Runewars, Playtest #2

Chuck and I managed to get in a game Saturday night. As it was just the two of us we decided to make the best of the opportunity play testing Runewars.

This was the second test game for me, and since the last at Gamez and More, I’d reviewed the rules a bit more, specially paying attention to the things that seemed unclear.  This time added in the “rune” tokens so without going to the full 200pts and 6×3, about as far as one can go with the starter box short of adding in the upgrade cards or terrain.

As it stands the out of the box armies are 93 and 99pts respectively. Chuck took the undead horde and I once again with the mostly human force. We used my 4×6 FAT mat which pretty much works with an extra 6″ band that isn’t used. Sure hoping that FFG or someone gets after some 6×3 mats soon.

I tried something a little different this time in my deployment. I used my spearman as my center anchor with the Gollum to protect the flank and my Cav on my right flank with Keri (the Hero) bringing up the rear. Given she’s the only ranged attack that I had, I thought I’d drop here towards the back and look for opportunities to fire arrows. I wanted to try to burn down the undead unit in the middle. (er re-animates .. can’t we just stick to long standing well used terms from D&D of yore? re-animates… it just … it … it doesn’t work for me)

On the approach, the Gollum has an order where he can advance based on the magic available “rolled” from tokens. So in theory if the “right” magic type comes up, he could move up to length 4. On the tokens there are 3 different types of magic and these, like the Gollum depending on what comes up can amp up your abilities, or give your opponent something to really bonk you on the head with.

On my right flank I charged my Cav in, with the hopes of contacting the undead archers. After all, if they get there, they should be able to just cut then down.

Instead, given the activation order, Chuck’s hero went before the my Cav and as a result contacted them and having the free change attack. Chuck’s hero quickly ripped right through the Cav. Two shield is something, but one wound, doesn’t take much to result in losses. Chuck’s hero knocked out 1/2 the force immediately with 4 damage.

Worse since the Cav were caught, this means that their change order is cancelled so basically they were stuck and again, according to the rules would have not attack back.

In the center, my spearman started to land hits, in my case I struck first and cut into that back row. With no complete back row, this robs Chuck of the ability to re-roll all his attack dice, but he could still at least re-roll one die since has a partial 2nd row.

So this is an important dynamic in the game. You’ve a base number of dice for your attack. Normal units that have some talent at Melee are generally two dice. Get someone in the flank, add a dice, your choice of the d8 red or blue. The number of hits you get on the die, plus any ability bonus (so my spearman can attack slowly but get a bonus hit) When a unit is 2+ trays wide, you multiply the number of hits.

As the commander of the spearman, I have to think in terms of, if I order a fast attack, I lose my hit bonus, but I inflict damage on the enemy before they hit me possibly dragging down either his re-roll (2 full ranks of trays) or whittle down the damage multiplier (how many trays wide the unit is).

One of the ‘fun’ abilities of the undead (er re-animates) warriors is with the magic tokens, depending on what is rolled, they can get a certain number of figures back per turn. That’s a pretty powerful ability so that was the unit I really wanted to get rid of quickly.

Midway into the game, things were looking like they were not going well. The Gollum wasn’t in any danger against the carrion crawler and was managing to put on a wound here and there. He was able to do this by again taking advantage of the magic tokens having a positive uplift to his damaged output. It didn’t happen every turn, but over the whole of 8 turns, it was definitely going my way for that fight.

In the middle, given the replacement of losses, by the undead (err re-animate warriors) meanwhile my spearman were slowly dropping a man here and there this wasn’t a fight I was going to win unless the dice seriously cooperated.

My Cav evaporated not lasting more than about 2 turns in combat. Big knights on big horse, RAWR(!), they should be tough, err not when taking on an evil hero it would seem. I think the lesson learned is trying to understand if there is potential ways to up armor the Cav through some set of upgrade cards and well… attack better targets.

Another piece to consider is that on a 3×3 field, there isn’t a lot of room to maneuver so I really should have given them a better angle to go after the target of my choice.

