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The Ceramic Factory: AAR PDF

22 Pages·2009·2.48 MB·English
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The Ceramic Factory: AAR Chris Buehler and myself opted for a very sizeable offering from the fantastic “Into the Rubble” pack from Chas Smith and Bounding Fire German Player: Productions. This was my second taste from ITR after a fun game of Nick Drinkwater [ELR X, SAN X] “Debacle at Sung Kiang” (ITR-1) against Bill Dorre a year ago. After two great games, I cannot recommend this pack enough – there are Russian Player: still at least three more scenarios from here I would love to try. Chris Buehler [ELR X, SAN X] Anyway, “The Ceramic Factory” is a late-war, in-your-face Budapest slugfest pitting a bunch of desperate but average SS against one of Attractions: the best equipped and best led Russian forces I have ever witnessed  Late war city fight on an ASL battlefield. With 5 x 6-2-8 , 15 x 4-5-8, 4 x 5-2-7 , 11 x 4-  Factories 4-7 and 9 leaders (yes, I did write that correctly), these Russians are  Possible bouncing Panzerfausts! indeed strong-men armed. In addition they have been provided with 4 IS2-ms, and 4 ISU-152s, that although they could all suffer  Lots of uncertainty and choice for from Low Ammo penalties, are still formidable once they get going. both attackers and defenders  Flamethrowers As if all that wasn’t enough, the 6-2-8s are all engineers and sappers and they come fully loaded with two flamethrowers and three DCs,  Sewers plus lots of HMG and MMG support. Finally, they have a 10-2 in  Russian Engineers charge of everything. Oh yes, and they get given a 76L field gun to  BIG assault guns try and push into position. Not bad at all! In contrast, this is a very average SS force – no 6-5-8 mastermen here. No, just 7 x 5-4-8, 7 x 4-6-8, and a bunch of 4-4-7s. They are well equipped with MGs and Panzershrecks, and of course we are now at three-hex Panzerfaust range, but under an interesting rule, Low Ammo will be triggered for the defenders once the Russians have caused 12 sniper checks . Looks like the Russians should be taking every 2+5 and 4+5 shot going to get this to kick in as fast as possible! Gamey but effective. As well as this, the Germans have also been issued three Looking at the board configuration, I personally preferred JpPzIV/70s (though with red MP values), which placed in to make my ‘rock’ defense the smaller of the two factories may be of much help to stiffen defenses. The factories. At first glance it looks less healthy as it has no biggest asset the Germans receive however, is the interior walls to shelter behind and also has much better deception related to the victory conditions. To win, the terrain on its western side especially for the Russians to Russians have to control both factories on Board 20 (one approach through - in comparison the “Ceramic” Factory created by the new factory overlay from BFP, the other approaches are more open being mainly debris, roads and by SSR). For the rest of this AAR, I’ll call the big overlay open ground. However, the key thing for me is that the factory the “Ceramic” Factory, whilst the smaller one will smaller “Other” factory can only be approached from be called the “Other” factory. three sides as the board edge precludes attacks from the south. Also, the north and east approaches to the “Other” The key to holding on in this scenario as the Germans is factory are either open ground or orchards. Judicious use to try and get the Russians to over-commit to taking the of wire can block the open street to the west, and mines more weakly-held factory, whilst trying to maintain a can make approaches by Russian infiltrators from the form of pretense for as long as possible about the small wooden buildings to the east precarious. strength of the other. A truly 50/50 split defense may work but I’m wondering if that will have fatally weakened Finally, the Germans can really skew their defense by the defense of both factories equally? Likewise, really placing most dummies in the “Ceramic” Factory, but more loading up one of the factories in an 80/20 or 90/10 split hidden units and more fortified building locations in the will just not delay the Russians enough and all too quickly “Other” factory, allied to all the better quality German the full Russian sledgehammer will be brought to bear. troops. In addition, all these traps are hidden to the Russian at game start so for the first 1-3 turns, the Therefore, the Germans have the challenge of trying to Germans should be able to keep the Russians in the dark create a 60/40 or even 65/35 defense that will hold off to their true intentions. and use up enough of the intimidating Russians for sufficient time to fatally weaken their attack on your real So, that is what I proceeded to do. The following slides will strongpoint. This is a tougher task than it looks for the take you through turn by turn Chris’ attempt to secure Germans, but it is the extensive fortifications that they “The Ceramic Factory” from its desperate defenders. have been given that will really assist this, together with good use of concealment. Enjoy! Key Rule Sections to focus on: Entering Fortified Building Locations and Breaches The core of the end-game German defense will be strongly linked to their remaining FBLs –be aware of the mechanics for entering (B23.922) and breaching using DCs (B23.9221) and vehicles (B23.711 last line). The