Tuesday, June 02, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 8

HQ Higher Event

An HQ symbol is found on the Action Card, so I draw another card to determine what event occurs. The result is 5: Trouble on the Flank, so no forward movement is allowed this turn.

Unfortunate, since the plan was to advance to take possession of Objective 1 this turn. Instead, we will largely stay put, and build up some saved Orders for the final push in turns 9 and 10.


Friendly Command Phase

Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 5/4 card. -1 for Green, = 4 Activations. Activate 2nd Plt HQ.
  • 2nd PLT HQ - Draw a 4/2 card. -1 for Green, +1 under Cover; -1 Pinned = 3 Activations (& 1 Saved)

Activation Segment - Orders:
  • 2nd PLT: 2/2nd will attempt to Concentrate Fire against one of the Parlyzed Teams in the Hedgerow/Bocage (R4C1). Two cards are drawn (2/2nd is Line) but the attempt is not successful.
  • 2nd PLT HQ: Saves 3 Commands

Initiative Segment
  • 1st PLT HQ: Draw a 4/3 card. -1 for Green; = 2 Activations (& 1 Saved). 1st PLT will save all 3 Commands.
  • 3rd PLT HQ: Draw a 2/1 card. -1 for Green; +1 for Cover = 1 Activations (& 3 Saved). Unfortunately, with the HQ restrictions, he has nothing to do, so he loses the Command, and keep the 3 saved commands.
  • XO: 1 Activation (Saved, now has 2 saved)
  • 1st SGT: 1 Activation (Saved, now has 3 saved)
  • General Initiative: Draw a 3/2 Card. 2 Activations.

General Initiative Orders:
  • The unpinned US Fire Team in the Cemetery (R2C2) uses both commands to transport the Casualties back to the Village (R1C2). They are marked as Exposed, and placed in the Strong Building cover. Hopefully we can find a spare activation to evacuate them before the end of the scenario.

Offensive Mission: Higher HQ Event

No HQ symbol appears.


Offensive Mission: Enemy Activity Phase
  • German Paralyzed LAT (R4C1): This unit is pinned not under cover. A draw of "5" (out of 5) indicates he Falls Back, into the Church (R5C0). He is placed under cover of the Foxhole and marked as Exposed, but the US fire cannot reach this card, so he is no longer under a VOF.
  • German Paralyzed LAT (R4C1): This unit is pinned not under cover. A draw of "1" (out of 5) indicates he takes No Action.

  • German Paralyzed LAT (R3C4): This unit is a Paralyzed Team on a US-occupied card. He automatically does nothing.
  • German A/C Fire Team and German S/C Fire Team (R4C4): These 2 Fire Teams are not on a US-occupied card. They attempt to Reconstitute, drawing 2 cards, but without success.
  • German 1/3rd PLT (R4C4): This unit is Not Under Fire, but has opened Fire. He automatically attempts to Concentrate Fire, on the cover marker in the Cemetery. His first card draw indicates a Jam, but this has no effect since he is not a Weapons Team. The second card contains a cross hairs symbol, so a Concentrate Fire marker is placed in the Cemetery.
The Cemetery is becoming a bad place to be!


Mutual Capture & Retreat Phase

The US 3/2nd Plt captures the Paralyzed German Team in the Woods (R3C4) because they are now alone together in the card. (This may have been supposed to happen last turn, but I missed it.)

Activity Level is reduced to "Engaged."

The US 3/2nd shifts fire to the Woods in Front (R4C4), placing a PDF and a Small Arms VOF.



Mutual Combat Phase


Evaluate Potential Contact Markers

I could not move forward, so no contact.


Combat Effects Segment

Since their cards are not under any VOF, Pinned Markers are removed from:
  • US Paralyzed LAT (R2C3)
  • US 2nd PLT HQ (R2C3)
  • German Paralyzed LAT (R5C0)
Once again, resolving from lower left to upper right.
  • US Fire Team in Cemetery (R2C2): +0 for Small Arms VOF; +1 for Card; +3 for Cover; +1 for Pinned, -1 for Concentrated Fire. Final Modifier is +4. The result is MISS so the Fire Team is no longer Pinned.
  • US 2/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; +1 for Card; +3 for Cover; +1 for Pinned, -1 for Concentrated Fire. Final Modifier is +4. The result is MISS so the US 2/1st Plt is no longer Pinned.
  • German Paralyzed LAT in Hedgerow/Bocage (R4C1): +0 for Small Arms VOF; +1 for Card (firing over white edge); +1 for Pinned. Final Modifier is +2. The result is a MISS so the Paralyzed LAT is no longer Pinned.
  • German A/C Fire Team in Woods (R4C4): +0 for Small Arms VOF; +2 for Card; +2 for Cover. Final Modifier is +4. The result is MISS.
  • German S/C Fire Team in Woods (R4C4): +0 for Small Arms VOF; +2 for Card; +2 for Cover. Final Modifier is +4. The result is MISS.
  • German 1/3rd PLT in Woods (R4C4): +0 for Small Arms VOF; +2 for Card; +2 for Cover. Final Modifier is +4. The result is PIN, so the German 1/3rd PLT is Pinned.

Changes to VOF and PDFs:
The German 1/3rd PLT is the only unit from the Woods (R4C4) capable of reaching the Cemetery (the rest have range "C"), so the VOF is changed to All Pinned.