At the end the reanimate warriors finished off my spearman, the Gollum took out the big-ol-bug and it’s undead rider, while my hero Keri was barely holding her own against the other evil hero and the archers.

Tallying up the points for the winner, you tally up what you have left vs what they have left and then add in victory tokens and there you have it. Partial banged up units, like the archers unless they have 2 full trays don’t count, least if I’m reading that right. I’ve posted a q out in the fora about that.

It ended up being a small victory for me since I had both of my heros left which counted for their full points.

For the next game, the introduction of terrain I think is an important add. At least in the base box, there are pieces of 2D terrain and ok, sure that works for those new to miniatures gaming. For the hard cores tho, umm that’s just not contributing to a pretty table.

In miniatures gaming, partially what we try to recreate is the conditions of the battlefield, where in some games, you have just as much of a battle against the terrain as you do against the opposing force. I don’t get the sense that is where FFG went with the rules on this one. Terrain seems like kind of an afterthought. Still in a ‘formation of units’ type of game, you don’t want terrain to be too distracting, yet you also don’t want to rule out what could be some very very fun scenarios, such as a battle for a town, or a castle/keep or other defenses. It’s early, we’ll see where it all goes and FFG certainly has added new game dynamics over time. Right now, there are no flying creatures for instance and I find that interesting. Dragons just seem like an obvious add.

 

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AdeptiCon 2017

This is going to be a somewhat monster post covering 4 days of AdeptiCon action, 6 games of X-Wing, 2 of Team Yankee, 4 of Star Wars Armada, and 1 of Flames of War along with 1 demo game thrown just for fun.

AdeptiCon was once again a pretty good all around time. For those that don’t frequent gaming conventions, it’s one I’d recommend going to as long a the games you are interested in are on the agenda.

This year I swung for the swag bag and was treated to quite a collection of freebees that included the v4 FoW rules, a plastic 15mm honey, paint, lots of brick a brack and this lovely addition from Fantasy Flight. O-rah!

AdeptiCon features the Hoth open, a bunch of Star Wars tournaments from X-Wing, Armada, Imperial Assault and so on. On Thursday Ian and played in the X-Wing tournament. Only ~120 players that day…

I played my Shadowcaster, Old Turock, Y-Wing list and went 4-2. I dumped out on the last round. I couldn’t play Saturday so there wasn’t much point in going for the win and besides after 6 games of X-Wing, I was fried.

I did managed to play on table 1 and since i started out 4-0, I ended up play in the top 10 tables most of the day. Lots of very rough competition, and really good players. One of my losses came at the very end, to quite literally one die roll where Old Turrock could have bagged one more bird but got taken down instead.

The swag was pretty nice for X-Wing, I did come away with a Darth Vader damage deck but otherwise that was about it. Ian and I did wing two Hoth mats as part of the raffle that was going on with each round. That was a really nice prize.

On Friday, I had two conflicting events, first was a 3 round Team Yankee event. 100 pts for an Army and I played a Russian BMP swarm. (of sorts)

Ian played his West Germans and here he is in action against a Russian player.

I played against an American force with pretty much all Abrams. He could plink away at range and took out a good number of my T72s. The BMPs pushed the flanks and my infantry down the center. He had A-10s but for all the turns he played he didn’t make a single air roll.

I lost one company of BMPs but otherwise walked away with the win. The anti-tank missiles on the BMP-2 are just awesome-sauce.

Second game I played against Patrick with his Brit horde in No Retreat. He and i have played this mission now 3 times against each other. We started under cover of darkness which made for some interesting long range sighting rolls.

My poor Shilkas (since my Gremlins were off table) got munched pretty early by Patricks air. Through the course of the game I did down two of his 4 planes.

Before cover of night could rise, my BMPs and T-72s would make their sighting roll and strike. Patricks recon went up and a couple of Chieftains. In the firefight that followed the BMPs really proved their worth and stopped the advance, resulting in another but much closer win. 4-3 IIRC.

