Showing posts with label White Star Rising. Show all posts
Showing posts with label White Star Rising. Show all posts

Friday, November 9, 2012

Clash at the Crossroads White Star Rising AAR

White Star Rising, the Lock N Load Game of Platoon level WWII boardgame is one that I've played a few times solo. I like it because I can remember most of the rules, plays fairly quickly, and looks good.

However, I've usually left the games not feeling real thrilled. Not sure what it is, but something just wasn't clicking.

But after playing Scenario 2 from the WBC Tournament pack ($3.99) Clash at the Crossroads, my mind may be changed. It was fun and went down to the last roll in a close assault roll.

Also, one of the blogs I follow, Sgt Steiner, just posted an AAR he played of WSR, go check him out.


Final Close Assault roll
US Paras save the day

Monday, September 3, 2012

WSR Cobra Campaign 2

Short Story - US Fail - White Star Rising Cobra Campaign over.

I really need to work on taking a town/fortified position.

Basically, both sides are coming in on opposite sides of the board. US victory conditions: Take both town hexes of Kruispunten AND get two full platoons off the opposite board edge which they enter. This was going to be tough because the Germans would, more than likely, get there first and hole up. 3 PZ Gren platoons, 3 PZIVs, a StugIII and a Whirbelwind (sp)

US goal, move to the south of the town, get the two good units off the board and then attack the city from the south.

Turn 1
Both sides move.
After the first turn-Germans at bottom

Turn 2
Germans take the town. US doesn't get the chit draw and sit still.

Turn 3
 US moves closer and P47 continues dominance and disrupts stug.

Turn 4
US moves up and the German armor whiffs and misses most of their shots. However, on their impulse they start to get better:  they disrupt the M10 and stuart platoons. The stug stays disrupted.

3-4 turns in
Turn 5
The US begins skirting the town and lose 2 M4 platoons. The only bright spot for the US, the P47 disrupts 2 of the tanks.

Turn 6
P47 disrupts another tank and then CCA makes progress toward exit.

Turn 7
US doesn't get chit pull. Germans take out another M4 platoon.
little over halfway in

Turn 8
PZIV platoon taken out. However, an armored platoon is disrupted on the way off the board. However, another armored platoon and m4 platoon get off the board. Though, frankly, those Armored infantry would be be needed to take the town.

Turn 9
Infantry platoon moves up to the forests next to town and the Whirblewind takes them out along with some help of the PZ Gren platoon. P47 lost to ammo shortage. This was the second shortage, so it was out of the game.
3/4 and not looking good for US

Turn 10
Another Armored Infantry platoon gets off the board. The M7 final fires into town and reduces the infantry. (Perhaps i should've focused on that earlier...) It's range is 16, so it can be way away from the town. However, this board doesn't give a lot of good LOS for them to sit out of the German tank range. I'd have to look at the board more closely. A tank and an infantry platoon close assault the Whirbelwind in the woods and take it out. The M4AE8 is reduced.

Game over and US loss
And the game is over. Two turns of no US Chit draws didn't help. I would have to lay out the board and evaluate how to go about this again.

Wednesday, August 29, 2012

WSR Cobra Campaign Scenario 1



Boardgame Lock N Load Publishing White Star Rising, Operation Cobra supplement.

Cobra – Scenario 1 – 8 turns
The US is planning its breakout and needs to:
1: Get at least two units off the board at A0 (Board A)
Secondary Goal: Clear a path of 2 hexes, on either side of the road leading from A0 to the town of Calles.

The game begins with a bombardment – All but one of the units begins the game disrupted. One of the infantry units is reduced as well. The big hit: the Quad 20MM is destroyed – this will prove to be very important.

This also allows CCA to move with impunity their first impulse because no one can opp fire. Though, you have to be careful because once the Germans are activated (assuming they are) they will attempt to rally and if successful will then be able to fire. So the US has to be careful not to be stuck in the open.

Turn 1
The P-47 begins the turn ( a trend for the evening) and destroys the 75MM ATG – another huge hit for the supporting team! CCA just moved forward. The plan: have the tanks move quickly to get out of town and through the exit, while the infantry holds back to disrupt the Germans in town and hopefully clear them out and obtaining the second objective.
The Germans rally most of the units and shuffle a few around to adjust their defense.

Turn 2
Nothing happens, the two end turn markers come up in rapid succession.

Turn 3
P-47 comes on the scene first and disrupts the StugIII – yet another huge hit.
US – The recon M5 rushes behind the hill to go for the exit where the Germans have an infantry platoon in an Improved Position. The M5 will overrun them to let the rest of the tanks through (whoops – I’ll explain later). Infantry dismounts to go for an assault in the city.

Germans – sit idle, waiting for the attack. Probably should’ve move another infantry unit into A0. They couldn’t occupy the Improved position, but it would’ve given more fodder to absorb fire and attacks.

Turn 4
P-47 goes first again but misses their intended target, the platoon in the woods defending against the upcoming US infantry troops. Not much happens – no pics, no notes.

Turn 5
P-47 again is first and disrupts the A0 platoon. This will help to soften them for the upcoming Tank overrun. One platoon of US infantry is reduced heading toward the city. An M4 platoon is disrupted by the Stug during opportunity fire. Then on the German turn, the Stug takes them out.

Turn 6
Germans get a turn but not much happens. CCA is not drawn – not cool.

Turn 7
Realize it’s not going well for the Americans because I remember (ie read the rule) that tanks can’t overrun units in improved position. I’m going to have to take it out with HE fire from the tanks because all my infantry is stuck by the city. Fire is ineffective. US draws fire and a mounted Armored Infantry is reduced by opp fire of the Stug. 2 of the other Armored Infantry Platoons swing by the Stug and many other German units, braving opp fire to assault in the last turn. They want to at least disrupt the Stug so that it can’t opp fire on the US tanks moving for the exit.

Turn 8
P-47 again reduces the A0 infantry.
The US Armored Infantry Close Assaults the town with a Stug and Infantry platoon. I didn’t calculate well. There weren’t enough movement points for the infantry to dismount and then assault. Therefore, they need to assault as HT which doesn’t give them much of a chance. However, it turns out okay, only one is reduced and they are, of course bounced out of the city and the attack. However, the the goal is achieved and the Stug is marked Ops Complete and can’t opp fire.

The US tanks then fire away at the infantry clearing them out allowing several tanks to get out and off the road.

I only get 3 refit points for this, but fortunately only one platoon is reduced and I only lost another tank platoon. So everything else is available for the next scenario, plus what I buy and what else comes with the Scenario.

I use the 3RP for a reduced Armored Infantry platoon which I use to combine with the already reduced platoon to make one full-strength one.

The next scenario is another where I have to get units off the board but this time I will have to capture and hold a city as well. The Germans will not begin in the city, but will probably get into the city first. Need to remember the goal to win, then focus on the RP. If the US doesn’t win the Scenario, then the campaign is over. I almost lost this first scenario, which would’ve meant a demotion for me.