Wild
West Fest X 2004
Through a suspect but lucky chain of coincidents I was able to come and play at this tournament in Portland, Oregon. There are some pictures are here.
Pregame:
RPII #5 Brandenburger Bridge
Setting a new record I had a game going with Bruce Billet within 5 mins of arriving. Browsing through scenarios the choice fell on Rout Pak II #5, Brandenburger Bridge, and the dice gave me the Russians. The Germans were set up relatively close to the bridge. Things were going quite well; the German reinforcement were hold up pretty good with two AFV's lost to the 45L AT and a Truck going down with the passengers. On the other side the OBA arrived as soon as possible, but in spite of two consequtive missions only eliminated the Hero. The Russian medals on this side went to a LtMtr who eliminated three MMC by scoring CH's on them in Foxeholse. The first wave of Russian reinforcements entered and moved up to the bridge. Unfortunately they had entered on the wrong board (oops) which niether of us detected. After one more turn we paused for the night. Next morning Bruce had discovered the entry error so the game was his and we played on for the fun of. In the end the Russians prevailed. Good game with intresting events (one escaped prisoner HS who picked up a DC).
Round 1:
WCW 7 Eye of the Tiger
First game of the tourney was with Rob Robertson. Rolling dice for sides I got the Germans in WCW 7 Eye of the Tiger. Rob set up most of his units on board #42 with some outposts. The pre-registred rocket OBA arrived and and killed but a squad. All my armor drove up agressively on the right flank and the Russians AFV entering in their turn could not drive up to the Wall on the (non-) hill on #42 as this was within reach of the Rocket OBA. I took a chance to correct the OBA toland on three of his stacks but lost it to a red chit. My AFV's moved up to engage the Russian ones and when not malfing the main armanents on boxcars (three of them, including the Tiger) they hit Russian turrets. Some maneouvering opened up the middle and a PSW 234 and PzIV got around on the right flank to chase away the defending infantry there. The Germans managed to get the VC's on the last turn.Very exiting game with some weird dice rolls! (1-0)
Next round I had the pleasure to play Sam Belcher. After a short scenario selection phase we ended up with HS32 – A Few rounds. The dice gods smiled and I got the Germans with their three (!) SturmTigers. I just love these and playing the scenario did not change that one bit. Sam spent the evening setting up so we could start right away on Saturday morning. Critical to this scenario is the placement of the British 17 pdr AT gun which is the sole AT weapon beyond PIAT range. This went into the brush on the British left flank. The defending infantry set up to hit the Germans trying to cross the Open Ground with some back in the Buildings. While entering I spread out the SturmTigers to prevent running all of them into the HIP 17 pdr. The infantry started carefully with a handfull of colunteer HS's storming out over the OG, one of whom was eliminated (I think) by Def fire. In his turn Sam decided to hold on to the positions for one more turn, which were to prove costly as the SturmTigers proceeded to prove that all tank Aces were not gone and eliminated 5 squads and two leaders in 5 subsequent attacks! A KIA2 killed a 458, a KIA3 killed the 9-1, 458/MMG, next was a KIA3 for the 8-1 + 458/LMG, finally two KIA2's for a 458/LMG and a 458! The first shot missing was on turn 4. The remaning Brits (Squad + HS) had been pressed back in the Building around the Ammunition Dump. The AT gun was revealed and managed to killl two the SturmTigers before engaging in CC with a leader sent their way to distract them. Final justice was made when the last SturmTiger fired into the ammo dump and rolled boxcars... However, the German infantry force was still mostly intact with two turns to go so Sam decided it was time to throw in the towel. It was weird how well the 380 mm rockets were hitting time after time just plucking pieces of the board. Next time either of us play this one I am sure it will play differently. Very nice and enjoyable play! (2-0)
Bill Hayward, being off from his night desk management at ASLOK, was next. We selected HS 21 – Hervorst Hell, another scenario with funky toys. I got the Brits with two AVRE's, two Crocs and two Churchills and a nice Infantry support led by a 9-2, or rather missled as it turned out. Countering this the Germans have two 150 mm Art Guns each in a Bunker. Add one initial mission of Rocket OBA and a 80 mm Mortar plus assorted late war squads and some wire and AT Ditches to go with that. Bill set up Bunkers in rear and closed of the British right flank with the AT-Ditches along the woods. The wires were setup as a second line behind the woods with one opening for his units to fall back through. I put a the M3 halftrack, a Croc and an AVRE on my right and the rest of the vehicles on the left side. The AVRE there was carrying fascines – I just had to try that out! The infantry was able to move up to the woods with little losses, a HS was removed from the board. In his defensive fire the Rocket OBA did of course landed on my 9-2 in the open, but just breaking him. Since he was surrounded by FFE hexes he couldn't rout and was hit a seconds time, but survived with the 458/MMG (both broken though). The Brits continued to press on and Wild Bills' germans fell back as the second German OBA came onboard closing the gap in the middle just on the intersection of the three roads. One Croc decided to move through it (I mean it was just a little OBA) to take out the Radio Observer, got hit by it and was immobilized. The crew bailed and was KIA'ed. Ugh. The AVRE loaded his fascine into an AT-Ditch allowing two Churchills to roll over it – fascinating! :-) On the right side the second Croc decided to go through the Woods as it would take forever to go around with 7 MP and did not even Bog in the attempt. Well, when through the Woods the Croc FT rolled boxcars on the first shoot ... The AVRE followed on the trail and the Germans were pushed back again. The 9-2 had recovered with the squad and moved up to the woods, got caught in the seconds OBA as Bill adjusted it. Mr. 9-2 broke again. I captured two buildings and got on top of the first bunker killing the crew in CC. But it started to get critical, two multihexbuildings were still needed. Rushing to get the rear one the croc moved to it, parked in bypass with the plan to be abandoned in the last turn. A PF hit from two hexes away changed that. I just barely got a leader to the upper level to stop a broken German unit from routing upstairs and the 9-2 recovered in time to run past german defences and forcing the broken guy to rout away from the Building. This was a really kewl scenario with great replay value and we both had a blast. 3-0
Round 4:
FF10 Blackjack is Back!