No firing unit this turn was using Ammo, so no changes are made to Ammo.


Conclusion

That HQ Event was not pleasant. Still, I am in command of the AP and Objective 2, and have plenty of Commands saved up for a final push toward Objective 1. There is only one German unit on the board in Good Order, and that unit is Pinned. And I should only have to flip a single Possible Contact Marker (the PC "B" Marker in Objective 1) to satisfy the mission Objectives. So, unless the HQ keeps me in place again, I am still feeling fairly confident.

Monday, June 01, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 7

HQ Higher Event

No HQ symbol is found on the Action Card, so no Event occurs.


Friendly Command Phase


Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 1/0 card. -1 for Green, = 0 Activations (& 2 Saved). Activate 1st Plt HQ & 3rd Plt HQ.
  • 1st PLT HQ - Draw a 1/0 card. -1 for Green = 0 Activation (& 1 Saved).
  • 3rd PLT HQ - Draw a 5/3 card. -1 for Green, +1 under Cover = 5 Activations (& 2 Saved)

OK, well, 1st PLT is taking no initiative this turn either.

Luckily 3rd PLT is ready to move and 2nd PLT has 3 saved commands, so they will be responsible for the majority of action this turn, which involves re-occupying the AP and moving from the Village into the Orchard/Grove (R2C1) to clear that Row.

Activation Segment - Orders:
  • 3rd PLT: Orders a Cease Fire for his card, removing the PDF pointing toward the Orchard/Grove (R1C2). The VOF remains, coming from the S/C Fire Team in R1C1.
  • 3rd PLT: Orders 2/3rd to Infiltrate to the Orchard/Grove (R1C2). 2/3rd draws 2 cards, and successfully infiltrates, so it moves to the card and into the Cover marker (left behind by the Sniper), but is not marked as exposed. 2/3rd opens fire on the Orchard/Grove at R3C1, which changes the VOF to Small Arms, and adds a Crossfire marker.
  • 3rd PLT: The Platoon moves into cover, which moves the 3/3rd and the PLT HQ to the Upper Story cover marker, joining the 3Wpns (Bazooka). The units are marked as Exposed. But at least now they are all in Communication.
  • 3rd PLT: Saves 3 Commands.



Initiative Segment
  • 2nd PLT HQ: Draw a 2/1 card. -1 for Green; +1 for Pinned = 1 Activations (& 3 Saved).
  • 2nd PLT: Platoon move, with 2/2nd & 2Wpns (MG) to the AP. All go into Cover and are marked as Exposed. They open fire on the Sniper in the Hedgerow/Bocage (R3C2), placing an Automatic Weapons VOF.
  • XO: 1 Activation (Saved)
  • 1st SGT: 1 Activation (& 4 Saved)
  • 1st SGT: Activates the Jeep.
  • 1st Sgt: Orders the Fire Team to Transport the Casualties.
  • 1st SGT: Attempts to Rally the Litter Team. Draws 2 cards, but is not successful.
  • General Initiative: Draw a 3/1 Card. 1 Activation.


General Initiative Orders:

The US Fire Team in the Orchard/Grove (R1C1) moves, with the Casualties, back to the Staging Area. This removes the PDF and VOF into R2C1 and results in the Casualties being evacuated.



Offensive Mission: Higher HQ Event

No HQ symbol appears.


Offensive Mission: Enemy Activity Phase

  • German Sniper (R2C1): The Sniper is spotted so he moves back to the Hedgerow/Bocage (R4C2). His PDF and Sniper Marker and VOF are removed from the Cemetery (R2C2), which removes the Crossfire Marker. He targets the AP instead (R2C3), placing a PDF, Crossfire Marker, and a Sniper Marker, targeting 2Wpns (MG) (by random draw). Because the Sniper is moving along the PDF, the VOF & PDF from 2Wpns (MG) move along with him into his new card, where he is Marked as Exposed.
  • German Paralyzed LAT (R3C1): This unit is pinned under cover. A draw of "4" (out of 4) indicates he Falls Back, into the same card as the Sniper.
  • German A/C Fire Team (R3C4): This unit is pinned under cover on a US-occupied card. A draw of "5" (out of 5) indicates he Falls Back to the Woods (R4C4), joining the units there in Cover, and being Marked as Exposed. Though he joins the units on this card in firing at the Cemetery, it does not change the VOF, since he is Pinned. The German VOF on the Woods (R3C4) is removed, however.
  • German Paralyzed LAT (R3C4): This unit is a Paralyzed Team on a US-occupied card. He automatically does nothing.
  • German S/C Fire Team (R4C4): This unit does nothing, as far as I can tell.
  • German 1/3rd Plt (R4C4): He has opened fire, but is not under fire. A draw of "2" (out of 2) indicates he attempts to Concentrate Fire, drawing 2 cards without effect.

Mutual Capture & Retreat Phase

No one meets the criteria, so this is skipped.


Mutual Vehicle-Aircraft Phase

The Jeep was activated. It (and the 1st SGT) move from the Orchard/Grove (R1C1) back to the Staging Area.


Mutual Combat Phase


Update Fire Missions

There are no Fire Missions to Update, so this is skipped.


