AAR : Land of the Free playtest

Eric, Chuck, Arron and I a few weeks back managed to pull together a trial game of Osprey’s Land of the Free. We used our hodgepodge of 28/25mm lead that we have been building across the group.

Eric setup approx a 5’x6′ table and had some new pretty 28mm buildings to put into the fray. They were Miniature Building Authority stuff which always looks first rate.

The rules offer a nice way to put together a points based action to acquire tiny, small, medium or large sized elements as well as artillery and cavalry. The rules go out of their way to be flexible so the definition of what is the range from tiny (a section, a platoon) to large (company 2 companies battalion)  is sort of left up to the designer of the scenario. Likewise the exact number of figures of left for you to choose what works. This seemed to actually work quite well.

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I decided to field my War of 1812 figures. With my points I picked up a couple of medium elements and some artillery. We all agreed on number of figures per element so like a medium element was 12 figures, large 16 etc.

Likewise Chuck who was on my side picked up a couple of a tiny elements, a large element and then some artillery.

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Here Aaron maneuvers across a field and sets his artillery.

So let’s talk about how it plays.

Command in this game is critical. There are several command ratings which influence both command range as well as how many command points a commander can issue. An awful commander will have d3-1 command points per turn, while a great commander will have d3+1.

We rolled up our commanders and as luck would have it, Chuck had a great commander and mine was just down right poor. Our overall army leader was likewise a real turd.

Another important aspect is morale. These tests are taken on 2d6. The morale grades for a unit range from Fit, Shaken, Exhausted and then Shattered. As written once you fall out of Fit, you can’t improve back up to it, best you can do is get up to Shaken.

When the game starts, one side gets initiative and becomes the active side. The active general decides which group commander to activate. The group commander typically will have maybe 3-4 elements under his command. When active then the commander and his units will perform actions and the commander might expend his command points for those units within his command radius. Note that a commander actually MOVES first, then he doles out orders for his troops, so it’s possible for an element to move out of command and then be out of range for the benefits of the commander.

So each element has generally 3 maneuver actions and 3 combat actions. Movement are done first, then combat. Maneuver actions are things like move forward, oblique, backward, turn, column into line and line into column, charge, reload, remove a disorder marker, cross a linear obstacle, or store a maneuver action. The store is handy for use as a counter charge.

Combat actions are fire a volley, fight, or store. Store is good for the purposes of a snap fire, in the case that a unit marches across the threat one.

Then on top of that group commanders or army commanders can use their command points to force orders onto elements. These forced orders are the same as I’ve mentioned above and then a few specials. Regardless in order to force an order, you have to pass a morale check. O in the midst of fire and have lots of minuses and your commander is yelling at you to get another volley off .. and o your commander sucks because he’s awful and the men don’t like him? Yeah… kinda hard to make that die roll…. as it … should … be. Fail the roll and your element gets a disorder.

The special commands are things like encouraging words (ie regain morale), wait for my command (convert a command point to give a element a stored combat or maneuver command), field promotion, inspirational charge, concentrated volley, or rally.

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Eric and Aaron’s forces at the start of the game.

Shooting range bands are 12″ for muskets and 18″ for rifles. Cannon are either 36″ or 48″ depending on the size of the gun. They do have mortars and rockets for war of 1812, but we didn’t field any.

Fire is conducted by rolling some number of d6s and a 5 or a 6 is a hit. Generally you roll two dice plus the number of action dice but cover, open order, long range, point blank, flank, disorder might add or remove dice. The number of action dice is dependent on the size of the unit or the type of artillery. If you roll two or more 1s across all the dice, it’s called a ragged volley and you lose a hit (if you had one).  If you roll 2 or more 6s, it’s a punishing volley and your target receives a disorder marker.

With hits, you’d think you’d just knock off figures. Well in this game you don’t. Each element has a “discipline” rating which is based on the size of the element. Tiny infantry is a 1. A small is 2. Medium is 3 and large 4. Once you accumulate a number of hits equal to your discipline rating, you take a morale test. As written if you pass the morale test, you still degrade a morale level, discard all your hits but stand fast. Fail and you are forced to withdraw, lose a morale level but you still discard the hits. If you take more hits than your discipline rating, it’s a further -1 for each value past your rating on your morale check.

