After Action Report

Normandy ’44 Campaign AAR Part IV: June 13th-15th

The Invasion So Far… Last time the Germans tried to take out the British mulberry but failed with one last lunge by Panzer Lehr (which got surrounded and mostly destroyed for their efforts). Now the British can turn their focus to firming up their front line and pushing to Caen again. The American armies expanded […]

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After Action Report

Tank Duel Scenario 2: Hold the High Ground – Round 8

Coughing from the acrid smoke that envelopes his men, the Commander realizes that they are going to lose this battle unless they can kill the Panther and Stug that have captured the high ground in front of him. And they need to do it soon as German reinforcements have been spotted moving towards the hills.

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After Action Report, Playtest Reports, Scenarios/Variants

Normandy ’44 Campaign AAR Part III: June 11th-12th

The Invasion So Far… In our last after action report, we went through three days of action. We also had our first storm turn playing havoc on Allied supplies and reinforcements, but overall the British moved closer to Caen provoking a lot of punch and counter-punch near that city. The Omaha sector was pretty thinly

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After Action Report

Tank Duel Scenario 2: Hold the High Ground – Round 7

The Commander can only watch as the T-34/76 comes to a sudden stop, mud spraying.  Get out of there! But it is too late – the Panther’s gun barrel settles in, aimed at the T-34/76. He isn’t sure what came first, the sound of the shot or the explosion as the T-34/76’s hatches blow clean

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After Action Report, Playtest Reports, Scenarios/Variants

Normandy ’44 Campaign AAR Part II: June 8th-10th

The Invasion So Far… In our last after action report, I introduced Normandy ’44 and discussed the initial invasion plus airdrops. I sprinkled in a little commentary on game mechanics while reporting on the action. I intend to continue this format for the rest of the series. Last time we had just witnessed the failure

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After Action Report

Tank Duel Scenario 2: Hold the High Ground – Round 6

Smoke drifts from the hull where the round impacted, but the Commander doesn’t see any flames – hopefully they can get the fire out quickly.  Across the battlefield, the Commander sees the Stug moving into a flanking position, it won’t be long until he stops and aims at our weaker side armor! We need to

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After Action Report, Playtest Reports, Scenarios/Variants

Normandy ’44 Campaign AAR Part I: June 6th-7th

Introduction When I moved to a new home last year I appropriated a small room for my gaming collection. Slowly but surely I put together some bookcases, moved a small desk and eventually acquired a combination table-bookcase so I could set up games long-term. Everything was ready, so all I needed was to pick a

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After Action Report

Tank Duel Scendario 2: Hold the High Ground – Round 5

“I’ve got a clean shot on the Panther!” “Fire!” The Commander braces himself as the SU-100 cannon roars again. He watches as the shot impacts the Panther’s turret and the Panther Commander is blown out of his hatch! “Great shot! Reload!” Nearly simultaneously, the T-34/76 fires and the PZ IV erupts in a massive explosion!

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After Action Report, Playtest Reports, Scenarios/Variants

Tank Duel Scenario 2: Hold the High Ground – Round 4

The Commander’s heart rate quickens as he watches the Panther’s long gun barrel rotate past him and settle in on the T-34/85 on the hill. Unable to line up a shot on the Panther in time, he can only hope that the T-34/85 realizes the danger and moves, but they are too focused in on

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After Action Report, Playtest Reports, Scenarios/Variants

Tank Duel Scenario 2: Hold the High Ground – Round 3

Round 3 “We are too exposed! Look for cover or a place we can go hull down!” the SU-100 Commander shouts to his driver as the battle rages on. The Panther is on the move making it nearly impossible to hit. He flinches as the T-34/85 hidden in the woods on the hill opens up,

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After Action Report, Playtest Reports, Scenarios/Variants
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