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After Action Reports => Tabletop AARs => Topic started by: bob48 on January 27, 2014, 10:59:37 AM

Title: Desert heat AAR
Post by: bob48 on January 27, 2014, 10:59:37 AM
Desert Heat is the second standalone boxed game from Lock 'n Load in their 'Nations at war' series, and is a WWII adaptation of the popular World at War' system.

Units are platoons plus some assets in the form of 'weapons counters' that are assigned to a platoon and enhance firepower for that platoon, either as heavy machine guns or light antitank capability.

Platoon are grouped as a 'formation' plus an HQ and any assets assigned by the scenario, a formation being activated by a chit-pull method.

Map scale is approximately 150 mtrs per hex and each turn 5-15 minutes of real time.

Setting the Scene. Scenario 1. 'Mechili, Lybia. January 1941.

This pits elements of the Italian 7th Armoured (7 platoons of M13/40) and 2nd Bersaglieri (4 infantry platoons) against a British pure armoured force, consisting of 6 troops of Valentines from 7th RTR and 6 troops of Mk VI light tanks from 1st Dragoons supported by 3 troops of Crusaders. These enter play on turn 2 from the south east map edge.
Both sides can call in an artillery strike, 1 for the Italians and 4 for the British.

Objective.
The scenario uses maps A and D, with the Italians setting up on A and British 7th RTR on map D.
The British have 12 turns to control a small 5-hex town set pretty much in the centre of map A.

Historically, the Italians withdrew due to heavy losses, therefore, if they are reduced to 5 units (excluding HQ's) then 1D6 is rolled and on a result of '1' they withdraw and the British win.

The Plan.

The Italians decide to occupy the town with the infantry, since they can take advantage of defensive die rolls here, and also have bonuses when defending against unsupported armour. The armour is deployed to the east of the town where it is hoped they can take the British armour under fire as they close on the town.

7th RTR is set-up on the western edge of map D and will attempt to engage and destroy the Italian armour, while the remaining tanks, using their superior speed, will slip around the south flank and engage the infantry in the town. The task of the 3 troops of Crusaders will be to protect the right flank of the Dragoons and either take the Italian armour from the rear or assist in reducing the infantry.

Since the British have no infantry, care must be taken not to expose the light tanks to being assaulted by the infantry who can easily chew them up. Therefore, the intention is to close to within gun range in order to soften them up before assaulting the town. This is where the 4 artillery strikes will be used. An HQ with a LoS to a target hex can call down 2 strikes per turn, and each strike effects the target hex and the six surrounding hexes, and thus can be potentially devastating.

Once the light tanks are in position, the strikes will be used to reduce or disrupt the infantry - if they can be assaulted before they can recover from disruption, then they will be at a severe disadvantage.

So, that's the plan and hopefully I'll be able to post pictures of the set-up and position after turn 1 later today.
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 05:01:34 PM
Very sorry about the poor quality of the pictures, but I hope it will allow you to get an idea of the game flow.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fsetup_zps2176e133.jpg&hash=b232d0dd16f1209c502dc1aeedace1fa4e041cc8)

Looking west to east. the Italians are set up with the infantry in the town and the armour as far forwards as the scenario allows, but ready to move forwards.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fsetup2_zps20bffe22.jpg&hash=8feab3fc38d98a4a1d52ab8f23288e1c3ea71092)

looking south with 7RTR deployed as far to the west as possible and ready to go.

Not much activity on turn one, with 7th RTR activating first and advancing, then the Italian infantry who take no action, followed by the Italian armour who advance to meet the British.

Turn 2, and 7th RTR activate first and move forwards where the M13/14 take them under opportunity fire, disrupting 2 troops.
Next to activate is the Italian infantry, who remain in the town, followed by the 7th Armoured who open up at the British armour without causing any more damage. An EoT chit is pulled next followed by 1st Dragoons who start to move into position.
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 05:11:37 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fturn21stDragoons_zps7b2e1ce2.jpg&hash=b74f5c015fea435c78a28156edd9ecd96e7c0262)

1st Dragoons enter map.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fendturn2_zpsbe378797.jpg&hash=a62b0e0ca1c3a803852422839f6231bde4c7fb8d)

Situation at end of turn 2.
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 05:40:19 PM
Turn 3 began with 7RTR activating, but failing to rally the 2 disrupted troops. the remaining troops blasted away at the M13/40 inflicting only 1 disruption.

