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Canadian Deathride - The Matrix Games version of West Front

Canadian Deathride Image
Campaign Series Ladder

Canadian Deathride

By Wyckmans Steven
Allies 0 - 2 - 0 Axis
Rating: 7.6 (1)
Games Played: 2
SM: 6
Turns: 26
Type: Custom
First Side: Allies
Second Side: Axis
Downloads: 296
Operation 'Jubilee' was remarkable in a number of ways. It was another in the series of coastal raids the British performed throughout 1942. But up untill then, the chosen objectives were lightly defended and the defenders were unaware of their intentions. "Jubilee" was to be a much larger operation, involving regular army units besides the committed commando groups. The objective was to seize a number of objectives, of which Dieppe was the centrepiece, and hold them while demolitions were carried out. So the 4th and 6th Canadian Infantry Brigades were tasked to take Dieppe while 3rd and 4th Commando Groups would take care of objectives to the north and south of the city. Another premiere was the engagement of the new Churchill tanks of 14th Canadian Army Tank Brigade. The defenders, units of 302nd Infantry division, were alerted of the planned landings by armed trawlers which spotted the invasion convoy only 1 hour out of the coast. So the scene was set for a bloody play.
Player Voting Stats
Member Balance Enjoyment
Peiper's ProfilePeiper Slightly Pro Axis 7
Gaming Records
1st Side Player 2nd Side Player Result Score
Allies Zap's Profile Zap vs. Yossarian Yossarian's Profile Axis Draw 36 36
Allies Osiris's Profile Osiris vs. Peiper Peiper's Profile Axis Draw 36 36
Zap
Lieutenant General
Zap Tue Nov 15, 2022 12:58 pm
Note: to start off Yossarian and myself played this, although it was a Major Loss for me. My opponent chose to call it a draw. We both agreed this seems unwinnable for the Canadians. A Draw?? Maybe? Yet to be seen if someone attacks only the north beach.
Problems for this scenario pertain to the Canadians. The Germans have an easy go of it.

This scenario it should be noted that the Canadian landing beach's are three but Only one is breachable (the north most beach). The center beach and south beach have terrains that do not allow infantry to move into the hexes beyond the beach hex. Maybe a tank unit could pass Note: I was unable to get tank units onto the middle and south beaches. Their transport boat would have been eliminated with no trouble.

So what happened? I attacked the three beaches my transports and troops were soon wiped out. Points mounted in favor of the Germans which by turn 4 became something I could not make up. I went in blind not knowing about the terrain limitations on middle and south beach. So warning you now not to attack those beaches.

If I were to do it again I would not attack the middle or southern beach. Would move all transports over to North beach. Canadians have only 35 smoke so using them to cover the north beach landing would work out well. The Canadians could move forward and possibly gain enough points? to off-set the points they loose on the landing. That approach has not been tried. If you venture in on this one you can give the next comment on if that will work

Best of luck to the Canadian on this one!!!