Evaluate Potential Contact Markers

  • Orchard/Grove (R2C1): Potential Contact "A". Three cards drawn, no contact.

Phew!


Combat Effects Segment

The US 3/1st in the Orchard/Grove (R1C3) and the German A/C Fire Team (R4C4) have their Pinned markers removed, since their cards are not under any VOF.

Once again, resolving from lower left to upper right.
  • US Fire Team in Cemetery (R2C2): +0 for Small Arms VOF; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +5. The result is MISS so the Fire Team is no longer Pinned.
  • US 1/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +5. The result is HIT and the Hit Effect for "Line" is "C" so the 1/1st is removed and Casualty and Fire team put in its place.
  • US 2/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +5. The result is PIN.
  • US 2Wpns (MG) in Hedgerow/Bocage (R2C3): -3 for Sniper VOF; -2 for Exposed; +2 for card; +1 for Cover. Final Modifier is -2. The result is HIT and the Hit Effect for Line is "P" so 2Wpns (MG) is replaced by a Paralyzed LAT, which is Pinned.
  • US 2/2nd in Hedgerow/Bocage (R2C3): +0 for Small Arms VOF; -2 for Exposed; +2 for card; +1 for Cover. Final Modifier is +1. The result is MISS.
  • US 2nd PLT HQ in Hedgerow/Bocage (R2C3): +0 for Small Arms VOF; -2 for Exposed; +2 for card; +1 for Cover. Final Modifier is +1. The result is PIN.
  • German Paralyzed LAT in Woods (R3C3): +0 for Small Arms VOF; +2 for Card; +1 for Cover. Final Modifier is +3. The result is a MISS.
  • German Sniper in Hedgerow/Bocage (R4C1): -1 for Automatic Fire; +1 for Card (firing over white edge); -2 for Exposed. Final Modifier is -2. The result is a HIT and the Hit Effect for Line is "PF" so the Sniper is changed into a Paralyzed LAT.
  • German Paralyzed LAT in Hedgerow/Bocage (R4C1): -1 for Automatic Fire; +1 for Card (firing over white edge); -2 for Exposed. Final Modifier is -2. The result is a HIT and the Hit Effect for Green is "FC" and since this Step is an LAT, the "F" result is ignored, although the unit is Pinned.

Changes to VOF and PDFs:
  • With the Sniper gone, firing on the AP (R2C3) stops so the VOF. PDFs, and Sniper marker are all removed.
  • Likewise, with 2Wpns (MG) gone, the VOF on the Sniper's card changes to Small Arms.
I reduce Ammo for the German 1/1st Fire Team in (R4C4) (to 0) and mark him Out of Ammo. The Ammo for 2Wpns (MG) is reduced also (to 2).

Conclusion

I believe I am well set up to take the last two Objectives and, barring a counter-attack, this mission looks in good shape right now.

Friday, May 22, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 6

HQ Higher Event

No HQ symbol is found on the Action Card, so no Event occurs.


Friendly Command Phase

Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 2/1 card. -1 for Green, = 1 Activations (& 2 Saved). Activate 1st Plt HQ & 3rd Plt HQ.
  • 1st PLT HQ - Draw a 1/0 card. -1 for Green = 0 Activation (& 1 Saved).
  • 3rd PLT HQ - Draw a 3/1 card. -1 for Green, +1 under Cover = 3 Activations.

I have been fairly luck thus far, with a lot of Activations available, so I have no right to complain, but...yeesh!

At any rate, most of my goal is to pull back from the AP, if at all possible, which will have the effect of taking the German HMG off the map and hopefully making my approach a bit easier.

Activation Segment - Orders:
  • 3rd PLT: 2/3rd Plt attempt to spot the Sniper. Base draw is 2 cards. -1 for Sniper/FO; -1 for Under cover = 1 card. And that is all it takes, the Sniper is finally spotted! The units in the Village open fire, placing a Heavy Fire VOF, PDFs from the Orchard/Grove (R1C1) and the Village (R1C2), and a Crossfire marker. Pity he won't stay in place.
  • 1st PLT: Drops a Phone line (so I don't forget).


Initiative Segment
  • 2nd PLT HQ: Draw a 3/2 card. -1 for Green; +1 for Pinned = 2 Activations (& 3 Saved). Unfortunately, I have no use for them, so they will go to waste.
  • XO: 1 Activation;
  • XO: Calls for Indirect Fire from 1/60mm to the Orchard (R1C4). Place an "H" VOF on the card.
  • 1st SGT: 1 Activation (& 4 Saved)
  • 1st SGT: Activates the Jeep.
  • General Initiative: Draw a 5/3 Card. 3 Activations.

General Initiative Orders:
  • US 3/1st Plt in the AP (R2C3) moves to the Orchard/Grove (R1C3), which is allowed (despite being Pinned) because that card is occupied andnot under VOF. He is marked as Exposed. The German HMG Ceases Fire as a result. The German Squad in the Hedgerow/Bocage (R4C5) also ceases fire, since his only remaining option is a card which contains a German unit.
  • 3/2nd Plt attempts another Grenade attack, drawing 2 cards. Neither of them has a grenade marker, so (once again) the card gets a Grenade Miss marker.
  • 1/.50Cal HMG moves to the Orchard/Grove (R1C3). The VOF he was placing on the Sniper's card is removed and replaced by Small Arms Fire. He is marked as exposed.