Remember that special Rally order? If you use it and you’re successful, you’re able to either discard your disorder markers, remove all current hits, or if you have no hits, upgrade it’s discipline level. You can’t get back to fit tho.

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The American line late in the game, looking across the field to their opponents.

So for our first game, things were playing a bit slow. The Osprey books while they have a quick reference section in the back, they really need to get into the habit of issuing a condensed quick reference on a single sheet of paper!

The game plays well and I think this is one our group is at least at the stage of initial crush and might indeed fall into deep love as we love the period between seven years war and 1812. We haven’t had a good size game yet to say we’ve given the rules a great shake out for flukey things but it sure looks promising.

The game is a bit counter happy so if you hate table clutter, you’ll be gritting your teeth.

With our play test, Chuck and his excellent commander did quite well, the extra command points allowed him to get the jump and press an advantage. Cannon we found were pretty effective, maybe overly so such that, in the march up on an open field, you can punish the enemy. Ummm wait that feels pretty historical. 🙂 Still the thoughts of the group after the night’s game was that artillery probably could stand to be toned down.

Chuck’s tiny units were also very brittle, they could take a volley or two but would find themselves suffering quickly.

On my side, with my poor command, it was obvious that unless the dice failed him, Eric was probably going to crush me with even numbers. My command couldn’t keep up.

We plan to play another play test next week so stay tuned for another write up.

 

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AAR: Mega FoW using Domination

Chuck and Bill setup a good sized game table for us to play on Saturday. Using 4 of our 4×6 tables, they setup a Russian landscape with a nice size town in the central portion and with  lots of good countryside on the edges. I think you’ll agree, it was might puuuuurdy.

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There were 7 of us to play in the game, with 4 Axis, 3 Allied. Chuck put together a double list so we had a balance. Each list was 1750 points all picking from the East Front book.

Chuck planned it out and pulled from one of the domination missions.  http://forum.wwpd.net/resources/Complete%20Domination%20Missions..pdf

Across all the tables where little cards with numbers on them for points. Red for Russian, Blue for German. Roll over the square and you take control of it for your side. Two sides contesting, no one gets the points. In addition, for each platoon eliminated, 1.5pts were awarded.

On the German side, there were 2 Infantry, 1 Panzerspäh, and 1 Armor list. On the Russian side, 1 heavy tank mix, 1 reserve heavy tank, 1 Infantry and 1 Tank Rider list. We rolled it up and the Russians were the attacking side, and the Germans were allowed to start in prepared positions.

Two players from each side setup in the center, up to 18 inches in with their full force. On the flank, where I was I had approx 18″ by 30″ box to setup in with 3 platoons (the rest to come in as reinforcements and likewise for Matt, playing Russian setup in a similar box across from me. On the other wing Mark and one of Chuck’s list both setup as “reinforcements” so they started with a limited number of platoons and started to roll then to get their remaining forces from their lists.

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As luck would have it both Matt and I were playing armor and we both only had 3 platoons so we immediately had everything we were going to be playing with. In totally I had  platoons of 5 Pz IV F2/Gs, 2 Pz IV F2/Gs & 3 Pz IV F1s, 2 Sdkz 7s with 2cm AA, limited HS129, and then my command vehicles both Pz III G/H/Js. Matt had 5 KV-1s’s, ~7 T-34s, and then another 8 or so T-70s.

So more or less my game plan was to do what I could and if things go well, start to sweep in from the flank into the center to help out.

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From the flank I was to secure looking towards the center table and the town we Germans were defending. Bill was at this point setting up. A platoon of Shermans looked like it could divert over in our direction and help with the battle. Those Katy’s weren’t however going to be something to worry about, least not for me.

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These were Eric’s infantry. He had a platoon of 3 Brumbars… handy for in town fighting. Likewise the single Tiger, was Collin’s. Great for the qualitative edge… but against gobs of Russian hordes?

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So early on, I was right, Bill started to flow his Russian lend-lease Shermans towards the battle I was having with Matt.  Wasn’t going to have much time if they were going to get engaged.

