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Showing posts with label Tournament Report. Show all posts
Showing posts with label Tournament Report. Show all posts

Thursday, November 9, 2017

FOW LW Tournament - Toywiz October 2017

I headed down to Nanuet, NY to participate in a tournament run by Troy Baker and Ordo Malleus.  Its been a while since I've gotten a game with these guys since they manage to schedule their tournaments during every wedding I've been forced to attend over the past 2 years.  And there have been many weddings.  As my Friend "Matt Varnish" and his Canadian cohorts know, I've been unable to attend Canadian Nationals for 3 consecutive years due to weddings on Labor day weekend.

But the good news is that I'm running out of friends who haven't been married yet.....so I may have more time to do the important things....like painting models, and fighting with toy soldiers.

Some shots of the store:



The Tournament would be played in three rounds, and I brought my airborne, along with their over sized but pretty tray.  It would be the second time I had played Brit airborne in a tournament and I had learned some lessons from last time. I hoped they would pay off.

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Tuesday, October 24, 2017

Cruising with the Crusader Swarm - An Advance the Colors (MW 80 points) AAR




By Tom Burgess

There has been a lot of speculation and conjecture about Crusader and Honey Swarms being overpowered in Version 4 of Flames of War. However, my previous experiences at tournaments which had players playing Crusader and/or Honey "swarms" were not showing that these list we at all overpowered. In four MW tournaments, including the 2017 US MW Nationals, I had not seen one of these forces even place in the top three. At the US MW Nationals none even made it into the top half of rankings. However, it seems that these formations still have been a bit of a bugbear to many players despite articles and AARs posted by myself and Chris Fretts showing that they are not that dominating. So the only thing left for me to do was try a "swarm" myself and see how much damage I could do with it.




I've been enjoying playing MW Desert FoW battles since the release of Version 4. I have both DAK and 8th Army forces now, but had not yet tried the dreaded "Crusader Swarm." I already had enough Crusaders models on hand to kit out two full squadrons, but only one was painted. Seeing how questions about the "Crusader Swarm" still lingered and with Advance the Colors, an 80 point MW Tournament, approaching this gave me great motivation to build and paint up my second Crusader squadron.

Why Crusaders over Honeys? For me it was most simply because I had picked up some of the V4 MW British starter boxes to support my LGSs and that's what they came with. However, I do think I like the Crusader more so than the Honey anyway with its option to upgrade some to a Crusader III with 6pdr guns and Crusader II CS with a bombardment capability. The only trouble being how to tell the Crusader IIs, II CSs, and IIIs apart! I also really like the look of the Crusader as a sleek low riding gun platform that I could easily visualize kicking up some serious dust storms while running around the flanks of Panzers.



Building the Force.
The easy part was that two full Crusader squadron of 16 tanks each would be the basis of the force. That would give me full two HQ troops and eight line troops. I already had the first squadron modeled with two 6pdr and one 2pdr gun in each troop. I wanted the experiment with some new mixes in second squadron. For the 2nd Squadron, I modeled two troops will all 2pdrs and two troops with two 6pdrs and one 2pdr.

Formation 1 "A Squadron, 3rd Queen's Dragoon Guards (Bays)"
HQ: 2 Crusader II, 2 Crusader CS (7)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)

Formation 2 "B Squadron, 3rd Queen's Dragoon Guards (Bays)"
HQ: 2 Crusader II, 2 Crusader CS (7)
3 Crusader II (5)
3 Crusader II (5)
1 Crusader II, 2 Crusader III (7)
1 Crusader II, 2 Crusader III (7)

For support I thought that I needed at least some option to use "Spearhead" moves so I added the minimum necessary to have that capacity. This came in the form of three Universal Carriers with no upgrades. The last unit for this force was a Hurricane flight. I have found these crucial in my past games for dealing with Marders and Schelppers in German forces. Being that Advance the Colors would have Blue on Blue matches possible as well, I thought Hurricanes might help against M10s in US forces that I was likely to face.

Support
3 UC (2)
Hurricane (9)

That left me seven points for Command Cards. I normally don't take Command Cards as I don't find them really that necessary to do well, however for this test run of a Crusader Swarm I felt that I'd needed to take some. If I did not do well, I did not want people to say it was because I had not kitted out the Crusaders with any Command Cards.

So I first choose "Scout Tanks." Even though these make it harder for the Crusaders to flank Panzers and Shermans, it helps the Crusaders get hit less on the way in. To make up for the loss of speed incurred from the Scout tanks card, I next picked Pip Roberts. Though it's a bit of risk, successful Blitzes followed by a tactical move could get my Crusaders back on the flanks of Panzers and Shermans. That left just two points. I could have just taken another UC unit, but instead thought I'd experiment et with "Cavalry Commander," because it seemed cool and fluffy, and "Lucky" which I never used once for the whole event!

