The Last Hundred Yards Example of Play – Part 1

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The following is the first installment of an Example of Play of the Last Hundred Yards.

Situation: Early dawn, October 1944, southwest of Kohlscheid, Germany. A German outpost, dug-in on Hill 192 has been directing mortar fire against the American 2nd Battalion Headquarters. The American 1st and 2nd Platoons of Baker Company, commanded by Captain Shaw has been charged with driving the Germans from the hill. The Americans must complete the mission with a Final Score of 20 or less to win. The Final Score is determined by the amount of Time Lapse (minutes to complete the mission) +/- the Casualty Differential in Casualty Points (each combat step casualty is = 3 CP).

American Plan – Captain Shaw has maneuvered his units into position as shown before dawn. He has ordered 2nd platoon, under Lt. Cherry to maneuver through the farm complex to threatening the enemy’s left and to drawing his attention and hopefully mortar fire. The 2nd platoon is to disperse while advancing to minimizing the effects of enemy mortar fire. The 1st platoon, under Lt. Murphy is ordered to advance as fast as possible and assault the enemy right while the enemy is occupied with the 2nd platoon.

German Plan – Feldwebel Heinz, although aware of enemy activity in the Woods to his front he has no knowledge of the enemy’s strength or intent. Assuming an enemy attack, he has instructed his men to engage the enemy at first sight, keeping them at a distance and disrupting their plans. Also, by committing his mortar early he hopes to get multiple fires against the Americans before they close.

Read on to see how the action plays out.

Game Turn 1

Initiative Phase – The American Player begins the Mission with the Initiative and has a +2 DRM on all subsequent Initiative die rolls provided he had the Initiative on the previous Game Turn.

Turn 1 Activation Phase

Turn 1 Activation Phase

Activation Phase – The American player’s attempt to conduct a Combined Activation (coordinated attack) allowing him to activate two platoons together failed. As a result, the American Player must activate his platoons individually and decides to activate the 2nd platoon, commanded by Lt. Cherry first. The MG section fires to suppress German infantry section ”b” and places a -3 SADRM marker [+1 Firing unit SADRM, -1 for mid range, -1 for concealment and -2 for improved position] in the target hex. 3rd squad, 2nd platoon maneuvers forward one hex, expending 1½ MP to enter the woods, maintaining its concealment because it is in Cover Terrain and not within 3 hexes and LOS of an enemy unit [Note: units of the Active player have a maneuver allowance of 3 MP or 2 hexes whichever is greater]. The 2nd squad, 2nd platoon maneuvers into the hex adjacent to the stone wall losing its concealment due to maneuvering within 8 hexes, in open terrain and LOS of an enemy unit. Lt. Cherry and the 1st squad maneuvers 3 hexes to a position behind the stonewall. The American player, completing the activation of his units of the 2nd platoon, Calls for Reaction from the German Player.

Reacting units may only react if an enemy unit conducted an action in their LOS. The German player reacts by opening fire against the American units maneuvering toward the farm complex. The German section “a” fires against the American 3rd squad, 2nd platoon as it enters the woods and places a -4 SADRM marker [“0” SADRM, -2 for long range, -1 for concealment and -1 for the woods] in the hex. The German section “c” having LOS to the American 2nd squad, 2nd platoon and yet to conduct an action requests an Indirect Fire Action (IFA) against the hex occupied by the American 2nd squad. The German player places a spotting unit in the hex with section “c” and the corresponding target marker in the hex occupied by the American 2nd squad. The German Indirect Fire support consists of a single 80mm mortar section. The German player automatically places a +2 IFDRM marker [+2 for 80mm DRM + “0” for open terrain] in the target (primary impact) hex. He then makes two die rolls to determine the location of the secondary impact hexes. The German player rolls a 4 and 6, referring to the scatter diagram on the map and places a +2 IFRM in hexes H8 and I10. The German section “c” fires against the American 1st squad and Lt. Cherry, as they maneuver toward the stone wall, and places a -2 SADRM marker [“1” SADRM, -2 for long range, and -1 for the stone wall] in the hex. The German player decides not to react with section “b”, anticipating actions by the yet un-activated American 1st platoon and Calls for Reaction from the American player. The American player chooses not to react, therefore ending the American 2nd platoon’s Activation.

The American Player now activates the 1st platoon led by Lt. Murphy. The 1st squad exits the woods and advances toward German section “b”. Lt. Murphy, with 2nd and 3rd platoons maneuvers around the woods to the left. The American player ends his activation for the 1st platoon and Calls for Reaction from the German player. The German player reacts with his un-activated section “b” and fires on the American 1st squad, 1st platoon and places a +1 SADRM marker [+1 Firing unit SADRM, -1 because the firing unit is under fire (Suppressed) and +1 for maneuvering in open terrain] in the hex. The Concealment marker for section “b” is removed because it fired within 3 hexes of the American 1st squad, 1st platoon. The German player has no further reaction and Calls for Reaction from the American player. All of the American units have conducted actions, so the Activation Phase ends and play proceeds to the Fire Resolution Phase.

