Wednesday, May 06, 2009

Fields of Fire: Normandy Campaign - Mission 1 - Turn 2

HQ Higher Event

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

Friendly Command Phase

Activation Segment

I want to be a little cautious this turn and not try to push too much forward, because I know I am going to need at least two General Initiative Commands to seek cover for any Squad I advance and to retreat the US 2/1 Plt out of the killing zone it is in.

My next goals are to take the Attack Position (R2C2) and get a squad into the Cemetery (hopefully a Strong Building cover).

But I don't think I can accomplish all that this turn, so I am going to focus on the cemetery right now. Neither the HMG or the German 1/1 Plt have LOS to the Cemetery, so whatever I encounter there can be dealt with in isolation.

Command Draws
  • 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, which is used to activate 1st PLT.
  • 1st PLT HQ - Draw a 3/2 card. -1 for Green, = 2 Activations.
With Saved Commands, that leaves 3 commands for 1st Platoon.

Activation Segment - Orders:
  • 1st PLT: 1st Plt HQ moves to the Village (R1C2); it is marked as Exposed. It does not go under cover because I want him in communication with 1/1st Plt.
  • 1st PLT: 1/1st Plt moves to the Cemetery (R2C2) & is marked as Exposed.
  • 1st PLT: Save 1 Command.
Initiative Segment
  • 2nd PLT HQ - Draw a 3/2 card. -1 for Green, = 1 Activations, which is saved.
  • 3rd PLT HQ: 1/0 - No Actions.
  • XO: 1 Activation (saved)
  • 1st SGT: 1 Activation, used to move HMG to Village (R1C2) and into the Upper Story cover marker. It is marked as Exposed.
  • General Initiative: 3/2. That is just enough to do what I need this turn.

General Initiative Orders:
  • 1/1st Plt Seeks Cover in the Cemetery. He draws 3 cards, one of which provides cover. A subsequent draw of "3" means that he has found a Strong Building in which to hide. Just what I was looking for!
  • 1/2nd Plt Moves to the Orchard/Grove (R1C3). This is allowed (despite being Pinned) since that card is Occupied and not under a VOF. 1/2nd is marked as Exposed. The VOF generated by 1/2nd is removed from R2C5, which reduces the Activity Level to Contact.


Offensive Mission: Higher HQ Event

No HQ Event card is drawn, so no effect.

Offensive Mission: Enemy Activity Phase

  • German 1/1 Plt: As near as I can tell, I still use the "Pinned under cover" Activity Chart, since the Pinned marker gets removed at the beginning of the Combat Effects Segment because there is no VOF on the card (errata for 3.7.1). I get a Fall Back result, in which case the unit retreats to the Woods with the HMG (R3C4), and gains an Exposed marker. I also assume the unit moves under the existing Cover marker on the card, so I place it in the Trench. The PDF and Crossfire marker on R1C4 are removed.
  • German HMG: Has no VOF and no LOS to a US unit, so it gets removed and a PC Marker placed. But since there is already a PC marker in place on this card, I do not place an additional one. The VOF and PDF markers from this unit are removed and Activity Level falls to No Contact once again.
When I started the turn I didn't actually realize that moving 1/2nd Plt out of the LOS of the HMG would have the effect of removing it from the map. This is something to remember when facing heavy units.

On the downside, the US 1/1st is now guaranteed some sort of contact, because the activity level is No Contact and the Potential Contact Marker is "A".


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


There are no Fire Missions to Update, so we skip that step.


Evaluate Potential Contact Markers

Only one contact marker to evaluate this turn.

Cemetery (R2C2) Contact:
  • Potential Contact A (Automatic at "No Contact") - No cards are drawn.
  • Next I determine what I have found by drawing randomly from 10, and I get a 4 which under Potential Contact A is Defensive Position.
  • That turns out to be Squad / Squad, according to the Force Package Table.
  • Squad 1, drawn randomly, is the 1/2nd Plt (A/L). Unit Placement draw is 7, which is Left Front at Max LOS, so this squad goes into the Orchard (R3C1) underneath a Trench (default cover). VOF A and a PDF are placed, pointing at the cemetery. The unit is not spotted. Activity moves to Contact.
  • Squad 2, drawn randomly, is the 1/3rd Plt (S/L). Unit Placement draw is 10, which is Right Front at Max LOS. The Open Fields at R3C3 allow LOS to continue past that card, so a new Terrain Card (Woods) is drawn and placed at R4C4. The German 1/3rd goes into those Woods underneath a Trench (default cover). PDF are placed, pointing at the cemetery, and adding a Crossfire VOF to the Cemetery. Firing through the Open Fields removes the PC Marker from that card. The unit is not spotted.
  • Both units are added to the Mission Log.
It's important for me to note and remember that the Orchard at R1C3 now has LOS to R3C1 (through the Cemetery), so those units may find themselves under fire next turn.


