the greatest day: le#1 the black baron definitive play guide
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The Greatest Day: LE#1 The BlackBaron De!nitive Play Guide
Ty Snouffer Blog, Wargames Black Baron, d-day, grand
tactical series, multiman publishing, the greatest day 1 !
11NOV
2015
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The Black Baron Definitive
Play Guide
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INTRODUCTIONINTRODUCTION
With my counters clipped and Exclusive Rules read, I’m ready to
get The Greatest Day Sword, Juno, and Gold Beaches to the
table. I’m positioning this Definitive Play Guide as part Set-up
Tool, part Strategy Guide, and part After Action Report (AAR).
Depending on how it is received, I may do others. We’ll see how
it scales too.
With that in mind, I’ll be the first to admit that I am not the
strongest GTS player tactics-wise. I look to other players like
Rob Davidson and Mike Curtis to lead the way. Then I steal from
them. This may seem like overkill for such a simple scenario, but
I am trying to get some practice in. I also expect that by writing
things down I’ll be a better player while soliciting feedback from
the GTS community. If you have a strategy tip to share or take
a different view on a tactic, let me know. I’d be glad to update
these guides with the best thinking.
. . . and now, let’s see what the Black Baron has in store . . .
Scenario Set-upScenario Set-up
This scenario uses only the Black Baron map. Play begins with
step H of the Sequence of Play. Play then proceeds until the last
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Map Set Up
Note that Hero Wittmann, while available for use, is not “in play”
and has not yet been placed with a Unit. Once you place
Wittmann with a Unit, that Unit will gain all of his advantages.
Historically, he was placed with 2./s.SS-Pz. 101.
Wittmann Enters
via Exclusive
Rule 16.2
Supporting AssetsSupporting Assets
None
ReinforcementsReinforcements
None
MarkersMarkers
All Victory Tasks are “Pending”
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This track is on the 12.SS Panzer Div Card
7th Armoured Division Troop Quality: -1
This track is on the 7th Armored Div Card
12.SS-Panzer-Division Troop Quality: 0
This track is on the 12.SS Panzer Div Card
Date is June 13, 1944
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Time is 0900
Weather is Clear
Found on the Turn Record Chart and Weather Table
EventsEvents
Events are not used in this scenario
Command ValuesCommand Values
The 7th Armoured Division has a Command Rating of 0. The
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Division starts with 1 Command Point
This track is on the 7th Armored Div Card
The 12.SS-Panzer-Division has a Command Rating of 1. The
Division starts with 2 Command Points
This track is on the 12.SS Panzer Div Card
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(Dispatch Points are not used in this scenario and the Mug
contents are provided below.)
AttachmentsAttachments
s.SS-Pz. 101 is attached to the 12.SS-Panzer-Division
This track is on the 12.SS Panzer Div Card
Commonwealth Brigade Composition 7th Armoured Division:
22 Armoured Brigade: 1 Rifle, 4 CLY, 5 RHA (see special rules)
This track is on the 7th Armored Div Card
The MugThe Mug
The mug is not used in this scenario. The 12.SS-Panzer-Di- vision
Activation chit is played first, followed by the German Direct
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Command chit, then lastly, the 7th Armoured Division Activation
chit. The scenario ends after all chits have been played.
Yep, these are all the
chits you need
Victory ConditionsVictory Conditions
12.SS-Panzer-Division Victory Tasks
Primary Task: Eliminate 4 steps of Allied Units
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It doesn’t have to be these four steps, but they are
likely targets
Secondary Task: There are no Allied Units on Hill 213 (78.060)
Taking and holding this
Hill is key
Tertiary Task: None for this scenario
The Allies do not have victory conditions here, only the
Germans. If the Germans complete both of their tasks, they win.
If not, the Allies win.
Exclusive Rules in Use
2.0 Terrain
16.2 German Named Heroes
16.4 German Tank Recovery
Scenario Special RulesScenario Special Rules
The s.SS-Pz. 101 Formation (both 1. And 2. Companies) are
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attached to the 12.SS-Panzer-Division for the entire scenario.
Treat these Units as 12.SS-Panzer-Division Units in every
way.
1 Rifle Brigade, 5 RHA, RA, and 4 CLY battalions are
considered to comprise the 22 Armoured Brigade of the 7thArmoured Division in every way.
5 RHA may only Direct Fire in this scenario.
Hero Wittmann is available for use.