There were an odd number of players at this point, so I dropped helping out the tournament. It was all for the better as my next commitment Star War Armada was uncomfortably close to the end of what would have been round 3.

For the Armada tournament I was playing my well worth Regionals list that I’ve had good success with. A dual VSD and max squadrons list. The AdeptiCon Friday Armada tournament was only 2 rounds. Surprising as usually a tournament is 3 rounds.

The first person I played had an Ozzel, dual Gladiator, Raider, VSD list with just normal tie fighters and interceptors. We did Sensors for the mission.

I ended up tabling him and we both had racked up a good number of victory tokens. A 10-1 victory in the end.

Played Phil for my second game. He was running a Rieekan zombie lord list with 2 CR90s, the MC80, Neb and a couple of transports. We played targeting beacons. With my squadrons having full reign, I decided to work the flank going from my right to left, essentially leaving the MC80 to last.

This used the obstacles to good effect with the Neb (salvation) and one of the CR-90s going up pretty quick. In the end a 7-4 victory for me and overall 2nd place.

Ian and I played in a demo game of Blood and Plunder on this gorgeous table. Really loved the sea effect they managed to create. We did end up bringing a copy of this back home with us.

Saturday was the Flames of War National Team Doubles which Chuck Hiner and I TO’d with the help of Dave from Battlefront. As there were an odd number of teams, we played the first round with a Russian horde list.

We faced a German company with Panthers, Sturmtigers and volksturm. We had 160mm mortars and those took care of the Panthers. Our infantry and copious 76 guns took care of the infantry and cause their company morale to break for a 6-1 victory for us.

At round 2, we had one team drop so we dropped as well to keep to an even number.

Keith Gilmour and Patrick Barkuloo (Finns) took on Joe Lewis and Chris Fretts (Russians) for the championship 3rd round, tho certainly with a close tie someone else could have submarined into the lead. As fate would have it Keith and Patrick won 7-0 and wonder the tournament.

For the Sunday Armada tournament, I played with my Vader fleet and Ian played with my uber squadron / VSD list. We were matched up for the first round and he ended up beating me 5-6.  Of all the lists my Vader build really can’t handle, it’s a super ultra squadrons heavy one… holding to just a 5-6 loss was pretty surprising.

My last AdeptiCon game was against a Sato rebel list. Sporting 4 squadrons and lots of ship activations, this was a tough game, as I would lose the Arq, the shuttle and the Gozanti. OTOH Demolisher and Vader would bag a CR90, the AF and just one point from getting the Pelta. With the AA shots I did managed to take out a couple of the squadrons. Agent Kallus earned his pay in this game.

It ended up being like a a 7-4 win, and over all 10th place. Of all of AdeptiCon the prize support for the Armada tournaments was the downer. They were giving out alt art TIE fighters, X-Wings and Luke. In addition to the winners, the plastic VSD card from worlds. No acrylics or anything from recent kits, a little surprising since this was supposed to be Hoth open and thus more of a bigger deal. O well, can’t begrudge any free stuff and besides, the games were fun and the crowd a very good one.

4 days, lots of games, worn feet, it was good to be home come Sunday.

Posted in Con, FlamesOfWar, Runewars : The Miniatures Games, Star Wars : Armada, Star Wars : X-Wing, Team Yankee | Comments Off on AdeptiCon 2017

Runewars: The miniatures game

Having been one of the lucky ones to receive a copy of Runewars at AdeptiCon as part of my swag bag I’ve been super eager to play since this is a game I’ve long long looked forward too. My interest is fueled by it’s resemblance to AD&D’s miniature rules called Battlesystem which still to this day is played, at least locally from time to time.

Damien and I tried things out last night at Gamez and More and yes, using a 3×3 mat which normally would be for X-Wing…

For skirmish battles you generally play on a 3×3 surface, but for the ‘normal’ games they envision a 3×6. I’m guessing at some point we’ll see mats of that size released by FFG or others but nothing so far and besides it’s easy enough to throw out some felt or what have you to have a proper surface. I did spend about 10-15 minutes at AdeptiCon talking to the Cigar Box mats people about what Runewars needs for mats as I was looking to pick something up from them but alas not since they didn’t have anything.