Combat Effects Segment

The first thing that happens is the Pinned markers come off the German 1/1st and the US 1/2nd, since both find themselves on cards without any VOF.

Only one card has a VOF (the Cemetery):
  • US 1/1st Plt in Cemetery (R2C1) - "A" VOF is -1; -2 for Exposed; -1 for Crossfire; +1 for Card; +3 for Cover. Final Modifier is 0. Result is HIT and the result for Line is F, so 1/1st Plt is Pinned, flipped to its reverse side, and a Fire Team added to the card.
I reduce German 1/2nd Plt Ammo by 1.

Clean Up Phase

All of the Exposed Markers are removed.

Stiff resistance so far, but not a lot of casualties. We'll see if 1/1st can hang on in the Cemetery, using the strong cover for protection, while I try to maneuver units into position to take some of the pressure off.

Tuesday, May 05, 2009

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

On Turn 1, in an Offensive Mission, I can skip ahead to the Friendly Command Phase because HQ Higher Event is skipped and Defensive Mission is not used.

Friendly Command Phase

Activation Segment
  • BN HQ Impulse - Not on the map, so CO HQ is activated automatically.
  • CO HQ Impulse - Draw a 3/2 card. -1 for Green, +1 for No Contact = 3 Activations. 1 used to activate 1st PLT, one to Activate 2nd PLT. 1 is saved.
  • 1st PLT HQ - Draw a 3/2 card. -1 for Green, +1 for No Contact = 3 Activations.
  • 2nd PLT HQ - - Draw a 2/1 card. -1 for Green, +1 for No Contact = 2 Activations.
That gives me what I need to accomplish my main Turn 1 goals:
  • 1st PLT: 1/1st Plt to the Village (R1C2) & marked as Exposed.
  • 1st PLT: 2/1st Plt to Orchard (R1C3 - in front of AP) & marked as Exposed.
  • 1st PLT: Save 1 Command.
  • 2nd PLT: 1/2nd Plt to Woods (R1C4) & marked as Exposed.
  • 2nd PLT: Save 1 Command.

Initiative Segment

  • 3rd PLT: 1/0 - No Actions.
  • XO: 1 Activation (saved)
  • 1st SGT: 1 Activation (saved)
  • General Initiative: 5/4! That's a really nice result which will allow me to have all 3 units seek cover.
General Initiative Orders:
  • 1/1st Plt Seeks Cover in the village. He draws 4 cards, but none of them provide cover. Unfortunate, as finding cover in the Village is central to the overall plan and this could delay that effort.
  • 1/2nd Plt Seeks Cover in the Woods. He also draws 4 cards. One of these cards is the reshuffle card, and the 4th card finally provides cover, so he gets a +1 Cover marker.
  • With 2 activations left, I decide to take a risk and push 3/1st Plt forward to the Village and have him seek cover, instead of having 2/1st Plt seek cover. He finds cover, and a subsequent draw reveals a "3" in the 5 column, which means he finds the all-important Strong Building, plus an Upper Story. 3/1st Plt goes under the strong building cover.
This may allow me to push the HMG forward into the Upper story next turn, providing a strong base of fire.

Offensive Mission: Enemy Activity Phase

There is no Higher HQ Event Segment on Turn 1 and no enemy units are on the board (yet) so this Phase is skipped.


Mutual Capture & Retreat Phase

No one meets the criteria yet, so this is skipped.


Mutual Vehicle-Aircraft Phase

The Jeep was not activated, so this is skipped.


Mutual Combat Phase

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

Now we'll see how much I end up (or rather how much 2/1st Plt ends up) regretting the decision to deny them a chance to seek cover.

Evaluate Potential Contact Markers
I draw randomly to determine which card to evaluate first, and it turns out to be the Woods (R1C4). I will again draw randomly to determine the second card to evaluate after determining any contact on the first card.

