The Original Tourney Scenario: An Eight Turn Slugfest
History: This is probably the most played 'version' of Bitter
Woods. It is the staple of both the PBEM and FTF tournaments and has been
thoroughly analyzed. Available since the first edition, it is a good
introduction to the game and should be played several times before moving on to
the campaign game.
Play Balance: At this point, most expert level players believe
the Allies have a slight edge. I'm one of those experienced players who
believe the Allied player has a tremendous edge in PBEM play. For FTF
play, time constraints prohibit the US analysis needed to produce an optimal
move every turn.
Victory Conditions: The Germans win if they get 4 or more
Victory Points (VPs).
| Eliminating US units and preventing elimination of German mech units
(2 possible VPs) |
| Capturing a fuel dump (1 VP) |
| Capturing and occupying at game's end one or more VP towns. (8
possible) |
I consider these VP objectives unreachable against experienced US
players: Neufchateau, Eupen, Spa, Bastogne, Stoumont, and the Samree fuel
dump.
This objective is a 'must have' for the German player: Less than 4
German mechanized units eliminated.
Here is an assessment of the likelihood of capture based on a totally
subjective review of my own 20+ games. At some point I plan on going back
and reviewing all my games and doing actual statistical counts.
| Ourthe Bridgehed (70%) |
| Francorchamp fuel dump (50%) |
| Trois Pont (50%) |
| Parker's Cross Roads (40%) |
| Eliminate 18 US units (70%) |
What can you do with this information? I'm not sure but I think it
clearly tells you I try to kill US units and push hard in the south.
German Opening:
I use an opening German setup that I originally got from Randy Heller.
Key themes:
| 7th Army tries to Engage or FF US units while making sure units are in
place to surround any US units that are ENG. |
| 5th Panzer Army tries to rebuild the bridge to Clervaux but needs to win a
50-50 battle to do so. The Lehr Panzer division and some infantry are
thrown at the 14th Armored Cavalry blocking the Losheim gap; success here
can cut off US units on either flank. |
| 6th Panzer Army goes head on at the US forces in the woods. Pushing
them back is good, FF is better. ENG isn't so bad either. All in
all, with no mechanized units in action, this army can't do much. |
US Opening:
Randy Heller and John Grant have come up with some scripted responses for the
US that vary based on German opening results. I'm comfortable using them
but have to be careful about not being lulled into complacency because the 16PM
turn can be the turn the US gives the game away.
Key defensive themes include:
| The Triangle Defense - Stop Peiper! |
| Thwarting 7th Army - Allow the 10 Armored to reach Bastogne |
| The Eupen Racoon Trap - Tease 1st SS Panzer Corps |
| Using the 82nd and 101st Airborne - Threaten the flank, solidify
the center |
| The Ourthe Gambit - A VP hex that the US can take back. |
| Bridge sacrifices - Which bridges are worth sacrificing a unit for? |
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