Fire Resolution Phase – Players now make a die roll for each SADRM and IFDRM marker in play, adding or subtracting the corresponding SADRM and IFDRM to get a Final Fire result for each fire attack. This number is then compared to the Cohesion of the best combat unit in the hex. If the Final Fire result is greater than the best unit’s Cohesion, the unit is disrupted and flipped over to its disrupted side [Note: if there are other units in the hex, and the best unit was disrupted, the other units would then have to conduct Cohesion Checks and disrupt if the fail]. If the Final Fire Result is “10” or greater, the unit is Casualty Reduced and Disrupted. All SADRM markers are removed as each corresponding fire attack is resolved.

Turn 1 Fire Resolution Phase

Turn 1 Fire Resolution Phase

The result of the fire attacks are as follows:

  1. The German Section “b” – The die roll is “9”, – 3 for the green SADRM marker = 6. There is no effect, because the Final Fire result of 6 is not > section “b” cohesion of 6.
  2. The American 1st squad, 1st platoon – The die roll is “6”, +1 for the green SADRM marker = 7. The 1st squad is disrupted because the Final Fire result of 7 is > the 1st squads cohesion of 6. 3. The American 3rd squad, 2nd platoon – The die roll is “7”, -4 for the green SADRM marker =
  3. There is no effect because is the Final Fire result of 3 is < the 1st squad’s cohesion of 6.
  4. The American 2nd squad, 2nd platoon – The die roll is “8”, +2 for the red IFDRM marker = 10. As a result, the 2nd squad is Casualty Reduced and disrupted because the Final Fire result was > 10. The 2nd squad is removed and placed in the Casualty box and an infantry section (section “b”) of the same platoon is drawn at random and placed in the hex Disrupted.
  5. The American 1st squad, 2nd platoon – The die roll is “8”, -2 for the green SADRM marker and -1 for the Leader = 5. As a result, there is no effect on the 1st squad.

Close Combat Phase – There is no Close Combat, therefore play proceeds to Indirect Fire Adjustment Phase.

Indirect Fire Adjustment Phase – All IFDRM markers are removed. The German player now has the option to extend his Indirect Fire Attack. To extend an Indirect Fire Action a player’s extension die roll must be < 6. The German player decides to attempt extending the Indirect Fire Attack against the disrupted 2nd squad of the 2nd platoon. The German player rolls a 3, resulting in a successful extension. The German player automatically places a +2 IFDRM in the target (primary impact) hex and makes two die rolls to determine the location of the secondary impact hexes. The German rolls a 1 and 6, refers to the scatter diagram on the map and places a +2 IFRM in hexes H8 and I8. Play now moves to the Time Lapse Phase.

Time Lapse Phase – The American player, the attacker in this mission makes a die roll and refers to the Time Lapse Table to determine the time lapse in minutes for the Game Turn. The Time Lapse die roll is 7, giving a result of 3 minutes. The Time Lapse marker is moved to the 3 minute box on the Time Track.

At the end of Game Turn 1 the Attackers Score is 6 [3 minutes Time Lapse and 3 Casualty Points due to loss of the 1 Combat step from the 2nd squad, 2nd platoon].

End of Game Turn 1.

End of Game Turn 1.

Game Turn 2

Initiative Phase – Both players make Initiative die rolls. The American Player rolls a “2” +2 for his Initiative DRM for a 4, and German player’s die roll is “8”. Having the highest die roll, the German player has the Initiative for Game Turn 2.

Activation Phase – There is no need for the German player to attempt a Combined Activation die roll because he only has elements of one platoon. The German player decides to conduct multiple fire actions. The German section “b” fires at the disrupted American 1st squad, 1st Platoon and places a +1 SADRM [+1 firing unit DRM at close range in open terrain] in the hex. Section “a” fires at the American 3rd squad, 2nd platoon and places a -4 SADRM [+0 firing unit SADRM, -2 for long range, -1 for Concealment and -1 for the woods] in the hex. Section “c” fires at Lt. Cherry and the accompanying 1st squad and places a -2 SADRM [+1 firing unit SADRM, -2 for long range and -1 for the stone wall] in the hex. The German player now Calls for Reaction from the American Player.

Turn 2 Activation Phase

Turn 2 Activation Phase.

