MMG/and 227 Crew w Bazooka 45/Concealed/ in total 4 Concealed Stack/two of Which are actual Units
4. U S Half Squad Deploy South Flank /Concealed
5. All German Unit Setup Concealed also
IMG_2862[1].JPG

PassandReviewofWW2
Member
Posts: 1248
Joined: 09 Aug 2016, 20:24
Location: Europe

Re: Colmar Pocket January 1945 Replay

#26

Post by PassandReviewofWW2 » 08 Nov 2018, 20:39

Tactics: The U S Platoon will have a tough fight if their Fire attacks have no effect vs German Storm Squads
German Firepower w/ Heavy Machine Gun can wreak havoc on U S Squads with Morale Level of 6/

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