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Bottom of turn 1, my first round of shooting went pretty well. Between my HS129 and my own shooting, I knocked out 3 T-34s. The KV-1s and it’s lower 8 frontal armor seemed like something I could maybe touch with my AT-11 Pz IV F2/Gs but given the numbers, I was looking at a 2-1 disadvantage. (5 KVs + 9 T-34s vs 7 PzIV F2/Gs)

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Between turn 2 and then bottom of turn 3, I managed to knock out enough T34s to force a platoon morale roll and while fearless, Matt failed the roll and one platoon was done! Problem of course now I had T70s on my flank, KVs closing and all of it getting a little too close to bring down air on. Soooo, flyboys go after those Shermans that might enter the fray.

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Ka-Chunk! Ka-Chuck! Ka-Chunk!

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Given the F1s weren’t of any use agains the KVs, started to use them and my command tanks against the T70s. At this point I lost my first Pz IV F1 (yeah I know wrong model, it’s a stand in) to a flank shot. Best way for the T70s to engage. Amazingly tho the KVs just weren’t doing anything more than causing me to bail.

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Meanwhile smoke off in the distance the seemingly the Shermans weren’t turning towards the battle Matt and I were engaged in. However radio reports from the town sounded like some help to draw off the armor would help their tactical situation.

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Over far off in the distance, Mark was having to face KV-85s and JS which was far outclassing what he was fielding, but he was giving the good fight. Likewise in the town the line for the most part was holding, still we needed to take some strategic points to pick up on points.

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Over the next couple of turns I was able to come around the back on the KV1s while the 2 PzIVs F2/Gs were able to hold their own. Likewise the battle agains the T70s was going well tho they managed to take out my AA guns so lost a platoon there. Even those I was forcing platoon morale checks both the now beat up Russian platoons were sticking around.

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Meanwhile Eric was holding his own against Bill. His Brumbars were having to face Shermans, and they aren’t the best vehicle for that task.  Bill wasn’t pushing his Shermans into the fight with me.

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Last turn before Eric and I had to boogie, I managed to finish off Matt’s T70s and KVs for a loss of one Pz IV F2/G. I was able to swing over for one turn and start to go after Shermans for which Bill and I exchanged first put things didn’t go well for his Shermans.

So tallying it up:

Team German objective points 27
Killed platoons 7.5
Total 34.5

Team Russian objective points 21
Killed platoons 4.5
Total 25.5
7 turns with a German victory.

Mighty fun time. We really enjoyed the domination scenario. Have to give it a good thought for using one for a future tournament.

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AAR: Market Garden – Battle on the Mississippi

On October 17th, we had the pleasure of putting on a special themed tournament at our usual gaming spot, Deaf Ear Records in LaCrosse WI. As part of the Battle on the Mississippi series, this time we focused on operation Market Garden. Only lists from the Bridge by Bridge or Market Garden books were allowed. This put an extra challenge on the players and we thought would help balance the lists.

We were pleased to have prize support from Battlefront and are deeply grateful for their assistance. Likewise thanks are due to Joe Abrisz who was one of the authors of the Bridge by Bridge and Market Garden books for helping out. Thanks to Chuck Hiner for once again being the TO.  Thanks are also due to Matt Vach and Bill Wojahn and others for terrain as well. Thanks to Chuck for lining up the trophies. They were absolutely perfect.

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We had 7 themed tables representative of the operational area. From the comments by the players, it was a challenging day, having to both defeat both opponent and the terrain.

Signed up for the tournament were a great group. We had a couple of wwpd unranked players and a couple of top ranked with lots in between. The vast majority of the lists were infantry lists and unsurprisingly on the allied side, lots of airborne.  Attending were:

Allied  – list type – WWPD ranking:

  • Keith Gilmour – British Armour – 28
  • Joe Abrisz – British Infantry – 139
  • Rick Davis – American Airborne – 212
  • Collin Chouinard – British Airborne – 213
  • Eric Saterdahlen – American Airborne – 321
  • Matt Vach – American Infantry – 466
  • Chuck Hiner – British Infantry – Unranked

Axis – list type – WWPD ranking:

  • Chris Novak – German Infantry – 24
  • Patrick Barkaloo – German Infantry – 236
  • Tom Gall – German Infantry – 349
  • John Dudkiewicz – German Armour – 524
  • Bill Wojahn – German Infantry – 539
  • Brian Hanson – German Infantry – unranked
  • Mark Bullen – German Infantry – unranked

The tables we had all looked great. The crew was especially proud of the Nijmegen and Arnhem tables. We wanted to capture the character of both the raised road terrain and water which channeled the battles.

