Designer's intent was for the scenario to be played at least 5 times and up to 15 times as a Campaign-style match. Amassed CVP determines winner. . . . From the moment that the "Devil's Brigade" moved in to occupy a portion of the defensive perimeter around the beachhead, Brigadier-General Frederick instituted aggressive nightly patrols of company strength. His goal was to keep the enemy opposite -- elements of the elite Hermann Goering Panzer Division-- off balance by probing the lines, causing casualties and destroying any shelter that might be of use. The men of the Canadian-American FSSF proved quite adept at the game, turning the night into a time of deadly little firefights and ambushes, giving the Germans no rest.
Attacker: Allied (1st Special Service Force)
Defender: German (Panzer Division Hermann Goering)
5 turns
Players: 2 OBA: None Night: Yes
Unit Counts:
Squads: A:8.5 D:10.0
AFVs: A:1
T30 HMC M8
AFVs: D:1
PzKpfw IVH StuG IIIG SPW 251/1 Opel Blitz Kfz 1
Guns: A:0
M2 60mm Mortar x 3
D:1
8cm GrW 34 5cm leGrW 36
Misc Rules:
Paved Roads, all are Night battles. Both sides gets additional OoB forces on dr/DR
The write up refers to Frederick as a "Lt.-Gen." but at this point in time he was a Brigadier-General. He was promoted out of the Force as a major-general to command all airborne forces in southern France.
FSSF history by Robert Burhans
Players wanting to play this game/Request a match:
This playing had board 13. It gave the Americans a few easy buildings before hitting the German line. Americans got their last needed buildings during the final turn.
2020-03-07
(D) Michael Rodgers
vs
Bruno L'Archeveque
German win
Selection of board 33 is tougher for Americans to win because of where the buildings are.
2019-07-07
(A) Jeff B
vs
David Murray
Allied win
1.25 hrs
Back to Board 4 for the finale. This time no Mud and a low NVR of 1. Recon allowed me to discover he had the Kfz1 and that meant no wire or mines to deal with. I also exposed a dummy guarding the southern route which would allow one of my units a good chance to sneak around for a couple of the back buildings. Unfortunately for me he had hidden a squad in the first one I entered. Thankfully this was during APh so I was able to maintain concealment. When he failed his attack and I chose not to return the attack he was even stuck with his "No Move" counter and I was able to grab the other building instead. NVR had risen to two, but his attempts at starshells were miserable and no Americans were exposed until the last turn. Thankfully this was my 9-2 and company and they were able to survive all German fire. Other than our first scenario this series was a lot more boring than expected. Mud for a couple of them made for limited American movement. Low NVR for a couple made for limited German shooting. And a poor board (19) made for one we even decided to pass on. I think the scenario would be much better off by playing on different boards for every scenario and by extending the playing time by at least a couple turns. As it is we missed playing on what looked to be three good ones (11, 13, and 33).
2019-07-01
(A) Jeff B
vs
David Murray
In progress
1.5 hrs
Board 4 with NVR 5 is pro-German, with six buildings on their side versus one on the American (plus three to be contested in the middle); with Mud it is extremely so. By now we both knew the drill: 3-4 turns of movement followed by 1-2 turns of actual combat. Basically I was just going for ambush kills, but when most of the CCs I moved into involved dummies it was pretty fruitless. I managed to bag one squad and grab two of the three contested buildings. Score 8-14. Total score through three games 36-37.
2019-07-01
(A) Jeff B
vs
David Murray
In progress
With NVR 2 we didn't even play the Board 19 scenario. The Americans were assured of three buildings with no reason (or much of a chance) of going for the last remaining one. Score 6-2; overall score 42-39.
2019-06-24
(A) Jeff B
vs
David Murray
In progress
1.75 hrs
Second month in this 5-part scenario happened to be played on the same board as the first. NVR was still 2, but Mud would really make a southern approach difficult, so I was pretty much forced to move exclusively on the northern building. This time we both had vehicles. I had the AC, while he had (unbeknownst to me until the very end) the StuG. My ACs value proved barely useful as it broke its CMG early and then forgot to bring cannister. This game was much less bloody than our low-NVR game of last time. I managed to grab the northern building with my overwhelming FP and take out a squad's worth of infantry to make the game score 10-6 and the overall score 28-23. Next game is on Board 4, again with Mud, but with a much higher NVR (5).
2019-06-17
(A) Jeff B
vs
David Murray
In progress
1.5 hrs
Played the first month of this 5-part replayable scenario. It seems to be a really good intro to the night rules as there are enough variables to learn different things in bite-size servings. We started with an NVR of 2 so the first three turns were spent moving unopposed. That this was their first combat action was apparent though as my commandos proved anything but stellar. Despite being stealthy there were a number of strays, and despite being AEs their smoke laying was less than impressive. They also didn't have a single ambush. We played on Board 18 and I figured three buildings would be easy for me to grab and hold, two would be impossible to get, and two would be fought over like hotcakes. NVR had dropped to one by the time I was setting up my assault and it threw both of us for a bit of a loop. NVR dropped to zero later in the game and that was certainly interesting! Learned you cannot place a DC in that situation (not ADJ). The northern building was a relatively easy grab, but his reinforcement group included the 9-2 and he helped prevent me from taking the southern building. Even though there were really only two turns of action this ended up being great fun. The next game will actually take place on the same board so I am worried his defense will adjust accordingly.