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rooster5
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New St. Vith scenario using the new Tigers. Mon, 25 May 2009 02:17
I have recently completed a scenario in the Breakthrough format. The battle for St. Vith. I have included the new Tigers and the airpack. The visibility chart is used to gage the weather and visibility, when planes can start flying and when reinforcements arrive. Great use of the Tigers and the Air rules if I do say so my self. I would apreciate any feed back on this scenario, good or bad. This one is for the serious Memoir junkie, and hard core war game player. Just about all the rules DOW has put out for this game are used for this one. Most rule and action reference are made to the cards that came with the airpack.
http://www.daysofwonder.com/memoir44/en/editor/view/?id=5880


Play on!!!!
      
Achtung Panzer
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 08:45
Is this "the ultimate Memoir '44 scenario"??? Rolling Eyes

For this Breakthrough scenario I would buy the Campaign Bag! Laughing

Superb effort and well done Rooster5.

[Aktualisiert am: Mon, 25 May 2009 08:46]

      
Timmuilwijk
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 10:37
This one looks massive indeed, what exactly do you need to play this one?
-Base game
-Terrain pack
-Med. Front
-Breakthrough map
-Air pack
- more ?? (Pacific for the mobile artillery?)

Have you playtested this one already? If I look just at the numbers (Axis units vs Allied units) the Allies have more than the Axis, and this is historical incorrect (but who cares?? Very Happy ) so I thought that it might be imbalanced, but I could be mistaken.... Razz

Anyway, it looks very nice and will play it in the future.

One thing, it could be nice to include some German behind the enemy lines figure(s) that are camouflaged or so, (see Operation Greif at Wikipedia) like the Otto skorzeny batallion, this one could be placed at the right flank around the middle or so...

Thanks anyway for the scenario!

Tim
      
Achtung Panzer
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 14:01
A chance to use the Brandenburger marker! Smile

      
rooster5
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 15:30
Timmuilwijk wrote on Mon, 25 May 2009 04:37

This one looks massive indeed, what exactly do you need to play this one?
-Base game
-Terrain pack
-Med. Front
-Breakthrough map
-Air pack
- more ?? (Pacific for the mobile artillery?)

Have you playtested this one already? If I look just at the numbers (Axis units vs Allied units) the Allies have more than the Axis, and this is historical incorrect (but who cares?? Very Happy ) so I thought that it might be imbalanced, but I could be mistaken.... Razz

Anyway, it looks very nice and will play it in the future.

One thing, it could be nice to include some German behind the enemy lines figure(s) that are camouflaged or so, (see Operation Greif at Wikipedia) like the Otto skorzeny batallion, this one could be placed at the right flank around the middle or so...

Thanks anyway for the scenario!

Tim


Yes I play tested it. Twice! And this one is a keeper. First game, the Allies ended up winning but the Axis finished with 17 medals but no objective medal. The second game the Axis came up with a hard earned win. And though it looks unbalanced, the Axis have an edge with the tigers and the two die throw on air strikes. And using the house rules for the planes, Made it worth while to bring them out. There were planes on the board for a good bit of both games. A plane even took out a tiger! We enjoyed playing this one a lot. As long as the visibility rules are used, the Axis have a good chance of winning this. Although, this scenario is a blood bath the whole way through.

The British, 101st, and 11th armor are frozen from moving till visibility gets to 6 to simulate the reserves that were on the way but delayed because of weather. The same for air power. Planes were all grounded when this offensive started, the Allies had lost air superiority because of the weather.

My main objective was to simulate the urgency the Axis had to take key points for their offensive to work as opposed to the Allies relying on consolidating their massive build up to repel this offensive. I wanted a scenario that incorporated the Air Pack in a positive way. There is plenty of fodder for air strikes through out the game. Using the six hex move rule for planes, makes it easier to manuver planes around the board without having to make a deadly air check each time. And a scenario that incorporated a lot of the expansions rules that have come along. The road to Bastonne looked to be a good battle ground to try this out on. I used the officisl St Vith scenario and a AH game to put this one together.

