Home  -  Games  -  Woodwork  -  Tools - Links

 

 

I was lucky enough to get one of the very first Action Pack 4 sets direct from MMP. (They shipped it to me to use as a prize at Enfilade 2008.) Back from the tourney I noticed that the AP4 is still on pre-order. So I thought I'd write up a  little 'first impressions'.

 

The Boards:

 

Board 53 is a village board, mostly stone buildings (especially in the center of town, with mostly wood on the outskirts) and there are small patches of woods, grain, orchards and hedges / bocage scattered about. Boards 54 and 55 are both bocage countryside, with 55 including sunken roads and three low hills. Looks very promising.

 

Rule Book Pages:

 

There are 4 pages of rules (Page B-9, 10, 10A, and 10B), most of which supply additional examples for bocage and wall advantage. 

 

The Scenarios:

 

AP29 - Raff's Dilemma - Half of Bd 11 and 54 (one overlay) - 7 Turns. Americans win if there are no Good Order Germans on the hills. Germans have 10 squads, a bunker, trenches and foxholes and three guns. (76L AT, 75* INF, and 20L AA). The Americans have 9 squads, 4 Sherman tanks, and an M3A1 Scout Car. (Personally, I think we don't see enough light armor in our scenarios...)

 

AP30 - Not Apt to Drag Feet - Boards 54 and 55 (one overlay) - 8 turns. Americans win if they control all buildings within 5 hexes of 54R2 - AND exiting 55 CVP. Germans have 18 first and second line squads, a 50L ATG, and six AFVs (light armor) with MA of 75L, 47L and 37*. Twelve of the German squads can't move or advance until turn 5 unless they are fired on or have LOS to a known enemy unit. Americans get fourteen 747's, good leaders, 9 Shermans (one of which is armed with a 105mm). Oh, yeah. On turn 4, Ten more first line squads enter for the Amis. The Ami's are much better lead in this one.

 

AP31 - 1st Cristot - Board 55 - 5.5 turns. British win if at game end they have 5 or more VP of Good Order non-crew infanty at level 1. Germans have 3.5 SS squads, two leaders, a MMG and a 50L ATG. They also get 2 Panthers' entering on turn 1. The British get eight 1st line squads, 2 leaders, a hero, and 5 Shermans (including one fire fly). A special rule limits the Brits to move EITHER vehicles or infantry each turn. Hmmmm...

 

AP32 - 2nd Crack at Caumont (sure to be forever known as "2nd Crack") - Boards 4, 53, and 54. The Americans win by controlling 12 or more multilevel stone buildings and they have a CVP cap of 29 CVP. Germans have 10.5 squads mixed as elite, first line, and 2ond line. The Germans have a JgPz IV, an "88", and a PzKw IVJ. The Amercians attack with 12 elite and first line squads (mostly 1st line) and five Shermans.

 

More to come....