Battle at Danhe Madeit

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Locozugmeister
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Battle at Danhe Madeit

Unread post by Locozugmeister » Sat Nov 02, 2013 12:08 am

:bowty: The quiet morning at Danhe Madeit started out like any other but, just after sun rise the tranquility was shattered by the sound of approching war machines from two sides.
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Sir Archibald Johnson of the British summed up the situation and, not seeing any sign of the enemy decided to Vanguard and tally-ho into the town.
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What sir Archibald Johnson didn't know was on the other side of town Africa Korp Commander Loco Von Nohits was busy discussing plans with his officers for taking the town.
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Von Nohits didn't have a large force at his disposal. A quickly assembled force of two DAK Infantry platoons supported by a couple light Infantry guns, 3 Pz III Js and, reminants of an Italian armored car group with a 90/53 AT gun on a Lancia truck that tagged along.
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Sir Archibald Johnson had made quick work setting up defences in the town and soon Von Nohits found no open avenues to get a foot hold. This proved very frustrating to Von Nohits as he watched his forces take a pounding from the British and not inflicting any damage in return.
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Sir Archibald Johnson advanced steadly through town pushing Von Nohits into a small corner where his forces were quickly destroyed by overwhelming British fire. Von Nohits was plaged with excessive amounts of dud ammunition and was finally forced to surrender his last two Infantry squads and the town to Sir Archibald Johnson after just 5 rounds of combat.
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Kenny and I played this last night using the buildings Dano made on 3 3" hex maps. We changed the scale to 10m hexes as in the HBF maps and tried to keep the rules simple. We doubled the ranges and movement and allowed no High gear bonus. Only soldier units were allowed in building hexes. Soldiers in a hex with a building recieved a normal cover roll. Movement into a building (placing soldier on top) cost 1 movement point and soldier units then recieved +1 to there defence with a normal cover roll. We also used true line of sight which allowed many shots between buildings if the LoS didn't touch any obsticles. This was a very fun game and we're looking forward to playing again.
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dano903
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Re: Battle at Danhe Madeit

Unread post by dano903 » Sat Nov 02, 2013 5:19 am

that looks great! thanks for the pixs!!!

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RichtervonManthofen
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Re: Battle at Danhe Madeit

Unread post by RichtervonManthofen » Thu Nov 07, 2013 9:06 am

Sweet!

Audacity
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Re: Battle at Danhe Madeit

Unread post by Audacity » Mon Nov 18, 2013 1:10 pm

Nice AAR and pics! Was it hard just remembering to double the ranges?

Locozugmeister
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Re: Battle at Danhe Madeit

Unread post by Locozugmeister » Mon Nov 18, 2013 6:14 pm

Audacity wrote:Nice AAR and pics! Was it hard just remembering to double the ranges?
:bowty: We didn't have much trouble with remembering the ranges. It's still a work in progress with some tweeks to come I'm sure. Maybe if we can pull off getting together here in Iowa next year we'll play some of this.
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Locozugmeister
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Re: Battle at Danhe Madeit

Unread post by Locozugmeister » Sat Nov 23, 2013 8:30 pm

:bowty: Got a chance to play a second game using Dano's custom terrain with Jim from our group. We played 250 pt. 1943 build. Jim went with a French / American combo and I went with a German / Italian combo again. The Combo Jim ran was a tough nut to crack. I managed to get into the town about the same time as Jim. We fought and manuvered back and forth for for the next 3 turns with Jim finally coming out the victor.
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Audacity
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Re: Battle at Danhe Madeit

Unread post by Audacity » Sun Nov 24, 2013 11:30 pm

Not much better than a good table top war game!

aarules
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Re: Battle at Danhe Madeit

Unread post by aarules » Sun Jun 29, 2014 7:28 pm

Looks fun! The 3D buildings look cool.
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