Sunday, March 17, 2013

FOW Tournament Report - Round 2

Round 2 would be Counter Attack against my son. Who had also won his first battle 6-1.

He was running a Reluctant Trained Panther list from Blood, Guts and Glory.

HQ: 2 Panthers
Platoon 1: 4 Panthers
Platoon 2: 4 Panthers
Platoon 3: 3 StuGs
Platoon 4: 3 StuGs
Platoon 5: 2 AA Tracks


In practice for this Tournament Jake refused to play my Tank Destroyers. the horror stories of Tank Destroyers had intimidated him. I couldn't help but grin when I found out he would have to face me!

Unfortunately the mission was Counter Attack and Jake's list is the only other Auto Attack list at the Tournament. [Edit: Turns out Mark's Canadians were also auto Attack] As a Mechanized list I would be defending. Mobile Battle and my list do not mix... especially since I traded in my Rifles for Shermans!

Since everything in my list has wheels or tracks I could start with a paltry two platoons on the table. The Hellcats would have to hold off the Panther Horde.
The lay of the land


Panthers on the starting line

Turn 1

The Germans surge forward, killing an M-20.

I fail my reserves roll but Patton comes through on the re-roll and I get a platoon in the game. The Towed Tank Destroyer jeeps race towards the impending battle! would they get their in time?

Turn 2: Germans

The Germans flood around the woods. trying to position their heavy armor towards possible ambushes. Fire is light, they kill an M-20 and bail another.

Cruicially all but 1 German platoon failed their Stormtrooper rolls

Turn 2 Allied

Turn 2 saw another Platoon make it on the table, this time the Shermans tear up into the backfield. They could barely make make out the outline of the distant Panthers on the hill.

The Tank destroyers also made an appearance. All of them. I would go all out this turn.With the failed German Stormtrooper last turn this might be my only chance to land a significant number of shots against the Panther flanks.

The Ambush!

I was a little worried when my Hellcat platoons, both with 8 shots each needing only a 3 to hit only scored 3 hits each, way under average. Then Firepower rolls were also sad, making only 3.  But the still managed to destroy 2 Panthers, 1 StuG and Bail 2 StuGs and 1 Panther.

 Both platoons would face and fail moral (Reluctant hurts) The C/O tried to keep the StuGs in the game but he also fails morale and books it



The Towed Tank Destroyers roll better, hitting 8 for 8. Even hitting Panther's tough front armor they manage to bail the 2iC and destroy 2 Panthers.

Finally to add insult to injury the Sherman's at extreme range take out a Panther on the hill.
The only bright side for the Germans is that they make their morale for the remaining Panther platoon. By doing so the Germans stay in the game at least one more turn.



The US Turn of shooting was catastrophic for the Germans. They lost...
3 StuGs
8 Panthers to direct fire or morale.

Turn 3

Jake realizes he is facing a 6-1 loss and tries to take out the closest Hellcat Platoon. The AA Tracks and the StuGs and Remaining Panthers go hunting.

Some good shooting from Jake kills 3 Hellcats but they make their morale and stay in the game.



Turn 3 for the Americans put's paid to the Germans. Taking out the two AA Tracks. The German Company was broken. 6-1 to the Americans

End game

Conclusion

I was worried on deployment if my 2 Hellcat platoons could hold off his whole army. Getting reserves on turn 1 and 2 tipped it into my favor and my massive 3 direction ambush was more successful than I had hoped.

My losses

1 M-20
3 Hellcats

Patton's effect?

His biggest contribution was re-rolling 1 reserve dice. Allowing me to get my TTD platoon in position on turn 2.
His fearless didn't help, but the Company Commander's re-roll kept my Hellcat in the game.


With two battles in a row I draw all tank armies. Which, truth be told is very lucky, as there were several Infantry companies present. Would I be so lucky the final round?

Read on, gentle reader... read on.

Continue to the Round 3 AAR...


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