Unit Set-upUnit Set-up
GERMAN DECISIONS
Units can start in Column. I like to set 1./s.SS-PZ. 101 in Column
although it doesn’t really matter given that the first chit is the Div
Activation chit for 12.ss Panzer. He can just get in Column as part
of his first action anyway.
Rationale – 1./s.SS-PZ. 101 is going to Assault Hill 213 and needs
to be in Column to do so. Do it now or when he is activated. It
doesn’t matter.
BRITISH DECISIONS
Units can start in Column. I’ll go ahead and place C/4 CLY in
Column in case my German opponent gets carelessand leaves Hill 213 unprotected. Perhaps I can sneak in at the
end and invalidate 12.SS’s Secondary Task.
Rationale –Not a lot to hope for in this scenario. Maybe I’ll get
lucky.
Play and StrategyPlay and StrategyChit 1 –Chit 1 – 12.SS Panzer Divison Activation12.SS Panzer Divison Activation
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Now that the German units are active, Wittmann can come into
play. I place him on 1./s.SS-PZ. 101. This is a different approach
from what is in the Exclusive Rules . I like the idea of attacking
the strongest British unit with multiple actions from my
strongest German unit. If I get lucky, I might be able to get in
a shot from Hill 213 with any remaining Wittmann actions.
Rolling for Command Points, we can expect an average of 2-3.
However, the point is nearly moot in this scenario as any roll
for CPs other than a 0 or 1 will give us enough CPs for the entire
scenario (including the Command Rating).
1./s.SS-PZ. 101 will use its special ability from Wittmann to take 4
immediate actions for its activation. It will first close on Hill 213
protected from Op Fire checks by his colleague in 70.061.
2./s.SS-PZ. 101 limits A/4 CLY’s Fire Zone to 1 hex. Next, 1./s.SS-
PZ. 101will conduct 1-3 assaults on A/4 CLY; whatever is enoughto eliminate the 2-steps of A/4 CLYand take Hill 213.
1./s.SS-PZ. 101 will automatically pass its Bravery check due to
Wittmann’s capability and Assault powerfully as all TQCs are
automatic leading to Company Bonuses all around. It will have
to brave an Op Fire check from at a roll of <=4. Remember the
British have a -1 TQ for the entire scenario.
If 1./s.SS-PZ. 101 retains its full strength, it will be Assaulting at
66/22 with an excellent chance to eliminate A/4 CLY. A/4 CLY gets
to fire first though at 00//00.
Assuming 1./s.SS-PZ. 101 has taken Hill 213, it can use any of its
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remaining Wittmann actions to fire at A/1 Rifle using the OP on
the hill to see over normally blocking Hex Ridges. Regardless, it
should not leave Hill 213 under any circumstances.
2./s.SS-PZ. 101 can begin its Assault on A/1 Rifle braving an OF
fire check of <=4 from A/1 Rifle (although any fire would be very
weak). 2./s.SS-PZ. 101 will pass its Bravery Check to conduct the
Assault on anything but a 9. Once passed, and paying one CP,
2./s.SS-PZ. 101 can attempt a single Assault at 77/33.
Actual GameplayActual Gameplay12th.SS Panzer Div Act chit activates German units. CPs checked
with a 6 rolled netting 4 CPs (including CR) on top of the starting
2. Wittmann comes out and is placed on 1./s.SS-PZ. 101 which
moves to 77.059 as its first Wittmann action. 1./s.SS-PZ. 101
declares an Assault (*pulls out Assault Flow Chart *) on A/4 CLY
which checks for Op Fire rolling a successful 4. For the Op Fire,A/4 CLY is rolling against a 33 to hit [6 base -5 DR +2 FZ-to-FZ].
The resulting roll of 99 is a miss.
Defender will stand and Assaulter will Fire. A/4 CLY checks for
Coy Bonus at <=4 and rolls 0 to succeed. Since it has a
colored Assault value, A/4 CLY rolls against 00//00 [4/4 base + 2
Coy Bonus -1 Column -5DR]. The result is 00//44.. 1./s.SS-PZ. 101
takes a Cohesion Hit immediately per GTS 2.0. Bad luck for the
German.
1./s.SS-PZ. 101 automatically gets its Coy Bonus for Wittmann
and rolls against 55//11 [8/4 base +2 Coy Bonus -3 DR -1 Column -1
CH]. The result is 11//00 for a Suppression and Cohesion Hit on A/4
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CLY. A/4 CLY tries to convert the Suppression to a CH at >=4 and
succeeds with a 2. End of Assault Round 1.