Command Cards
Scout Tanks (1)
Pip Roberts (4)
Cavalry Commander (1)
Lucky (1)

Game 1

My first game was Bridgehead attack Dick H's US Armored Rifles backed up by M10s.

U.S. Armored Infantry
HQ: 2 Carbine (2)
FU: Short AI (12)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 M3 81mm Mtr Carrier (2)
SU: 4 M10 (32)
SU: 3 M7 (11)
SU: 2 British 6pdr (6) 

I was the attacker and Dick deployed all of his forces save the four M10s on the board in reserves and a pair of British 6pdr guns in ambush. My plan was to swamp his right where one of the objectives was a bit further away from any buildings that infantry could use to occupy and contest an objective from and I could get some early direct fire shots on his M7 priest.


As my Crusaders advanced on Dick's right my Crusader CSs bombarded the buildings near his right objective. My Hurricanes arrived on turn 1 only to be shot down by .50 cal fire from his Assault Guns. That's the first time I've seen a whole flight taken out in one sweep in V4.

In Dick's turn one, he sprung his 6pdr ambush on the hill on his right. Those two veteran guns kept my Crusaders pinned down for four, if not five turns. Meanwhile I knocked out the Assault Guns and Priests and managed to chew through a good part of one of his right infantry platoon. Dick's M10s came out of reserve and proceeded to engage in some long range sniping.


I realized that time was running out and had to assault to clear off the last 6 pdr and destroy his HQ, but Dick still had infantry in the buildings contesting the objective which I could not assault. Fortunately there were a few teams from that platoon in foxholes outside the building which I could assault. Fortunately I was able to drive off the platoon in an assault which included forcing his teams in the building s away from my Crusaders near the objective.



So I won just as the time limit expired, but it was a bloody 6-3 win. Dick had actually managed to break one of my two Crusader formations. He in fact had destroyed well over 50% of my force. I learned that I need to be a bit more patient on bringing in my Hurricanes against US forces and that my "No-HE" tanks were not likely to shoot any infantry off of objectives.


Game 2

In game two I was matched against Richard N's US Rifle Co defending in No Retreat.

U.S. Infantry Rifle Co
HQ: 2 Carbine (1)
FU: Full Inf + LMG (9)
FU: Full Inf (8)
FU: 3 81mm Mtr (3)
FU: 3 81mm Mtr (3)
SU: Full AI (15)
SU: 4 M10 (32)
SU: 3 British 6pdr (9) 

The board had big town centered in his deployment area where he of course placed his objective. I placed my objective out in the open on Richard's right but he placed his Armored Rifles all over it and all of his minefields in front of it. He placed his four M10s in reserves and a unit of three British 6pdrs in ambush. I knew taking on two Rifle Platoons in a town was going to be hard, but I was hoping I could pull it off like I did in game one and I wanted no part of that Armored Rifle platoon with 5 bazookas backing up a minefield.


I initially advanced the Crusaders on broad front, but shifted all of my forces to my right as Richards M10s came out of reserve on his right. Richard popped his 6 pdr ambush on his left against my main effort but without causing major losses. So I dropped in a smoke screen and dashed what I could to get all of my tanks shielded by the smoke from his 6pdrs and by the town from his M10s.


I used my "Cavalry Commander" to get flank assault on the 6pdrs clearing them. I was then starting to circle the town from the rear and started knocking off the halftracks from the Armored rifles to reduce the AAA fire my Hurricanes would face when coming in on the M10s. Meanwhile my Crusader II CSs bombarded the town and most of one US Rifle platoon was destroyed. This forced Richard to shift over teams from his second platoon and Armored Rifles. The Hurricanes and some 6pdr Crusaders finished off the M10s and some Crusader II's overran a US mortar platoon but time had run out. The game ended as a draw 3-3 with us each losing three platoons.


In hind sight I should have just said "damn the minefield" and thrown all my weight against the more exposed, but heavily protected objective. It might have risked a loss more there, but there was a chance for a win maybe. I fear that instead I took a course of action that was "safer" but in hindsight, likely to only ever win in a draw.

Game 3
For the last round of the first day I was matched up against Chris N's German DAK Pioneers in Breakthrough with me attacking.

German Infantry
HQ: 2 SMG (2)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: 3 Captured 6pdr (9)
SU: 4 Marders (16)
SU: 4 Captured 25pdr (14)
SU: 2 Sd 231 (2)
SU: 2 Sd 231 (2)
Cards:
Captured 6pdr
Captured 25pdr
Pure Luck: (1)
Pioneer Company (1)
Erwin Rommel (6)



Chris placed captured 25 pdrs  as a base of defense. He had captured 6 pdrs in ambush had one of his three Pioneer units on the board along with two SdKfz-223 8 Rad units. In reserve he had the rest of his Pioneers and a unit of Marders.