Woods (R1C4) Contact
  • Potential Contact C (4 cards at "No Contact") - The first card leads to contact (all 4 are still drawn, however).
  • Next I determine what I have found by drawing randomly from 10, and I get a 10 which under Potential Contact C is a HMG Nest!
  • That turns out to be Squad / HMG Team under Foxholes, according to the Force Package Table.
  • I deal with the Squad first, drawing randomly from the available German forces to get the 1/1 Plt, which is an A/L Squad. The Unit Placement draw is 10, which indicates Right Front at Max LOS. This forces me to extend the map past the Right Boundary. I draw an Orchard/Grove and place it at R2C5 and put the Squad under Foxholes (the scenario default is trenches, but the Force Package Table says Foxholes).
  • Next I deal with the 1st HMG Team. The Unit Placement draw is 1 which is "Per Package Table Placement" which is "At Max LOS". The hedgerow to the front of US 1/2nd Plt has white borders on the near and far sides, meaning LOS extends to Row 3, so the HMG is placed in the Woods (R3C4) under Foxholes.
  • Both German units place a VOF on the card with US 1/2nd Plt, per the Force Package Table. An "H" VOF is placed on the Wood Card, since the HMG has the best VOF.
  • A crossfire VOF is placed as well, since there are two PDFs into the Woods.
  • Since both German units are also spotted when they enter, the US Unit also opens fire, on the Squad (because they are closest). An "S" VOF is placed on that card (R2C5).
  • PDFs are placed, with the main effect being that the HMG firing through the Hedgerow (R2C4) clears the PC marker from that card. Thank goodness for small favors.
  • Also added both German units to the Mission Log.
  • Finally, changed Contact Level to Engaged!, since 2 cards have VOF markers.
Orchard/Grove (R1C3) Contact
  • Potential Contact C (2 cards at "Engaged!") - No contact found
Village (R1C2) Contact
  • Potential Contact C (2 cards at "Engaged!") - No contact found.
My decision to push forward 3/1st Plt to find cover in the Village does not lead to disaster, although 1/2nd Plt has enough trouble on its hands to make up for any luck I had!

Combat Effects Segment

To keep things simple, I will resolve left to right and top to bottom.
  • US 1/2nd Plt in Woods (R1C4) - H VOF is -3; -2 for Exposed; -1 for Crossfire; +2 for Card; +1 for Cover. Final Modifier is -3. Result is PIN, so 1/2nd Plt is Pinned.
  • German 1/1 Plt in Orchard (R2C5) - S VOF is 0; +1 for Card; +1 for Foxholes. Final Modifier is +2. Result is PIN, so 1/1 Plt is Pinned.
I change the VOF on R2C5 to All Pinned (+2) as a result.

I reduce German 1/1 Plt and HMG Ammo by 1.

Clean Up Phase

All of the Exposed Markers are removed.

All in all, pretty lucky beginning, especially Combat Effects for the US 1/2nd Plt!

Fields of Fire: Normandy Campaign - Mission 1 - Setup

Map:

The map is dominated by a 2 level Hill, surmounted by a hedgerow, at R2C3. But it is also characterized by a lack of cover which means that the plan is not 100% dictated by terrain.
  • Row 1 features a Village (R1C2) and a Woods (R1C4).
  • Row 2 has a pair of hedgerows (R2C3, R2C4).
  • Row 3 has a Hedgerow (R3C2) and a Woods (R3C4).
Other than that, terrain is either +1 or +0.

Objectives
  • Primary Objective: Hedgerow (R3/C2)
  • Secondary Objective: Woods (R3/C4)
  • Attack Position: Hedgerow, 2 Hills (R2/C3)
I admit that I am a little nervous about my attack position, since its height means I could be putting enemy contacts 2 rows past the Limit of Advance.

I considered the Cemetery (R2C2) which would be good if I get a heavy building cover. But there is just 1 cover potential and I would have to set my Secondary Objective as either the Orchard or Open field...and neither is attractive.

The Plan:
  • 1st PLT will set up in the center and start by taking the Village (R1, C2). The Upper floor will make a good place for the HMG. From there they can branch out to take the AP or Cemetary, before heading for Objective 1.
  • 2nd PLT will take the right flank and either go straight for Objective 2, or help take the AP, if needed.
  • 3rd PLT is on the left, waiting to see what develops.

In terms of setup, I don't think there's much to be surprised about.

Weapons Team Assignments:
  • 1st PLT: 1/Wpn (MG), 1/Wpn (Baz), Rifle Grenade given to 3/1st
  • 2nd PLT: 2/Wpn (MG), 2/Wpn (Baz), Rifle Grenade given to 3/2nd
  • 3rd PLT: 3/Wpn (Baz), Rifle Grenade given to 3/3rd
  • Company: 1/60mm Mortar, 1/.50cal HMG
I took the 3-step mortar, because I want to be able to use indirect fire.

