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Operation Market Garden-PT 1

 
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Dogfood
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PostPosted: Sun Oct 04, 2009 7:15 pm    Post subject: Operation Market Garden-PT 1 Reply with quote

First off I'd like to thank all who came out. All of the impressions were FANTASTIC! Perfect night, a little drizzle and a full moon. Thanks to Crash and Sdkfz for putting this together. My favorite fog of war moment was being sent on a fire mission to find the Allies and get them to expose their positions so that Crash and others could "light them up" I didn't get them to do so, Lee had given express orders not to fire unless we were in the Kill zone by the bridge. To my dismay upon return, that my own commander "lit me up like a Christmas tree" I guess he didn't like my apparent lack of success. LOL. My hat goes off to the core of Allied engineers, who built the bridge under HEAVY fire, Great job! See everyone at the next one..
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Backspasm
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PostPosted: Sun Oct 04, 2009 8:22 pm    Post subject: Reply with quote

What a great night for a game. Full moon and clear weather made it easy to sit there and wait for ze Germans. At the same time building that bridge under it was quite the challenge. Being out there without a gun and so far forward sure did put a different spin on things. I think souk, Kevin and I were both hugging the ground behind those barrels pretty hard. I hope you guys didn't mind me telling you what to do for some time there. Poor Jamie sitting out there for all that time with only the skid to protect him, as there must have been a few thousand rounds fired at him. Once we had the crossfire set up though we got the job finished (more or less).

I look forward to number 2, hopefully this year!
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*crash*
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PostPosted: Mon Oct 05, 2009 12:59 pm    Post subject: Re: Operation Market Garden-PT 1 Reply with quote

Dogfood wrote:
To my dismay upon return, that my own commander "lit me up like a Christmas tree" I guess he didn't like my apparent lack of success...


Waffen troopers don't run away from the enemy! If they do... they get shot! Mr. Green

Thanks to everyone who came out and special thanks to sdfkz and Dogfood for their efforts.

Well done by the Allies who built the bridge!
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leecas
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PostPosted: Mon Oct 05, 2009 8:17 pm    Post subject: Reply with quote

Thanks to Crash and Sdfkz for host a great event. Well thought out and executed. A great bunch of guys came out as usual. I always forget how much fun and different night missions are. That full moon was our friend and enemy... I swear every time I went to make a move it came out from the clouds.

The fire-fights were great and I even managed to get some sleep while waiting for the Germans to retake the bridge.

The guys did a great job building that bridge underfire... again you guys came through big time.

Like Rob said everyone looked great!

It was great to see all the Easy Coy boys out... a few more and we could have had the whole team out. Maybe next time... we need that team photo.

See eveyone at the next one.
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MrEvolution
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PostPosted: Tue Oct 06, 2009 11:36 am    Post subject: Reply with quote

leecas wrote:

It was great to see all the Easy Coy boys out... a few more and we could have had the whole team out.


I hate my life!!
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leecas
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PostPosted: Tue Oct 06, 2009 1:49 pm    Post subject: Reply with quote

MrEvolution wrote:
leecas wrote:

It was great to see all the Easy Coy boys out... a few more and we could have had the whole team out.


I hate my life!!


Yeah... you missed a great game. The weather was perfect... rain stopped about 6:00 and we really didn't get anything else the rest of the night.

It was worth the price of admission just to see the guys building that bridge under heavy fire.
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Yorkie
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PostPosted: Tue Oct 06, 2009 1:57 pm    Post subject: Reply with quote

MrEvolution wrote:
I hate my life!!


Don't worry mate, you were well represented. Wink

Yes, a very good night was had. The jarred knee didn't help my own mobility but, as has been said before, just watching the bridge being built was worth it all anyway.

The nighttime with the full moon made all sorts of moving shadows play with our minds as we we waited for the 101st to link up with us. Very tense.

The only thing (with the benefit of hindsight, I might add) that I would mention would be that perhaps the game could have been run with a bit more fluidity with the scenarios running into one another with less interruption. Something to bear in mind for part 2.
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leecas
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PostPosted: Wed Oct 07, 2009 9:27 am    Post subject: Reply with quote

Yorkie wrote:
The only thing (with the benefit of hindsight, I might add) that I would mention would be that perhaps the game could have been run with a bit more fluidity with the scenarios running into one another with less interruption. Something to bear in mind for part 2.


I mentioned that to Crash that perhaps the missions could be in sealed envelopes and opened after the end of each mission... or at certain times.
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Yorkie
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PostPosted: Wed Oct 07, 2009 11:15 am    Post subject: Reply with quote

Has anyone else thought about how we could possibly simulate the results of an air strike or artillery barrage? Obviously within certain sections of scenarios there would have been artillery prep before an advance.

Just wondering if some kind of signal (a whistle or horn perhaps) could be used in order for troops to get their heads down and a second signal when the 'barrage' is over.