All units of the American player with LOS to German sections “a”, “b” or “c” may now react. The American 2nd and 3rd squads, 1st platoon along with Lt. Murphy maneuver 2 hexes toward Hill 192 [Note: the maneuver allowance for reacting units is 2 MP or 1 hex which ever is greater]. The American disrupted 1st squad, 1st platoon attempts to recover. His recovery die roll is “10” and as a result becomes Heroic [a raw recovery die roll of “10” automatically becomes Heroic]. The American player flips the 1st squad, 1st platoon to its undisrupted side and places a Heroic marker on the 1st squad. Upon going Heroic, Heroic units must immediately maneuver and assault the closest enemy unit. The American 1st squad immediately maneuvers to assault the German section “b”, the closest enemy unit ending its maneuver temporarily in hex C7 allowing the German player to react. An Infantry Assault marker is temporarily placed on the American 1st squad, 1st platoon. Once all reaction is completed, the American 1st squad, 1st platoon will be placed in hex with the German section “b” and the hex is then marked with an American Close Combat marker showing it is the Attacker in the Close Combat. The American MG section reacts by firing at the German section “b” and places a -2 SADRM marker [+1 firing unit SADRM, -1 for mid range and -2 for the improved position] in the hex. The American 3rd squad, 2nd platoon maneuvers 2 hexes toward the entry of the farm compound. The American 1st squad along with Lt. Cherry maneuver over the stonewall [1/2 MP for the wall and one for the open hex] to the hex behind the farmhouse. The disrupted American section “b” under mortar fire attempts to Withdraw (2-4 hexes) but must suffer the Indirect Fire Attack upon exit. The German player’s Indirect Fire attack die roll is “5” +2 IFDRM = 7. The Final Fire result of 7 is > 6, the American section’s Cohesion resulting in another disruption which Casualty Reduces the unit [Disrupted units suffering a subsequent disrupted are Casualty reduced] and therefore the section is removed from play. The American player now has lost two combat steps. Having no further reaction, the American player Calls for Reaction from the German Player. The German player has no reaction so the German Activation Cycle ends. Play now proceeds to the Fire Resolution Phase.

Fire Resolution Phase – The result of the fire attacks are as follows:

  1. The American 1st squad, 1st platoon is now Heroic with a Cohesion of 8. The die roll is “7”, +1 for the green SADRM marker = 8. There is no effect as the Final Fire result is equal to but not > the Heroic units Cohesion of 8.
  2. The German section “b”. The die roll is “9”, -2 for the green SADRM marker = 7. Section “b” disrupts because the Final Fire result of 7 is > section “b” Cohesion of 6.
  3. The American 3rd squad, 2nd platoon. The die roll is “5” -4 for the green SADRM marker = 1. There is no effect as the Final Fire result of 1 is < the 3rd squads Cohesion of 6.
  4. The Lt. Cherry and the American 1st squad. The die roll is “6” -2 for the green SADRM marker = 4. There is no effect as the Final Fire result of 4 is < the 1st squads Cohesion of 6.
Turn 2 Fire Resolution Phase.

Turn 2 Fire Resolution Phase.

As all Fire Attacks have been resolved, play now moves to the Close Combat Phase.

Turn 2

Turn 2 Close Combat Phase.

Close Combat Phase – The Heroic American 1st squad, 2nd platoon is the attacker in the Close Combat with the

disrupted German section “b”. The German section’s net Close Combat value is 2 [Close Combat Value of 0, + 1 for the improved position and +1 for the major contour crossed by the American 1st squad]. The American 1st squad’s net Close

Combat Value is 5 [Close Combat Value of 2, +3 for the Cohesion Differential (8-5=3) between the American 1st squad and the disrupted German section “b”]. The resulting final Close Combat DRM is +3 [5-2 = 3]. The American’s Close Combat die roll is “5”, +3 Close Combat DRM = 8. The American 1st squad wins the Close Combat, now occupying the hex with the improved position and is marked with a Regrouping marker. The German section “b” must retreat 2-4 hexes and conduct a Cohesion Check. The German section retreats to hex B2 and passes its Cohesion Check on a die roll is “4”. Play now proceeds to the Indirect Fire Adjustment Phase.

Indirect Fire Adjustment Phase – All IFDRM markers are removed. The German player may not extend his Indirect Fire a second time and therefore removes the Spotter and corresponding Target marker and places them in the Mortar Support Pending Box on the Game Track [The German player may attempt to regain Mortar support in subsequent game turns and does so on a die roll < 4]. Play now moves to the Time Lapse Phase.

Time Lapse Phase – The American player’s Time Lapse die roll is “4” resulting in a Time Lapse of 2 minutes. The Time Lapse marker is move to the 5 minute box on the Time Track [3 for the first Game Turn and 2 for the second].

At the end of Game Turn 2 the Attacker’s Score is 11 [5 minutes +6 for Casualty Points due to loss of the 2 Combat steps of the eliminated 2nd squad, 2nd platoon].

End of Game Turn 2.

End of Game Turn 2.

Synopsis – For the Americans, things have unfolded according to plan except for 2nd squad, 2nd platoon which suffered heavy casualties as a result of the German mortar fire. Lt. Murphy’s platoon has gained a foothold on the hill and hopes to hold on until help arrives. If the Germans can get additional mortar support and force the American 1st squad from the improved positions before the rest of 1st platoon arrives they may have a chance to hold on.

Can the Germans hold on? Stay tuned for the conclusion….


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2 thoughts on “The Last Hundred Yards Example of Play – Part 1

  1. Nice example of play. A really interesting first *real* look at the game mechanisms. I don’t *need* another WW2 tactical game, but I’m going to closely follow the development of this one… ;o)

    One thing, though: “Situation: Early dawn, August 21st, 1944 southwest of Kohlscheid, Germany.”
    Fighting in Germany in *August* 1944? Really? Such an error in the first sentence of the post could leave a bad taste in the mouth of prospective buyers concerned with historical accuracy… Mike, please correct this and then delete my comment. (The battle for Kohlscheid happened in October.)