Next chit drawn was an EoT followed by the Italian infantry who remained in the comfort of the town.

7th Armoured activated next and continued to duel with the British tanks, but fortunately caused no further damage.

This was followed by the remaining EoT chit and thus the turn ended without 1st dragoons activating. They will retain this EoT chit until they have activated next turn.

Not a good turn for the British, with little damage being caused to the Italian armour and the light tanks now being behind schedule.
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 05:52:43 PM
Turn 4.

First activation chit pulled was for the Italian infantry, staunchly defending the town, followed by an EoT chit.

Next up was 7th RTR who managed to rally its 2 disrupted troops and expend much ammo firing at the M13/40's without a single hit!

7th Armoured activated next and also rallied its disrupted platoon before opening fire on the British tanks, reducing and disrupting 1 unit.

At last 1st dragoons activate and continue its move around the Italian flank.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fendturn4_zps9497b85b.jpg&hash=a9e18bea80a7d11b50122a80d005dea740df2bc4)
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 06:11:04 PM
Turn 5 was a bit of an non event, with 2nd Bersaglieri activating first, but remaining in the town. This was followed by an EoT chit and then 7th armoured, who fired happily at the Brits without any effect.

Now the other EoT chit, which meant that neither British formation activated, putting the plan even further behind.
Both EoT markers will be retained until these formations activate in turn 6.
Title: Re: Desert heat AAR
Post by: bob48 on January 27, 2014, 06:44:25 PM
Turn 6 and half way through the game.
7th armoured get first pull and blast away at the Brits, disrupting one unit and reducing the HQ. Rude words were spoken!

Next chit activated 7th RTR who managed to rally 3 troops and return fire at the M13/40's, reducing and disrupting 1.

The dragoons continue their dash, with the 3 troops of Crusaders peeling off to close with the Italian right flank, whilst the Italian infantry watch events from the town.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fendturn6_zpsd568fa4a.jpg&hash=c74f79589bf795faba0e6542f41ab6b80abd5ba8)
Title: Re: Desert heat AAR
Post by: Keunert on January 28, 2014, 06:51:25 AM
nice.

your photographs catch the stormy desert feeling rather well
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 07:56:50 AM
LOL - Thanks Kenny, although a fellow Grog has since given me a few tips on how to take better shots with my 'phone camera.
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 09:06:09 AM
Turn 7 kicks of with 1st Dragoons. The attached Crusaders have a longer range and more powerful main guns than either the Valentines or M13/40's, and immediately disrupt the Italian platoon on the far left flank. I have to be careful to keep these 3 troops in command range of the HQ unit.

However, the 7th armoured gets an opp fire shot in at the light tanks as they move around the Italian line and disrupt a unit and also reduce the HQ. Even ruder words spoken!

7th RTR rallies its 2 disrupted troops but fails to cause any damage to the Italian armour.

The Italian infantry activate without moving, and then both EoT markers are pulled, so 7th armoured does not activate.
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 09:20:22 AM
Turn 8 see's 1st Dragoons activating first and rallying its disrupted unit. The Crusaders pour fire into the M13/40's whilst the light tanks edge towards the town.

7th RTR at last rallies its 2 disrupted units and begins to close up on the Italian tanks, suffering a disruption in the process but also managing to destroy a reduced M13/40 platoon.

Next to activate is the 7th armoured who rally 2 disrupted units and open up on the Valentines. Not only do they reduce and disrupt 2 troops, but also destroy the reduced HQ. This, however, will be returned in the next marker removal phase.

An EoT chit is drawn followed by the 2nd Bersagileri, who continue to hold the town.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fendturn8_zpsd9cc7d3c.jpg&hash=fc377247b54e1dbf90449881c6b236bb6feb5b2e)

Situation at end of turn 8
Title: Re: Desert heat AAR
Post by: undercovergeek on January 28, 2014, 12:15:37 PM
MORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRE!!!!

Good skills Bob - is Mrs Bob the opponent or are you flying solo
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 12:32:01 PM
lol - solo on this one.