So! To the game. Today with just the initial box there are just two factions to play, Daqan Lords or Waiqar the Undying. Basically noble knights or undead, with it would seem at least one if not two factions coming in the not too distant future.

I played Daqan and Damien took the Waiqar. We deployed everything in the box, in my case my spearmen to my left flank, one of my heros Keri next, then the cav, and last my golem on my fair right flank. O, the horrors of unpainted lead…. er plastic…  nice plastic, and I mean really nice and well constructed plastic that’s easy to put together!

Playing the intro game, the first challenge we had to face was getting to know the command dials. On the left side of the dial is what command you’ll give your unit and on the right any modifier to that command. So as a for instance, you have a movement/march (or perhaps a couple of them, more in a moment as to why) command and to that command you can modify it with a charge, or banking turn or a hard turn. Not all units are the same. My golem for instance can’t exactly turn, so instead I have to give him orders to change facing instead of doing a bank or a hard turn. Makes sense, slow lumbering magic creature he is.

Next to the order is a number, that’s the order in which the unit will be activated. So one part of the game is keeping aware of what order of commands you have and what you’re facing. Do you want to attack quicker (and perhaps give up bonuses to the attack) or have a strong attack, going later in the round but having bonuses.

For activating a unit, you start rolling through the possible activate numbers. … 1 … 1 … Bueller, Bueller … 2 … 2…  3… o!

My lumbering golem as you’d expect tended to have high activation values. Charging cav, lower, etc etc. In the case of a tie or several ties, the person that is player 1 gets to activate 1 unit, then it goes over to player 2 to activate one unit, then back to player 1 if they still have another unit with that same activation number.

As a strategic element, this game mechanic worked really really well, downside if you want to do several players on a side in a super huge ultra mega battle, you’ll have people potentially sitting around watching while the one person activates that unit.

For the learning game, we just had the bare naked units. Normally in a game, you can add point costed upgrade cards to lend special abilities or armor or what have you to your gang.

Let’s get into combat….

Stat-wise, my spearmen have 1 shield, 1 health, which is to say, for every hit they take, they lose one guy. Where my Cav are 2 shield, 1 health, so it takes 2 hits to take out a figure from their tray.

The heros on the table tended to be 3-4 shield and 3-4 health.

For dice, there are 3 types, red, blue (both 8-sided) and white (12 sided). Most units seem to roll two dice when attacking. To enter into melee you have to be in base to base contact. How you do this is important, since if you just ‘walk’ into your enemy you gain a panic token (bad) but if you charge into them, you not only contact them but get to perform an initial attack.

Given the starter box, both sides only have 1 unit that can do a ranged attack. Ranged can go up to distance 5 on the ruler and there isn’t a penalty for distance. They are either in or out. You must have line of site when you do shoot and if you are targeting an enemy that is engaged with one of your own, well your guys get to suffer a morale test.

For longer term, I wonder about siege engines or giants throwing boulders, magic, where nuances on range while adding a little complication, also adds some strategic game play.

Anyway, a roll of the dice and then next challenge you’re presented with is calculating damage. It’s a function of first, how many hits you rolled on the die, how many trays wide  you are that are engaged with the enemy (called threat) as well as any special abilities of your unit. It’s generally simple math but more than once Damian and I had to walk back what we had done and rethink if we had reached the right value.

In addition to hits, the die might also have a panic result, in which case you get to assign a panic token or two onto the enemy unit.

Towards the end of the game, my spearman where just about whipped out. You can see the panic token (the swirl) they currently have. At the end taking damage your opponent has the option of ‘spending’ the panic tokens as part of a morale test.

