Saturday, October 19, 2013

Monty's Gamble; Playthrough Game 2, Turn 2

Monty's Gamble Game 2

Turn 2

Impulse 0
  • Germans activate Hussien and move a unit to Nijmegan
  • Allies activate Valkenswaard and take Eindhoven
Impulse 1
  • Germans activate Bimmel and move a unit to Elden
  • Allies activate Valkenswaard and take Woensel
Impulse 2
  • Germans activate Best and reinforce St Oedenrude with a single Battalion.  This move is simply to delay the rebuilding of the Son bridge.  The battalion is expendable.
  • Allies activate Woensel and successfully repair the Son bridge.  So much for the delaying tactic!
Impulse 3
  • Germans activate Zone G and reinforce Best
  • Allies activate Valkenswaard and eliminate Germans in St Oedenrude.
Impulse 4
  • Germans activate Helmond and move to block the road at Uden
  • Allies activate Eerde and attempt to repair the bridge. Bridge repaired; the engineers have their act together.
Impulse 5
  • Germans activate Ede and successfully assault Ginkelse Heide causing 3CP.
  • Allies activate Valkenswaard and attack Uden with single recon unit.  Stalemate result 
Impulse 6
  • Germans activate Pannerdern and bombard Arnhem with no result.
  • Allies activate Valkenswaard and attack Uden with single recon unit.  Stalemate result  
Impulse 7
  • Germans activate Pannerdern and cross the Rhine into Hussien and Bemmel.
  • Allies activate UK and bring on 1AB reinforcements to Ginkelse Heide.  Two battalions move to reinforce Wolfheize.
Impulse 8
  • Germans activate Zone B and move units to Pannedern and an Flak unit to Lichtenbeek. This move tightens the cordon around Arnhem. Because of the powerful defense in Arnhem the best move is to prevent the 1AB from getting to the south side of the Rhine.  A direct assault on Arhem is not likely to succeed.
  • Allies activate Eerde and attack into Uden and are unsuccessful.
  • Weather change!  The Germans have been waiting for this to attempt some infiltration.
Impulse 9
  • Germans
  • Allies activate UK and bring on 82 AB reinforcements to Groesbeek and 101st unit to St Oedenrude.
  • Weather change again...back to clear skies.









Thursday, October 17, 2013

Monty's Gamble Playthrough Game 2, Turn 1

Monty's Gamble Game 2

Since I made so many mistakes in the last game I am going to try this again. 

D-Day Opening
  • Very successful air bombardment, but Eindoven FT not flipped
  • Not vey successful XXX Corp artillery bombardment...only 4AP
  • Airlanding segment sees only one AB unit flipped. Overasselt bridges to Grave and Hatert siezed,  Grave FT destroyed and assault in St Oenrude against FT  fails.
  • Gds assault causes 4CP leaving 2 fresh Germans in Zone F
Impulse 0
  • Germans attempt bridge demolition from St Oedenrude and blow the Dommel River and Wilhelmina Canal bridges 
  • British take Arnhem and assault in Zone F.  As a change from Game 1 three units are moved to Arhem instead of 2. However, this means Dreil was not occupied.  
Impulse 1
  • Germans activate Osterhout and move 9SS recon to Driel to block 1AB from crossing the Rhine.  This is a change in tactics from game one.  Allies can't assault Nijmegan this turn so the recon unit is not needed there.
  • 1 AB successfully assaults Wolfheize and fails to eliminate the last German in Zone F.

Impulse 2
  • Germans activate Cleve and reinforce Wyler with 2 battalions.
  • Allies use air bombardment on Valkenswaard to weaken defender.  Successfully disrupt both units.
Impulse 2
  • Germans activate Veghal and blow the canal bridge.
  • Allies activate Mook and occupy Groesbeek Heights and Beek.  Use free impulse in Zone F for an assault resulting in a single CP.  Germans still holding. 
Impulse 3
  • Germans activate Veghal and blow the canal bridge.
  • Allies activate St Oedenrude and fail to eliminate the FT.  Free activation in Zone F sees destruction of the defenders in Zone F and Valkenswaard, but the Eindhoven bridge remains in German possession and XX Corp is done.  However, Allies did gain a sunrise modifier for eliminating 3 German units.

Impulse 4
  • Germans activate Eindhoven, but fail to blow the bridge.
  • Allies activate Overasselt and eliminate the FT in Hatert.
Impulse 5
  • Germans activate Zone B and move 2 units to Pannerdern.
  • Allies activate St Oedenrude and fail to eliminate the FT.

