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View Full Version : Band of Heroes: The Road to Foucarville (Soldier vs. Kharkov)


KG_Kharkov
11-28-2005, 12:51 PM
KG_Soldier and I fired up VASSAL last night and began playing the Band of Heroes' scenario "The Road to Foucarville". This scenario is set on the morning of D-Day and features 7 American airborne squads attacking across two boards to capture key buildings in the town of Foucarville at the northwest exit of Utah Beach, located on Board 15. KG_Soldier decided to play the 101st while I played the Wehrmacht's 91st infantry division, commanding 4 squads and a mortar weapons team. I set up in a concentrated defense around the town and the game began.

Soldier entered his troops in plodding fashion, while I moved a spritely Hun squad forward to scout and interdict key advance routes. The first 3 turns saw little action as Soldier advanced his troops to the midpoint of Board 16 (the board he entered on). He triggered a special event marker which noted that the town was more heavily defended than he thought. Bullets flew and after a die roll from Soldier, I was awarded another squad and a sniper ala Saving Private Ryan. I placed my sniper in a wheatfield behind a hedge with a good field of fire while my recon squad moved into a good interdict position in the middle of Board 16.

Turn 4 saw major action as Mark's blundering paratroopers ran into the 91st division buzzsaw. My recon squad fired at a stack of three squads (let's call them 1rst platoon) and a leader with no effect, as Mark moved those troops closer to my recon squads treeline. My sniper sighted in his modified Kar98 and plunked off a few rounds, winging a member of Squad B of 1rst platoon and shaking the squad. My MG42 team fired at long range and ripped into a squad next to 1rst platoon as it hunkered down behind a hedge in a field of low crops. The fire direction was superb and Soldier's squad was visibly shaken. Lt. Koch acted as a spotter for the 50 mm mortar set up in the streets of Foucarville and called down a mortar barrage on 1rst platoon. Sergeant Baumann lost his nerve and began rocking back and forth and calling for momma. Squads A and C were shaken by the sight of Baumann's loss of nerve, while the men of Squad B -- already panicked by the earlier sniper attack -- failed to take appropriate cover, suffering 5 casualties in the process.

We called a temporary halt to the game after Turn 4 to allow General Soldier to complete some term papers that needed to be filed with his command college.

With Utah Beach in doubt, warfare should resume this weekend.

KG_Soldier
11-29-2005, 12:00 AM
It wasn't pretty. Next time I'm going into a seperate ts room with Steve.

KG_Panzerschreck
11-29-2005, 01:42 AM
Does MG fire automaticly pin guys in this game?

KG_Kharkov
11-29-2005, 09:47 AM
No, MG fire is resolved like any other fire attack. MGs have longer range and slightly higher firepower than your average squad so they pack a wallop. Basically, fire attacks can have no effect, cause a unit to be "shaken", cause casualties or eliminate a unit. The most common result is no effect or shaken. Shaken units have restrictions on what they can do.

KG_Panzerschreck
11-29-2005, 04:05 PM
Ok, do you roll for the whole stack or each unit in the stack seperately? This is my last question, i promise, LOL. :hmmmm:

KG_Kharkov
11-29-2005, 05:05 PM
In B of H, attacks are generally resolved as follows:

Attacker adds his firepower to 1d6.

Defender rolls 1d6 and adds additional modifiers for protective terrain. If the Attacker's modified # is less than the defenders, then no effect.

If the Attacker's modified die roll is greater, then the defender takes a damage check. He adds the difference between the initial set of die rolls to 1d6 and compares it to his unit's morale -- each unit rolls separately. He then consults the damage chart to see the effect. It sounds a bit more complicated than it is -- the pdf file has a very fine example of play.