I decided to weight my advance on my left dashing up behind a smoke screen from all the Crusader CSs tanks. Chris popped his ambush on my right flanking some Crusaders, but I took minimal losses and would soon leave these captured 6 pdrs behind me.



After the smoke screen cleared I again found myself having great difficulty taking out veteran dug in guns with my "No HE" tanks. It took several turns to clear them and I lost a few troops to the fire of those captured 25pdrs and the Marders. The Marders actually were taken out quicker than the 25pdrs  once they came in from reserve. My Hurricanes were a big help here.


Again as the clock was winding down I found myself in a situation where  had to assault on the last turn of the game to push my opponent off the objective. It worked despite getting counter attack rerolls from his Formation Commander. So again I barely squeaked out a 6-3 win.


Game 4

In game four I was matched against Chris F's US Armored Rifles backed up by M3 Lees, P 40 Warhawks, and worst of all...more veteran British 6 pdrs! Our mission was Encounter. 

U.S. Armored Infantry
HQ 2 Carbine (2)
FU: Full AI (15)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 37mm AT (4)
FU: 3 81mm Mortar Carrier (2)
SU: Recon Patrol (3)
SU: 4 Lee L (24)
SU: 3 British 6pdr (9)
SU: Warhawks (6) 


Chis had deployed his 6pdrs his left which meant that I was going to push everything against his right.On Chris' right he had his big Armored Rifle platoon and 37mm Anti-Tank Guns on a hill.  Both of my Crusader CS HQs ranged in on the hill and rather than face rerolls of saves on following turns, Chris pulled most of these units to the reverse slope of the hill leaving some infantry forward as a screen.



I had massed all but one Crusader platoon against Chris' right.


He got his reserves exactly where he needed them and rolled in his M3 Lees.  I lost a few Crusaders but was able to use Blitz moves to get my 6pdr Crusaders into some concealing brush. His Lee's in the open being much easier for my Crusaders to hit than his Lees could hit back made this a losing battle for him. It would have been better if he brought his Lees up on the Hill to get Hull Down, but it was just way too contested there.



After knocking out the Lees and 37mm ATG I found myself again short on time so had to go into the assault to win the game.





Fortunately, I had four Crusader troops that were able to get into assault position. The first three assaults ended in disaster. All three were defeated by just a pair of Bazookas. Chris would kill or bail one Crusader on the way in, and then kill or bail one in melee and the troop would then fall back leaving it bailed tanks to get captured.


Only the fourth troop one it's assault, but it was too far the objective to push Chris back enough to secure the win.  So we ended up as a 3-3 draw.


Game 5

Going into my last round I had two 6-3 wins and two 3-3 draws (losses). This round was going to be Dust Up and I was matched against Joe M's US Rifles backed up with 105mm Howitzers, British Grants, and Sherman tanks (which were his reserve).

U.S. Infantry
HQ: 2 Carbine (1)
FU: Infantry S (6)
FU: Infantry S (6)
FU: Infantry S (6)
SU: M3 Stuart OP (1)
SU: 4 105mm Arty (10)
SU: 4 M4 Sherman (32)
SU: 3 M3 Grant (18) 



I finally got to use Spearhead in this round! I sent my UCs far to my right as I could and placed virtually everything there with them. My Hurricanes and Crusader and most of my A Squadron were in reserve. So basically I had all of B Squadron and the A Squadron HQ on the board.




In the first few moves I concentrated my Crusaders on Joe's British Grants while then HQ Crusaders CS tanks bombarded his 105mm artillery.  I lost my "Cavalry Commander" Crusader platoon,  but finally managed to knock out the Grants and whittle down the 105mm artillery to just two guns. 
I had also managed to kill off all of Joe's Bazookas after the Bazookas from his rear platoons moved forward to support his front but where caught out in the open.



I was able to get an initial assault against the front objective, but the single troop I was able to send it was repulsed fortunately with no loss.




In the next turn, with Joe's Shermans, came rolling out of reserve. I saw that I could concentrate a Crusader troop and a Crusader HQ to assault.  Joe managed to throw back one assault, but the second succeeded as I pushed Joe's lead Rifle platoon off of the front objective.


Unfortunately Joe's Rifle platoon leader was just out of range to allow a counter attack reroll from his Formation Commander. They were close enough when he deployed, but losses and counter attacks caused Rifle platoon leaders position to change. This game was a 7-2 win for me and was my quickest game.

If Joe had dashed his Shermans on instead of moving tactically and shooting when they arrived, then I think he could have got his Shermans in close enough to provide defensive fire that would have prevented my game winning assault.

