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Confusion Reigns WTO (id:#66403)
(HASL 12 - Drop Zone: Sainte-Mère-Église ID: SM09)   [next]   [previous]
See Also: Confusion Reigns by Multi-Man Publishing Confusion Reigns by Multi-Man Publishing Confusion Reigns by Critical Hit
Sainte-Mère-Église, France 1944-06-07 (63 others)
12: Confusion Reigns (ASL 2 - Paratrooper (2nd Edition))
16: No Better Spot to Die (ASL 2 - Paratrooper (2nd Edition))
27: The Liberation of Tulle (ASL 4 - Partisan!)
103: A Day By the Shore (ASL 5a - For King and Country)
A 47: White Tigers (AH:ASL Annual `92)
A 77: Hide & Seek (AH:ASL Annual `95 Winter)
G22: A Day By the Shore (AH:The General # 29.4)
G42: The Youth's First Blood (AH:The General # 31.6)
S01: Retaking Vierville (ASL Starter Kit #1)
NEWS11: The Port-Filliolet Crossroad (ASL News # 6)
SB 1: You Want to Save Private Ryan? (Internet)
ABS-4: No Better Place To Die... (Airborne Stand!)
AA 4: A Better Spot Than This (All American I: Kellam's Bridge)
AA 14: North Rampart - Fire! (All American II: Timmes' Orchard)
AA 23: Lost Battalions (All American III: Shanley's Hill)
AAGG3: Historical The Port-Filliolet Crossroad (All American: Gamers Guide)
CH148: Trapped at Authie (Reissue) (Critical Hit # 6.4)
CH 1: Authie: The Death of Company C (Critical Hit # 1)
EP11: The Port-Filliolet Crossroad (Euro-Pack III - Late War `44-45)
PdH 5: Rangers Relief (Pointe Du Hoc)
BTB2: Merely Hanging On (Beyond the Beachhead)
O82.1: Armor Leader: Normandy CG (On All Fronts # 82)
PJ7.1: Mines! (OAF Playtester's Journal # 7)
#9: Le Mesnil Strongpoint (To Battle By Air 2)
#4: Dead Man's Corner (To Battle By Air 1)
VB15: One-Man Wrecking Machine (Volfoni Brothers Scenarios)
AP30: Not Apt to Drag Feet (ASL Action Pack # 4 Normandy 1944)
RPT24: Farmyard Affray (Rally Point # 3)
BtB 2: Merely Hanging On (Beyond the Beachhead 2)
SP170: Halfhearted Hiwis (Schwerpunkt #15)
ESG #53: "Mad Mike's" Part Two (Dezign Pak 5)
MLR08: Prelude to Disaster (Elite Canadians)
MLR09: Overrun (Elite Canadians)
BOB # 6: Sink's Orders (BoB - Normandy)
BOB # 7: Tense Moments (BoB - Normandy)
JDJ 1.1: Retaking Vierville (Coastal Fortress)
159: White Tigers (ASL 13 - Rising Sun)
BAA 7: Tip Of The Spear (The Battle for the Abbaye des Ardennes)
KB II 4: No Better Place to Die... (All American I: Kellam’s Bridge (2nd Ed.))
CH1: Authie: The Death of Company C (Critical Hit Retro Magazine 1)
12: Confusion Reigns (ASL 3a - Yanks (2nd Edition))
16: No Better Spot to Die (ASL 3a - Yanks (2nd Edition))
RPT115: Halfhearted Hiwis (Rally Point #12)
S16-16: Pointmen of Authie (Sweet 16 4-Pack 4)
Round 2: Prelude to Disaster (ANZACon 2005)
27: The Liberation of Tulle (ASL 12 - Armies of Oblivion (2nd Edition))
PEB #1: Along The Way (Port-en-Bessin)
PEB #2: Confused Street Fight (Port-en-Bessin)
PEB #3: Clear Them Out: WN 57 (Port-en-Bessin)
PEB #4: B Troop Arrives (Port-en-Bessin)
PEB #5: Zig Zag 1 (Port-en-Bessin)
PEB #6: DSO Riposte (Port-en-Bessin)
PEB #7: Stutzpunkt Port-en-Bessin (Port-en-Bessin)
PdH #5: Stars and Stripes Forever (Pointe Du Hoc: Retro Bar Gunner Edition)
#8: Raff's Rush (Utah Beach)
159: White Tigers (ASL 13 - Rising Sun (2021))
CH 1: Authie: The Death of Company C (Critical Hit #1 2022 Reprint)
SM10: Not Apt to Drag Feet (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM07: One-Man Wrecking Machine (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM08: Without Thought of Numbers (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM CG II: Liberation Road (HASL 12 - Drop Zone: Sainte-Mère-Église)
ASLN11: The Port-Filliolet Crossroad (Critical Hit #8.1)
FT75: Unexpected Fire (From The Cellar #13)
Designer: Ken Dunn
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
75%

Overview:

General von Schlieben was determined to retake Sainte-Mère-Église and committed all available forces to that end. During the night of D-Day, the Germans succeeded in getting a foothold at the northern edge of town. The Americans were ordered to repulse them at first light. Fortunately for the paratroopers, the action would open with a mortal blow to the German command structure.
Attacker: American (Company D, 2nd Battalion, 505th Parachute Infantry Regiment, 82nd Airborne Division)
Defender: German (Bataillon I, Grenadier-Regiment 1058, Luftlande-Infanterie-Division 91)  
7 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:12.0 D:10.0
AFVs: A:0
AFVs: D:0
Guns: A:0
M2 60mm Mortar x 2
D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: SM SSR.
Map Board(s):
MMP: Sa Show/hide map dependencies
PublicationBoard
HASL 12 - Drop Zone: Sainte-Mère-ÉgliseMMP: Sa
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2024-12-05(D) Jeff Waldon vs Nate Gregg American winVASL
2023-07-08(A) Jack Wilson vs Ken Walsh American winA very fun game that was a roller coaster of emotions. I began the game liking the scenario, By turn two I hated it. By turn three I was crying in my coffee and on the verge of failing my PMC. By turn four I started to think I might actually have a chance to win. In the end, the game came down to a couple of key DRs on turn five. The dice were kind to the Americans and they pulled out the win by getting their 12 CVP.

For those considering playing this one, and looking for some tactical ideas, I offer the following.

The German player has essentially three options:

1. Stand and fight, hoping to win the CVP battle. For each CVP above 6 amassed by the Germans, the Americans will need to add 2 CVP to their victory total of 12. Thus taking out 8 CVP will force the Americans to gobble up 16 CVP. Caveat: your rout options will contract greatly if the Americans get behind you thus risking surrender via FTR and double CVPs for the Americans.

2. Fighting withdrawal. Contest the American advance as you work your way toward the southern board edge and safety, but don't get drawn into a costly firefight. Again, watch the flanks. If they get behind you they'll squeeze you like a python.

3. Strap on the CX counters and run for the exits. Even with the movement restrictions imposed by SSR, the Germans will be able to get half their OB off the board by turn two, and there is little the Americans can do about it but wave bye-bye. This will leave behind five squads, and, assuming none are captured, will give the Americans only 10 CVPs. Hence, it will be critical to avoid letting those last few squads get trapped and risk capture. It will only take 3 captured SE to give the Americans 12 CVP. Therefore, guard the flanks!

The American attack plan is a little simpler. Use the bulk of your force to pin the Germans in the center and grind steadily forward with all that glorious American FP. Most importantly, however, use the cover offered on both the east and west board edges to run several squads down the sides to loop in behind and cut off the exit avenues. This will be the true key to victory. The Germans will contest this of course, but if you can manage to get just a couple of squads up on the southern hill (preferably with some leaders and a MG or two) his chances of surviving the dash across the OG to exit off the southern edge will be pretty slim.

In our game, Ken opted for plan 3. He got five SE and both leaders off the board, or nearly off, by his turn two. In retrospect, he might have been better off leaving the leaders to help rally broken units and assist with the leader movement bonus (the bocage eats up MF fast). Nevertheless, Ken came within a couple of DRs of winning thus proving that the Germans have excellent chances to win with this strategy.

Overall, I think this is a well-balanced scenario. It was a blast to play. Well done MMP.
2023-05-28(D) Richard Jenulis vs Bill Owen American winEnfilade 2023. The Americans did not take a single loss, not even a pin check. Cleary the scenario is broken. Bill and I will turn it around.
2023-05-28(A) Richard Jenulis vs Bill Owen German winEnfilade 2023. Ok, after the first disastrous playing, we switched sides and played it again. This time, I did better, but after loosing with both sides, I determined the scenario must be balanced. The first playing, as the Germans I tried to make a run for the board edge to exit, denying the Americans CVP. The second game, Bill packed into the two hex building and made a stand. The Americans could not get enough CVP to win. I need to find an answer to Bill's combination of luck and skill. Apparently my current tactic of hoping he rolls high, breaks support weapons, fail MC and cowards while I move units in the open is not working. Stay tuned as I work on a winning strategy.
2023-04-02(D) Indy Lagu vs Jody Sallans German winWhen I first looked at this, I thought it is
tough on the Germans. I still think it is.

My opponent made decent progress, and would
have fared much worse if he hadn't survived a
4(-2), 2(-2) and 2(-2) unscathed.

Still, his inexperience showed and I was lucky
to get enough Germans off to guarantee a German
victory...
View all or balance report
ActionDate
Hutch Modified the misc. rules2025-02-02 19:14:09
jrwusmc Added a playing2025-02-02 16:31:42
jrwusmc Added a playing2024-12-06 03:06:13
A15.4er Added a playing2024-06-03 00:21:36
Jwil2020 Added a playing2023-07-08 03:30:43
FileDescriptionUserViews
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VASL Log file (SME SM9 J&K start1.vlog)VASL Game LogJwil2020585
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Statistics:
Avg Rating: 5.56Votes: 9
Views: 0
To-Play list count: 0
Estimated Play time: 3.5 hours
Recorded Games: 8
Archive recorded plays:
American6
German2
Drawn:0

ROAR Data: (as of today)
Confusion Reigns
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[A] British 0
[D] German 0
All Rights Reserved. (c)2022 Dave Ramsey.