Wednesday, May 11, 2016

NRIF HistCam, Turn 1 Week 1 Axis Move through Turn 1 Week 2

Back to the game. Let's see how far we get!

I set the Germans up more or less as they were in the EoP, with one near Palermo and the HG unit at the airfield. 

Some limits to the Axis this turn, no road bonus, no units coming in as Reserves. Nothing huge. However, they only have a single Blitz counter and their leader-generated CB marker is useless, so the key will be to avoid setting up a good Allied CB while creating a line that will be tough for the Allies to break through.

Also, just learned that I paid for Allied Port Supply (APS) in the first turn, but the Major Offensive is free so there are 25 points in the bank. This takes some pressure off of getting that second port in play the first full turn. We will look at the supply process in more detail at the start of the next turn, as sequencing will be important.

During the Supply phase, one Italian unit is OOS and is eliminated! Normally, a unit would get an out of supply marker, but since it's a round unit is is immediately eliminated and returned to the Italian draw cup. All other units, including the Allies, are in supply. I should note that APS does not play a role here, we are simply tracing a supply line to the Beachheads, and beach hexes are considered to have roads for purposes of a supply line to a Beachhead.

Here is a picture after Axis movement:


I decided to preserve as much Axis strength as possible, and even kept the HG unit at the airport as the line is so brittle. Once the Germans can deploy a couple more units next week that won't be such an issue, but for now it's critical to keep the airport in Axis hands. Note that I have kept a Italians in a couple of ports to prevent an easy grab if the Allied player happens to have the Naval Outflank card.

The Axis does not place any target markers, and the Allies used all of their targets, but the do get a free CB from Alexander, so they use it to force battle between the UK commandos and the Static unit north of Siracusa. That means the Italian NW of the US paratroopers gets a pass this phase. No cards, but the Italians play a Blitz marker. The rules are not crystal clear about which CRT the Italians use, but the term "player's CRT" is used at the start of the combat rules, so I will use the German table for them even though this seems counterintuitive. The odds are 1-2 up to 1-1 for the Blitz marker, no TEM because of the CB. The result is a counter attack, which happens at 2-1 with no modifications. The result is EX, and no way for the Allied player to improve that. Commando goes off to Destroyed Units, Italian static is removed. 

There is no reserve phase for the Axis, and no Second Combat, so off to the Weekly Prep. Allies draw a useless card, Germans get lucky. Allies use on Reserve point to draw an extra card which won't be useful until the next turn. Allies burn their useless card to improve the US 1st Mech, decline to improve the 82nd. Axis burn a card to flip the Italian next to the 82nd, allowed because it is a two step unit. The Allies decide against rebuilding the commandos for now. The week advances, and we return to player turns.

Here is the map after week 1:


Most units are in supply. One interesting wrinkle, the port is not acting to generate supply, and there are 7SP of US units and 7 SP of UK units, and the beachhead units have to supply one or the other. That means one unit of each faction will be OOS. Note the US commando is on the coast, so he's ok. I choose the US 82nd and the U.K. 50th North to be OOS for now. If there are losses there won't be a problem next turn. I just didn't count closely, I guess.

The Allies choose to press for Palermo with their US forces, with a screening force to protect their beachheads. The UK forces will press up the coast as there is little in the way to Catania. Once that is taken, the HG unit will need to decide if holding the airfield will be worth it. There are no good spots for that extra invasion yet, hoping to have US units closer to Palermo. 

Here is the map post Allied Move.


In combat, the 15th PG holds its position while the US loses a step. US attacks on Italian units result in no advances, and the British attack in the East results in the elimination of the Italians and the chance for a second combat, which they decline. HG is in some trouble, as is Catania and even Messina, so the Axis needs to reform their line in the east. Fortunately, they will get some help. The Allies choose not to place more units on the map, they have too many as it is.

Here is post combat for Allied Week 2:


Things have gone well in the west, but not so much in the east for the Axis. They will bring a couple of units on, but HG is at risk. The 82nd is back in supply after losing an SP step, but the UK unit is still OOS.

The Axis continues to pull back, trying to save as much time as possible. Here is their position post move:


The Allies put a CB on the 1st Canadians near Catania, but no other attacks. The static unit is a 0, so the Canucks get a free 6:1 attack that eliminates the unit and they move into Catania. This shifts the Armistice marker to the Viva Il Re box, and restores one UK reserve. The Canadians can't get a second attack as they advanced into a port. Still, they advance to threaten HG and the Axis may be having to consider abandoning Sicily after a very effective Allied invasion. 

The Germans bring in the reduced FJ unit from reserves, placing in the mountains near Etna.

Weekly prep sees the allies draw their card plus one more, both useless. The Germans do the same! At least they can use it for improving units.

Allies improve the 82nd, no others to keep in the Supply limit for the US. Axis improve the 1st FJ, the Italian west of the airport for a two value card discard. Allies rebuild the UK commando.

Here is the end of week 2:


Should be able to finish the turn in the next installment.

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