|quaint farm country in Normandy. A Village in the upper left, some fields, hedgerows and woods. The US player's units would arrive on the left. The German player's units are already on the table to the right.|
The US player is "elite" and also has the "Assault Troops" special rule meaning they hit in close combat on a 3+ (elite) and can re-roll missed hits in close combat! Deadly!!
|US paratroopers at the start line|
|Company B moves up to the start line|
|The Germans are ready and waiting for them....|
|The village is brim-ful of angry Germans!|
|US FO dropping rounds on target! He is about 50 cms away from the point of impact so you use 5 dice and an arrow-direction die for the artillery. It lands on target!|
|smoke lands and the Paras are ready to start the assault!|
|The attack starts. The US player reserve company and support companies are below.|
|German units spring into action and begin firing on the US player when they activate.|
|The German battalion mortar platoon also begins its deadly work! The result is way off and the barrage misses.|
|Meanwhile the US player moves out and secures cover. This company (the reserve infantry company) establishes a blocking position so the village assault can go through.|
|US and Germans exchange fire during their respective activations. The US player scores 2 hits on the German platoon and since they are in cover they get 4+ saves. They pass one and fail the other and Gerry scratches 1 platoon!|
|The US player is advancing across open fields and doesnt have the benefit of a cover save. Thank Goodness for smoke! They lose a weapons platoon during the advance.|
|meanwhile the reserve company is moving up along the road.|
|The 57mm is redeployed. It wont make a dent in the Panther platoon's frontal armor but from the side....|
|Drat! Gerry moves his small Kampfgruppe out of the woods to counter attack the Americans and they roll a "1" strung out on the road. no movement for these Panzergrenadiers this turn...|
|OH NO!!! The US Forward Observer rolls a "1" in his activation. The assaulting troops will not have the concealment of the smoke anymore! It will be a turkey shoot!|
|The Germans open fire!|
|The assault on the village begins. Remember, the US Paras get a 3+ to hit for close combat as they are assault troops. They get a 4+ for firefight. The Germans get a 5+ for close combat and a 4+ for firefight.|
|Here are the tallies from the combat. US scores 4 hits against the German 2 hits. Gerry loses his remaining units defending the village except for the mortar platoon who are the only remaining element from this Combat Team.|
|The US player gets a 5cm consolidation move per the Epic rules (so also per my rules as well).|
|The German mortar platoon from the village passes its morale check and is no longer broken, but still gets a -2 to initiative rolls...|
|The Panther platoon rallies as well. Here's a stumbler - what do i do with the trucks now??? Their infantry are all gone.|
|This picture was from way before the US even assaulted the village. I dont know why it's down here - should be higher up on the page. Oh well, it's still cool looking!|
|unbelievable! The US 60mm mortar section launches a barrage and knocks a German infantry platoon out of commission.|
|US Combat Team in the village still holding on. That "5" is trouble. Next casualty they take is their breakpoint. Good thing they're in hard cover!|
|US blocking position is in good shape for a counterattack by that Panther platoon.|
LESSONS LEARNED (sort of)
This game was incredibly enjoyable and I still believe my values are solid. If you have a game with "assault troops" and elite morale, you had better have a counter to use against them. The Panther platoon was my ace in the hole and still lived to the end of the game. Like in real life, the Artillery was the US player's lifeline and kept his advancing infantry alive through the advance. Does that even need to be written???
The German player probably could have used a covered and concealed route to counter attack the village as that would have saved those 2 en-trucked panzergrenadiers from destruction and the para ambush.
What i really love about this game is the speed in which it's played. This game was resolved in under an hour even with artillery and tons of infantry moving only 12cm's per turn. In fact this was a slower game than usual but luckily I diced and ended up with playing the width of the table versus the length.
I think next I need to come up with unit breakpoints so I'm not doing math during the actual game. A quick mathematical formula for determining BP and casualty rolls would be helpful as well.
Giving each infantry platoon a "support weapon" roll made for a quicker game also. This represents light machine guns and possibly 60mm mortars carried at teh company level in many armies. It gives infantry the ability to "reach out and touch" instead of solely relying on them for firefight and close assault.
I am moving closer to actually writing these rules. This is my 7th or 8th game of Combat Team! and so far the results have been fairly realistic without too much ambiguity. Still wondering about the concept of suppression and right now the breakpoint rule and subsequent modifier to the initiative roll is all i've got - but the game still flows nicely. When I finally get my desert board finished, I can play some North Africa battles with some lighting fast tank engagements!