Let’s have a look:

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Table 1: Valkenswuard Breakout

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Table 2: Wihelmina Canal

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Table 3: Son desperation

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Table 4: Nijmegen

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Table 5: Arnhem

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Table 6: Elst to Driel

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Table 7: Ooterbeck

For matching up the players, Tom has started to create an iOS/Android app to track and run tournaments. We were using it on the side as the software is under development yet. Not to be disappointed, it of course crashed but paper trail to the rescue. Least the first rounds were easy-peasy given the electronic aid.

Round 1:

For this round and only this round, if you were an allied player you, no matter the situation, you were the attacker. Players were broken down by allied and axis and then ranked by their wwpd score  for the seeding and then matched by list type to favor infantry on infantry and tank on tank battles

The mission was: Encounter

The matchups and results were:

  • Keith Gilmour (1) vs Chris Novak (1)
  • Joe Abrisz (3) vs Patrick Barkaloo (1)
  • Rick Davis (5) vs Tom Gall (2)
  • Collin Chouinard (6) vs Bill Wojahn (1)
  • Eric Saterdahlen (6) vs Brian Hanson (1)
  • Matt Vach (1) vs Mark Bullen (6)
  • Chuck Hiner (1) vs  John Dudkiewicz (2)

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Round 2:

For this round,  players were still broken up into axis and allied lists, now ranked by their first round score. Then each side was matched up and checked to make sure they hadn’t played each other before in the prior round.

The mission was a Hasty Attack.

The matchup and results were:

  • Collin Chouinard (2) vs Mark Bullen (5)
  • Eric Saterdahlen (3) vs Tom Gall (2)
  • Rick Davis (4) vs John Dudkiewisz (3)
  • Joe Abrisz (3) vs Chris Novak (4)
  • Keith Gilmour (5) vs Patrick Barkaloo (2)
  • Matt Vach (3) vs Bill Wojahn (4)
  • Chuck Hiner (6) vs Brian Hanson (1)

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Round 3:

For this last round, everyone was ranked by the score they had amassed thus far with ties broken by the rating given by their opponents. (Also used for the best player award) It of course opened the round to potentially axis on axis or allied on allied, but for the championship, we wanted the best against the best from the prior two rounds.

The mission was: Fighting Withdrawl

The matchups were:

  • Eric Saterdahlen (6) vs Mark Bullen (1)
  • Rick Davis (5) vs Collin Chouinard (2)
  • Chuck Hiner (1) vs Chris Novak (6)
  • Joe Abrisz (3) vs Keith Gilmour (4)
  • John Dudkiewisz (3) vs Bill Wojahn (4)
  • Matt Vach (1) vs Tom Gall (6)
  • Brian Hanson (1) vs Patrick Barkaloo (6)

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Results:

  1. 15 – Eric Saterhalen
  2. 14 – Rick Davis
  3. 12 – Mark Bullen
  4. 11 – Chris Novak
  5. 10 – Collin Chouinard
  6. 10 – Tom Gall
  7. 10 – Keith Gilmour
  8. 9 – Joe Abrisz
  9. 9 – Patrick Barkaloo
  10. 9 – Bill Wojahn
  11. 8 – John Dudkiewisz
  12. 8 – Chuck Hiner
  13. 5 – Matt Vach
  14. 3 – Brian Hanson

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Eric Saterdahlen was the overall Champion with his American Airborne infantry.

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Rick Davis was the Allied Champion.

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Mark Bullen was the Axis Champion.

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Chuck Hiner was awarded the best painted army.

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Matt Vach was awarded the best sportsman.

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Joe Abrisz was awarded the dinosaur. As the story goes, something about a boatload of elite troops that wouldn’t assault tanks… no assault boys … no sir, not going to do it… how about you boys … nope .. how about you? No… but you’ll have to ask him about that story!

