/ˈneməsəs/
noun
synonyms: "archrival", "adversary", "foe", "opponent", "arch enemy"
- a long-standing rival; an archenemy
- a downfall caused by an inescapable agent
- a conflict simulation by High Flying Dice on "The battle of Abbey Ardenne", 7 June, 1944
The idea for this Waffen-SS division was first proposed by Artur Axmann, the leader of the Hitler Youth, to Reichsführer-SS Heinrich Himmler in early 1943. The plan for a combat division made up of Hitler Youth members born in 1926 was passed on to Adolf Hitler for his approval. Hitler approved the plan in February and SS-Gruppenführer Gottlob Berger was tasked with recruiting. SS-Oberführer Fritz Witt of 1.SS-Panzerdivision "Leibstandarte-SS-Adolf Hitler" (LSSAH) was appointed divisional commander. Personnel from the LSSAH provided the regimental, battalion and most of the company commanders and upper NCOs for the division, about 2000 personnel was transferred. In September 1943, the division had over 16,000 recruits on its roster, undergoing training in Beverloo Camp, Belgium.
June 7, 1944: SS-Panzergrenadierregiment 25 under the command of Standartenführer (Colonel) Kurt Meyer had moved into the area very early on June 7th, moving at night on June 6th, to avoid the constant Allied air patrols and naval bombardment. Meyer established his headquarters in the Abbaye d'Ardenne (actual name L' Abbey d'Ardenne), because the Abbaye turrets gave an excellent view of the country side facing the channel. It was from this turret that the discovery was made that the Canadian 9th Brigade was advancing toward Carpiquet Airfield and had an exposed flank.
The fighting was so fierce that a street corner in southern Authie was named "Place des 37 Canadiens" in honor of the 37 Canadians killed there that day.
The 9th CIB casualties for June 7 lists for the North Nova Scotia Regiment 84 killed, 30 wounded, and 128 captured and Sherbrookes casualties were 26 killed, 34 wounded along with 28 tanks destroyed or damaged.
The Germans also paid heavy with the Sherbrookes claiming to have destroyed up to 35 German tanks (Pzkw IV's), thus reducing the effectiveness of the SS-Panzergrenadier Regiment 25.
Note - was it deliberate murder or revenge killings? That's the question that the Canadian War Trials couldn't answer. Meyer's was convicted on a few counts, such as being the commander that he was responsible for the actions of his men (pure bull shite as being in the military, I saw where section, flight, Platoon, Company, and unit commanders got out of this and hung others out to dry to take the blame.) Meyer's conviction was overturned from death by hanging (convicted Dec 1945), to life in prison, to being released after serving 9 years (released in 1954) and passing away about 7 years later from a bad heart. So, was it Meyer who gave the orders or was it his officers, NCOs or men believing they could do what they wanted? We will never know.
The first section is the actual game map that is aprx 8.5" x 6.5" in size with 1/2" hexes regulating movement. The terrain chart and various tracks are at the top of the game map and is the rest of 2.5" to make 8.5" x11". There is a compass rose showing north (North is at the bottom of the map) and a heavier line showing the limit of the Allied naval gunfire support. The map is just right.
Some might think the map is simplistic. But, if it was showing more terrain, it would be too much. Roads, woods, towns and villages are shown, along with the southern limit of the Canadian (and British) Artillery support and a compass rose. Nice touch on the compass. The area depicted is where the North Nova Scotia Highlanders regiment (Novies), the Sherbrooke Fusiliers Regiment and the 12.SS fought on 7-8 June, the Buron - Authie area.
Now that is all out of the way, onto the setup and play of the game...
Preparing for play
Before starting the game, here is the latest addenda for the game and some of my own.
Nemesis - Addenda, August 24, 2018. New one - Sept 2018
There are a few places in the rules where “Disrupted” units are referenced. These should read "Pinned" instead:
- case 3.2 Movement, page 2, line 1, word 3 "to an "undisrupted" enemy unit."? Should read: "to a "pinned" enemy unit".
- case 4.0 Assault, Page 2, line 8 (under modify the DR as follows) "+1 Red AF unit firing on "Disrupted" armor unit." should read: "+1 Red AF unit firing on "Pinned" armor unit.".
- case 8.0 Rally, Page 3, line 1 "both sides can attempt to Rally a "Disrupted" unit." should read: "both sides can attempt to Rally a "Pinned" unit".
8.0 Rally (addition). 5 is the highest level either player’s Morale Level can be increased.
1st, this fix...
8.0 Rally, seventh line (correction). This should read "if the DR is > the ML" (not less than).
2nd, and this fix...
8.0 Rally, Lines 6, 7, 8 (correction). A unit rallies if the DR check is < (less than or equal to) the player’s ML and fails if it is > (greater than)the ML.
The easiest way to fix in the rules is to switch the" < " (less than or equal to) and the " > " (greater than) with each other. WOW, what a change, makes it easier to rally as all my games up to this point have been rough. :D
3.0 Game Play: The game has 8 turns with many rounds, only stopping when both jokers have been turned over for a new turn or if an automatic victory has been scored by either player, ending the game.
Take this card and shove it: Each player turns over a card and the highest card wins that round:
- If the card is odd, then the player gets 1 ACT.
