B44's Battle of the Bulge - The Defence of Eupen

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morge4
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by morge4 »

jcb989 wrote:I've posted a pair of Clervaux
Grabbed these...
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

I've posted another battle as the allies if anyone is interested...other than KingT who smattered me...can you post the results when you get a chance KingT? Thanks...and thanks for the game, short and bloody!
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by kingt »

Thanks for the game as well. I had some lucky Pz4 shots against your left flank armor.

I'll add here the casualty screenshot, that's what you need right? Germans have two elite units after this fight, Pz4 and Panther.
Results
Results
photo 2.jpg (99.33 KiB) Viewed 5533 times
Brummbar44
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

Perfect, thanks KingT...and I'll note you did grab the flag as well...all in all a wipeout for the allies if this is the board random result! Well fought!

(edit - after doing the cancel outs...I can verify all of the Allied units would be eliminated with the exception of the A/4 Inf which must retreat...however there is another unit (A/28 Inf) that only participated as off-board...not sure how that should be handled? Have to think of that...suggestions welcomed..)

Artillery thoughts -
I had an idea about Artillery figures and how they could translate to the BA battles. Instead of pre-assinged types (ie. A/28 Inf = 2x mortars) I am thinking more of a scaled idea. So if there is 1 Artillery 'figure' in the battle, it is always 2x mortars...if 2 'figures' it would be 2x mortar & 1x priest/wespe...this would also allow it to expand back to the original A&A-BB stacking limit of 3 Arty figures in a hex and the third figure would translate to 1x maultier/calliope.

It might seem like a bit much...but the mortars are pretty standard...the rocket units (maultier/calliope) while powerful only fire every 3rd turn(?)...and I think I can rig the priest/wespe to perhaps fire every other turn it might not be too bad...again, this would only be in the case of having 3 arty figures in the same hex.

To translate back...the mortars are easy, the same concept applies to them as it does other units (ie. 1 loss = retreat, 2 losses = eliminated)...however the single unit SP's and rockets only have one unit...so maybe if they are destroyed in BA they are eliminated on the BB board...but if another figure is forced to retreat (ie. an Infantry) artillery is forced to retreat as well.

It's worth a try...let me know if there are big concerns about this.

Thanks again for playing everyone...the beta is coming together.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by k9mike »

Bump*** lol
Anything new intelligence to report Mac?? :)
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

k9mike wrote:Bump*** lol
Anything new intelligence to report Mac?? :)

Not much...a few battles going on now...might be a good time to announce the cut off...say Tuesday?

Doing a re-org on the OOB's...they seem a little out of balance points wise...so going to fix those up and will post.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by k9mike »

Sounds good Mac...having fun, even though your kicking my butt..lol.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

Allies TO&E
Image
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by kingt »

Brummbar44 wrote: Artillery thoughts -
I had an idea about Artillery figures and how they could translate to the BA battles. Instead of pre-assinged types (ie. A/28 Inf = 2x mortars) I am thinking more of a scaled idea. So if there is 1 Artillery 'figure' in the battle, it is always 2x mortars...if 2 'figures' it would be 2x mortar & 1x priest/wespe...this would also allow it to expand back to the original A&A-BB stacking limit of 3 Arty figures in a hex and the third figure would translate to 1x maultier/calliope.

It might seem like a bit much...but the mortars are pretty standard...the rocket units (maultier/calliope) while powerful only fire every 3rd turn(?)...and I think I can rig the priest/wespe to perhaps fire every other turn it might not be too bad...again, this would only be in the case of having 3 arty figures in the same hex.

To translate back...the mortars are easy, the same concept applies to them as it does other units (ie. 1 loss = retreat, 2 losses = eliminated)...however the single unit SP's and rockets only have one unit...so maybe if they are destroyed in BA they are eliminated on the BB board...but if another figure is forced to retreat (ie. an Infantry) artillery is forced to retreat as well.
Yeah it looks like this could be a great way to handle it, otherwise the off-map artillery would always survive no matter the outcome of the battle. Plus, we'd get to play with more arty type, especially when the third figure comes in :D. Those are units we seldom get to play anyway.

I think the Wespe/Priest can be allowed to fire every other turn, I think it already does so in the first turns of Fortified Line.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

Ok, let's try that for the Arty at least as a tester. If I do revert back to off-board I'll decrease the delay...it is almost useless at Clervaux!