Recap

So I ended up the tournament with 25 points and secured 4th overall. I tried my best to get in the top three but running a force with virtually all “No HE” tanks and then facing off against three infantry and two Mech infantry companies was going to be rough.  

My Crusader tanks did fine against any other tanks they faced but struggled against veteran anti-tank guns. The Crusader CS got to use smoke screens in at least three games, which was great, and they did well when they bombarded trained US units, but struggled to get a pair of 4+’s when bombarding veterans.  My Hurricanes died instantly in game one and never made an appearance in game four or five, but they were crucial in knocking out M10s in game two and Marders in game three.

The Command Cards were a big help. The “Scout Tanks” cards was crucial as I ended up in a lot of frontal gun duels. No doubt it was very useful, but I felt it automatically compelled use of the “Pip Roberts” card to help give back , through a blitz, some of speed that the “Scout Tank” cards caused.  “Cavalry Commander” was a neat card and I actually got to use it a couple times, most notably to flank a British 6pdr unit in game two. The “Lucky Card” was never used once as I always seemed to forget it. It might have made a difference in my game four if I could have remembered it on one of my key failed counter attack rolls. I’d have loved to have got the “John Currie” card in if I had the points, but I found with good placement of my two formation commanders that they allowed for enough remounts and re-rolled last stand checks to keep my 5+ morale units going. When a troop was down to a single tank, I was not worried about it sticking around that much.



I had a great time running this force, but found the “Crusader Swarm” far from an auto-win. I only ended up with three wins and two of those were very close wins. Another player also ran two British light tank formations, but he had much less tanks but had  more support. His force was more balanced than mine and he was able to take 2nd place. That player, by the way, was one of the top 10 ranked players in the US! He had:

British Armor / Armor
HQ: 1 Crusader II , 2 Crusader CS (5)
FU: 1 Crusader II, 2 Crusader III (7)
FU: 1 Crusader II, 2 Crusader III (7)
HQ: 4 M3 Honeys (7)
FU: 3 M3 Honeys (5)
FU: 3 M3 Honeys (5)
SU: 4 25 PDR (14)
SU: Hurricane (9)
SU: U.S. Armored Infantry(15)
Cards:
LRDG Raid (2)
Artillery Expert (1)
Scout Tanks (1)
Roll Over Them (1) 

Final Observations

I think the best thing about the “Crusader Swarm” was that due to the attacker/defender selection system used at Advance the Colors, I was the attacker in every defensive and mobile mission. I liked that and also found that in the two fair fight missions, my opponents were basically constrained to a defensive posture.  So the initiative was always in my hands and I pretty much got to dictate where the main fights would occur, even if they did not always work out in my favor. I liked that a lot about this list.

The list does have its problems though. No serious bombardment capability and No HE on virtually all tanks meant that just a few veteran AT Guns could really cause me problems. Then there was the issue about not being able to assault into buildings at all. This really hurt me in game one and game two. Finally the list does bleed points with its 5+ last stand checks. I lost at least three units in every game except the last. In a couple of games I lost as many as five or six units, and in at least one game a whole formation.

In my assessment, the “Crusader Swarm” can be a lot of fun to run if you like to maintain the initiative, but by it’s very nature it is unbalanced and will have a hard time pressing the attack to take objectives. I’m pretty sure I’ll not run two full Crusader squadrons again at less than 80 points, but I’d like to try it again 100 points to see what it can do with some better support options added.


Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.





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Tuesday, October 17, 2017

Back in the V4 Saddle???


This past weekend I answered a call from a friend to step in last minute and run the Flames of War V4 tourney at MiniWars in Fullerton California. I was already scheduled to run the Team Yankee tourney on Sunday, so it wasn't a problem to step in and run the Maus Haus tourney on Saturday, as well.

Unfortunately, the player list for the FOW tourney wasn't very deep. With the original TO and his son out, another friend and I stepped in to play in the FOW tourney and get them up to 4 tables. I knew I could step out if we had a drop or an add last minute. (I'm not in favor of TOs playing in their events, but understand it may be necessary to make the experience better for the players and get another table in when needed.)

Those who read the forums know that I've moved away from FOW for my WWII gaming experience. This was an opportunity to give it one last go, and play well outside my comfort zone. Please allow me to share my return to V4 experience.

Kevin ran LW Japanese and finished 2nd in the tournament. He also took home Best Painted Honors both days.

The tourney was a V4, Late War event set at 1665 points. There were already a lot of Soviet armies ready to take the field, so I abandoned my beloved British Rifle Company for a German army. This was probably for the best since the play style of V4 doesn't match my cautious defensive infantry play.

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Tuesday, August 22, 2017

GenCon 2017 Report


Prepped and Ready for GenCon 2017 - bring on the Players!