The Assault on Hill 213
Assault Round 2.
Defender will stand and Assaulter will Fire. A/4 CLY checks for
Coy Bonus at <=3 and rolls 0 to succeed. Since it has a
colored Assault value, A/4 CLY rolls against 00//00 [4/4 base + 2
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Coy Bonus -1 Column -5DR -2 CH]. The result is 77//22. No effect
on 1./s.SS-PZ. 101.
1./s.SS-PZ. 101 automatically gets its Coy Bonus for Wittmann
and rolls against 55//11 [8/4 base +2 Coy Bonus -3 DR -1 Column -1
CH]. The result is 44//00 for a Step Loss and Cohesion Hit on A/4
CLY. The CH is converted to a Step Loss since the target already
has two CHs and A/4 CLY is eliminated.1./s.SS-PZ. 101 advances
onto Hill 213. End of Assault. The Secondary Task is satisfied.
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Hill 213 Taken
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1./s.SS-PZ. 101. will use its last 2 Wittmann actions to Direct Fire
at A/1 Rifle. Again, 1./s.SS-PZ. 101 gets its Coy Bonus
automatically and rolls its DF at a 77 [8 base +2 Coy Bonus -1
Column -1 CH -1 range vs armored]. The roll is a 22 resulting in
Suppression for A/1 Rifle.A/1 Rifle spends a CP to convert to a
CH not wishing to be Suppressed while 2./s.SS-PZ. 101 still has
to go.
1./s.SS-PZ. 101 uses its fourth and last Wittmann event to
conduct the same Direct Fire attack at A/1 Rifle. Again, the target
is 77.. A 33 is rolled resulting in a second Cohesion Hit on A/1 Rifle.
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Firing at Range from Hill 213
2./s.SS-PZ. 101 activates and spends a CP to Assault after
foregoing its first action. A/1 Rifle checks for OP Fire at <=3 and
rolls a successful 0. Its Op Fire attack is at 00 [2 base -2 CH – 5
DR +2 FZ-to-FZ]. The roll of 00 places a CH on 2./s.SS-PZ. 101.
Assault Round 1. Defender Stands. Attacker Fires. A/1Rifle checks
for Coy Bonus at <=3 and succeeds with a 0. A/1Rifle fires at 00//00
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[2/3 base +2 CB -2CH -5 DR]. Result is 88//77 for no effect. 2./s.SS-
PZ. 101 Assaults at 66//22 [7/3 base -1 CH] rolling 44//00, a Step Loss
and a CH. The CH is converted to another Step Loss, the second
forA/1Rifle eliminating it. This total 4 British steps eliminated and
satisfies the Primary Task. 2./s.SS-PZ. 101 advances into 79.061
and the Assault ends along with the Activation.
2./s.SS-PZ. 101 Assaults A/1 Rifle
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End of the First Chit
Chit 2 –Chit 2 – German Direct CommandGerman Direct Command
1./s.SS-PZ. 101 spends a CP and attacks S(AT)/1 Rifle from Hill
213. Again, the OP on the hill allows 1./s.SS-PZ. 101 to see over
the Ridge Hexsides. Obtaining its Coy Bonus with a roll of
3, 1./s.SS-PZ. 101 has a fire value of 88. Rolling an 88, S(AT)/1 Rifle
is Eliminated.
2./s.SS-PZ. 101 spends a CP and attacks 5RHA, RA from 79.061. It
has a fire value of 22 [7 Base -1 CH -2 Ridge hexside -1 Town -1
Range]. The roll of 88 results in NE.
Activation ends.
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End of the Second Chit
Chit 3 –Chit 3 – 7th Armored Div Activation7th Armored Div Activation
With the Germans fully in control of Hill 213, the Div Activation
chit is too limited to be of much good to the British. The British
concede.
In the end, the Germans eliminated 6 steps of British units and
captured Hill 213 keeping British units off of it.
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TY SNOUFFER
Wittmann’s Kill Pile
ClosingClosing
Thanks for reading. It is a fun little scenario. I would like to see
how the approach would hold up against a live opponent
although it seems pretty stacked against the British.
I would love to hear any alternative approaches you might have
to this scenario. Feel free to do that along with providing
corrections or comments below.
Oh, what’s that I see over there . . .? Looks like Storming Gold
making its way to the table.
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1 COMMENT
Cavan Cunningham // November 12, 2015 @
12:07 am
Greta Ty. Keep it up.
REPLY
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