Sorry for being a bit slow on getting this AAR posted. The day after the tournament I got up, ran off to the airport and spent a week in China. The network over there isn’t always the best but least on the very last day got to visit the Forbidden City. I hear there is a store in Beijing that carries Battlefront… but alas didn’t get to drop by.

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Battle on the Mississippi – Market Garden

Chuck Hiner, Bill Wojahn and myself would like to invite Flames of War Players in the Wisconsin, Minnesota, Iowa or further(!) area for the Market Garden edition of Battle on the Mississippi. This Flames of War Tournament will be held October 17th, 2015 at Deaf Ear Record Exchange in LaCrosse WI. (112 4th St S)

It is a 1650 point late-war swiss style tournament featuring 3 rounds. Players may only use the Market Garden and Bridge by Bridge late war source books.  Only able to assemble a partial list or don’t have the lead? Show up anyway, we plan to have extra lead to lend to augment and supply extra lists.  Please talk to us ahead of time tho so we can plan for you to be there!

We will be using Flames of War v3. There is a $5 entry fee and a limit to a total of 12 players. As we want every table to be a reflection of the Market Garden terrain we are limiting the number of players to the number of tables we feel we can accurately create.

Update: We are pretty sure we will up the limit to 16 players due to volunteers bringing terrain. (Thanks Joe!)

This is a special themed tournament. The first round will feature the special rule that allied  players must be the attacker to simulate the historical opening of the operation.

There will be prizes. Please fill in the following form. If you have questions, feel free to email tom_gall@mac.com directly or give him a ring at 507-396-3641.

Players will need to send a copy of their army list no later than October 10th. We do prefer that players participate with painted lead but it’s not essential. Results will be reported to the national board of ranked players at wwpd.net.

Hope to see you there!

The next Battle on the Mississippi will be sometime this winter. Early war / Mid war / Late war … stay tuned!

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AAR – 2015.2 Battle on the Mississippi

August 29th, 19 Flames of War players descended on Dear Ear Records in LaCrosse WI for the second installment of Battle on the Mississippi. This time a 1900 point Late War action, with 10 themed tables for the Armies to battle for the trophy and prizes. Thanks to Battlefront, Bill, Chuck, Collin, Keith, Matt and Tom for donating prizes.

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We’d planned for 20 players but unfortunately we had one player not attend at the very last minute so we were unable to fill the spot. It worked out fine as Joe Abrisz stepped out to help Chuck with running the tournament for which we are very grateful.

Thanks once again to Deaf Ear Records for letting us hold the tournament in “the dungeon.”

The Players – Formation – WWPD.net rank

Thanks to all for making the event, both from near and far. Some new to the game, some old hands, lots of different skill levels made for a great field.  Let’s introduce everyone…

  • Paul Gonsowski – British Guards – (unranked)
  • Keith Gilmour – Irish Guards Rifle Company – (#114)
  • Rick Davies – German Armor from Devils Charge – (#445)
  • John Stentz – 101st Airborne – (#151)
  • Ben Aehl – Schwere Panzer – (#137)
  • Patrick Barkloo – Russian Guards Heavy Tank – (#415)
  • Jason Hobbs – US Airborne Rifle – (unranked)
  • John Dudkiewicz – German Armor – (#666)
  • Tom Gall – Russian Tank Company – (#603)
  • Bill Wojahn – Hungarian Hussars – (#624)
  • Bernt Snuggerud – Finnish Infantry (unranked)
  • Collin Chouinard – German Armor – (#526)
  • Matt Vach – German Armor – (#496)
  • Joe Lewis – Panzer Tank Company – (#3)
  • Adam Trunzo – Panzer Tank Company (unranked)
  • Chris Novak – Panzerspäh Company (#23)
  • Richard Novak Jr – Russian Tankovy – (#336)
  • David Mankin – British Hussars – (unranked)

Chuck Hiner was our tournament director, and Joe Abrisz stepped in to help.

The Tables

For the tables we had a blend of late war areas. Mostly west and east front as well as one Italian table. A very big thank you to those that hauled in terrain from afar, it sure helped out a lot!