The Weekend's Lineup 

Since 2011 Able Kompanie has hosted a full weekend of Tournaments and Event Games at GenCon in Indianapolis.  This year we planned to host four Tournaments, EW, MW, LW and, for the first time, Team Yankee,  Due to lack of ticket sales, we had to cancel the Team Yankee Tournament but will try again next year.  However, over 40 players showed up with 54 different Armies to play in the other three Tournaments.  We also hosted 48 1-on-1 2Hr. TANKS! sessions to introduce players to the game.  All of those sessions quickly sold out and we ended up with 85 of the 96 slots filled by the end of the weekend.

Tanks - Our Teaching Game


We had four 3'x4' tables set for TANKS and two of our GM's ready to teach the game during our four  2-Hour Gaming Sessions each day.  We had eight 100pt. Forces of 4 Tanks for the Players to use.  The Tanks were painted by members of Able Kompanie.  Here are some of the Forces (I missed getting a photo of one of the German Forces):



Most of the people who came to play TANKS had not played the game before.  Everyone seemed to have a great time and it looks like we launched quite a few new Players into the game.  The GF9 Booth sold out of the Starter Sets in the Vendor Hall so I guess we were successful.



Tournaments, Tournaments, Tournaments

We had three very successful Tournaments this year.  About 40 individual players playing over 50 different Armies competed over the weekend.  All three Tournaments were using the V4 Rules.  As V4 is still kind of new in the Tournament Scene, here is a breakdown of how we handled the various mechanics of the Tournaments.

Mission Choices

Our Group feels strongly that all players should be playing the same mission each Round so we did not use the Battle Plans.  We did want to keep the Missions at least semi-random so we used our old favorite "Wheel of Doom" for Mission Selection.  We like the visual excitement of spinning the wheel each Round.  And this system allows the TO to guide the Tournament by making pie slices bigger or smaller for the Missions on the Wheel.  As you will read below, we used a slightly different process for selection of Attacker/Defender. 

Attacker/Defender Selection

We used two different methods of selecting Attacker/Defender - one for MW and another for EW/LW.  We like both so thought we would give them a try.

For MW Attacker/Defender Selection 

Both Players add up the total points for any Infantry Formation(s) they have in their Force.  This includes all units including Bren Gun Carriers, AT Guns and AA.  They would also add the total points for any Infantry Platoon taken as a Support Choice.  Players would compare the Point Totals and the Player with the higher number would be the Defender.  Our thinking is that the player with the lower number would have more Mobile Assets and would therefore be better suited to be the Attacker.  This would help in Infantry on Infantry Match Ups as well as opposed to a simple die roll regardless of how much of each force is Infantry.

For EW/LW Selection

We used the following point values for each type of Force:
Tanks = 3pts
Mech = 2pts.
Infantry= 1pt
Fortified=0pts.

Players add up the total points for all their Formations and then divide by the number of Formations.  The player with the lowest number is the defender.  So, for example, A player with a Mech/Infantry Multi-Formation would have a point value of 1.5 while a player with a Tank Formation would have a point value of 3.  As it turned out we only had one player with a multi-Formation List so we really ended up with the V3 Tanks attack Mech & Mech attacks Infantry. It all seemed to work out fine.

Victory Conditions 

We were presented with the opportunity/challenge of having our first Tournament on the morning of the new Victory Conditions being released.  I did see a post the night before detailing the changes and got in touch with Joe Lewis and Andrew Hopson - the other TOs for the Tournaments.  We looked over the changes and liked them .  We decided it would be a lost opportunity if we didn't try them out over the 30 + games and 40+ Players over the weekend.  We took the time each morning during the Tournament briefing to explain them and by the second day had handouts for each player with the Victory Conditions wording.  And the results were great.  A large number of players, both as attacker and defender, reported that the new Conditions worked well and contributed to the completion of games which might have otherwise ended as draws.

Wins vs. Draws

Overall through the 78 games played in the three Tournaments we saw 75% of the games played have a Winner.

Here are the Breakdowns for each Tournament:

Early War - 15 of 24 Games Completed  63%
Mid War - 19 of 24 Games Completed 79%
Late War - 25 of 30 Games Completed 83%

I think the lower completion rate for Early War is a combination of quite a few large infantry forces, Russian Strelk and Polish Infantry especially, and a higher percentage of V4-inexperienced players in their mix.

Here is the Breakdown by Mission

Encounter -        13 Completed & 5 Draws  72%
Dust Up -           12 Completed & 4 Draws  75%
Breakthrough -   7 Attacker Wins & 6 Defender Wins & 5 Draws    72%
No Retreat -        4 Attacker Wins & 5 Defender Wins & 1 Draw     90%
Counterattack -   4 Attacker Wins & 4 Defender Wins & 0 Draws  100%
Bridgehead -      2 Attacker Wins & 2 Defender Wins & 4 Draws     50%

Bridgehead clearly had the highest percentage of draws accounting for almost 25% of them.  It was played in the Early War Tournament so it may be that again the large infantry forces in that Tournament contributed and number of inexperienced players contributed to that number of Draws.