Say you have 2 panic tokens and your opponent decides to spend them both, you draw two morale cards. The morale cards each have a ‘cost’ in panic tokens at the top of the card. So in this case if they drew a 3 cost morale card, since they only had 2 panic tokens, they couldn’t choose that card to apply.

So given the cards drawn, your opponent gets to decide which one to apply to your unit. They might be effects like gain a blight or a stun, or cause you to march backwards, all sort of interesting negative effects.

If you look at the picture you’ll see my spearmen have a red token, that’s an immobilize that it received. If that unit tries to move, my opponent can spend that immobilize token and cancel that order.

There are other ‘bane’ types of tokens, like blight which causes you to roll one less attack die.

Opposite of bane tokens is a boon token called inspiration. You can can spend that to negate out a bane token.

Another result out of a die roll for combat are lightning bolt (called surges) and if you have enough surges, and a character that can make use of them, you can trigger special abilities, magic that kind of thing.

We managed to play 8 rounds (a normal length game) in under 2 hours, with the intro game, as you’d imagine we kept to just trying to learn mechanics and for the purposes of this post, that’s all I’m trying to give you a feel for.

As I start to dive into full rules reference, there are aspects to deployment, terrain, upgrade cards for units, and lots more to give full flavor to the game.

To me, this is a solid set of rules, and I’m holding it up in comparison to well loved, well worn rules that I’ve either played on my gaming table or on others. While it might not be set in the land of Greyhawk or Dragonlance, Tolkien or whatever, don’t let that steer you away.

Till next time…

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FoW v4 playtest at D6 Games in Rochester

Bill, Matt and Chuck drove over from LaCrosse and we all met at the new D6 Games in Rochester for some Flames of War. Besides a new store we decided to use the new v4 of the Flames of Rules and give it a good play test.

Chuck and I decided to do an EW Brits vs Italians in the desert of North Africa. We both put together our 1300 point forces with forces of war which given it now has the v4 stats as an option makes playing a EW/LW game really easy.

Setting up a table and away we go! At D6 they’re pretty new to the Rochester area, only open ~ 2 weeks now. They’re a really good crew and the store has lots of space for players which is something we’ve really needed for a long time in the Roch area.  We’re looking forward to more gaming there since Rochester is basically midway between Mankato, LaCrosse and the Twin Cities. We’re going to setup a monthly Flames of War game day at D6 so stay tuned! Now if they’ll just start to carry Battlefront stuff….

For my Italian force, I took a light infantry Bersaglieri formation with 5 M13/40s and M11/39s as well as 3 L3 along with an HMG platoon, a mortar platoon, an anti-tank platoon and last a 4 gun 100/17 battery.

Chuck had a formation of 3 British Indian infantry platoons with a 4 gun 25lbers battery, Vickers HMG platoon and a scout platoon.

We played a simple Free for all mission just to keep things simple as we came to grips with the rule changes.

On Turn 1, on my right flank I sent my M11/39s down the road and tanked with Chucks scout platoon. As there isn’t a recce disengage rule anymore (we think) needing 5s to hit I lucked out and blew one up and bailed another.

On the opposite flank, I swung the M13/40s wide left and started to push my infantry through the town going building to building with the L-3s in support. With all the machine-gun fire and some targets out in the open I was able to rack up a little damage and more importantly start to pin units. Unfortunately on the following bottom of turn 1, Chuck was able to get unpinned and get his Vickers MGs into the builds to cover the street.

Next turn I kept rolling my tanks forward followed by my infantry. I figured at this point the major thrust was here to sweep across the road and do as much damage so Chucks infantry wouldn’t cross the road and go for the objective. Meanwhile I move my tanks towards the middle of the table where I’d placed one of the objectives.

Another turn, (3 I think), both my platoons of infantry are in the buildings, the HMG platoon is in the far right building in the picture and the tanks are inching their way towards the middle, showing destruction as they go. The Vickers platoon is down to 2 stands and the infantry platoon is chewed up enough that it won’t be on the offensive. Unfortunately across from it is my platoon of reluctant trained and fearless trained infantry. Not quite good offensive material thus it was pretty much up to the thanks to drive for that objective over on the hill. Just some infantry and those 25lbers to brush out of the way.

