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Raid On St Nazaire (Tabletop Simulator of Avalon Hill board game)

Raid On St Nazaire (Tabletop Simulator of Avalon Hill board game)

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Turn 1

Tutoring 3
Skill 3
Idea 3
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Well I’ve managed to get through turn one with many checks back to the rules which made it a bit slow going and I am learning to use Tabletop Simulator at the same time :O

Still, I don’t think I did too bad and this is what happened;

1. Searchlight Illumination

This is pretty pointless in turn one but nevertheless one beam lit up Zone B and another lit up Land area 2. The remaining 2 searchlights illuminate the Approach in the first turn.

2. Harbour Defense Attacks

The predesignated hit on the Campbeltown knocked out a gun and it’s crew followed immediately by another hit rendering exactly the same result! 2 of the other boats were hit resulting in the loss of 1 crew on one and 2 crew and a commando on the other.This second boat was also forced to make evasive maneuvers costing it some vital movement later. The next shot would have been a miss if not for the searchlight which caught a 3rd boat in it’s beam and forcing it to evade as well. The fifth dice roll was another miss, ending the phase with only 4 hits out of a possible 12.

3. British Covering Fire

The British returned fire and managed to take one of the searchlights out of action for the turn but their subsequent fire resulted in the end of this phase.

4. Dockside Defensive Fire

This also went my way and only 2 boats were hit although the first boat hit lost 3 crew and 3 commandos!! The remaining hit killed a crew on another boat.

The below image shows the game log so far

Game Log - Turn 1Game Log - Turn 1

5. Naval Movement

In the 1st 2  turns movement is limited to 2 points per boat and  I elected for the all out approach and moved the Campbeltown and 14 other boats directly towards their objectives and reaching Zone B. I figure that getting the commandos ashore as soon as possible will limit the risk of losing them at sea and hopefully allow me to make some quick strikes on their primary targets.

6. German Activation

Only 3 German units were activated this turn and they won’t move until commandos come ashore.

That just about wraps it up for turn 1 and below you can see the map as it stands.

Turn 1 MapTurn 1 Map

Next up turn 2!

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