The Last Section of this Article is all the details of the Tournaments - Enjoy!

Early War 1500pts.


8 Allies & 8 Axis

Final Standings

1. Joe Lewis – German Mtn. Infantry                                   
2. Scott Dyer – German Light Panzer                                    
3. Richard Hurchanik – German Panzershutzen                       
4. Chuck Hiner – Russian Light Tank Battalion                       
5. Garrett Hunter- French Recon                                               
6. Chris Novak- Russian Strelkovy                        Best Sport
7. Jim McKinney-British Armoured Regt.                                   
8. Doug Wood – German Light Pioneer                                   
9. Alan Wright – Hungarian Tank Co.                                   
10. Mike Brenneman – British 8th Army Rifle                       
11. Jackson Simon – Russian Strelkovy                                   
12. Ben Mulick – Polish Infantry                                               
13. Robert Klemic- Italian Bersaglieri            Best Army
14. Scott Erny – German Grenadier Co.                                   
15. Bob Boggs – Russian Strelkovy                                               
16. Mark Jones – German Panzer Co.- Czech   

Round by Round Breakdown

Round 1 – Dust Up – 2 Axis Wins, 4 Allied Wins, 2 Draws – 75% Completed
German Light Panzer Win
German Mtn Infantry Win
Russian Light Tank Battalion Win
British 8th Army Rifle Co. Win
British Armoured Regt. Win
French Recon Win
2 Draws

Top 5 after Round 1
German Mtn. Inf Co.                                8pts
German Light Panzer Co.                        8pts
Russian Light Tank Battalion                  8pts
British Armoured Regt.                           8pts           
French Recon                                           8pts

Round 2 – Bridgehead – 3 Axis Wins, 1 Allied Win, 4 Draws – 50% Completed
German Mtn. Inf Co. Win                       
German Light Panzer Co. Win           
Russian Strelkovy Win                       
German Panzershutzen Win
4 Draws

Top 6 after Round 2
German Mtn. Inf                                    16pts.
German Light Panzer Co.                      16pts.
Russian Strelkovy                                  11pts.
Russian Light Tank Battalion                   9pts.
French Recon                                            9pts.
German Panzershutzen                             9pts.

Round 3 – Breakthrough – 4 Axis Wins, 1 Allied Win – 63% Completed
German Mtn. Inf. Co. Win
Russian Light Tank Battalion Win
Hungarian Tank Co. Win
German Light Pioneer Win
German Panzershutzen Win
3 Draws

Top 5 EW Lists       

1st Place - Joe Lewis – German Gebirgjagers 

 

8-1 Encounter vs. Jackson Simon – Russian Strelkovy
8-1 Bridgehead vs. Jim McKinney – British Armoured Regt.
8-1 Breakthrough vs. Scott Dyer – Light Panzer Co.


2nd Place - Scott Dyer – Light Panzer Co

 

8-1 Encounter vs. Bob Boggs – Russian Strelkovy
8-1 Bridgehead vs. Mike Brenneman – British 8th Army Rifle
1-8 Breakthrough vs. Joe Lewis – German Gebirgjagers


3rd Place - Richard Hurchanik – German Panzershutzen

1-2 Encounter vs. Ben Mulick – Polish Infantry
8-1 Bridgehead vs. Bob Boggs- Russian Strelkovy
8-1 Breakthrough vs. Chris Novak – Russian Strelkovy


4th Place - Chuck Hiner – Russian Light Tank Co.

 

8-1 Encounter vs. Alan Wright – Hungarian Tank Co.
1-1 Bridgehead vs. Garrett Hunter – French Recon
7-2 Breakthrough vs. Jim McKinney – British Armoured Regt.


5th Place - Garrett Hunter – French Recon

8-1 Encounter vs. Doug Wood –German Light Pioneer
1-1 Bridgehead vs. Chuck Hiner – Russian Light Tank Co.
3-1 Breakthrough vs. Mike Brenneman – British 8th Army Rifle


Mid War -  75pts.

9 British & 7 German

Final Standings

1. Rozy Rozmarin - German Tank Co.                                   
2. Jeremy Cicak-Grant & Honey & Motor Co.                       
3. Jim McKinney – Grant and Honey Squadron                       
4. Chris Fretts-Crusader & Motor Co.                                   
5. Chuck Hiner-Crusader & Motor Co.            Best Army                                   
6. Rick Gearheart –Crusader & Motor Co.                                   
7. Harlow Stevens – Afrika Rifle Co.                                               
8. Dick Hurchanik-Afrika Rifle Co.                                               
9. Chris Novak-Afrika Rifle Co.                        Best Sport                                               
10. Mike Brenneman-Grant Squadron                                   
11. Andrew Hopson-Honey & Motor Co.                                   
12. Mike Mansfield-Afrika Rifle Co.                                               
13. Robert Klemic-Afrika Rifle Co.                                               
14. Joel Hassler – Honey Squadron                                               
15. Alan Wright-Honey & Motor Co.                                   
16. Charles Smith – German Tank Co.

