"Things Are....A Bit Sticky" WTO (id:#62985)
Rees, Germany
1945-03-24 (29 others)
J27: High Tide at Heiligenbeil (ASL Journal # 2)
O: The St. Goar Assault (AH:The General # 26.1)
T12: Hunters from the Sky (AH:The General # 28.2)
AF2: Unsung Heroes (Advancing Fire # 1.1)
SL 46: Operation Varsity (Internet)
CH 77: Drop Zone A (Critical Hit # 4.1)
: Descente Perilleuse (Journal du Stratège # 67/68)
SP51: Stryker's Charge (Schwerpunkt # 5: Medal of Honor)
WG2.1: Objective Bill (Wargamer # 2.01)
WG2.2: One Lone Farmhouse (Wargamer # 2.02)
TH 12: Unsung Heroes (ASL Digest # 6.05)
: Fanatical Defense of Rees (ConTrary `89)
#12: Bridge Over the Ijssel (To Battle By Air 2)
SP189: Hell's Last Issue (Schwerpunkt #16)
DB093: Operation Varsity Series #1: Thunder From Heaven (Dispatches from the Bunker #33)
ESG82: Last of its Kind (Dezign Pak 7)
U44: Operation Varsity (Rivers to the Reich)
U45: Bridgehead on the Rhine (Rivers to the Reich)
DB109: LZ S (Dispatches from the Bunker #37 )
J177: Coup de Main at Hamminkeln (ASL Journal #11)
201: Hunters from the Sky (ASL 3a - Yanks (2nd Edition))
J193: Raff's Rules (ASL Journal #12)
DBOT2: Snipers, Spandaus & 'Schrecks (Dispatches from the Bunker #44)
OT CGI: Hell is for Highlanders (Dispatches from the Bunker #44)
DB149: Three Little Bridges (Dispatches from the Bunker #48)
Q19: Raff's Ruffians (Quick 6 Scenario Pack IV)
J193: Raff's Rules (ASL European Union Championship 2022)
CH 77: Drop Zone A (Critical Hit #4.1 2022 Reprint)
J214: Raff's Orders (ASL Journal #13)
O: The St. Goar Assault (AH:The General # 26.1)
T12: Hunters from the Sky (AH:The General # 28.2)
AF2: Unsung Heroes (Advancing Fire # 1.1)
SL 46: Operation Varsity (Internet)
CH 77: Drop Zone A (Critical Hit # 4.1)
: Descente Perilleuse (Journal du Stratège # 67/68)
SP51: Stryker's Charge (Schwerpunkt # 5: Medal of Honor)
WG2.1: Objective Bill (Wargamer # 2.01)
WG2.2: One Lone Farmhouse (Wargamer # 2.02)
TH 12: Unsung Heroes (ASL Digest # 6.05)
: Fanatical Defense of Rees (ConTrary `89)
#12: Bridge Over the Ijssel (To Battle By Air 2)
SP189: Hell's Last Issue (Schwerpunkt #16)
DB093: Operation Varsity Series #1: Thunder From Heaven (Dispatches from the Bunker #33)
ESG82: Last of its Kind (Dezign Pak 7)
U44: Operation Varsity (Rivers to the Reich)
U45: Bridgehead on the Rhine (Rivers to the Reich)
DB109: LZ S (Dispatches from the Bunker #37 )
J177: Coup de Main at Hamminkeln (ASL Journal #11)
201: Hunters from the Sky (ASL 3a - Yanks (2nd Edition))
J193: Raff's Rules (ASL Journal #12)
DBOT2: Snipers, Spandaus & 'Schrecks (Dispatches from the Bunker #44)
OT CGI: Hell is for Highlanders (Dispatches from the Bunker #44)
DB149: Three Little Bridges (Dispatches from the Bunker #48)
Q19: Raff's Ruffians (Quick 6 Scenario Pack IV)
J193: Raff's Rules (ASL European Union Championship 2022)
CH 77: Drop Zone A (Critical Hit #4.1 2022 Reprint)
J214: Raff's Orders (ASL Journal #13)
Designer: Tom Morin
Starter kit scenario?: Deluxe scenario?:
Balance:
BritishGerman
Overview:
After much delay crossing the Rhine and approaching Rees in the darkness, the 1st Gordons two lead companies found themselves in a tough spot. Major George Morrison’s B Company was held up in the Housing Estate by a company of Fallschirmjäger that, broken into small groups, was fighting fiercely for each house. Meanwhile, Major Alec Lumsden’s C Company had managed to gain a slim foothold in the outskirts of Rees and was pinned down by sniper and machinegun fire. One of C Company’s platoons was hit by mortar fire while crossing the dike, its officer killed and men broken and scattered. Major Petrie, the commander of D Company, was sent with a reserve platoon to rally the C Company platoon. When he arrived on the scene, Major Petrie reported to H.Q. that he found “things are….a bit sticky”. The hope for a rapid clearance of Rees was slipping away. With the arrival of daylight it became obvious the situation was indeed sticky given the predicament that 1st Gordons’ two lead companies found themselves in, and the commanders of B and C Companies could be heard bickering about it over the radio net. With B Company held up in the Housing Estate, this left C Company in an exposed position, made worse when a group of Fallschirmjäger flanked them. Major Lumsden was considering withdrawing C Company from its narrow foothold in Rees, but decided to hold on, and eventually B Company was able to clear out the Housing Estate and secure the area up to the cemetery. C Company managed to hold on to the buildings on the outskirts of Rees, but with daylight the German snipers and machineguns now held the upper hand. It was now apparent that the conquest of Rees was going to be a slow and difficult task.Attacker: British (B, C and D Companies, 1st Gordons, 51st Highland Division)
