After our dogfight excursion, Mark and I returned to BCS, in the form of Danger Forward, the game included with the new Battalion S3 magazine. Having played BCS once, I found the magazine of limited use, as much of it is aimed more at first-time players, answering questions that I’d already had to work out. The more Danger Forward oriented parts were better, since I of course hadn’t played that yet. I certainly think the intro combat article could have been better done, as it didn’t answer questions in a really useful way. The article on blobs on the other hand was better, since it explained some of the thinking around a concept that is hard to write ironclad rules for. The charts in the back aren’t bad, but (I think) already existed, and could still use some layout improvements. The spare player aid card is a big help, even when you’re playing on Vassal.
But the real point is the game itself, which is nicely small with a single poster map, one sheet of counters, and all done at a 5/8″ counter size. I’d kind of like to see the British landings on Sicily at this scale, since I’ve played Primosole Bridge ages ago, but the American landing does make for a good situation. There’s a few wrinkles; we had to do an extra lookup that the garrison units do have a ZOC (they generally have the characteristics of “unready” no AV and no assault arrow), the 82nd Airborne is exempted from a lot of usual supply and command details, and the Americans have a decent amount of naval support to assist their attack. We did use the HQ Orders optional rule, though it is probably about as much trouble as it is worth here.
Mark had the Americans and won the initiative. However, he tried for the 82nd Airborne, which starts with its second activation (the first presumably is the drop itself), and he failed the roll for the second activation, leaving them all unready. I activated PG KG and got a partial activation, and no second, advancing to the ridges north of Acate, and taking fatigue since I mistakenly put down an objective (an article on how and when to use objectives could be a good idea).
The 45th Infantry went next, with a double objective on 25.10. The attack on the garrison there went well, with a follow-up battalion getting adjacent to Biscari Station. (Other elements got too far out and around the 27.07 garrison as we didn’t think it had a ZOC at this point.) Pz KG had two companies of the 82nd to deal with (in 31.26 and on the road in 27.27). With a full activation, I put an objective on each, and eliminated them both with barrage or attack by fire, leaving the division scattered about the north edge. The 1st Infantry took two attacks to clear the 16.16 garrison (we missed that you can only have one regular attack on a hex per activation), and then went inland to grab Gela-Farello Landing Ground. Livorno got a partial activation and moved the two elements of Groupo Mobile (the mechanized infantry) onto the plains. Finally, Force X managed to clear both hexes of Gela and get a second activation, which let them reduce, but not eliminate, the third Italian garrison.