It’s always nice to be able to match players to a themed table that would fit their force. One can’t do it all the time, but this is something we try to do.

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Berlin, set in an area where historically the Russians had to stage a crossing during the siege.

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St Mare-Eglise

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Hells Highway, gave the players (if they wanted) a chance to deal with the low country and the hazards of not being able to go off road with armor.

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Another west front table set in the low country, Koevering

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Anzio, Italy, giving the players the challenge of having to deal with lots of levels of terrain and very few trees.

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Bastogne table as it was being setup, roughly set here, which if you look at the street view, you’ll see a tank turret that marks the edge of the siege. One of the organizers had visited the area in person this year.

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Poland, along the typical main east / west rail and road that was a critical lifeline for the Germans.

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West front, a Normandy town..

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Arracourt France

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River crossing in Turda Hungry.

The Winners!

  1. Joe Lewis (6-1, 6-1, 5-2) German
  2. Collin Chouinard (6-1, 5-2, 6-1) German
  3. Adam Trunzo (5-2, 6-1, 4-3) German
  4. Chris Novak (6-1, 6-1, 3-4) German
  5. Paul Gonsowski (6-1, 6-1, 2-5) British
  6. Keith Gilmour (2-5, 6-1, 4-3) British
  7. Rich Davis (5-2, 4-3, 3-4) German
  8. John Stentz (1-6, 6-1, 4-3) American
  9. Tom Gall (4-3, 1-6, 6-1) Russian
  10. Richard Novak Jr (6-1, 3-4, 1-6) Russian
  11. Patrick Barloo (1-6, 6-1, 3-4) Russian
  12. Ben Aehl (6-1, 1-6, 3-4) German
  13. Bernt Snuggerud (3-4, 1-6, 4-3) Finns
  14. John Dudkiewics (1-6, 1-6, 5-2) German
  15. Jason Hobbs (2-5, 1-6, 4-3) American
  16. Bill Wojahn (1-6, 1-6, 3-4) Hungarian
  17. David Mankin (1-6, 1-6, 2-5) British
  18. Matt Vach (1-6, 1-6, 1-6) German

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1st Place, Joe Lewis based on tie breaker. Would have been fun to see Joe and Collin have a play off even tho they were both playing German.

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Best Painted Army – John Dudkiewicz

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Best Sportsman Award – Bill Wojahn

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The Dreaded Dinosaur for worst roll of the day went to Rick Davis. We’re sure he can’t wait to hand it off at the next tournament.

The Games!

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Finns against the Russians as T-34/85 press ahead giving the anti-tank guns on the ridge lots of targets to choose from…. just as the Russian mortars start to rain down.

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Chris Novak has a “stay on target … stay on target” moment.

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Matt rolling down the road on a date with destiny….

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Joe assessing the situation and getting ready to hatch a brilliant plan.

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Keith and Adam duking it out on a tough table.

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Lots of action in this one, but outside of town given where the objectives were.

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Matt with his Panthers on the prowl.

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Chris Novak and his “None shall pass” Tiger II on the Berlin table.

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Getting setup on the Bastogne table during round 3.

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Americans view incoming Panzer IVJs rumbling across the frozen tundra….

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Round 1, discussing terrain….

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Some trees stay up, some trees fall down, but the Americans are ready!

 

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Russian rockets ready to open up!

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Sometimes you win, sometimes you lose, but all in all we hope everyone had fun. We’re already preparing for the next one and can’t wait to put it on.

Thanks to those that drove in some cases a pretty long distance to attend. Thanks to Battlefront and their continued support. Thanks to Deaf Ear for letting us play there, we’re getting to that point where we’re considering a bigger location as the participation grows.

Next Up

October 17th, we’ll be having a  themed LW tournament with only the Bridge by Bridge and Market Garden books in use. (Don’t have an army or only a partial list? That’s totally ok! We’ll have standby lead for players to use) Stay tuned!

Likewise there is a tournament brewing sometime in the October / November timeframe that will be up in the Twin Cities. Keep your eyes open for that one as well! Speaking for the locals, we’re excited to make the drive up for it.

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