Offensive Mission: Higher HQ Event

No HQ symbol appears.


Offensive Mission: Enemy Activity Phase
  • German Sniper (R2C1): The Sniper is spotted so he moves to the Hedgerow/Bocage (R3C2) because it has the highest Cover rating. He is marked as Exposed. His PDF, Sniper Marker and VOF are removed from the Orchard/Grove (R1C1). He targets the Cemetery instead (R2C2), placing a PDF, Crossfire Marker, and a Sniper Marker, targeting the 2/1st Plt (by random draw).

  • German Paralyzed LAT (R3C1): This unit is pinned under cover. A draw of "1" (out of 4) indicates he takes no action.
  • German Paralyzed LAT (R3C1): This unit is a Paralyzed Team not on a US-occupied card. He automatically does nothing.
  • German Litter Team (R3C1): This unit is pinned under cover. A draw of "4" (out of 4) indicates he falls back, which takes him off the map.
  • German A/C Fire Team (R3C4): This unit is pinned under cover on a US-occupied card. A draw of "3" (out of 5) indicates he attempts to Rally and remove the Pinned marker. He draws one card (-1 because LATs are Green) and rallies, changing the VoF on this card to Automatic Weapons.
  • German Paralyzed LAT (R3C4): This unit is a Paralyzed Team on a US-occupied card. He automatically does nothing.
  • German S/C Fire Team (R4C4): This unit does nothing, lacking a row on which to draw.
  • German 3/3rd (R4C5): This unit is Pinned, under cover. A draw of "4" (out of 4) indicates he Falls Back, which removes him from the map.
  • German 1/3rd Plt (R4C4): He has opened fire, but is not under fire. A draw of "2" (out of 2) indicates he attempts to Concentrate Fire, drawing 2 cards without effect.
  • German 2/HMG TM (R0C6): Not under fire and No LOS to a US unit, so he is removed. I don't bother placing a PC Marker, as this card is well beyond the Limit of Advance.

Mutual Capture & Retreat Phase

No one meets the criteria, so this is skipped.


Mutual Vehicle-Aircraft Phase

The Jeep was finally activated.

It (and the 1st SGT) move to the Orchard/Grove (R1C1) where they can evacuate the broken squad from that card, including the Casualty LAT.

They draw for Mines (I forgot about them until after I moved!) but lucking they manage to avoid the minefield as none of the 3 cards drawn display a burst icon.


Mutual Combat Phase

The US LATs in the Orchard/Grove (R1C1) have their Pinned markers removed, since that card is no longer under any VOF.


Update Fire Missions

There are no Fire Missions to Update, so this is skipped.


Evaluate Potential Contact Markers

No Contact Markers have been triggered this turn.



Combat Effects Segment

Once again, resolving from lower left to upper right.
  • US Fire Team in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; +1 for Card; +3 for Cover. Final Modifier is +3. The result is PIN so the Fire Team is Pinned.
  • US 1/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; +1 for Card; +3 for Cover. Final Modifier is +3. The result is PIN so the 1/1st Plt is also Pinned.
  • US 2/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; -3 for Sniper; +1 for Card; +3 for Cover. Final Modifier is 0. The result is PIN, so 2/1st Plt is also Pinned.
  • German Paralyzed LAT in Orchard/Grove (R3C1): -3 for Heavy VOF (Mortars); +1 for Card; +2 for Cover; +1 for Pinned; -1 for Burst Icon. Final Modifier is 0. The result is a MISS, so this LAT is no longer Pinned.
  • German Paralyzed LAT in Orchard/Grove (R3C1): -3 for Heavy VOF (Mortars); +1 for Card; +2 for Cover; -1 for Burst Icon. Final Modifier is -1. The result is HIT and the "Green" Hit Effect is "C" so the paralyzed LAT is replaced with a Casualty marker.
  • US 3/2nd in Woods (R3C3): Automatic Weapons VOF is -1; -1 for Grenade Miss; +2 for card; +1 for Cover. Final Modifier is +1. The result is a MISS.
  • German A/C Fire Team in Woods (R3C3): +0 for Small Arms VOF; +2 for Card; +1 for Cover; -1 for Grenade Miss. Final Modifier is +2. The result is a PIN.
  • German Paralyzed LAT in Woods (R3C3): +0 for Small Arms VOF; +2 for Card; +1 for Cover; -1 for Grenade Miss. Final Modifier is +2. The result is a MISS.
  • German 3/3rd Plt in Hedgerow/Bocage (R4C5): -1 for Automatic Fire VOF; +1 for Card; +1 for Cover. Final Modifier is +1. The result is a PIN.


Changes to VOF and PDFs:
  • The US Units in the Cemetery (R2C2) are all Pinned, so the VOF on the Orchard/Grove is changed to All Pinned.
  • The German A/C Fire Team in the Woods (R3C4) is Pinned, so the VOF on that card is changed to All Pinned.
I reduce Ammo for the German 1/1st Fire Team in (R3C4) (to 1). Mortar Ammo is reduced (to 3).


Clean Up Phase

All of the Exposed Markers are removed, as is the Grenade Miss marker.


Conclusion

A quieter turn, due to the pull back from the AP, which should allow me to get moving again next turn and set up for a final push toward my Objectives in the last 2 turns.