From my right flank I brought in my M11/39s when then caused Chuck to pull his infantry covering the far corner. With my slow tanks they weren’t going to be able to counter back. 8″ tactical isn’t that fast!

But at this point, between the 3 platoons of AFVs I figured I had a pretty good chance. L-3s would be first!

Burn crackle crackle.  Ok, M11/39s, how about you? But they started taking hits so instead I went in with the M13/40s next.

So after two assaults, quite a lot of artillery pounding the hill and direct fire at the 25lbers I just couldn’t shake them off the objective and at quite a cost. The M11/39s ran. The L3s were down to 1 and the M13/40s lost their assault.

That was pretty much game at that point. We played fairly slow, about 7 turns over the course of 4 hours with a number of rules look ups and clarifications.

v4 Thoughts

The rules are definitely cleaned up. With the new rule books the EW/LW and then MW book it can look like a bit of a confusing mass but it’s not really that bad. The EW/LW side of things really works if you make use of forces.flamesofwar.com to make lists since it’ll pop out v4 stats or v3 stats depending on what you want. THIS HELPS A LOT. The only thing I wished it did was allow for printing of unit cards.

Movement took almost no time to adjust at all. The differences are distances (8″ for infantry), the cross checks for vehicles and such and then the special tactical orders. Those especially give some much needed flavor to the game. Follow me, blitz move, shoot and scoot, etc all add that extra where presuming you can pass your skill roll, you’ll get a little extra out of your force towards what you want to do.

For shooting, the big change process wise is artillery. Between observers and the stats changes, while both subtle added together I think move the game in the right direction. Being allowed a pre-plot prior to the game also gives a nod to the historical artillery pre-planning that most forces used. The change to have infantry / hw / gun teams generally save on a 3+ is likewise also a good move. Score one for consistency tho it makes taking out Gun teams a little harder. This makes anti-tank guns too also more viable which was something I think that v3 and before suffered from. I just never wanted stand alone anti-tank guns because they were just too easy to take out with that 5+ save if they were blazing away. Likewise the stat changes to make AT lower for artillery on tanks was very much welcome. Artillery just wasn’t much of a tank killing tool.

Assaults likewise flowed fine. Given Chuck had his Indian troops armed with sticky bombs and his 25lbers within 8″ with a line of fire for the assault, the results entirely make sense he was chewing through my tanks.

At this point, I’m actually glad I invested time and effort into Team Yankee. There are differences but close parallels. I feel pretty at ease with the rules and frankly if it wasn’t for the limitation in Mid-war lists I’d want to leave v3 entirely behind. I think that’s the major challenge here. We just don’t have replacement stats for all the mid-war theaters. It’s totally fine for those new to the game, the El Alamein starter box is well worth it for a new player, it’s the established players that effectively either have to go EW or LW until more things are released.

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TY : Tip of the Spear Campaign (Game 1 AAR)

Locally the Twin Cities Flames of War Group through the leadership of James White started a Team Yankee campaign. Quickly the ranks of Nato and Warsaw powers grew and here we are at the end of the first round of action for Tip of the Spear.

The first game was taken from the Leopard book. As Soviet I had 80 pts to spend vs 62 pts for the Nato powers.

For me, I decided to go with an Afghanistan based force. 8 Hinds, 2 small infantry companies each with all the extras, 3 Carnations, a BMP op, 2 BMP-1 scouts, 6 T72s and 4 Shilkas.

For the table, there were 2 objectives midway that if taken and held by turn 2-3 then game over, victory for the Warsaw powers. The back 2 objective if taken and held after turn 4, again, Warsaw victory.

Jason, playing West German, started with his setup in the 1 foot area towards the back of the table and I would start on the right, at most 6″ in.

Jason was sporting, 2 Gepards, 2 Leopard 2s, 3 Leopard Is (in ambush), 2 platoons of M113 infantry, a platoon of mortars and Rocket artillery.

