The Greatest Day: LE#1 the Black Baron Definitive Play Guide

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Game Night:No

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The Greatest Day: LE#1

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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The Greatest Day: LE#1 The

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