Thursday, May 21, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 5

HQ Higher Event

No HQ symbol is found on the Action Card, so no Event occurs. Eerily quiet from the HQ on both sides!

Friendly Command Phase

Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 4/3 card. -1 for Green, = 3 Activations (& 1 Saved). Activate 2nd Plt HQ & 3rd Plt HQ. Save 2 Activations.
  • 2nd PLT HQ - Draw a 5/3 card. -1 for Green, +1 Under Cover = 5 Activation (& 1 Saved).
  • 3rd PLT HQ - Draw a 3/2 card. -1 for Green, = 2 Activations.
3rd PLT has been a real laggard so far.

I am going to push most of 2nd PLT forward into the Hedgerow/Bocage (R2C4), and then push the 3/2nd Plt, which is already there, forward into the 2nd Objective Hex.

3rd PLT, meanwhile, is going to skirt the Minefield and get into the Village where I hope to gain a chance to spot the Sniper and force him to fall back.

Activation Segment - Orders:
  • 2nd PLT: Platoon Move into the Hedgerow/Bocage (R2C4). Units marked as Exposed. Everyone goes into cover, which overloads the cover again. But now 3/2nd is in communication. He leaves a Phone line behind him.
  • 2nd PLT: 3/2nd Plt attempts to infiltrate into the Objective 2, the Woods at R3C4. 3/2nd is Line, so he draws 2 cards, but is not successful, so he is marked as exposed. Activity Marker is changed to Heavily Engaged.
  • 3rd PLT: Platoon move into the Village (R1C2). 3/Wpns (Bazooka) goes into the Upper Story. Everyone else into the Strong Building. All units are marked as Exposed.

Initiative Segment
  • 1st PLT HQ: Draw a 3/2 card. -1 for Green = 1 Activation (& 2 Saved)
  • 1st PLT HQ: 2/1st Plt attempt to Infiltrate into the Cemetery. he draws 2 cards (Line) but fails, so he is marked as Exposed while ducking quickly into cover. This does, however, change the VOF marker on the Orchard (R3C1) to Small Arms.
  • XO: Fires off his RSP, which causes all US Units to Cease Fire. This is intended to protect the US unit on the Obj2 card, which is currently under US fire. PDFs and VOFs are replaced as US Units re-open fire. Small Arms VOF on Objective 2 (R3C4) from the unit occupying the card itself. Small Arms and a PDF are placed in the Orchard (R3C1) coming from the cemetery. The units in the AP and the Hedgerow card adjacent hold their fire since there is a US unit on the card in their LOS.


  • XO: 1 Activation (& 1 Saved)
  • XO: Calls for Indirect Fire from 1/60mm to the 1/2nd German Position (R1C4). Place an "H" VOF on the card.
  • 1st SGT: 1 Activation (saved, he now has 4 saved)
  • General Initiative: Draw a 5/4 Card! 4 Activations.

General Initiative Orders:
  • 3 Wpns (Bazooka) in the Upper Story attempts to spot the Sniper. Base draw is 2 cards. +1 for being at a higher elevation; -1 for Sniper/FO; -1 for Under cover = 1 card. No luck.
  • 3/2nd Plt (R3C4) attempts to seek cover. The card allows him 4 draws, and he finds cover with the last card drawn.
  • 3/2nd attempts a grenade attack against the Foxhole cover marker. The German units are not in Good Order (they are LATs and Pinned) so they do not get to make a reciprocal attack. 3/2nd draws 2 cards, looking for a grenade icon, but is not successful. A Grenade Miss marker is placed instead.
  • 3/1st atop the AP also attempt to spot the Sniper. Base draw is 2 cards. +1 for being at a higher elevation; -1 for Sniper/FO; -1 for Under cover = 1 card. He is also unsuccessful.


Offensive Mission: Higher HQ Event

An HQ symbol appears, and a subsequent draw of 10 means the Germans counter-attack! Random PC markers are placed all over the map and my nice quiet ride may be at an end.

Luckily, I am currently Heavily Engaged, so there will not be too many cards drawn for each marker, which should limit the damage.


Offensive Mission: Enemy Activity Phase
  • German Sniper (R2C1): The Sniper, so long as he is not spotted, continues to attack the card which brought it into play, so there is no change for the Sniper.
  • German A/C Fire Team (R3C1): This unit is pinned under cover. A draw of "3" (out of 4) indicates he attempts to Rally and remove the Pinned marker. He draws one card (-1 because LATs are Green) which has no Effect.
  • German Paralyzed Team (R3C1): This unit is pinned under cover. A draw of "1" (out of 4) indicates he takes no action.
  • German Litter Team (R3C1): This unit is pinned under cover. A draw of "4" (out of 4) indicates he falls back, which takes him off the map.
  • German A/C Fire Team (R3C4): This unit is pinned under cover on a US-occupied card. A draw of "3" (out of 5) indicates he attempts to Rally and remove the Pinned marker. He draws one card (-1 because LATs are Green) which has no Effect.
  • German S/C Fire Team (R3C4): This unit is a Fire Team under cover on a US-occupied card. A draw of "5" (out of 5) indicates he falls back, into the Woods (R4C4); he goes into cover and is marked as Exposed. This removes the unspotted marker from the German squad currently under cover on that card.
  • German Paralyzed LAT (R3C4): This unit is a Paralyzed Team on a US-occupied card. He automatically takes no action.
  • German 1/3rd Plt (R4C4): He has opened fire, but is not under fire. A draw of "1" (out of 4) indicates he takes no action.
  • German Sniper: Randomly selects to target the 1/3rd Plt (flipped) with sniper fire.