Jason deployed his Leopards 2s off to the left flank, he used the spearhead deployment on his Luchs to then put his Gepards in the back forward as well as put his artillery back behind the town.  Then on his right flank he put a platoon of infantry with it’s 3 Milans.

I really didn’t expect to be dealing with the Spearhead deployment for Jason to drop stuff to his rear. That really threw my plan and I had to adjust.

I decided I’d deploy hard right, engaging the Leopard 2s right away and then use the Hinds to pepper the infantry on my left flank as well as do my first landing with the other company of Hinds, going for the close objective on my right flank.

If that failed, then one of the back objectives would have to be my focus and I couldn’t make any decisions there, until the Gepards were dealt with.

First turn I press hard. Hinds land, disgorge, and we’re on the objective. At this point I remember that o yeah, my infantry can’t really do much against Leopard 2s save to bail them out. But the T72s are in position and my Hinds on my left flank where just out of Gepard range. I had a choice of either smoking out of the milans or dropping artillery rounds and Hinds round to hopefully eliminate a stand or two.

So while I was able to call in artillery, and eliminate a standing pinning them, The Hinds just were not able to kill a stand. Blah.

For the bottom of turn 1, Jason brings his Leopards in, with the really good plan, close assault the infantry, and if victorious, take out the Hinds at the same time.

Ummm … I got lucky. Very lucky. My RPG stands, the ONLY thing that could take out the Leopards did exactly that.

Jason moved up his M113 tho preventing the victory on my part. He also blitz moved up his Gepards and the shot down one of my Hinds.

Next his rained down mines onto my T72s, ensnaring all but one. Now in a prior game Jason did this to me during the last Team Yankee tournament and I ended up losing almost all of my T72s so that at that point I figured things were looking really grim.

Next turn I decide to go hard. I managed to get most of my tanks out of the mine field and across the woods line to be able to shoot at and take out the Gepards. On the opposite flank I land the Hinds outside the town and go after the Rocket artillery. Boom boom and boom. Afghanistan heavy weapons are just awesome sauce. The town was mine at that point.

Next Jason brings in his M113s from the unit on my left flank and assaults the Hinds. Dead Hinds.

I figured at this point the chances of a victory on this side of the table was pretty remote. I needed to press hard on the opposite flank and you can see my other group of Hinds in the forest above the far objective starting to fire at targets.

Milan teams were my highest priority tho really I should have gone after vehicles.

I had started to bring up my Carnations and Shilkas and Jason springs his ambush of Leopard Is. Between the Carnations, the 2 BMP scouts and my Shilkas I managed to bail one, kill one and Jason fails the morale roll so they head out for a trade of 2 Shilkas.

Meanwhile on the opposite flank I’m able to get 3 T72s back towards the objective, and between Milans and infantry I end up losing 3, and I’m down to 1 T72 at this point but he makes his morale roll. I hadn’t brought up my infantry yet but I should have….

Fast forward, I’m down to 1 Hind, my infantry makes a dash for the woods where Jason had one stand on the defense. I manage to kill him but due to where I was, I couldn’t assault empty fox holes since I was more than 4″ out. Top of turn 8 we stroll onto the objective unopposed, but basically too late.

Victory for Jason 4-3.

Pivotal moments in the game.

Jason failed 3 different morale checks. That cost him his Leopard Is, one Luchs, and one other unit I’m forgetting.

His plunky M113s on the move against infantry sure did well. Likewise Hinds on the ground when they get assaulted are dog meat.

Given the points, and only two Gepards that helped the Hinds be effective. Target priority for them is very very critical. They won’t last the game so you’ve got to hit things hard. That’s vehicles. Sure going after milan teams sounds like a good idea. Don’t. Position yourself so they can’t shoot at your or have concealed shots.

Focus on that objective.

Last smoke. Keeping units alive to deny shots, especially expensive units is more important than trying to take a low odds chance of killing stuff.

Till next time!

 

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