Pyrotechnics:
  • Red (RSC, RSP, RS) = Cease Fire
  • Green (GSC, GSP, GS) - Advance, infiltrate if possible, toward PO
  • Yellow - Shift fire, left if possible
  • Purple - Shift fire, right if possible
Command Assets:
I won't bother noting who has radios, since that is self-evident from the setup.
  • CO HQ: GSC; RSC
  • XO HQ: GSP; RSP; Phone Line
  • 1st SGT: Phone Line
  • 1st PLT HQ: Green, Red, Yellow Smoke; Smoke; WP; 3 Phone Lines
  • 2nd PLT HQ: Purple Smoke; Smoke; WP; 2 Phone Lines
  • 3rd PLT HQ: Phone Line
And with that, I should be ready to go...

Friday, April 04, 2008

Silent War - December '41 - Week 3

The first serious week of the war commences.

December '41 - Week 3

Strategic Segment

War Event: No roll on Ultra.


Triple "R" Segment:
  • Pearl: Cachalot -> Repair 2
Operations Segment
Bad Torpedoes affect efforts this turn, although the sinking of a several good-sized Maru and the sheer number of subs on Patrol (35) gets the war off to a very good start.

Highlights of combat operations:
  • In the Gilbert Islands, Tautog gives away her position early and undergoes attack from escorts. She is able to slip away, however, and lines up a shot on a 5T Maru, which is soon at the bottom of the ocean.

  • In the Solomons, S-39 slips into a small convoy and lines up a 5T Maru. Unfortunately, no explosions are heard and the convoy disappears over the horizon, unharmed.
  • In the Carolines,
    • Sailfish finds a small unescorted group of Maru. The first attack run leads to a hit on a 2T Maru, but the torpedo fails to explode. Extremely poor work with the TDC prevents prevents any follow-up attack and a golden opportunity slips away.
    • Sargo lines up a 15T Maru and scores a hit, however the torpedo only damages the target. Undaunted by the convoy's escorts, Sargo lines up a second attack on a 5T Maru, but gets the same result.
    • Saury has better luck, sending a 5T AF to the bottom.
  • In the Marianas, Sturgeon draws a bead on a small 1T Maru, but is let down by the torpedoes which either run too deep or fail to explode on impact. They do not, however, fail to attract the attention of escorts, which damage Sturgeon, forcing her back to port, where the damage turns out to be immediately repairable (Broom Box).
  • In the Bonins, ASW forces and bad torpedoes wreak havoc on the submarines' efforts:
    • Spearfish thinks herself lucky to find a small convoy with a 15T Maru, scoring a hit on the fat Merchatman, only to be let down by the torpedoes, which do no damage. Swarming escorts force Spearfish deep and depth charges damage the submarine, albeit not severely (Broom Box)
    • Swordfish locates a smaller 3T Maru, but suffers the same cruel fate at the hands of defective torpedoes. In her case, a Betty swoops in unexpectedly, stifling any follow-up attack and damaging the sub enough that she has to return to base for minor repairs (Broom Box).
  • The Marshall Islands provide the final successful chapter for the week.
    • Salmon lines up on what looks to be a 2T Maru, and scores a crippling hit. As the rest of the convoy moves off, leaving the ship to its fate, Salmon surfaces to find that the ship was larger than it appeared, more like a 4T Maru.
    • In a week where two 15T Maru escaped as a result of bad torpedoes, Skipjack gets the final word, sending the 15T Maru in her periscope to the bottom with a perfect spread of torpedoes, despite the presence of escorts and a less than perfect firing solution.

End of Turn Summary (Turn / Total)
  • Subs on Patrol: 35 / 43
  • Ships Sunk: 5 / 5
  • Tonnage Sunk: 32 / 32
  • Lost Subs: 0 / 0
  • Damaged Subs: 3 / 3
  • Dud Torpedoes: 6 / 6

Monday, March 31, 2008

Silent War - December '41 - Week 2

I have recently started playing Compass Games' Silent War. I have found the AAR's available interesting to read and instructive to differing degress (depending on the intent of the AAR).

While I don't have time to keep an extensive running commentary, such that it would help understanding of the rules (or help propagate my misunderstandings of the rules), I wanted to contribute my experience of what seems like a very interesting game.

December '41 - Week 2

Triple "R" Segment:
  • Manila: Seadragon & Sealion -> Broom
  • Pearl: Narwhal -> 2

Combat Phase
During the first turn, only TF contacts are allowed in general, so very little happens this turn. There are several TF contacts made, and a opportunities present themselves. However a combination of sub-standard TDC work insures that the Submariners do not score a single hit. About the only important thing that happens is a teeming of submarines into the shipping lanes, meaning that 35 submarines will be on patrol next turn.

End of Turn Summary (Turn / Total)
  • Subs on Patrol: 8
  • Ships: 0 / 0
  • Tons: 0 / 0
  • Lost Subs: 0 / 0
  • Damaged Subs: 0 / 0
  • Bad Torpedoes: 0 / 0