KGP I |
Victory in KGP! The Americans concede the battle at the end of CG game 5. After a brief, intense but unsuccessful assault on the German ridge lines, the ensuing German counterattack captured the remaining Strategic Locations. The Americans were off the board again. Facing the same scenario for the third time of entering the board and assaulting defending elite troops, the American commander called off the bloodshed. Replaying history, Stoutmont would remain under German control. Reversing history, we would not pull out this time. (2/1/97) [Look for a list of purchases for all five games later] |
We started KGP I Action at Stoumont (KGP I CGI). Reprising our roles from Ambeleve, myself and Phil are the Germans. Facing us is Doyle as the pesky Americans. Dirk will be joining us next scenario as an American.
Phil has declared himself immune to the destruction rules. Having lost only a single Panzer IV on Turn 1 of 19 AM, he has recklessly pursued the Americans straight to the board edge. In a moment of utter conceit, he double-dog dared Doyle to fire his 76L AT at one of his Panthers. Doyle, having nothing better to do than to listen to his opponent, rolled a '2'. Doubling his TK number to 34, it was at this point Phil declared himself immune to destruction and saw a dud bounce comically off his steel.
After Action Reviews
- Scenario I: The Germans Take Charge. 19 AM. (American LVP Total: 3)
- Scenario II: Clearing the map of pesky Americans. 19PM. (American LVP Total: 3)
- Scenario III: The Stoumont Night Life. 19 Night, started 10/18/96. (American LVP Total: 3)
- Scenario IV: (Idle date) (20 AM) (American LVP Total: 3)
- Scenario V: Americans get what they deserve. 20 PM, started 12/13/96. (American LVP Total: 3)
- End game. German Victory! (2/1/97)
Notes for Scenario V:
Most 12s I have ever seen in one turn: Doyle with 15. One entire squad was eliminated by rolling successive '12's in two different MCs. Other news, gacking during two important DFF attacks, breaking the MMGs, making the units go under Final fire and placing no residual. All said, four SWs were broken, and three 20FP attacks missed completely.
Most 11s I have ever seen in one turn: Doyle with 10. Some guys can not get a break. In his defense, he did stop rolling badly for a BAZ team to hit and kill one of my PzIVs. Phil experienced similar luck when an American squad rolled a '2' in a PAATC and killed another PzIV by rolling a '4.'
Highest attack in one fire phase: 80 FP. In four separate attacks: 1 x 30FP DC, 1 x 6-5-8/LMG/Hero PBF, 1x6-5-8/LMG PBF , 1x 6-5-8 PBF.
Worst Defense: Thinking the Russian Sniper counter we were using was actually a foxhole, I planned my defense by moving a unit in that hex and placed it under the sniper counter. I discovered the error during Final Fire when the American player asked why I made it a point to place my unit under a sniper counter. His fire broke the squad.
Highest DR: 17. When attacking Doyle with a captured American DC, I rolled a '4' (1MC) for the result against him but a 17 for the result against me. +2 Captured, +3 Thrown DC, +1 CX, +1 Mist, +1 HA; I rolled an original '9.'
Stay tuned. See things like:
- Robert losing infantry,
- Robert losing Panther 161
- Robert losing captured strategic positions,
- Robert losing patience.
- Doyle claiming CHs with MGs,
- The Amazing, Appearing HSs from jeeps,
- Doyle Pins-But-He-Never-Breaks,
- Army group Robert routs in terror at the appearance of 'The HS with the BAZ and a Leader.'
- Phil never bogs, immobilizes or breaks his guns.
Note about the Hill
Avalon Hill certainly goes out it their way at times to discourage people from liking them. The whole KGP I/KGP II mess is a good example. In what should have been one game, they made it two. Plus only two of the pages from KGP I rules may still be used, the others have been changed so that I have to use copies of the rules. The counters are also a different color in between the sets. The difference is noticeable enough that concealment is affected.