Today Brad and I ran through a game of
Supply Run (5 objective grab from the MOAB player pack) with my Germans against
Brad’s Partisans. I was running what I considered to be a reasonably tough
German list without taking the piss or going over board in any way:
2nd Lt with 1 rifle
6 Volks Grenadier with 1 rifle 5 ARs
6 Volks Grenadier with 1 rifle 5 ARs
7 Heer Pioneers with 3 rifles 4 SMGs and a
flamer
6 Regular Heer Grenadier with 3 rifles 2
ARs and an LMG
6 Regular Heer Grenadier with 3 rifles 2
ARs and an LMG
1 Art Observer with 1 guy
Inex Medium Mortar
Regular Sniper
Regular Anti-Tank Rifle
Regular Light Arty
Regular Puma
Inexperienced Stuka Zu Fuss
Brad had:
2nd LT Regular with 2 buddies with SMG's
|
2nd LT Regular with 1 buddy with an SMG
|
Regular Liaison Officer with a pal with
SMG
|
8 Regular Late War Partisans, 4 with SMG
|
7 Regular Late War Partisans, 3 with SMG
|
6 Regular Late War Partisans
|
9 Inexperienced Partisans, 4 with pistols
|
10 Inexperienced Partisans, 5 with
Pistols
|
6 Vet Guerrilla Fighters with SMG's
|
Regular Medium Machine Gun
|
Regular Medium Mortar
|
Regular Light Artillery Piece
|
Regular Anti-Tank Rifle
|
Regular Anti-Tank Rifle
|
Flaming Hetzer (Inexp)(From Additional
Unit PDF)
|
^^^^ Suffers from the Unreliabe Rule
^^^^^
|
Captured Heavy Field Car (Inexp)
|
Four out of the Five objectives were
clustered around my left of the board, as were most of the units from both. Out
of the gates my plan had been to dominate that side of the board with a lot of
units and fire power while trying to keep B-rad at bay by out shooting him.
In practice things did not go that well in
the early game, turn 1 my arty observer got shot and ran away before he had
activated, a volks grenadier squad blew the hell up on a booby trap and most of
my units on the board refused to come on.
Over the next couple of turns I was
successful in outshooting Brad for the most part, despite the booby traps
taking out my anti-tank rifle on the second and much of my army being pinned to
shit.
As the turns went on a bit of outflanking
chess happened as my pioneers jumped on a unit of Party-sans who died
badly. The Pioneers then got jumped by
Brad’s veterans, who were, in turn, shot up by volks grenadiers. They were outflanked by a flame tank and
killed. The Flame Hetzer was then out
flanked by a puma and killed, who was shot by an ATR and killed. All in all, the
entire left flank got messy like the LRDG on a bender. At the end of the game I
had secured one of the objectives on the left flank while the other was lost to
an uppity ATR.
In the middle it was a bit of a cluster hug
as well with each unit running towards the all-important objective (was worth
twice what the other objectives were) before dying on the next unit’s sword. At
the end I was able to hold onto the double point middle objective with a
regular squad to hold it down for a draw. On count back I got a win by killing
more of B-rads naughty partisans while losing most of my forces in the
exchange. It was a brutally bloodly
game.
Thoughts
on my list: I think out of the list the real standouts
were the howitzer, the Stuka Zu Fuss, and every ones assault rifles. The howitzer
kept whittling units down near the objectives and holding off Brad’s meaty
advance. The Stuka Zu Fuss spent half the game failing to pass its leader 8
test (1 pin with command). However, in the second half it really came alive and
pinged a unit almost every turn. The assault rifles were just huge, though I
was not massively impressed with the regular squads and my volks all died very
cheaply, the presence of the ARs really allowed me to keep the fire going on
the opponent while staying mobile. The
power of the ARs in comparison to the buzzsaw LMGs was huge, if I was going for
power I’d drop both LMGs and buy more assault rifles. Actually, forget that,
I’d drop the regulars for 4 squads of volks grenadiers. Though they were the
ones that survived having double the numbers with ARs would have been huge.
Thoughts
on Brad’s partisans: I really like this list. I
felt that Brad was a bit crippled by going later war rather than early with his
regulars and having to take SMG’s over pistols that resulted in his force being
a lot smaller than the ones I have been designing. Despite this, the range of
options that the partisan list can have makes the list very powerful and
versatile. What I really want to see out of the list is a decent unit of cav,
more cheap pistols and a second mortar. Overall, I really like the list though
and think it should scare some folks running more vanilla set ups.
Thinking HURTS!!! |
Brad’s
Thoughts:
Well, it was brutally bloody! The
game swung one direction and back so often we lost track of who was supposed to
be in the lead. A truly great game! I got stupidly lucky with my hidden demo
charges and they really made a proper mess of three of Dave’s units. On the flip side, my air observer rolled a
one a crippled my own howitzer which I desperately needed to hit Dave’s units
dashing for the center objective. I also
outflanked too many units (hey, it was an experiment) and I could not get
anything to come in when I wanted them.
Had I gotten things in earlier I could have made the game far more
interesting on the heavy contested left flank.
Turns out units need to be on the board to do anything… I still love the partisans though, I am still
learning to trust them… If that makes
sense? They just don’t deliver sometimes
and I need to learn to plan for that more appropriately.
Thanks for the game Dave! It was a ripper!
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