- If it is even, the player can do 2 ACTS.
- If the cards are even then the player who had not preform an ACT in the previous round can perform 1 ACT.
- If a joker is turned over then the player who drew it, rolls 1D6 for a random event.
- If a joker is turned over a 2nd time then the current game turn ends.
- If not the last turn, then the cards are re-shuffled, and game turn marker is moved up to next turn and play starts again.
- Arty support combat
- Air Support Combat
- Move
- Assault
- Entrench
- Rally.
3.2 Moving: A non-pinned unit can perform the movement ACT. From hex to hex up to the movement allowance. Each type of hex costs mps, such as moving on a road is 1/2mp, into a woods is 2mp, entering a town is 2mp, etc.
A unit must stop moving when it enters a hex next to a non-pinned unit. Remember, no stacking and no entering hexes containing enemy units.
And the player gets to choose which unit attacks and which unit is being attacked. Attacks are resolved by adding up all the pluses and minuses (see rules: Case 4.0, Case 5.0 and Case 6.0) and adding to the DR (i.e. modifying the die roll).
- Roll a 1D6, and with the modifiers, compare this Modified Die Roll (MDR) to the defending unit's defense factor (DF).
- If the MDR is < (less than or equal to) the DF, nothing happens.
- If the MDR is < (less than or equal to) 0 then the attacking unit is pinned.
- If the MDR is > (greater than) the defending units DF, then the defending unit gets a pin marker.
- If already pinned, then the unit must either immediately retreat (can retreat if needed (see rules) up to the units MF) or take a step loss (flipped over).
- If unable to retreat then the unit must take a step loss.
- If already flipped (step loss) and receives another pin result and can't retreat then the unit is eliminated.
5.0 "O'really? I don't see a VW dropping on me!": At the beginning of each turn (starting with turn 2), both players roll a 1D6 to determine how many artillery strikes are available for the turn (Canadians add 3), See Case 5.0 Artillery Support in the rules. One important rule in this section is "If target was pinned, it takes a step loss, No retreat option".
6.0 Typhoons out of the sun: Canadian player also has air support. At the beginning of each turn starting with gt2, the Canadian player performs a DR for the amount of air support for the turn. One important rule in this section is "If target was pinned, it takes a step loss, No retreat option".
Don't forget to place the Air Support marker on the ML/Support Track. And remember this is for the whole turn, not for each round!
7.0 Entrenching: An "unpinned" unit can perform an Entrenchment ACT and a unit can only entrench out in the open or a village. While entrenched, the unit can't attack or move. But it does get a -1 to the DR. And if entrenched in a village hex, the the max is -2 to the die roll.
Note: if a unit receives a pin marker and is entrench, it stays entrenched until it is forced to retreat.
8.0 Rally the troops: Pinned troops can be rallied. See the rules and the new addenda above.
9.0 Morale (ML) can be changed: Both sides ML can go up for capturing towns or the Abbey and go down or up for each unit eliminated from the game. There is even an Automatic Win if one side's morale goes to 0. See the rules.
10. "Fortunes of War": This is a neat little rule. The German starts out with the "Fortunes Of War" marker. They may use it or not. It can be used for a variety of things, such as a re-roll of any DR, return a unit, etc, but once used then must be passed over to the other player. See the rules.
I like this little rule. It has been said, the "fortunes of men and mice go out the window when the fickle paw of a cat is around" . That would be a bloody bastard German player if they decide to keep it and use it on the very last round of gt8. OUCH.
11. "How to win friends and influence enemies": An automatic victory is possible by reducing the opponents morale level to 0. The ML is changed while playing not at the end of a round or game turn and as a result, the game can be won or lost at anytime.
ab sez: Oi Vey, See the rules. This is where the "Fortunes of War" rule (case 10) can come into play.
12. Variant Facing: Using this rule is optional. Basically, armor has a facing rule. The hex to the top of the counter and each side hex to that top hex is considered the frontal aspect and the rear aspect is consider to be the hex on the bottom and each hex to it's side. The rules explain this much better, than I could (plus I don't want to do a rules reprint here).
Time for the buns ratings:
- Complexity of the game: LOW
- Solitaire: HIGH (not much work is needed)
- Enjoyment Level: HIGH (imho)
- Nail biting: 7 fingers worth.
- Historical Level: Medium - this game has a good historical background, even with the two British regiments included. :D
- Length of typical full game: About 1 to 2 hours, in the beginning, but after a few games, 30mins to an hour.
After Thoughts Part One: Now this is all of my own thinking - could be wrong or be right, Murdering the English language is my forte. Leave a comment if you can make this review better. And it is my soapbox....
Aftermath: The game is very well executed. I found myself angry when I lost a unit of our laddies, glad when I destroyed a 12.SS unit and tired when I finished a game. It's a heck of a game.
If you don't have this little gem, you owe to yourself to purchase it. The price won't break your wallet and it fills a hole where other game publishers fear to tread - Canadian versus the 12.SS.
This also has Juno Beach, where the Canooks can go after more 12th SS.
This is my player aid for the game. You can use it, just no selling, please.
Enjoy the game!
-ab
This blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.