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;









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