Round by Round Breakdown

 
Round 1 – Encounter v- 2 German Wins, 3 British Wins & 3 Draws- 63% Completed
German Infantry Win
German Tank Win
Crusader Squadron & Motor Co. Win
Grant Squadron Win 
Crusader Squadron & Motor Co. Win
3 Draws

Top 5 after Round 1
German Tank Co.                                             8pts
Grant Squadron                                                8pts
Crusader Squadron & Motor Co                      8pts
Grant & Honey Squadrons & Motor Co.         7pts
Afrika Rifle Co.                                               7pts.

Round 2 – Counterattack – 3 German Wins, 5 British Wins – 100% Completed
German Tank Win
Afrika Rifle Win
Afrika Rifle Win
Honey Squadron & Motor Co. Win.
Crusader Squadron & Motor Co. Win
Crusader Squadron & Motor Co. Win
Grant & Honey Squadrons Win
Grant & Honey Squadrons & Motor Co. Win

Top 6 after Round 2
German Tank Co.                                                15pts
Grant & Honey Squadrons & Motor Co.            15pts
Afrika Rifle                                                          11pts.
Afrika Rifle                                                          11pts
Grant & Honey Squadron                                    10pts
Crusader Squadron & Motor Co                          10pts

Round 3 – Dust Up – 3 German Wins, 3 British Wins & 2 Draws - 75% Completed
Crusader Squadron & Motor Co. Win
Afrika Rifle Win
German Tank Win
Grant & Honey Squadron Win
Afrika Rifle Win
Crusader Squadron & Motor Co. Win
2 Draws

Top 5 MW Lists


1st Place - Rozy Rozmarin – German Tank Co.
8-1 Encounter vs. Charles Smith – German Tank Co.
7-2 Counterattack vs. Rick Gearheart – Crusader Squadron & Motor Co.
6-3 Dust Up vs. Jeremy Cicak – Grant & Honey Squadrons & Motor Co.




2nd Place - Jeremy Cicak – Grant & Honey Squadrons & Motor Co.

7-2 Encounter vs. Jim McKinney – Grant and Honey Squadrons
8-1 Counterattack vs. Mike Brenneman – Grant Squadron
3-6 Dustup vs. Rozy Rozmarin – German Tank Co.



3rd Place - Jim McKinney – Grant and Honey Squadron


2-7 Encounter vs. Jeremy Cicak – Grant and Honey Squadrons & Motor Co.
8-1 Counterattack vs. Mike Mansfield – Afrika Rifle Co.
6-3 Dustup vs. Rick Gearheart – Crusader Squadron & Motor Co.



4th Place Chris Fretts – Crusader Squadron & Motor Co.


2-2 Encounter vs. Harlow Stevens – Afrika Rifle Co.
7-2 Counterattack vs. Richard Hurchanik – Afrika Rifle Co.
7-2 Dustup vs. Andrew Hopson – Honey Squadron & Motor Co.


5th Place - Chuck Hiner – Crusader Squadron & Motor Co.


2-1 Encounter vs. Mike Mansfield – Afrika Rifle Co.
7-2 Counterattack vs. Joel Hassler – Honey Squadron
7-2 Dustup vs. Mike Brenneman – Grant Squadron






Late War 1625pts.

 


13 Allies & 7 Axis

Final Standings

1. Chris Fretts-  US Armored Rifle – Battle of the Bulge                       
2. Mike Brenneman – British Rifle Co. –Nachtjager                                   
3. Joe Lewis – US Tank Co – Battle of the Bulge                                   
4. Chris Novak – Russian Motostrelk-Desperate Measures                       
5. Jim McKinney-Fallschrimjager – Fortress Italy                                   
6. Christian Bach-US Paratroops- Battle of the Bulge           
7. Joshua Miller-US Tank – Bridge at Remagen                                   
8. Scott Erny-US Tank-Bridge at Remagen                                               
9. David Cicak-Russian Motostrelk – Red Bear                                   
10. Jason Stubbs- US Armored Rifle(Dismtd)-Bridge at Remagen           
11. Will Yankausky – Hungarian Tank Co.-Grey Wolf                                   
12. Doug Wood – Pieper Tank/Volksgrenadier-Ardennes                       
13. Mark Jones-Canadian Tank Co. – Road to Rome                                   
14. Richard Hurchanik-German Tank Co. Peiper-Ardennes                       
15. Matthew Thomas-British Tank Co-Market Garden            Best Sport                       
16. Drew Merrill-German Heavy Tank-Bridge at Remagen                       
17. Alan Wright-New Zealand Rifle – Road to Rome                                   
18. Chuck Hiner-US Paratroops – Battle of the Bulge            Best Army                                   
19. Scott Dyer – German Panzergren (Lehr) Atlantic Wall                       
20. Peter Adolphsen-German Panzergren-Grey Wolf     


