Home Forums WWII Operation Jupiter Game 03 20mm on blog

This topic contains 6 replies, has 5 voices, and was last updated by Shaun Travers Shaun Travers 4 years, 7 months ago.

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  • #18078
    Shaun Travers
    Shaun Travers
    Participant

    It has been 7 weeks since I played this and finally have some time to write it up. This scenario form the Operation Jupiter scenario book. British need to take a farm defended by the Germans. It was a very fun game for me with the clock ticking and building assaults failing.

    The full battle report is on the blog:

    http://shaun-wargaming-minis.blogspot.com.au/2015/02/operation-jupiter-game-03-barn-at.html

     

    Here is the British getting ready to assault some buildings:

     

    #18081
    War Panda
    War Panda
    Participant

    Well worth the wait Shaun, great report. Terrain, minis and buildings looked the biz too. You can tell you enjoyed it. I thought at the start that you must have borrowed Jacks dice with the PS team rolling two 6’s but I think the MG team rolled three 1’s which sounds a lot more like how I roll.

    The Assault rules sound fast and lethal which you want in these kind of games. The narrative gave a real feel of cautious approach by the British…how do you simulate this if its a solo game…or was it a solo game…maybe not 🙂

    The Churchill wasn’t needed in the end…was that by choice or did it fail to activate? It sounded like it was an expression of the British’s reluctancy to wander into a PS trap…lots of cover to hide in these Normandy hedgerows…

    Anyway great read and good to see you getting that Ancients Fad out of your system 🙂

    John

    • This reply was modified 4 years, 7 months ago by War Panda War Panda.

    “The great Gaels of Ireland are the men that God made mad,
    For all their wars are merry, and all their songs are sad.”

    #18082
    Shaun Travers
    Shaun Travers
    Participant

    It was a solo game.  For most of the game, the Churchill, to get close enough to be able to bring its fire against the buildings, would need to advance to within potential distance for a panzerschrecke. So it was only in the last 2-3 turns of the game it could move, and I seem to remember it did not always activate.  So turn 9 it got to the farm and during turn 10 the Germans withdrew so it was no longer required.  So it is exactly as you thought – a reluctance to go where the infantry had not been.

     

    And I am thinking of starting an ancients campaign (but have been thinking of doing this for a few years so we shall see!); obviously I still believe playing ancients makes me be in with the cool gaming crowd  🙂

     

    #18083
    Rod Robertson
    Rod Robertson
    Participant

    Shaun:

    A very engaging report which led me to all your other reports. They make for very good reading. The 130 Brigade and the 9th RTR took a real punishing during Jupiter and your little piece of the battle showed that well with repeated attacks repelled and units just going to ground. It captured the spirit of the battles on and around Hill 112 really well. The minis and the game board were very nicely done. Good work and it paid off with an enjoyable/nerve-wracking game for you and an engaging report for us. Thank you.

    Cheers and good gaming.

    Rod Robertson

     

    #18085
    kyoteblue
    kyoteblue
    Participant

    Nicely done.

    #18094
    Norm S
    Norm S
    Participant

    Nice AAR Shaun, the casualty levels Vs Scenario clock time seem to feel right to give a good game.

    http://commanders.simdif.com

    #18099
    Shaun Travers
    Shaun Travers
    Participant

    Norm,

    I note that reading your Tigers on Minsk AARs gives me the same feeling of balancing the clock with fighting.

    Normally I do not play against a clock – it is trying to reach the objective(s) before your troops force morale breaks.  In all the Operation Jupiter games so far I have been every aware of the clock, and that has been a good thing.

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