Scenario Review – Withdrawal from Hill 112 – With Video!

Withdrawal from Hill 112 is a Normandy scenario for Memoir ’44 from Campaign Book 1.  It’s the third scenario in the Flanking Caen mini-campaign.  All four of the Flanking Caen scenarios are interesting and reasonably balanced scenarios, pitting a slight Allied lead in overall forces against a very aggressive, and potentially lethal Axis force.  This scenario is interesting because of the limited mobility available to the Axis forces, balanced by their superior starting force position.

On June 29, Operation Epsom entered its fourth day. The British were holding onto a salient that incorporated high ground known as Hill 112 on the far side of the Odon River, near the village of Baron. The British 11th Armoured Division had a tentative hold and the Allies knew, thanks to intelligence reports, that the Germans were amassing armor for a counter-attack.

The German command made a preliminary push, sending the 9th and 10th SS Panzer Divisions and the 2nd SS ‘Das Reich’ into action along both sides of the Odon. Although the 11th Armoured Division was able to hold Hill 112, the British commander, Lieutenant-General Dempsey grew concerned about having his lead elements isolated on the far side of the river. He ordered them to withdraw back across the Odon, a decision that came back to haunt him when the Allies paid a heavy toll to reclaim the same ground nine days later.

Although Operation Epsom never quite achieved its original objective of flanking Caen, it did manage to draw the bulk of the German armor into the area which freed up the Americans on the right and opening the door for their break-out into hedgerow country.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Though old, Campaign Book 1 is still available as an eBook, and I highly recommend it to any active Memoir 44 player.  However, that means it’s still considered classified at DoW.  So, here’s a bad photograph.

Withdrawl from Hill 112

The river dividing the map is pretty significant for the Axis.  Note that the bridge on the Axis side empties into a hedgerow, making it nearly useless for any sort of tactical reinforcement.  The Allies have it a bit easier, as their bridge is not only free from obstructions, but also protected from distant fire by a town.

Both sides are weak in the middle, and the action in this scenario is going to come down to the flanks.  The Axis have tank superiority, and with a good hand they can break the Allies on either side.  However, they need to be fast and consistent, because the Allies do have position in the center and greater flexibility.  Their bridge is open, and they can, in the right circumstances, move their tanks back and forth.  On the other hand, the Axis infantry in the center are almost entirely useless.  Should the Axis player take the time to move them up, it’s quite possible for the Allied player to make them pay by pressing an assault on either flank, or just plinking them from a distance.

On average, I think this map favors the Allied player, but a decisive Axis victory is a definite possibility.  We played this twice, switching sides, and the Allies won both times.  The first game turned into a last-turn nailbiter despite a mediocre Axis hand, while the second game was a brutal crushing of the Axis thanks to a complete lack of cards on their left flank.  DoW has this scenario at 60/40 Allies based on 148 reports.  I think that experienced players will even that up a little bit, but it definitely shows the advantage held by the Allies.

Overall Evaluation – 4/5 – This is a fun scenario with an interesting imbalance.  The Axis player will usually feel like they have a chance, because they do – even though, most of the time, the Allies will win it.

Balance Evaluation – Allied Favored – 60/40 is hard to argue with, and a mediocre hand will doom the Axis player every time.

First-Turn Win Possibility – Weak – The Axis can open up with a pretty devastating assault, but the strong Allied position makes it unlikely that this is a true knock-out blow.  That is, unless the Allies can’t follow up with anything stronger than a probe.

Plink-Fest Danger – Weak – The open space and the tanks turn this into a tank-brawl, and those don’t last very long.  Dice and cards will give one side or the other a quick advantage, and it’s all downhill from there.

Video – Unfortunately, the match we recorded was a somewhat boring smash-up of an immobile Axis side.  I just didn’t draw the cards to defend myself, and was broken on my own baseline.

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