Round by Round Breakdown

Round 1- Encounter – 3 Axis Wins, 5 Allied Wins & 2 Draws
8-1 US Armored Rifle Win vs. US Paratroopers
8-1 British Infantry Win vs. Canadian Tank
8-1 German Fallschirmjager Win vs. US Tank Co.
8-1 Russian Motostrelk Win vs. German Panzergren (Lehr)
8-1 Hungarian Tank  Win vs. US Armored Rifle
8-1 German Peiper/Volksgren Win vs. New Zealand Infantry
8-1 US Tank Co. Win vs. British Tank Co.
6-3 US Tank Co. Win vs. German Heavy Tank Co.
2 Draws

Round 2-No Retreat –  0 Axis Wins, 9 Allied Wins & 1 Draw
8-1 US Armored Rifle Win vs. German Peiper/Volksgren.
8-1 US Tank Co Win. vs. Hungarian Tank Co.
8-1 US Paratroopers Win vs. US Paratroopers
8-1 US Tank Co. Win vs. German Panzergren (Lehr)
8-1 US Armored Rifle Win vs. British Tank Co.
8-1 Canadian Tank Co. Win vs. New Zealand Infantry
7-2 British Infantry Co. Win vs. German Fallschirmjager Co.
7-2 Russian Motostrelk Win vs. German Heavy Tank Co.
6-3 US Tank Co. Win vs. Russian Motostrelk
1 Draw

Top 5 after Round 2
US Armored Rifle Co.    16pts.
US Tank Co.                    16pts 
British Rifle Co.              15pts.
US Tank Co.                    12pts.
Russian Motostrelk          11pts.

Round 3-Breakthrough – 2 Axis Wins, 6 Allied Wins & 2 Draws
8-1 US Tank Co. Win vs. Hungarian Tank Co.
8-1 British Rifle Co. Win vs. US Tank Co.
8-1 Russian Motostrelk Win vs. Canadian Tank Co.
8-1 US Paratroopers Win vs. German Heavy Tank Co.
7-2 US Armored Rifle Win vs. US Tank Co.
7-2 British Tank Co. Win vs. German Panzergren (Lehr)
7-2 German Fallschirmjager Win vs. Russian Motostrelk
7-2 German Tank Co. Win vs. New Zealand Infantry
2 Draws

25 of 30 Games Completed
7 Axis Players (35% of Total)      5 Wins (20% of Wins)
13 Allied Players ( 65% of Total)      20 Wins (80% of Wins)


Top 5 LW Lists       

1st Place - Chris Fretts – US Armored Rifle (CV) – Battle of the Bulge


8-1 Encounter vs. Christian Bach – US Paratroopers
8-1 No Retreat vs. Doug Wood – German Tank (Peiper) & Volksgrenadiers (2 Formations)
7-2 Breakthrough vs Joe Lewis – US Tank Co. (CT)


2nd Place - Mike Brenneman – British Rifle Co – Nachtjager


8-1 Encounter vs. Mark Jones – Canadian Tank Co.
7-2 No Retreat vs. Jim McKinney – German Fallschrimjagers
8-1 Breakthrough vs. Scott Erny – US Tank Co.



3rd Place - Joe Lewis – US Tank Co. (CT) Battle of the Bulge


8-1 Encounter vs. Matthew Thomas – British Tank Co.
8-1 No Retreat vs. Will Yankausky – Hungarian Tank Co.
2-7 Breakthrough vs. Chris Fretts – US Armored Rifle Co. (CV)


4th Place - Chris Novak – Russian Motostrelkovy – Desperate Measures


3-1 Encounter vs. Peter Adolphsen – German Panzergrenadiers
7-2 No Retreat vs. Andrew Merrill – German Heavy Tank Co.
8-1 Breakthrough vs. Mark Jones – Canadian Tank Co.


5th Place - Jim McKinney – German Fallschrimjager – Fortress Italy


8-1 Encounter vs. Joshua Miller – US Tank Co.
2-7 No Retreat vs. Mike Brenneman – British Rifle Co.
7-2 Breakthrough vs. David Cicak – Russian Motostrelkovy


Wrap Up 

Thanks to everyone who helped make our Events at GenCon 2017 a big success.  All seemed to have a great time.  We plan to do this again next year so please consider joining us then!

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