Impulse 6
  • Germans activate Eindhoven, but fail to blow the bridge.
  • Allies activate St Oedenrude and fail to eliminate the FT.  Turn ends..... 
The Allies fail to contest or capture Eindhoven for an extra VP, but the position in Arnhem seems pretty good.


Sunday, October 13, 2013

Monty's Gamble: Game 1, Turn 4

Monty's Gamble, Turn 4

Weather Clear

Impulse A
  • Germansactivate Lichtenbeek and assault Arnhem causing 4CP.  this only leaves 1CP remaining.
  • Allies activate a bombardment and send the planes to Velp.  This is the area from which the Germans will attack Arnhem next.  In fact with an excellent result the Germans will only have 2 strength mechanized infantry left to assault with.  Bombardment inflicts 3 CP and "spends" the 6 strength armor.
Impulse A
  • Germans activate Velp and assault Arnhem with an attack strength of 6 vs a defense of  5 and lose badly.  Frost holds on for another impulse.
  • Allies activate UK and bring in the Poles to Driel.  One of three battalions is interdicted by Flak.
Impulse 0
  • Germans activate Arnhem and assault with single mech. infantry with artillery support (3 vs 5).  Another miserable result for Germans (rolled a 2)
  • Allies activate Hatert and bombard Oosterhout with XXX artillery (Strength 14 vs def 8) causing 6 AP.  Germans cannot reinforce Nijmegan now.
It is at this point that I realize that I forgot the isolation rule starts on the 20th for airborne units, so the spent and Disrupt 1 1AB units in Arnhem should have rolled at the end of last turn.  Since it will make the difference between victory and defeat for the Germans I will roll now.  One failure will eliminate the last step of airborne holding Arnhem.  Survey says.....failure by the Disrupt 1 unit, so Germans have captured Arnhem!

Impulse 1
  • With the fall of Arnhem, the Germans pass and will wait to react to Allies impulses if necessary.
  • Allies activate an air bombardment on Nijmegan and succeed in getting 2 AP flipping the German mechanized infantry.
Impulse 1
  • The Germans pass and will wait to react to Allies impulses if necessary.
  • Allies activate Nijmegan and attack with 2 Guards unit with artillery support.  Attack strength of 11 vs defense of 8.  3 CP result.
Impulse 2
  • The Germans pass and will wait to react to Allies impulses if necessary.
  • Allies activate Nijmegan and attack with 2 Guards unit with artillery support.  Attack strength of 11 vs defense of 7.  Dismal failure....
Impulse 3
  • The Germans activate Huissen and bombard Driel with II SS corp artillery (A8:D4).  6AP will flip 3 units.
  • Allies activate Groesbeek Heights and attack with 1 82nd AB with artillery support.  Attack strength of 7 vs defense of 4.  6CP result; eliminating resistance.  Use final MP to seize bridge; seizure is successful.
Impulse 4
  • The Germans activate Reichswald and assault Groesbeek (A8:D8) and fail.
  • Allies activate  St Oedenrude and assault Best (A11:D3). 8CP result capturing Best.  German mistake not to defend better as this will giive the Allies 10VP.
Impulse 5
  • The Germans place air interdiction in Driel.
  • Allies activate Hatert and assault Oesterhout(A9:D6). 7CP result capturing Best.  Germans retreat a 6 units to Elst, but hold the area with a few remaining units.
Impulse 6
  • The Germans activate Gemert and assault to Veghel (A9:D9).  Successful but 0CP.
  • Allies activate UK and drop 101 AB artillery into Erde and the turn ends.
This is the end of the game with an Allied victory (10 VP).  I may play out the extended game but it looks like, with the Driel bridge in Allied possession, the Allies can probably link up with 1 AB without a problem.  However with Veghel contested by the Germans XXX Corp supply to Nijmegen will be held up.

End of Turn 4 views;









Wednesday, October 9, 2013

Monty's Gamble: Game 1, Turn 3

Monty's Gamble, Turn 3

Weather Overcast

Impulse B
  • Germans infiltrate from Lichtenbeek  to Oosterbeek with 10SS Flak.  Thus cutting off Arhem from reinforcements again
  • British successfully assault Nijmegen causing 6CP.  Germans absorb casualties and retreat one spent unit to Oosterhout.  Still have a fresh FT, spent SS recon and 3 Disrupt 1 infantry battalions in Nijmegan
Impulse A
  • Germans bombard Arnhem with SS Corp artillery and flip one unit.
  • British successfully assault Nijmegen causing 4CP.  Germans absorb casualties and by increasing disruption levels on existing units.  No retreats..  Germans still have 9 CP worth of units in Nijmegan
Impulse 0
  • Germans assault Arnhem with 3 SS division units causing 2CP.  Fresh 1AB unit becomes spent and spent unit becomes disrupt 1.
  • British unsuccessfully assault Nijmegen  Allies will wait for the weather to clear before making another assault.
The Germans feel that Nijmegan is lost and the only path to victory is to press on against Arhem.  Germans threaten the road to Nijmegan but the assaults are all at least -1.  XXX Corp concentrating on Nijmegan.  If the road gets cut there are reserve units that can counter attack.

