Showing posts with label After Action Report. Show all posts
Showing posts with label After Action Report. Show all posts

Sunday, July 10, 2016

Deadzone 2, Review and AAR.


Just in time for the end of month, I thought I'd  get my first stab at Deadzone 2 documented.  This wouldbe  the results of Mantic's latest Deadzone Kickstarter that was funded on April 6th, 2015. I was for the quarantine pledge and 14 months later it delivered safe and sound.

 I've only ever played a couple demo games of the Original Deadzone, acquiring a handful of models along the way as I liked the look of them for generic sci fi gaming. 18 months after my initial Deadzone trials, I find myself with a bunch of models, my Kickstarter pledge delivered and exactly 1 Deadzone 2 Demo under my belt played at Adepticon this year.

While Mantic has retooled and geared Deadzone 2 to be the boardgame-esque companion game to its new "Warpath" game system. ( a 40K competitor large format Sci Fi wargame, ) I do think Mantic somewhat missed the boat here. Originally Deadzone was  presented as Mantic's only Sci Fi wargame entry. Uniquely different from 40K  It had found itself a good niche. However it seems the resulting success of Kings of War, (almost entirely due to Games Workshop blowing up Warhammer Fantasy) somehow clouded  Mantic's judgement into thinking a 40K style entry could do similarly well and the "new" Deadzone sort of just got piled in with that.

While I am glad it did it as I could care less about Warpath, and I am kind of thinking alot of gamers who like the genre will not care either ,because if you want a game "like" 40K you just play 40K, Which leaves a a small percentage of outcasts that like the genre but don't like 40K , for whatever reason and want to invest in Warpath.

Regardless,  I like Deadzone 2, it reads quick , I like the mechanics with low model counts and a small board.  There no shortage of excellent terrain and models to be had, I've quickly found myself with 5 factions between trades, cheap buys on ebay and the Kickstarter. I now have Enforcers, Rebs, Plague, Veer Myn and Forge Fathers. not tons of models but enough I can field Deadzone teams for all 5 factions. It nice was  to actually play something with nice selection of Sci Fi models I've had for years. the fit is right.

Here is a walkthru of  my first actual game:. Factions are Enforcers Vs Rebs, on the new Industrial Terrain.
 I have some actual mantic models done here, mainly Rebs 5 of 8 models, but the Enforcers ,except for one , Pathfinder Sniper, are proxied by my Reaper Nova Corp  who seem to  fit right in. Terrain is all new from Kickstarter , with the exception of the grey command building which is from the Urban terrain set. Things are not totally done yet, I'm still getting into it but I modeled up the buildings and got the spray cans out a couple sundays ago..Here is how the game went:

The board- this is basic KS terrain set plus a couple Urban Sprues for the grey building.
  
Strike Teams at 150 points

Mission : Scour.

Enforcers

Sergeant- added Laser Rifle
Pathfinder Specialist- Sniper
Strider w/ Equalizer
3 Enforcers
Medi Pack

Enforcers (proxied Reaper Nova Corp, the Strider is a Robotech promo model from 2 year back)
  
Rebs

Commander with Sniper Rifle
Teraton
Sorak Specialist
Yndij Trooper added combat blades
4 Troopers
Medipack
Smoke Grenade
Frag Grenade
Ammo
AP Ammo
  

Rebs, a mix of Mantic and Reaper figures
Initiative:  5 Dice Recon Test, both Leaders have a 4+ recon value
Enforcers rolls 5 Successes
Rebs 3, Enforcers have initiative choose to deploy and go first.
Enforcer Strider and Sniper take Scout Moves
Reb Yndij makes Scout Move.


ROUND 1

TURN ENFORCERS
Command Dice, Enforcers roll 4 dice (+1 due to Tactician skill)
+1 Model and 3 Fight Dice,
Reroll the 3 fight dice.3 3 +1 Model,
Command Dice 2- +1 Model  2 Move Dice.

I activate the Strider who in a good postion thanks to its Scout move. It fires it massively powerful equalizer cannon at the Teraton who is partially visible, The Teraton ties the first shot with 1 success each, the Strider fires again this time the Teraton win 2 Success to 1.
So the shots miss.


Shoots and Misses...Teraton has more survive success than Strider had hits.

TURN REBS
Command Dice 5, (+2 for Tactician)
They get 2 Shoot. 1 move, 1 Splat, 1 Fight
Reroll Splat and Fight
2 Shoot, 1 Move, 1 Dice, +1 Model

Yndij Trooper fires rifle at Enforcer in open under bridge
3 Dice, +2 dice for open shot plus +1 dice for Elevated.  6 dice vs 3.

Yndij rolls a 8 and gets an extra dice ending with 5 success vs 0!! For the Enforcer.
The armor absorbs 1, but he takes 4 damage and is out.
Enforcer in foreground shot down by Yndij Trooper

Since Shooting is a short action and the model has not moved it fires again using the “fire for effect” ability of his rifle, if successful this can pin the troopers  this time at the two enforcers in the adjacent cube who have cover for the bridge strut  The Yndij gets 4 dice..while both enforcers get 3 Survive dice. ,  but enforcers get more successes so the burst of fire misses.


TURN ENFORCERS

Activate the Trooper that was just fired upon by Yndij,  Sprint Moves thru cube with Item recovering Item (ammo) on way.   I use the a +1 Model Dice to activate the already setup Pathfinder Sniper who gets 5 Dice in her shot at the  Yndij, thanks to the Sniper Scope, however the Snipe Shot is “heavy” so the shot is a “long or full action” the Sniper rolls 4 Successes one of which is an 8 so we roll an extra die…but stll end with 4 Successes…The Yndij Roll 2 Successes but both are 8’s so we roll two more and get a 3rd success..the Yndij has no Armor and takes 1 hit and is Damaged.  Lucky!

