Got in the last chit of turn 11 and all of turn 12 today. That took 3 hours to complete.
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| The starting point. The Germans just started a combat chit when power went out last time. |
Got in the last chit of turn 11 and all of turn 12 today. That took 3 hours to complete.
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| The starting point. The Germans just started a combat chit when power went out last time. |
Continued The Dark Sands turns 10 and part of 11. Near the end of the last chit the power went out (and I'm getting too lazy to post images). Tobruk fell easily after the Panzers came back. The front is a long line for both sides with neither having a huge advantage in chits (but the Germans having an advantage for a couple of turns). Holding onto gains is the name of the game now. Perhaps taking the Mersa Matruh for VP as well.
Getting lazy, and whiny, and tired. So no pictures. Played this one and got smacked for bad play. Interesting scenario and I recommend for either side. My Germans took the north flank through the orchards but then I turned south too quickly and ran into the very guns I was trying to avoid. Then I pushed to far forward with Infantry and Vehicles and lost too many of each.
Played the second campaign game day of Festung Budapest campaign 1. The Russians did not make headway on the first day due to heavy wind clearing away the needed smoke screen at the worst possible time (Russians were in the street adjacent to Germans in buildings and trenches and went from +5 smoke to none...). This day starts with overcast and rain possible with a 10+ on the WCDR.
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| The situation at game start. Wish I had noticed that sweet AT gun setup spot near the bottom right of the picture on the first day. |
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| End of Russian turn 1. The FIRST shot with the AT gun on the hill comes up boxcars. On the other hand the Russians get the worst of it over on the left flank and don't do very well elsewhere either. |
I would still like to give this another play through sometime but it is intense gaming. A Red Barricades style city fight with better tanks, Fausts, and host of special rules for Ammo shortage and Hungarian unit types.
It is taking me nearly a month to get this in so I don't remember much and got lazy on the pictures. The Axis forces decide to pull back with the Commonwealth getting reinforced and better chits the next few turns.
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| The situation at the end of turn 9. The Axis will start getting better chits soon and in 42 the no retreat rule for Tobruk goes away making it an easier target to take. |
Played the Lock N Load Tactical Starter Kit scenario with my son. He learned quickly and we will be giving it another shot in to weeks.
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| Jordan took the Germans and so I defended with the US. The goal is to control 4 of the 7 circled buildings by the end of turn 6. |
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| First Blood to the US Sniper - which is pretty much a given. I gave him a slight hint to not move the leaders by themselves. |
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| The shot that ended the game on turn 6. The US had a +7 shot versus a 0 defense modified shot. It ended up shaking the German leader and eliminating the German squad. |
Taking a break from Festung Budapest (really didn't have time to finish purchases and setup) Tycho and I played this ASL scenario.
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| The UK has 6 turns to get 15 CVP (UK MMCs only count). That is not a lot of time to get that much CVP across the board. ? counters removed, everyone was concealed at start. |
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| End of turn 1 and the UK is making good time. The +1 low vision DRM at all ranges helps a lot. |
Whine mode off (for now). On the 26th it is back to Budapest.