Well it was back to Frankfurt with our NATO Allied Commander Oburst Hunts once again for a FTX as Red was longer anywhere in sight again this weekend. Our MILES Gear batteries are starting to get low and need replacement. Our new Supply Officer is still Green and learning.
This week I joined a Marine Rifle Platoon equipped with UH-1s. So far this Campaign I have joined a different Company to try out different lists. Looking at all the Pros and Cons and to be able to adjust my TOE as required when Red finally makes an appearance. We typically play in the 75 Point range, and this weekend we went big for the big 100 Points. Time to bring all the toys on the table to see what they can do. I typically keep the fly boys home, but they have been bored so decided to bring them out on the table today along with plenty of AA Support. Also knowing Commander Hunts always bring Air Support and typically plays the same list.
This week I joined a Marine Rifle Platoon equipped with UH-1s. So far this Campaign I have joined a different Company to try out different lists. Looking at all the Pros and Cons and to be able to adjust my TOE as required when Red finally makes an appearance. We typically play in the 75 Point range, and this weekend we went big for the big 100 Points. Time to bring all the toys on the table to see what they can do. I typically keep the fly boys home, but they have been bored so decided to bring them out on the table today along with plenty of AA Support. Also knowing Commander Hunts always bring Air Support.
We decided to play a typical mission with the 100 Point game and both selected Defense. Then rolled Encounter. Not my favorite Mission Selection, and Dawn was rolled for the first three rounds to be played at night. With half in reserves we deployed our troops.
I selected to bring on the fly boys, have two rifle teams, on the objectives, and Chaparrals proxies as Sgt Yorks with no turrets (The MILES Gear was adjusted accordingly), and M109s.
Since it was night and both starting at 4+ to hit, it started off as a game of rolling super sixes. Giving up our locations if we shot, then needing just 6’s. If you have read my previous reports, my dice do not come with a 6 on them. (5 Ones and 1 Two on a good day).
Commander Hunts typically plays very defensive, while I am very aggressive. Today Commander Hunts decided to play the aggressive role. Moving in to take out my Arty and AA. Of course, his planes like to show up every round, while my pilots finally given the opportunity to participate in the FTX were still making their way back from the USO Show last weekend.
Reserves? What are Reserves? The West Germans train their troops to be standing by and starting on turn three started to show up just at the right location with the random deployment. My Reserves were with the AWOL Pilots still returning from the USO I guess.
The WG have a massive amount of AA Assets. When my Aircraft and Helos were utilized I started to lose them one by one. I was able to hold back the first big push of WG attacks, but the WG Morale Saves always kept one the battle field.
With the WG now closing in again on me, I decided to get a bit aggressive and attempt to push my M60s that come on in reserves and start the threat of the Air Cav landing on the rear of the table. Looking for a little luck. But day Break and M-60s is in the wide open was not very helpful. With WG Reserves pouring on the table from the rear, my Uh-1s were landing, and then being chased off. With a 100 Point game, it’s a crowded table and together to find a safe landing spot.
WG moved up and destroyed my Arty and by now my Air Support was gone. My AA was threatened and losing teams quickly. My one objective to the left was sitting with a full Marine Rifle team dug in and Gone to Ground. It would take a while for the WG to push them off. I decided to pick up my other Rifle Platoon, leaving one stand on the objective and transport them behind the church on the right objective. Risky but the game was now going into turn 7 and with dug in gone to ground infantry surrounding all the objectives, this game could have gone on for days as-is. The WG started to move resources to my one stand objective, and still having two infantry in Helos and two more units in reserve even thought they were Hummer Tows, I would have been able to hold the objective a few more turns and gambling to get my mobile infantry close enough to an objective.
At the end of Turn 7 I asked Commander Hunts if he wanted to call the game as it would take several more rounds of back and forth and already 3+ Hour game. Commander Hunts wanted to continue for the win, I conceded and pulled back the Marine Rifle Team for a loss. Time for new batteries for the MILES Gear.
May have been a loss for my Commanders, but a win for me to play and try the Marine Rifle Platoon and getting a game in on Sunday :-)
The US Marine Rifle Teams are large, but you must decide if you want to bring limited Dragons to play defensive or bring SMAW when being transported and close fire AT.
No AA for the M60s and light Armour have been tough getting use to after playing M1s for such a long time. They need cover to survive.
Playing large point games, it’s tough to find a LZ for your transport helo’s as the table is crowded. You need to get them out either very early or near the end of the game. Still need practice with the Air Cav and luck of the Mission in some cases.
Blue on Blue Games: For fun games does not matter. Just 4+ Shooting at 4+. For Campaign play, it does take the steam and excitement out of the game knowing that a win or loss does not matter or count. You are only playing for XP points.
I have not had very much luck with Cobras and think they will be moth balled again, and use those 14 points for additional AT resources.
I will be able to get in one more game before the end of the campaign, and once again bring another Company, just hope to find a Red Player.