potential and the mechanics of Sewer Movement A potential game winner –as the German, do not forget this as it could be your best friend (B8.41, B8.42). Factory TEM and movement restrictions for Vehicles Factories are great from the outside but bad once the barbarians are through the gates (B23.741). Vehicles can do bad things to you in factories, but make sure they check for bog (B23.742). The rules needed to use the BFP Factory Overlay Check on the rules (8) for vehicular access for this that come with the ITR pack. Debris Found in Red Barricades (O1) –enforce those bog checks (O1.2)! The full implications of Low Ammo All Russian armour has limited ammo to a greater or lesser degree –a circled B10 is a killer for those big guns (D3.71). However, once the German Low Ammo kicks in, then its no more ROF, decreased B# and possible casualty reductions (A19.131)…all ugly! The need to care about the Panzerfaust To Kill Numbers! One of the very few times where a Pf To Kill is not just a dud check –the faust genuinely might bounce off those IS-2ms if they hit the hull (TK of 5 or less)!! Minefields and Wire Germans –make sure you make those Russians pay for walking onto your obstacles –FT team hung on wire should equal dead! Apparent Setup Defense of the “Ceramic” Factory: Looks roughly equal in numbers to that presented for the “Other” Factory. Hidden units and FB Locations are not marked. Dummies Dummies HIP: Pak 40 F HIP: 2-3-7 JgPzIV/L Real Setup Defense of the “Ceramic” Factory: Not much in here –mainly 2-3-7 half squads and 4-4-7s. One 5-4-8 with an 8-1 and MMG form the core of this defense (in oP6), but this is mainly a sham, designed to delay but not stop the Russian juggernaut. The good thing about this factory is the presenceof the interior walls (unlike the Other factory), but this one can easily be surrounded by the Russians on all four sides. I am hoping this will go at least until Turn 5 until it falls and will suck in a disproportionate number of Russians to overcome the stubborn resistance. Apparent Setup Defense of the “Other” Factory: Disguise and subterfuge were the aims of this defense. I have strived to make the two factories look equally defended before Chris comes on. I will try to maintain that appearance as far into the game as I can so that I can force Chris to over-commit to the northern of the two factories (the “Ceramic” factory) and give these “Other” bad boys a shot at holding out to the end. HIP: 2-3-7 W HIP: 4-6-8, MMG, 9-1 2 M W F AT M F F W F W M F M M F 2 HIP: Pak 40 AT M Setup Defense of the “Other” Factory: The full story! The reality of course is very different –it is the “Other” factory which is the strongpoint in this scenario for me. This factory has the bulk of the 4-6-8 and 5-4-8 infantry, three of the quality -1 leaders, a hidden AT Gun, and a squad / HMG / 8-1 hidden in D6. In addition, 6 of the 7 fortified building locations (F) are in this factory and it is shielded by mines (M = 6AP), roadblocks and wire (W). A couple of AT mines have been added to try and snag tanks in places where even if they survive immobilized, they are of no further use. The key aspect of this factory is that it can only realistically be approached on 3 sides. The southern side is locked off by the board edge. Northern Group Russian Setup Turn 1: Chris has broken his eastern attackers into three groups across the length of the board. • The central group includes the 76L Art Gun. These will press on directly to the east to test the outer defense of the “Ceramic” factory. Central • The north group will be picking their way through Group the debris fields for a turn or two before they can swing south and try and assault the central 76L ART “Ceramic” factory on its northern side. Ideally I would like Chris to commit all of this group and the majority of his central group into wasting time reducing the “Ceramic” Factory. • The southern group alone are under-strength to take on the task of taking out the “Other” Factory by themselves. They will need assistance from the west. Southern Group Soviet Monster Stack Russian Entry at the end of Turn 1: Chris’ western attackers form more of a wave across the length of the board. • The 8-0 led stack at the bottom has found the roadblock but is prevented from seeing the row of wires blocking the 20E4-C5 street just yet. They are also about to have an unfortunate encounter with the mines in 20B4. • A 2-3-7 half-squad lurks in 20G3 ready to try and faust an IS-2m –sadly they failed on this attempt. • My 4-4-7 and LMG in 20H4 Level 2 is poised to make any attempts to cross the factory compound or the E4-G5 street a dangerous proposition. • Chris has a monster stack in 2003 to commence his opening assault on the west of the “Ceramic” factory. Unfortunate encounter about to happen Overview of the play area at the end of Turn 1: No real carnage yet, but I have generated an annoying though wounded hero from an initial HIP half-squad just to the SE of the “Ceramic” factory . Compare with the previous two slides to see the real nature of the defenses.

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now at three-hex Panzerfaust range, but under an interesting rule,. Low Ammo will be triggered for the defenders once the Russians have caused 12 loading up one of the factories in an 80/20 or 90/10 split will just not delay placing most dummies in the “Ceramic” Factory, but more hidden units
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.