Mutual Capture & Retreat Phase

No one meets the criteria, so this is skipped.


Mutual Vehicle-Aircraft Phase

The Jeep was not activated, so this is skipped.


Mutual Combat Phase

Update Fire Missions

There are no Fire Missions to Update, so this is skipped.


Evaluate Potential Contact Markers

I drew randomly to determine the order in which contact markers were exposed and then resolved. For simplicity in transcribing, however, they are ordered from bottom left to top right:
  • Orchard/Grove (R1C1): Potential Contact "B". Two cards drawn, no contact.
  • Village (R1C2): Potential Contact "C". One card drawn, no contact.
  • Orchard/Grove (R1C3): Potential Contact "C". One card drawn, no contact.
  • Cemetery (R2C2): Potential Contact "B". Two cards drawn, no contact.
  • Hedgerow/Bocage on Hills (R2C3): Potential Contact "B". Two cards drawn, Contact (the results of this contact are shown below).
  • Hedgerow/Bocage (R2C4): Potential Contact "A". Three cards drawn, no contact.
  • Woods (R3C4): Potential Contact "B". Two cards drawn, no contact. (The original Contact Marker was also "B", so only one was resolved.)

Hedgerow/Bocage on Hills (R2C3) Contact:
  • A draw of 8 indicates this is an HMG Nest which, checking the Force Packgage table is a Squad and an HMG Team.
  • The Squad is drawn first, and the 3/3rd Plt (S/L) is selected. Placement draw is 10 so the Squad is placed Right Front at Max LOS. This unit is able to fire at "L" Range, and the US Units are on a 2 Elevation Hill, so the map is extended over the Woods (R3C4) to R4C5, where a Hedgerow/Bocage is placed. At least this card has white edges on the side facing the US troops, so it will have lower cover. The Sqaud is placed, spotted, under Foxholes and spotted, per the Force Package Table.
  • The HMG Team draws for placement, and gets an 8, which is Left Front at Max LOS. This unit has a range of "V" so it can fire from 3 cards away, which is also going to extend the map. I start by drawing terrain for R1C5, with the result being Hedgerow/Bocage. Since the LOS will not be blocked by this card, I draw again for R0C6, which is a Church. The HMG is placed under a Foxhole on this card.
  • As a result, in the US-occupied Hedgerow/Bocage, the HMG changes VOF to "A", adds a Crossfire marker and places PDFs along the firing path. This causes the PDF to cross a card with a Potential Contact Marker (Hedgerow/Bocage at R3C2), however because the German unit is firing upward, the marker remains in place. The newly-placed German Squad also places PDFs, but there is no other effect.
  • The US 1Wpns (MG) places an "A" VOF marker on the Hedgerow/Bocage containing the German 3/3rd, firing over the head of the US units in the Woods at R3C4. The PDFs along this path are flipped to the reciprocal side.

Combat Effects Segment

Once again, resolving from lower left to upper right.

  • US 1/3rd Plt in Orchard (R1C1): +0 for Small Arms VOF; -3 for Sniper; +1 for Card; +1 for Cover; +1 for Pinned. Final Modifier is 0. The result is a HIT. The Hit Effects draw (Line) shows "LC", so the 1/3rd is removed and a Litter Team and a Casualty are placed on the card.
  • US Fire Team in Orchard (R1C1): +0 for Small Arms VOF; +1 for Card; +1 for Cover; +1 for Pinned. Final Modifier is +3. The result is a MISS. The Pinned marker is removed.
  • US Fire Team in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +4. The result is a MISS and the Fire Team is unpinned.
  • US 1/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +3. The result is a MISS and the Squad is unpinned.
  • US 2/1st Plt in Cemetery (R2C2): +0 for Small Arms VOF; -1 for Crossfire; -2 for Exposed; +1 for Card; +3 for Cover. Final Modifier is +1. The result is a MISS.
  • US 3/1st in Hedgerow/Bocage on Hills (R2C3): -1 for Automatic Fire VOF; +2 for Card; +1 for Cover; -1 for Crossfire. Final Modifier is +1. The result is a PIN, so the unit is Pinned.
  • US 1 Wpns in Hedgerow/Bocage on Hills (R2C3): -1 for Automatic Fire VOF; +2 for Card; +1 for Cover; -1 for Crossfire. Final Modifier is +1. The result is a HIT and the Hit Effect (for Line) is "C", so the MG becomes a casualty.
  • German A/C Fire Team in Orchard/Grove (R3C1): -3 for Heavy VOF (Mortars); +1 for Card; +2 for Cover; +1 for Pinned; -1 for Burst Icon. Final Modifier is 0. The result is a HIT. The Hit Effects draw (Green) shows "PP", so the Fire Team is replaced with a Paralyzed LAT, which remains Pinned.
  • German Paralyzed LAT in Orchard/Grove (R3C1): -3 for Heavy VOF (Mortars); +1 for Card; +2 for Cover; +1 for Pinned; -1 for Burst Icon. Final Modifier is 0. The result is a MISS, so this Paralyzed LAT is no longer Pinned.
  • US 3/2nd in Woods (R3C3): All Pinned VOF is +2; -2 for Exposed; -1 for Grenade Miss; +2 for card; +1 for Cover. Final Modifier is +2. The result is a MISS.
  • German A/C Fire Team in Woods (R3C3): +0 for Small Arms VOF; +2 for Card; +1 for Cover; +1 for Pinned; -1 for Grenade Miss. Final Modifier is +3. The result is a PIN.
  • German Paralyzed LAT in Woods (R3C3): +0 for Small Arms VOF; +2 for Card; +1 for Cover; -1 for Grenade Miss. Final Modifier is +2. The result is a MISS.
  • German 3/3rd Plt in Hedgerow/Bocage (R4C5): -1 for Automatic Fire VOF; +1 for Card; +1 for Cover. Final Modifier is +1. The result is a PIN.