Impulse 1
  • Germans activate Arnhem and move one unit to Wolfheze and Oosterbeek.  This will reinforce the cordon around Arhem.  Germans will go in for the kill tomorrow.
  • Americans unsuccessfully assault Best (looking for a VP).  Arhem sector is best to defend as it will save supply.  Nijmegan needs some bombardment prior to the next assault.  Realistically the Germans cannot supply Nijmegan so the situation will not get any worse.
Impulse 2
  • Germans bombard Veghel with no effect.
  • British  activate Wolfheze and successfully assault into Oosterbeek causing only 1 CP.  1AB is trying to open the way to Arhem.
Impulse 3
  • Germans activate zone B and advance Flak to Pannerdern and artillery to Lichtenberg. 
  • British  activate Zeeland and advance XXX Corp and Guards artillery to Hatert.
Impulse 4
  • Germans activate Ede and advance a battalion to Renkum.  Allies left it undefended because it was though to be unneeded area.  however it is an area eligible for air supply counter so we will see at the end of the turn if it was wise to let it go.
  • Pass. holding units in reserve in case of German assault against the road areas.
Impulse 5
  • Germans activate Zone A and move flak and armor to Lictenbeek
  • Activare Hatert and assault Nijmegan with a single tank battalion.  Assault fails and turn ends.
End of turn thoughts....  Allies have 8 VP and will have two more if Arhem holds out.  Will also gain enough VP if Nijmegan is captured, so we are headed for a final showdown in Nijmegan.  Allies will lose a VP for Germans contesting 6VP worth of areas, so i think Nijmegan is the key.

End of turn snapshots from Arnhem and Nijmegan;








Monday, October 7, 2013

Monty's Gamble: Game 1, Turn 2

Monty's Gamble, Turn 2

Impulse 0
  • Germans place interdiction in Ginkel Heide
  • British repair the Son bridge.

Impulse 1
  • Germans activate Cleve and move two units to Nimegen
  • British activate UK and bring in 1AB reinforcements loosing one to interdiction
Impulse 2
  • Germans activate Panerden and bombard Arhem "spending" one 1AB battalion
  • Allies assault Best causing 1 CP.  Spend German infantry battalion
Impulse 3
  • Germans activate Panerden and move units to Huissen and Bemmel using the ferries
  • Allies activate Woensel. Move XXX Corp recon battalion to Overasselt linking XXX to 82nd airborne areas.
  • Free activation of Zone F.  Use highway movement to move units to Overasselt.  Gain XXX Corp reinforcements for crossing ihe Maas.
Impulse 4
  • Germans activate Reichswald and move all units to Nijmegan.
  • Allies activate K and bring in 101st reinforcements to St Oedenrode.  unit move to Woensel.
  • Free activation of Zone F - move infantry to Eindoven and EErde.
Impulse 5
  • Germans activate Lichtenbeek and attempt infiltration into Oosterbeek.  Armor succeeds infantry fails and is thrown back Disrupt 1.
  • Allies activate Overasselt and attempts bridge repair and succeed.  82nd battalion assaults across the canal and defeats the FT taking Hatert.
  • Free activation of Zone F.  Use highway movement to move units to Hatert.
Impulse 6
  • Germans activate Zone B and move to Arnhem.
  • Allies activate Groesbeck and assault Wyler with to 82AB battalions eliminating the Flak tower.
  • Free activation of Zone F.  Move 43rd division artillery to Veghel.
Impulse 7
  • Germans activate Arnhem and move mech. infantry to Pannerden.
  • Allies activate Renkum and assault Oesterbeek.
Impulse 8
  • Germans activate Zone A and move to Arnhem
  • Allies activate Ginkel Heidi and assault Wolfheinze.
So far Allies have been very successful in their assaults.  I think I have been too passive with the Germans.  I have avoided any assaults that are not at least even up.

Impulse 9
  • Germans activate Ede and assault Ginklese heise causing 1 CP
  • Allies activate UK and bring in 82nd AB artillery to Groesbeek.
  • Weather change!
Impulse 10
  • Germans activate Delen and infiltrate FLAK into Wolfheinze
  • Allies activate Vaalkenswaard and move artillery up the road to Uden. Turn Ends