Speaking of which, I have two games on going. One against k9mike and one against random27. I hope to finish those off before Tuesday. I think Morge4 and jcb898 have a couple of games going...any news on those guys?

This is the last battle for the turn. Things will get very interesting the next turn!
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by morge4 »

If we can keep going as we have been...we should be done by Tuesday. Both appear to be dominated by the Germans...
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

Thanks Morge. Yes, I'm hoping that the points balance in the OOB's makes the games a little closer...the artillery change should help too.

Looking forward to seeing your results.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by kingt »

I have one in which I'm defending against k9mike. Hopefully it will be done by Tuesday too.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by k9mike »

Sorry guys...trying to play as much as can...Work shift has changed...will try and get done as soon as possible. Think allies need like a priest or something...that on board arty(which is lame anyway) and with that much of a delay...you got to have it right on the money and waiting 2 turns...like a crap shoot.
Also, is there anyway that we can see some AT guns for the Allies?? They did use them alot, and they help save their ass in the Bulge thats for sure. Also, like I wrote you Mac...Would really like to see tanks and such get bogged down with alot higher percentage to simulate the lack of gas that the Germans experienced. Am loving this whole idea of this...great stuff Mac...keep it coming. ;)
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

k9mike wrote: Also, is there anyway that we can see some AT guns for the Allies?? They did use them alot, and they help save their ass in the Bulge thats for sure.
Good call Mike.
I've been trying to incorporate some points into the units so players can decide at the time of battle what they'll require based on the task. The BA system currently only allows 64 units per side...so the choices are limited (each unit type added as an optional for each unit counts against the 64). Too bad actually, I had worked out a whole purchase system otherwise with a base of the unit (ie. an Inf Div would be 3x Inf + 215pts.)

So even adding the option of an AT gun alternative now makes a 6 unit into a 7...when a battle gets full, 7 each becomes a problem.

But I do agree, the AT element should be more prominent so I've revisited the Allies TO&E and think it is more accurate now.

(edit - I've been thinking about this...I think the BA unit limit is really only a problem if there is a capacity of 'figures'...short of that, I don't see why the deployments couldn't be more flexible...so I've worked out a system to allow players to determine some of the elements to bring in ...like AT's instead of FT if you know you're fighting a mostly armoured force).
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by k9mike »

Well....KT beat me...lol. So, you got an Allied Victory Mac..;)
Man...I am having a tough time lately. I fell 3 spaces short of making the flag. Props to KT...He defended Awesome...Great job! :mrgreen:
What do you think will be next Mac?
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by kingt »

Here's the score card:

https://www.dropbox.com/s/3k4f0mui4iom8 ... report.jpg

I had an Elite Sherman and Elite Infantry (three stripes each). I believe that's all that we have to report, right?

This was a great game, and very tough to defend. Mike lost two of the three Panthers in the last few turns. I had almost given hope to destroy at least one to even out Sherman 76 losses.

After playing both as German and Allies, I think the Allied armor could really use some AT guns to help out with heavy tanks. 2+ Panthers on the map and they can wreck havoc no matter how well you hide your tanks and plan sneaky fire-and-hide runs. I know I'd pick them up over other units in a heartbeat.

Anyway, looking forward to the next map.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by Brummbar44 »

Thanks guys. KingT, I take it you held your flag or no?

Today will be the cut off day. I doubt Random and I will get our game done...not sure if Morge and jcb989 will get theirs in? Hopefully, the more results the merrier.

I'll be updating the strategic situation after that. The end of the A&A-BB turn will get played and we'll see then what battle lay ahead.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by kingt »

Brummbar44 wrote:Thanks guys. KingT, I take it you held your flag or no?
Yes I did.
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Re: Brummbar's Challenge - Vital supply battle at Clervaux!

Post by morge4 »

Brummbar44 wrote:Thanks guys. KingT, I take it you held your flag or no?

Today will be the cut off day. I doubt Random and I will get our game done...not sure if Morge and jcb989 will get theirs in? Hopefully, the more results the merrier.

I'll be updating the strategic situation after that. The end of the A&A-BB turn will get played and we'll see then what battle lay ahead.
We have a couple of turns left in each...shoould not be an issue to get them today.
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