Changes to VOF and PDFs:
  • The Orchard/Grove (R3C1) is no longer generating any fire, so the PDF is flipped and the crossfire marker removed from the units in the Cemetery. VOF remains the same.
  • The elimination of 1Wpns in the Hedgerow/Bocage on Hills (R2C3) reduces the VOF on the German 3/3rd Plt in Hedgerow/Bocage (R4C5) to Small Arms.
  • The VOF on the Orchard/Grove (R3C1)is reduced to Small Arms, after the Mortars are done.

I reduce the German 1/1st Fire Team in R3C4) (to 2). Mortar Ammo is reduced (to 4). German 2nd HMG Ammo is reduced to 7.

Clean Up Phase

All of the Exposed Markers are removed, as is the Grenade Miss marker.


Conclusion

My first casualties and the unfortunate elimination of 1 Wpns mar the effort.

All things considered, however, it could have been a lot worse, what with the German counter-attack.

That said, getting into Row 3 is going to be hairy under the current situation, as the Germans have a line of units past our Limit of Advance causing problems.

Wednesday, May 20, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 4

HQ Higher Event

No HQ symbol is found on the Action Card, so no Event occurs.

Friendly Command Phase

Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 2/1 card. -1 for Green, = 1 Activation (& 2 Saved). Activate 2nd Plt HQ & 3rd Plt HQ.
  • 2nd PLT HQ - Draw a 1/1 card. -1 for Green, = 1 Activation (& 3 Saved).
  • 3rd PLT HQ - Draw a 2/1 card. -1 for Green, = 1 Activation.
Not a lot to work with this turn.

I am going to push a unit from 3rd Plt forward to the Orchard (R1C1) from which the Arty FO could put artillery into the Woods at R4C4, as well as clearing the back row. Hopefully with Activity at Engaged, I won't find anything bad.

I'll also get someone from 2nd Platoon into the Woods (R2C4) to add pressure to Objective 2 (Woods at R3C4).

Activation Segment - Orders:
  • 2nd PLT: Platoon Move to the Woods. Units marked as Exposed. Everyone goes into cover, which overloads the cover quite a bit. But I intend to move units out next turn, so hopefully I won't find myself regretting the overload.
  • 2nd PLT: Order Cease Fire. I take the PDFs away, change the VoF on R3C4 to All Pinned, and remove the Crossfire marker.
  • 2nd PLT: 3/2nd Moves forward to the Woods (R2C4), Marked as Exposed. He places an "S" VOF in the Woods and restores the Crossfire marker.
  • 3rd PLT: Move 1/3rd to the Orchard (R1C1). He is marked as Exposed.

Initiative Segment
  • 1st PLT HQ: Draw a 4/3 card. -1 for Green, +1 for being under cover = 3 Activations (& 1 Saved)
  • 1st PLT HQ: Orders 1 Wpns (MG) to infiltrate to the AP. Draw 2 Cards (1 Wpns (MG) is Line) but there is no Infiltrate marker, so they are marked as Exposed, although under cover. 1Wpns (MG) opens fire along the same PDF, so VOF into the Woods (R3C4) is back to the "A" level.
  • 1st PLT HQ: Moves to the Orchard (to join 2/1st). He is marked as Exposed.
  • 1st PLT: Seeks cover, drawing 3 cards, but to no avail.
  • XO: 1 Activation (& 3 Saved)
  • XO: Orders 1/60mm Mortar to the Orchard (R1C3). Marked as Exposed.
  • XO: Moves to the Orchard to the Orchard (R1C3). Marked as Exposed.
  • XO: Calls for Indirect Fire from 1/60mm to the 1/2nd German Position (R1C4). Place an "H" VOF on the card.
  • 1st SGT: 1 Activation (saved)

General Initiative Orders:
  • General Initiative: Draw a 5/3 Card. 3 Activations
  • 1/3rd seeks cover in the Orchard (R1C1). He draws 3 Cards and finds cover.
  • 1 Wpns (Bazooza) moves to the Orchard and is marked as Exposed.
  • 3.2nd Plt seeks cover in the Hedgerow/Bocage (R2C4) and finds cover

Offensive Mission: Higher HQ Event

No HQ Event card is drawn, so no effect.


