Finally got round to playing the second scenario in the Kursk Mini Campaign with Tycho. I went into an ASL rules seizure after the first scenario and stopped playing for a year. The first scenario was April 29 2018...
Anyway. For this scenario the Germans have to exit a certain amount of VP OR take 3 multi-hex buildings. Since for the campaign it helps MORE to hold certain buildings at game end then to win (though winning is nearly as many campaign VP) I focused on taking the buildings instead of exiting and leaving the other campaign VP buildings unguarded. (kinda screwy you ask me but nobody asked me).
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| The setup. The Germans have to take 3 multi-hex buildings to win (I focused on the ones at the bottom of the map) and for Campaign VP each of the circled buildings is worth 2VP. Winning the scenario is worth 5. |
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| First German movement turn goes pretty well. The Russian hero in the one building didn't manage to do anything and dies from failing a couple of MC. |
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| German turn 2 movement phase is a BIG mistake. Thinking I had enticed Tycho enough to draw a reaction shot I moved the 9-2 and a squad int he open. NOPE I did not entice him enough, two squad unHIP and blast the leader and squad. I thought for sure that stupid mistake would cost me the game. |
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| German turn 3, the remaining Germans come on in HTs. Needing to hurry I rush them right up to where the 9-2 and squad died last turn. They survive minefields and Russian fire, unload and fire themselves. The Russians break. A massive bit of luck thinking back on it. |
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| Russian portion of turn 3. The second multi-hex building is secured. The 9-1 and squad blundered into another minefield but are not harmed. The hero (way left) "won" a CC by passing an MC caused by fire from outside the hex while the Russian squad failed it. The PzIV was shocked but rolled a 2 to recover right away. Near the top of the picture a Tiger is blind as a bat due to smoke and grain. The last VC building is nearly unguarded (the ?? is a dummy but there is a crew a level above). There is also a Squad hiding in that other building but I send my Hero that way to investigate. |
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| End of Russian 4 and the game. Both VC buildings were cleared out. A HT went into the hex with the last Russian squad VBMFSing the guy. My squad shot into the hex and once again broke the squad without breaking the HT. A Russian tank came in on their turn but did not manage to hit. Next turn I would have gone into his hex with the PzIV and kept it in motion while moving the Tiger in for a kill. Probably would have missed but would have kept him from killing the HTs. The 228 was not revealed yet but would have been with another movement (all I had planned is to consolidate the position this turn). With that the Russians conceded the scenario and the campaign as well. The Germans were ahead by 10 campaign VC, which would allow them to not even TRY to win the next scenario in order to win the campaign. Instead we are going to play the last scenario as just a regular scenario. |
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Dice can be a fickle mistress. I took one last shot at a dummy stack (not knowing it was a dummy but thinking it was...) and did nothing to the dummies (which WERE dummies) but my oppo got a Big Sniper... I think this is the only game (certainly of this size) where I managed to lose TWO 9-2 leaders and still win the game. |