Thoughts anyone?
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leecas
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PostPosted: Wed Oct 07, 2009 6:46 pm    Post subject: Reply with quote

Yorkie wrote:
Has anyone else thought about how we could possibly simulate the results of an air strike or artillery barrage? Obviously within certain sections of scenarios there would have been artillery prep before an advance.

Just wondering if some kind of signal (a whistle or horn perhaps) could be used in order for troops to get their heads down and a second signal when the 'barrage' is over.

Thoughts anyone?


The best would actually to have airsoft mortars... but with not having that this is what I have toyed with.

You would need maps of the field with grids. Each side would have one. You would need radios to communicate with the other side. Each side would also have a die.

Arty Call:

* You notify the enemy (with radio) which grid is being attacked.
* The enemy in that grid must stop shooting and hold their position for five minutes. The attacking force may continue shooting and moving around as long as they do not move towards the grid being attacked.
* once the five minutes are up the enemy commander rolls his die.
1 or 2 - 1/3 of your forces have been killed and must leave to respond
3 or 4 - 1/2 of your forces have been killed
5 or 6 - 3/4 of your forces have been killed
* The defending force can now engage the attacking force again and vice versa.

Air Strike:

* You notify the enemy (with radio) which grid is being attacked.
* The enemy in that grid must stop shooting and hold their position for two minutes. The attacking force may continue shooting and moving around as long as they do not move towards the grid being attacked.
* once the two minutes are up the enemy commander rolls his die.
1 or 2 - 1/4 of your forces have been killed and must leave to respond
3 or 4 - 1/3 of your forces have been killed
5 or 6 - 1/2 of your forces have been killed
* The defending force can now engage the attacking force again and vice versa.

You will notice that the kill values are different foe an Arty and an Air strike, and that's because an Arty call would be more accurate then an air strike.

I could see that one or both forces could have these options at least once and would have to use them at the right time. I think this could add to the game.
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Backspasm
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PostPosted: Wed Oct 07, 2009 7:12 pm    Post subject: Reply with quote

Perhaps have the team calling it have a dice roll with a (small) possibility of friendly fire as well?
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MrEvolution
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PostPosted: Wed Oct 07, 2009 7:23 pm    Post subject: Reply with quote

Well I heard the vietnam guys toyed with the idea a few years ago...but it involved oversized pyro grenades strapped into trees that were apparantely detonated via electrical connection with a car battery and it didnt turn out so well.
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leecas
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PostPosted: Wed Oct 07, 2009 7:46 pm    Post subject: Reply with quote

Backspasm wrote:
Perhaps have the team calling it have a dice roll with a (small) possibility of friendly fire as well?


That would happen if they walked into the grid that is under attack. I would try to stay away from making it too complicated.
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*crash*
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PostPosted: Fri Oct 09, 2009 8:38 am    Post subject: Reply with quote

Why don't I just bring out my Panzer Leader and we'll sit around in our uniforms... Mr. Green

The only way to incorp what you suggest is if we have a feild that allows use of our pyro.

Putting things in perspective tho... with or without arty/airstrikes some objectives are just meat grinders ie: 6th Arbn went into Arnhem with 10,000 and could only pull out 2,000 ; In the Scheldt Cdn troops took brutal losses and that was with air/sea/land support ( Walcheren Causeway was a very bloody battle).

"C" Company of the The Black Watch (Royal Highland Regiment) of Canada took heavy casualties on the afternoon and evening of 31 October 1944 in an attempt to "bounce" the Causeway. During their attack, the existence of a deep crater on the causeway was discovered; this crater had been blown by German engineers as an anti-tank obstacle. It was later utilized by the Canadians as a company command post during the battle as it developed.

"B" Company of The Calgary Highlanders were ordered forward just before midnight and were similarly stopped halfway down the causeway.

A new fireplan was drawn up and Major Bruce McKenzie's "D" Company inched forward under intensive gunfire, reaching the west end, and securing it, at dawn on 1 November.

German counter-attacks were heavy and prolonged, and included the use of flame weapons on the Canadians. At one point, all Calgary Highlander officers in one company were wounded or killed, and the brigade major, George Hees took command of a company.

Company Sergeant Major "Blackie" Laloge of the Calgary Highlanders was awarded the Distinguished Conduct Medal for his actions at Walcheren Causeway, at one point throwing back German hand grenades before they could explode amongst his men.

Two platoons of Le Régiment de Maisonneuve took over the bridgehead on Walcheren Island on 2 November, but were forced back onto the Causeway. A battalion of Glasgow Highlanders were ordered to pass through, but they also were unable to expand the bridgehead on the island.

The Germans were finally forced out after the Cdns an Brits mounted an amphibious op on another part of the island as well as attacking across the causeway.

The sad part is, arty/air are not as effective as movies make it out to be. Read up on Monte Casino, Medak Pocket and El Alemein.
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