Offensive Mission: Enemy Activity Phase
  • German 1/2nd Plt (R3C1): He is trading fire with a unit in the Cemetery but the best US unit has a better NCM, because of the Mortars. His card draw indicates that he take no action, so he maintains his fire into the Cemetery.
  • German A/L Fire Team (R3C4): This unit is pinned under cover. A draw of "1" (out of 4) indicates he takes no action.
  • German S/C Fire Team (R3C4): This unit is pinned under cover. A draw of "3" (out of 4) indicates he attempts to Rally and remove the Pinned marker. He draws one card (-1 because LATs are Green) which has no Effect.
  • German Paralyzed LAT (R3C4): This unit is pinned under cover. A draw of "2" (out of 4) indicates he takes no action.
  • German 1/3rd Plt (R4C4): He has opened fire, but is not under fire, so he attempts to concentrate fire on the cemetery, unsuccessfully.

Mutual Capture & Retreat Phase

No one meets the criteria, so this is skipped.


Mutual Vehicle-Aircraft Phase

The Jeep was not activated, so this is skipped.


Mutual Combat Phase


Update Fire Missions

There are no Fire Missions to Update, so this is skipped.


Evaluate Potential Contact Markers


Orchard/Grove (R1C1) Contact
  • Potential Contact C (2 cards at "Engaged") - Contact occurs!
  • A draw of 7 indicates this is Mines and a Sniper.
  • The US 1/3rd Plt immediately undergoes a Mine Check which results in a Burst marker, and the unit is hit! So the Mine marker is placed on the card, and flipped to the -4 side.
  • Drawing for placement of the sniper (5) indicates that he goes to the front at Max LOS, which puts him in the Orchard (R2C1). He is not spotted and placed under normal cover (+1). A Small Arms VOF and PDF are placed to indicate the Sniper is firing into the Orchard, and the Sniper marker is placed on the 1/3rd.
1/3rd Platoon is in big trouble!


Combat Effects Segment

Quite a bit of Combat going on this turn. Resolving from lower left to upper right.
  • US 1/3rd Plt in Orchard (R1C1) - Mines NCM is -4; -3 for Sniper; -2 for Exposed; +1 for Card; +1 for Cover. Final Modifier is -4 (the max). The result is a Hit, unsurprisingly. The Hit Effects draw (Line) shows "F", so the 1/3rd is flipped and a Fire Team is placed on the card. Both units are pinned. Truly fortunate!
  • US Fire Team in Cemetery (R2C2) - A VOF is -1; -1 for Crossfire; +1 for Card; +3 for Cover. Final Modifier is +2. The result is a Hit. The Hit Effects draw (Green) shows "FC", and since the unit has only one step, the "F" is used, which results in no change. The Fire team is Pinned, however.
  • US 1/1st Plt in Cemetery (R2C2) - A VOF is -1; -1 for Crossfire; +1 for Card; +3 for Cover; +1 for Pinned. Final Modifier is +2. The result is PIN, so a Pinned marker is also placed on this unit.
  • US 3/1st in Hedgerow (R2C3) - All Pinned VOF is +2; +2 for Card; +1 for Cover; +1 for Pinned. Final Modifier is +5. The result is a MISS, and the Pinned Marker is removed.
  • US 1 Wpns in Hedgerow (R2C3) - All Pinned VOF is +2; -2 for Exposed; +2 for Card; +1 for Cover. Final Modifier is +3. The result is a MISS.
  • German 1/2nd in Orchard/Grove (R3C1) - "H" VOF is -3; +1 for Card; +2 for Cover; -1 for Burst marker on card. Final Modifier is -1. The result is a HIT. The Hit Effects draw (Green) shows "PL", so the unit is broken down into an A/C Fire Team, a Paralyzed LAT, and a Litter LAT. All three are pinned.
  • German A/C Fire Team in Woods (R3C3) - A VOF is -1; -1 for Crossfire; +2 for Card; +1 for Cover; +1 for Pinned. Final Modifier is +2. The result is a PIN.
  • German S/C Fire Team in Woods (R3C3) - A VOF is -1; -1 for Crossfire; +2 for Card; +1 for Cover; +1 for Pinned. Final Modifier is +2. The result is a MISS which removes the Pinned Marker.
  • German Paralyzed LAT in Woods (R3C3) - A VOF is -1; -1 for Crossfire; +2 for Card; +1 for Cover; +1 for Pinned. Final Modifier is +2. The result is a MISS which removes the Pinned Marker.
As a result, there are two changes in VOF:
  • VOF on the Cemetery (R2C2) changes to Small Arms.
  • VOF on the Orchard/Grove (R1C4) changes to All Pinned.
I reduce US 1/Wpns Ammo (to 3) and the German 1/1st Fire Team (to 3) & 1/2nd Fire Team (to 2). The Mortar Ammo is also reduced (to 5) and the Mines Marker is flipped.


Clean Up Phase

All of the Exposed Markers are removed.


Conclusion

1/3rd dodged a serious bullet, although that sniper is going to remain pesky unless we can make him fall back into the Orchard where he will be spotted and then deal with him.

The mines shouldn't be too much trouble, because we can simply enter the map from through the Village instead.

On the right flank, the German LATs are no longer pinned, and I am actually hopeful this will result in them falling back to the Woods (R4C4) which will cause the last German squad on the map to be spotted.

So far, luck has been my best weapon!