When Patch and I started playing through the scenarios from Pegasus Bridge, the intention was to follow them up with an actual Campaign Game from that product. However, by the time we had gotten through them all, Journal 6 had come out, with its own mini-HASL, “Primosole Bridge”. I was enthused by it, and talked Patch into getting a copy, and instead of playing a campaign game with British and Germans fighting over a bridge in Normandy, we played one with British and Germans fighting over a bridge in Sicily a year earlier. The original AAR was one big thread for everything, but I’m splitting it up into the various ‘dates’ here, otherwise it’ll be too long even for me. We got going in May 2007…:
And this one is likely to go on for quite a while. Patch and I just started the full 12-date CG for Primosole Bridge from Journal 6. I’m taking the Italian & German forces.
It’s going slightly slowly for us at the moment. It’s been a decade since Patch has played with Night, Gliders or paradrops, and it’s my first time for all three. However, the unit density for the initial scenario is low enough (compared to PB6) that once we’re past the night rules questions it should move pretty fast.
The initial scenario seems like it would make an interesting regular scenario, with a German convoy showing up in the middle of the Brit paratroopers taking out the Italian garrison. Setup was complicated for both sides, and odd for me, since the normal night options are in turn restricted by the fact that I have to be adjacent to the paved road and in a pillbox or building. And all the pillbox and trench locations are specified, so I didn’t bother HIPing them, as it’d only force Patch to re-read the SSR as he moved.
One turn into the date, and not much has happened north of the river. The paratroops scattered all over, and should be about to head for C Di Stephano.
The gliders landed in the south, and he got his reinforcements on turn 1. Not exactly what I was hoping for. However, Things have gone decently well. He discovered a minefield by losing a HS to it, and the losing the other half of the squad as they tried to rout out of it. The M23 pillbox’s MMG managed to nail a stack of his during my turn, breaking a 8-1 and two 648s. He managed to self-rally one of the squads on his turn and get the leader out of DM, so I’m not keeping them down for long. Meanwhile a lowly 346 squad has managed to keep another squad in melee for two CCPhs despite being Ambushed. I moved another group from O24 to the north end of the bridge. I did this in full (concealed) view of Cloak ‘A’, so I’m starting to wonder about him….

Situation south and around the bridge, beginning of British turn 2.

Town and British landings, beginning of British turn 2.
The really troublesome news is that the NVR has already gone down to 2, and I have yet to get a starshell off. Three attempts, and I think they were all 5s. This means he could get scarily close to the town north of the bridge before I see him.
We’re using the PBr VASL map available for download here, but we’ve noticed that the game-internal hexgrid has trouble. Much of it matches, but right at hexrow ‘O’ it suddenly shifts off a hex….
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