The journey which Dave and I started with Last Hundred Yards continues. We play asynchronously – the game is ideal for this purpose, with no interruptions plus either of us doing the end-of-turn resolution. We communicate via Discord while uploading files to the shared Google Drive folder. That really makes things easier, automates a lot of stuff plus gives me an easier access to materials needed for session reports 🙂

We really liked our first mission, #1 On Their Own, and decided to continue with that title. Will we play all scenarios like in case of Combat Commander Europe? Do not know, but we shall make to the vehicles battles for sure!

The Game

Couple of words as an introduction to the system. The Last Hundred Yards is definitely unique in comparison with other tactical wargame published to date. It introduces innovative system of action-reaction, intended to model Small Unit Behavior in Combat during WW2. It is pretty fun, really fast-paced, and provides a very good simulation of what it was like to command combat units at the platoon or company level – both infantry and vehicular units.

The game is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of an infantry company in Western Europe after the D-Day landings. On top of this, it is marvelously published with one of the most beautiful maps I have seen so far.

The Mission

Mission 2 Scenario briefing

The Base Game of Last Hundred Yards leads us through twelve various missions. They are gradually growing in complexity and introduce new game mechanics & units. Mission #2 The Dark Woods can be still treated as introductory scenario, although three platoons on each side requires some more coordination.

Sides: scenario has some pretty crazy set-up (see above). We rolled for sides and in the end Dave was leading German Platoons and I had a pleasure of commanding US forces.

Goal of the scenario: as usually, you can win LHY battle in at least couple of ways. The ones for this engagement are as follow:

  • One of the sides sustained enough losses to reach its Casualty Limit (here it was three for each side). The other side wins.
  • The Final Time score (which counts elapsed minutes and additional points for casualties) reached at least 31. That pretty abstract number only means, that there is a time pressure and time limit. At that moment we count the number of contiguous road hexes from friendly board edge – who has more, wins.

Let us see how it went!

The Session

You know me and my passion for picture-rich session reports. I am definitely a person to whom image speaks volumes in comparison to the text only. Thus, below you will find detailed depiction of main actions during the game – that was a very confrontational set up from the start and super bloody session due to the rule about controlled road hexes. So let us jump to report!

You can click on every image and enlarge it for better visibility.

Set-up of our Mission 2 – both sides are concealed but I switched it off for better visibility. There is a lot of deep forests which will require brutal fight at close quarters and most probably tons of casualties. There are 15 road hexes on the map – who will control more?
Dave had initiative in Turn One and managed to nicely advance along the path; my limited reactions provided me with only one hex movements. 8-6 for Germans in controlled road hexes.
Now we see each other and the first, inconclusive fire exchanges start. Whoever will have initiative next turn will definitely advance forward!
And I believe in Turn 3 I have actually got initiative and decided to attack! How have I fared? Well, my precise fire killed one German unit, but assault ended in huge disaster, couple of units disrupted and needed to withdraw!
Let us try again; previous turn attack failed but I have two another platoons! They move forward – Assault 1 is decimated by defensive fire, and I have to feint and withdraw again. However, Assault 2 is a full success! I manage to inflict two kills on Germans, and we are close to their Casualty Limit.
Turn Five was a great culmination of our game. First of all, Dave recovered his broken units and they went amok! He received hero who charged my well-prepared defensive positions and killed himself in the process! At the same time mutual fire at very close quarters was opened, resulting in one kill also on my side. However, that was too much for Germans…
…as they crossed their Casualty Threshold (see above). What you can see, is that Germans were pretty much immobilized due to loss of two leaders.
Causalities from the game – five on German side, one on Allied.

Summary

This was our second experience with Last Hundred Yards. Let us be honest, that scenario did not have a lot of finesse but is very good training in basic rules, coordination, assaults and fire resolution. Talking about strategy, I think amassing platoons at one hex, even sometimes at penalty of density, paid off in all those assaults. And that some of them backfired – well, that happens!

More reports to come!