Sunday, May 15, 2016

NRIF Turn 1 Weeks 3-4

Let's get this turn finished up.

Week 3 sees the supply situation for the Brits the Sam, with one unit out of supply. The US left their mech unit on its reduced side, which doesn't have the extra SP symbol, to allow them to have all units supplied.

The Brits take the airport and move to flank the HG panzer unit. They get one Reserve Point back. The Us units will try to reach the coast east of Palermo to force the 15th PG unit to have to retreat toward Messina, then they will try to take Palermo in the next turn to cut the Italians off and get the Axis Italy marker to the Armistizio! box. It will be very difficult to destroy a German square unit, although the 15th is in a bit of a pickle.

Here is the board state, including combat markers.

 

No CBs placed by the Axis, which keeps them from using their big CB Shock marker.

The first attack on the Italian unit east of Palermo results in an EX/CR result, which eliminates the Italian but loses on US step and leaves the 15th PG with an escape route! The other US attack results in a CB result, so the Axis got lucky on the US side of the island.

The Brits want to channel the HG unit to the west, so they start with the attack on the untried Italian. A DR result pushes it back up the coast road, and the 46th British follows it. The big battle is against the HG, and the Allies throw in their last Blitz marker as well. The result is a D, but the Axis would like to prevent units from blocking the supply road on the north coast, so they throw in their Veteran NCOs card to force a reroll, which gets the exact same result. HG loses a step to stay in place, and the shock/target marker requires a UK step as a result. The Canadians take the hit although there are better units to supply the 50th for next turn.

No second combats, and no units from the Reserve box for the Allies. Here is the map post combat...

 

The Axis are all in supply, as is the UK 50th North now that the Canadians aren't hogging all the petrol. The Axis sees the writing on the wall and pulls back while leaving a spoiling force in Palermo.

There is no combat, as the Brits choose not to use a CB against the FJ unit and the Axis wants to just slow the Allies down. Sicily is lost, but maybe the Italians can hold out in Palermo for the final week and mess up the US supply situation.

 

The Allies draw another useless card, spend one US reserve to draw a second card, which is immediately discarded without any effect. The US then uses a second reserve to draw a third, but it too is useless. The US used its reserves because Palermo will give them two more reserves without running into more than they can stockpile. This is seven cards, but the US will burn one to improve the 3rd. The Germans also draw a useless card as Forts aren't available for a couple more turns, and choose not to burn any reserves in what is already a losing cause. They burn one card as well to improve HG. On to week 4 and the last player turns of July 1943.

Everyone is in supply now for both sides. The US wants to take Palermo to give them port supply. They would be OK with using Catania, but it only supplies five SP, so better to take Palermo if they can. The U.K. Forces won't push as hard this turn, they just want to set up to try to sidestep the German units if necessary. An advance in either hex would put two German units out of supply, so worth the minor risk. No UK units attack, hoping th German burns CB to avoid the Mointain penalties.the Germans use the shock/CB marker to force combat with the slightly weaker Brit units on the SW flank of Etna.


Saving the best for last, the US first attacks the Italian adjacent to the 15th PG, receiving a DR that pushes it back to the coast road. Note that it has to retreat through the 15th PG but since stacking isn't enforced until later, this is legal as long as they aren't stacked at the end of the Results Step, this is permitted.  

The UK units use one Combat Supply Point to give them an extra combat factor, lowering ASP to 24, plus a shock marker, making this combat a 1-1. The result is a EX/CR, not the result they wanted. They can counterattack, not a great choice, or they can accept a D result by replacing the unit with a KG. If they do that, it moves the Axis Italy marker to Armistizio!, but the other option may give the Allies an advance to the coast to cut off the 15th. They figure that Palermo is falling anyway, so they place the KG. With Kesselring in command, they will get their LW unit back fairly cheaply, and they will have a junk card to burn anyway. 

Finally, the fate of Palermo, still important to the US forces. The defender is shattered and the US takes the town. Sicily is, for all practical purposes, Allied, and the Axis Italy marker flips. The Italians will capitulate when the Allies invade the mainland, so we are moving at a very historic pace.

 

I improve all of the Allied units that are reduced as I won't be able to keep those cards anyway.

The Axis Italians in the SW part of the map are now out of supply, so they are eliminated. Everyone else is in supply. The Germans prepare to move across the Strait of Messina next turn, or more likely be moved to their reserves. No combat, and no units moved from reserves.

For the Final Supply phase, there are no units or Landing markers in LZ hexes, and no No Combat markers, so nothing happens here.

As I look more closely at this rule, it seems clear that it occurs each week, which is a bit of a surprise. That means a couple of units would not have been in play for the Allies, although I would have been improving units instead. I choose to put the two OOS units, the 82nd and the 50th North, into the Surrendered units box for now. The second part of the phase is skipped until now. This is not at all clear from the example of play, which doesn't mention the rule at all, but I figure it wasn't going to be a big deal in this play through.

This ends the first full turn. It was a long one, and a bit of confusion around supply, but all in all successful, especially for the Allies. The next turn should be fairly easy, although we will discuss advanced game supply and possibly Attrition. This is the time for the Allies to set up for their mainland invasion, which I plan to perform at the historic site at Salerno on Turn 3 once I've gotten most of the units back to Reserves.


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