I'll post the last turns later today.
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 01:54:19 PM
First activation on turn 9 is 7th Armoured who now blast away at the Valentines at close range, reducing and disrupting one troop and disrupting another.

An EoT chit is pulled next followed by 7th RTR, who fail to rally any units or effectively fire at the Italians.

1st Dragoons now activate and push 2 troops of Crusaders around the flank of 7th armoured, whilst the remaining troop disrupt a M13/40 platoon. The light tanks edge further towards the town and await the HQ to move up. At this point, I really need to keep all sub units within its command radius.

2nd Bersagliri now decide that its a good time to call in their one arty strike on the massed MKV1's. They roll a 1, so the  strike fails to materialise. Oh dear, how sad, never mind.
The temptation here, had the strike caused a few disruptions, was to rush the infantry forwards and assault the light tanks, but this will not happen now.
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 02:07:08 PM
Looking a bit grim now for the Brits, although a win is still possible. Off we go with turn 10.

The Italian infantry activate and gird their loins for the coming assault, whilst 7th RTR rally 3 troops and blast away at 7th armoured, scoring.............no hits!

Now 1st Dragoons make their bigger guns count, destroying 1 platoon of M13/40's and reducing and disrupting another platoon, whilst 5 troops of MKVI open up at the infantry at max range. This reduces and disrupts 1 platoon and reduces the HQ. Quite a promising start to the assault. Next turn I'll drop some arty on 'em, since the Dragoons HQ now has a LoS to 3 of the town hexes.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Fendturn10_zps470464e1.jpg&hash=bbaa80f51093ee523aed7d4cb4fd290837c5835d)
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 02:20:02 PM
Turn 11 begins with 7th armoured, who blaze away and disrupt 1 troop of Valentines, this is followed by an EoT chit.

Now 1st Dragoons activate and as the first action call in 2 arty strikes (the maximum allowed per HQ). One of these fails to arrive but the other is spot on target, killing 1 platoon, reducing and disrupting another and disrupting a third. Even better, the reduced HQ is killed.

Now for the assault, but first, the 3 troops of Crusaders move behind 7th armoured, preventing them from disengaging and reinforcing the infantry in the town. In go the light tanks, assaulting a disrupted infantry platoon, reducing it and forcing it back. The 2 troops of light tanks have a precarious foothold in the town. However, a second pair of troops fail to dislodge a full strength undisrupted platoon and are disrupted for their trouble.

The second EoT chit is pulled and thus neither 2nd Bersagliri or 7RTR activate. The outcome of the game hangs by a thread.
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 02:54:28 PM
Turn 12 begins with 1st Dragoons. Unfortunately, the 2 troops who occupy the town hex are out of command radius, and a roll against the HQ command rating fails to establish contact. This means they can conduct no fire or movement. Bugger!

The Dragoons call down the last 2 arty strikes against the edge of the town, and once again, only one is on target - a bad time for me to roll a '1'. This does, however, kill a reduced platoon and disrupt another. A bit of a disaster now as the 2 disrupted troops of MKVI's fail to rally, and the remaining troop fire at the infantry for no effect. A single troop of Crusaders slips around the town and occupies a town hex. On the way, a platoon of M13/40's opp fires at it and misses. The remaining Crusaders engage another platoon of Italian tanks and destroy it.

7th RTR now activate and after managing to rally 1 troop they disrupt a platoon of M13/40's.

And finally, the Italian infantry, or what's left of them, get their moment of glory. 1 reduced platoon assaults the 2 OOC troops in the town, disrupting 1 and pushing them back, whilst a full strength platoon together with the reduced HQ assault and destroy the lone troop of Crusaders which had sneaked into the back of the town.

A resounding win for the Italians, and a fun scenario to play.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1076.photobucket.com%2Falbums%2Fw447%2FRobert_Ellis48%2Ffinalposition_zpscef66a19.jpg&hash=6c128b17a17acc2dce5d6df81a423c138ac09a56)
Title: Re: Desert heat AAR
Post by: undercovergeek on January 28, 2014, 04:46:53 PM
boooooooooooooo - i thought it would be a massacre for the Italians for sure

good gaming Bob - thanks for insight

MORE!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Desert heat AAR
Post by: bob48 on January 28, 2014, 04:57:26 PM
Thanks, Geek.