I think Having some germans behind the lines is a capitol idea! Would be a great chance to use the brandenbergers. Maybe let the two snipers in St Vith be german!

I used 2 base games and every expansion this far to come out. And of coarse the new Tiger Tanks. Which looks too cool on the board. The only thing from the pacific theater is the field hospitol and mobile artillery markers. I needed to put something in that hex since I had used all the road tiles, lol. Gives another plus to the Axis side.

This scenario takes at least two hours to play if there is not an early Axis win. If the Axis capture the cross roads early on, it is game over for the Allies.

[Aktualisiert am: Mon, 25 May 2009 15:53]

      
Timmuilwijk
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 19:57
Ok thanks for the story, indeed it is necessary to take that crossroad, that is the most important thing in this map. The player who controls the crossroads is the one that is probably going to win. Indeed if you use the air visibility chart it will be much more balanced (e.g. Allied player disadvantage) and the Tigers are fun to use!

How long did it take to put everything in place, half an hour? Razz

Man this one is really massive, can we expect more? I would like to see this continued for the Bastogne battle. I have just read an account of Donald R. Burgett (Seven Roads to Hell and other novels) in which he describes the Battle of the Bulge and more detailed the successfull defence of Bastogne. You could use the same kind of road with towns like Foy and Noville on the way...and you could use Air Pack house rules + rules for Tank Destroyers who were quite effective against German armor in the initial assault in which they slowed down the Germans long enough to deny them the most important city in the Ardennes (at that time): Bastogne, with seven roads leading into the city + additional railroads...

Tim
      
rooster5
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Re:New St. Vith scenario using the new Tigers. Mon, 25 May 2009 21:38
Tim,
You nailed it all on the nose!

And yes expect more. I plan on a northern and southern scenario of the Bulge in overlord format. Then a Bastonne breakout format for the grand finally. Then if I can figure it out, campaign rules for the group. My main goal in this endeavor is to have capaigns with overlord and breakthrough formats. Something to be played over a few weekends, for the bragging rights to one of the great campaigns of WWII. Old school.

It takes about 30 minutes to set up. A lot quicker once you have the Tiles list. (Hint! TOI tiles fit fine) I can see in the future I will need a second terrain pack just for the ease of fiinding road hexs that does not have something you need on the flip side. Can take from one hour, up to three hours or more to play, depending on the beer runs and smoke breaks...

My next scenarios in this series will have:

M10 Tank Destroyers, Battles and moves like armor except stars hit on armor. Two figure unit.

Mechanized Infantry (Half Tracks). Moves up to three and battle. May retreat two for each flag. Battles and moves like infantry except ignores grenades. Hits on stars on close assault attacks. Three figure unit.

Panther tanks, move up to four and battle. Ignores first flag. May move two in an overun. Three figure unit.

Flak 36: Moves one or battles. Battles out at 2 2 2 2, stars hit on armor, no flags ignored. Must have line of sight. Recieves hit on grenades only. Two figure unit.

It takes me a while to put these mega scenarios together then test them, but I should have one ready in a couple of weeks or so.

I am also currently working on a Kelly's Heroes scenario in break out format. Maybe a mini campagne. Now that the tigers are here there has to be a definitive Kelly's scenario, with urban tank duels, Shermans against the Tigers. Heroic Leader and Pontoon bridge rules are a must. Combat engineers, mine fields, big guns rules. Only axis with air power. Allies have big guns. Germans have zones at which some units must remain in since Kelly slipped in through the front line. A pontoon bridge has to be errected to get the shermans in the village. (where the Tigers are!) Shermans hit on stars when Hank williams is blasting. Can use a church tile for the bank. Suddendeath in a draw when Allies gets the gold. Everyone gets some.

ROOSTER5

Play on!!!!

[Aktualisiert am: Mon, 25 May 2009 22:08]

      
    
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