Yehaw! Playing Robert Wolkey in the final. Another name I knew from the mailinglists, and in an what to proved to be a very exiting and fun game. I got the Americans. The German needs to stop the Americans from getting 30 CVP, including exit VP on three different roads. To do this Rob had two Panthers, a StuG, 3 x 658's and handfull of 447's plus SW's. One HIP MMC + SW. The Americans had 667's, one Pershing (with 9-1 AL), two M3A4 76(W)'s and two standard Shermans. The right flank looked better with less open terrain and less populated by Germans so the majority of my Units entered there with a small holding force in the middle to slow the Germans coming from the other halfboard down a little. Rob put the StuG in the middle and one panther on each flank (the right one behind a wall in the graveyard). After my first move the HIP guy – a HS/PSK – popped up upstairs and point blank to the side of the Pershing but unbelievable misses. The M26 turns its turret and breaks the HS with a MA hit. Phew. The HIP had two more AFV's in range and getting 1+ of these would almost certainly have cost me the game right there. As it were my 9-1, 667/Baz, 667/MMG rushed up the right flank and by getting CX passed the middle road now being behind the German defence line. Having smoked the the defenders in the central building next to graveyard I moved to get in there but was thrown back and the Germans later reinforced it. In the second turn my AFV's started aggressively with one 76(W) moving for a BFF shot at the leftside Panther, rolling snakes to for a CH and killing it. Encouraged by this the 9-1, 667/Baz put themselves two hexes awy from the graveyard Panther for a side shot on the turret, and to keep the Panther from looking their way the M26 moved up to two hexes away on the other side of the Wall, stayed in motion (Gyro equipped is nice!), the panther fired and missed, M26 fires back but hits the wall, intensive fires and hits the wall again. In AFPh the 9-1 directs the Baz, but it also hits the wall. In his turn the Panther hits the M26 and IIRC the first hit bounces and a subsequent IF shot kills it. The StuG moves up to protect the other side of the graveyard and aims for the Sherman behind the now burning M26, but do not hit. A 76(W) rolls a boxcar on an IF and is recalled immediately. The other Sherman also malfed its MA. Things did not look well, I was far behind in the CVP race. In addition to the dead Panther I had managed to capture 1.5 squads, but that was all. Rob moved to consolidate the graveyard and building area. I sent the left side 76(W) & Sherman moved to attack the StuG from behind, as well as a 667/Baz having a clear shot on the side. All three missed, and the StuG killed the Sherman before being killed by the 76(W) in its turn. The Panther killed the Sherman with the malfed MA, and my prisoner HS could escape as the guards broke. I tried to collect them again with a leader and a squad but the squad, broke and I had to select between routing the Wounded leader with it or trying to eliminate the HS by throwing a DC, chosing the later and missing. My remaining AFV, the 76(W) on the left flank, moved into the graveyard, stopped and rolled TH on the Panther, missing. The following IF shot hit on 3 and and needing 3 for effect rolled snakes to kill it. Calculating CVP's I needed four more for the thirty, which was exactlty the 9-1, and 667/MMG on level 1 in a Stone Building two hexes from the well cowered exit. Rob wanting to make sure this was impossible advanced a leader and 658 in under it on level 0. They fired and broke both of them, giving me a chance to capture them for the required CVP. In my final turn the previousl broken 667 failed an unmodified non-DM Self-Rally and as the 9-1, 667/MMG moved up to corner the broken Germans the 667 was broken on a NMC thus making it impossible to corner the broken guys. Very well played game by Rob and an earned victory for him!
Thanks to Keith, Clayton & Bruce for a very enjoyable tournament! To others: go there if you have a chance and enjoy some nice games and players!
2004-09-13