- This topic has 6 replies, 5 voices, and was last updated 9 years, 6 months ago by Shaun Travers.
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21/02/2015 at 00:15 #18078Shaun TraversParticipant
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:
21/02/2015 at 01:03 #18081War PandaParticipantWell 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
“The great Gaels of Ireland are the men that God made mad,
For all their wars are merry, and all their songs are sad.”21/02/2015 at 01:22 #18082Shaun TraversParticipantIt 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 🙂
21/02/2015 at 01:27 #18083Rod RobertsonParticipantShaun:
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
21/02/2015 at 02:29 #18085kyoteblueParticipantNicely done.
21/02/2015 at 06:19 #18094Norm SParticipantNice AAR Shaun, the casualty levels Vs Scenario clock time seem to feel right to give a good game.
21/02/2015 at 12:21 #18099Shaun TraversParticipantNorm,
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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