Defender: German (Sturm-Bataillon der 1. Fallschirmschirm-Armee and Sicherungs-Bataillon 1073, Fallschirmjäger-Division 8)
5.5 turns
Players: 2 OBA: None Night: NoUnit Counts: |
Squads: A:24.0 D:16.0 |
AFVs: A:0 |
AFVs: D:0 |
Guns: A:0 OML 2-in. Mortar x 2 D:0 5cm leGrW 36 |
Misc Rules: | +1 LV Turns 1-3, Rubble Generation w D: up to 3 Fanatic Strongpoints |
Map Board(s): |
Publication | Board |
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Dispatches from the Bunker #44 | OT |
Overlays: | NONE |
Errata (source)
Players wanting to play this game/Request a match:
Scenario info
Last Played:
Date | Reporter | Opponent | Bal. | Result | Time | Comments | |
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2019-10-11 | (A) Jeff B | vs | Steve Etzelmueller | British win | I like scenarios that allow both sides to setup with immediate CC, but the situation for the Brits is a bit tenuous if those pre-game rolls go against them. Fearing HtH, I mostly just stocked those buildings with HS to make for even-up CC battles, with infantry ready to pound any German survivors at point blank range. The trouble with this is that, if I failed and broke, I would have very little place to run and hide. Thankfully for me this never materialized, and I was able to kill all but the two northcentral German HS by the end of my Turn 1. I had setup the maximum complement east of the road, but they just sat tight early waiting for their brethren to join them. I started the game by smoking F3 to allow my infantry a better chance to approach the lip of the valley, but this would possibly prove to be a "grave" mistake. Turn 2 saw some of my men freed up to make a move to the south to clean up some German resistance and grab some real estate. I ended up losing a squad and my 10-2 in the process of eliminating a German squad in CC. Due to the dawn LV, high TEMs, and fanatic Germans, CC would prove to be the most effective way of getting things done. In fact the F3 building held out for two full turns of complete encirclement before I finally cracked them (no surprise, it was a fortified location). In the meantime he was populating the cemetery with as many men as he could squeeze in, and I thought this time setback would end up costing me the game. But many of these were conscripts and, once I could bring my muscle to bear down on them, they ended up cracking. So by the end of my Turn 5 things were well in hand, with me controlling 9 buildings and having cleaned out the scrubs. An interesting scenario, though I think it's a bit too small and dicey. | ||
2017-09-14 | (D) Ian Morris | vs | Gerard Burton | British win | |||
2017-05-03 | (D) Chuck Dye | vs | patrick palma | German win | Poor dice and misread victory conditions cost the Brits this one. Looks pro British. | ||
2017-05-03 | (A) patrick palma | vs | Chuck Dye | German win | |||
2017-04-04 | (A) Paolo Cariolato | vs | Federico Corso | British win |
Action | Date |
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hoxson1 Modified the Theatre | 2021-03-31 00:30:46 |
hoxson1 Modified the maps | 2021-01-29 23:06:02 |
hoxson1 Linked the scenario to ROAR | 2021-01-29 22:59:24 |
Gamer72 Added a playing | 2020-08-15 18:56:25 |
worksp2018 Rated the scenario | 2020-01-05 21:15:02 |
File | Description | User | Views |
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(!britgerm.png) | Image | hoxson1 | 1011 |
(rees location.png) | Image | hoxson1 | 945 |
Gordon Highlanders (gordon highlanders.png) | Image | hoxson1 | 1002 |
(sticky map section.png) | Map Image | hoxson1 | 920 |
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