Saturday, November 26, 2016

No Retreat: The Russian Front game end

Finished up the No Retreat: The Russian Front game Lawrence and I have been playing.  Made it to turn 12 (March-April of 43) with a resounding Russian victory.

The circles say it all, Russians needed 16 VP in order to win and had 17. 

I was unable to shift to a defensive mindset, kept trying to setup hedgehogs and should have setup a linear defense.  Lesson for next game!  In particular I gave up the two hexes that are circled and could have fought for them, they were just the latest in a line of VP spaces however.  Up at Smolensk is an example, the Russians had overwhelming strength but a couple of cards and the brittle nature of Russian units kept them out. 
I'm really hooked on this game, and ready to play it again.  We have played it four times now with three German wins to one Russian.  Now that the Russian early strategy is more or less ingrained in our brains the German strategy for when and how to switch to a more conservative game is next to master. 

The game is medium complexity, with 20 or so units on each side - but that means placement for each unit is crucial.  Card play adds a nice bit of chaos to the game, enough so that it usually cancels out but means you can't just count up odds and feel safe with any line of attack or defense.  This is not a card driven game, it is what some call card enhanced, the cards are "extra" things you can do and are not directly needed to activate units to move or fight.  Some cards allow an extra movement points, others allow units to be brought on as replacements for free, others allow combat bonuses, and finally there are some that cancel the last card played.  You may have the "Auto-victory" combat card but your opponent may have a card to cancel that one...

Saturday, November 5, 2016

J148: Last Minute War

Played this scenario with Tycho on November 5th,  Just a quick couple of notes on a QUICK game...

The situation, the Slovakian army enters from the bottom of the map.  In 6 turns they must clear all Hungarians out of the area between the two lines OR take 11 of the buildings within 3 hexes of P5.  Slovaks come in from off board.  My Slovaks enter the map bunched together to make use of cover and leadership and...
Hungarian Artillery falls upon them with deadly accuracy and effect.

Hungarian machine guns mow them down...
Situation at end of Slovak turn 1.  It is getting ugly fast.  A 70mm harassing barrage put a hurting on those green troops - who promptly disrupted.
And the end of turn 3 where I conceded.  Three turns left to take all the buildings are clean out the Hungarians, just wasn't going to happen. I should not have bunched up but without the leaders these guys have 3mp and would take 3 turns just to REACH the top board.  So I'm calling this one an un-balanced dog but since there are a number of Slovak wins in this one I must be missing something...
And thus endeth my tale of woe...