Did you ever play a scenario knowing that you did EVERYTHING right and still lost due to crappy dice? Well this post has nothing to do with that - I played like crap (and I will whine and say I had bad dice too, but that does not excuse playing like crap!). My opponent, Tycho, played a solid game and easily won.
This scenario takes place in heavy rain (+1 per six hexes of distance starting with +1 at 1 to 6 hexes). It takes place on May 23rd 1940 so grain is not effect but fields are plowed so 1.5MP to enter.
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| End of Allied Turn 1 |
Allies move out from the J hex row using assault moves and advances with the exception of the squads at the bottom that used normal moves - they were fired on to no effect. The mortar fires on a stack in the woods to gain ACQ.
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| End of Axis Turn 1 |
Axis tanks move up and they take some shots, mostly ineffective though I sort of remember something happening to the guys at the bottom. (bad memory)
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| End of Allied Turn 2 |
I rolled a 3 on an attack but it ended up causing no damage but the sniper roll came up a 1 and my squad with the mortar is broken... I had my tanks fire to ACQ and one of them breaks a gun. (this will become a theme). The DM guy at the bottom did not suffer a bad result, Tycho self broke him to keep him from a bad CC situation. In R5 the German 37L At gun opened fire not hitting anything yet.
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| End of Axis Turn 2 |
The AT gun really shines this player turn, taking out 2 Allied tanks, Axis fire also causes an MC on the squad that was in O9 causing it to break. Somewhere along the line I rolled another 3 - causing an MC on that squad (notice the fanatic one?) which rolled snakes (my Sniper number). My opponent rolled a 1 for the sniper check again (2 in a row!). I forget what damage was caused, my 9-1 leader made it through the scenario unhurt so I think it was a squad with an LMG that broke). I then fired with my tanks again and another one rolled a 12... (The other one actually managed to fix the gun, another theme, but was destroyed before it could take a shot). On the plus side my guys lined up on the L hexrow fired and missed but made their own MC.
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| End of Allied Turn 3 |
The mortar squad did not make his Rally even though he was no longer DM so I double timed a 7-0 leader over to rally him. The tank in M8 managed to kill the tank in Q7 but I forgot about ROF being a 2 for those tanks (Impressive) so I had to use IF, did not manage to break the gun. The tank in L6 managed to fix it's gun (2 for 2) but then rolled a 12 when trying to start. The German tank in Q6 fires and breaks a gun...
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| End of Axis Turn 3 |
The German fire this turn is mostly ineffective but he did break the ATR squad in N4 and the remaining squad with the 9-1 broke and routed with the 9-1 tagging along. Oh, tank in Q6 fixed its gun (3 of 3 fixed the RPh after breaking.). I found that the LOS from L6 to R2 is clear and take a shot hitting the turret and causing a shock result.
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| End of Allied Turn 4 |
The gun duels continue with the German tank scoring a shock result on my tank in M8. L6 and R2 trade shots as well, scoring another hit but it just went pling.
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| End of Axis Turn 4 |
The tank in R2 finished off my tank in L6. The ATR in J1 fires at the tank in Q6 and rolls snake eyes! LOF blocked by the wall at the O4/N4 vertex, BOOOO! The German tank in R2 finishes off the tank in L6 too.
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| End of Allied Turn 5 |
The tank in M8 recovers from the UK and fires! Rolling boxcars! The line of squads fired at Q4 again causing no damage and then advanced over the wall. They have not been hurt yet either so I can't complain (the rain really makes it hard to hurt anyone). In S8 my squad advanced into CC but the Germans got ambush (I rolled a 2 and then he rolled a 1, sigh...).
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| End of Axis Turn 5 |
The tank in M9, yup you guessed it, fixed the gun on the first try. I don't remember if the German tank died from another shot or from the Shock counter.S8 fired at R8 to no effect and the 9-1 stack fired at S6 to cause them to break. The squad in O4 was fired at and broke low crawling to O5.
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| End of Allied Turn 5, end of game. |
Well, have to run in order to try for a win (need control of 6 buildings). O2 fired at P2 for no effect. O3 fires at Q4 and breaks the leader and squad (they had been exchanging fire all game). The squad starting in M1 double timed (with leader) and was fired on by the HS in P2, the tank MGs and finally by the tank before it went down, game over at that point but I moved the tank from M8 to R3, the tank in R2 did an Intensive Fire shot and missed and then I fired, and rolled a 12... perfect ending for this particular game.
Lots of fun and Tycho and I will be playing AP38, "Infiltrators" on New Years day.