TURN  REBS

Use 1 Move Command Die  Then Teraton sprints to behind command building moving 4 Squares.

Use +1 Model  Command Die , to Activate Reb commander . She moves 1 square Fires AP ammo Sniper Shot at Strider its  6  success vs 3 Success ,  exactly what she  needed for 1 wound!  The Rebs luck continues
Seemed like a good idea, she did wound the Strider, but leaving her in postion to be blasted next turn, bad idea.


TURN ENFORCERS

Activate Enforcer Sgt, he climbs one cube then moving another on to the elevated walk way recovering
An item in the process we flip it over and its booby trap!..OOF….how he gets a bit of luck getting 2 survive success vs only one success for the exploding trap..he chalks it up to a misfire.

I use the last Enforcer command die +1 Model, to activate the last Enforcer who makes sprint action to join the other Enforcer  .

All Enforcers Models have moved.

TURN REBS

REBS have 2 Shoot Dice and one “ Xtra Die” Dice in the command pool.

REB Trooper (with Medi Pack) move 1 Cube up and heals Yndij Trooper of Wound

REB Trooper moves 1 and Fires for Effect you using a Shoot command die winning 3 Successes vs 2 and an Enforcer Trooper is Pinned.

Reb Trooper  moves 1 throw smoke Grenade block view of  forward Enforcer Trooper.

Reb Trooper Sprints, joins Commander,

Sorak, Sprint toward Item.


END OF ROUND 1
Check Smoke (3) smoke remains.


ROUND 2


The Strider vaporizes both the Reb Commander and Troop on the corner of the Red Building here.
 ENFORCERS TURN.

Command roll 4 Dice-  (2) +1` model,  1 Splat (special ability), 1 xtra Die
No reroll.

The Strider activates and immediately returns fire to Reb Commander in cover at the side of building.
It will use a command shoot die for a 4 Die roll, we get a whooping 4 success one of which is an 8 and we roll another for 5…no sense in even rolling the the 3 survive die, since the equalizer is AP4 the Reb Commander is obliterated!.
The  Strider then takes it second short action to fire at the Rebel Trooper in the same cube as the Reb Commander with the Commander down he is wholly exposed making this a 5 dice shot (+2 for in the open)
This time the Strider rolls 3 Successes but the Reb Trooper rolls NONE, he too is vaporized…
Enforcers just even it up big time, and Pass to the Rebs.


REBS TURN
Command Roll,  3 Dice since Reb Commander is Out of Action,
We Roll 3 “xtra Die” symbols and decide to keep it.


Teraton Activates uses it special action to Teleport to within one cube of the Strider, then a short action to move into the Cube with a Strider for a Fight.
The Teraton get 3 base dice in a fight plus 1 for moving into the cube this turn and 1 since the Strider is injured. And we also use an command “xtra die” dice  as well  for a total of 6. The Strider has a better chance trying to evade the attacks (survive) than try to fight back…
Since its larger model it get an extra dice. For a total of 4.
The Teraton scores 5 success vs 3 for the Strider,  for net of +2 the attacks are AP 1 essentially making it +3 the Strider’s armor is 3, so we fail to damage it… we need one more.
Striders are Tough!

ENFORCER TURN
Enforcer Sgt uses the Splat Command die to activate his special ability mobile infanty, this give him a free sprint action. He pick up an item (ammo) during this move he then uses his Rapid Fire ability to try to Pin the Ynidj Trooper down and keep him from attacking other teammates.
He successfully pins down the Ynidj 4 success vs 2.

Pass to Rebs.

REBS TURN

Sorak drops Frag Grenade make a Sprint Action to unclaimed item. He picks it up and it AP Ammo

Pass








ENFORCER TURN

SNIPER has to reposition in same cube to aim at other targets, since this counts as a short action and his weapon is “Heavy” he cant shoot.
Activate +1 Model Die to have pinned Enforcer stand up then make a short action move to cube with cover against Rebs approaching from left flank.

Pass to Rebs

REBS TURN

REB TROOPER Picks up Frag Gren left by Sorak, takes 2nd short action to base of  conveyor ramp

Pass

ENFORCER TURN

Activate Trooper who uses Fire for effect with Command Xtra Die to Pin down Reb Troop at Mine shaft entrance…he does so with a whopping 7 successes  (with exploding dice) vs 2 for the Reb
He then does this again at the Trooper on roof with his second short action but does not succeed.

REBS TURN

Pinned Trooper activates stands and shoots..a misses 3 vs 1 in favor of Enforcers

Reb Trooper on roof fires using last command xtra die at same Enforcer. And he does hit but
The Enforcer armor absorbs it.

END OF ROUND 2
Check Smoke (2) smoke remains.



Current Score ENFORCERS  6 VP,  REBS 3 VP
Yndij Trooper Pinned by Enforcer Rapid Fire.


 ROUND 3

ENFORCER TURN

(note on Initiative.  Enforcers continue to go first as initiative at the top of the round goes to the strike whose models finished all there turns 1st.  Since the Enforcers were initially outnumbered  8 to 6
Its difficult for the Rebs to finish the round 1st without several +1 model command moves. Considering the losses both sides have faced future turn may see the change in Initiative)

Command Roll 4 Dice = Shoot , Splat,, +1 Model.

The Strider Activates.  I quickly realize the Teraton shouldn’t have engage the Strider as this point it too hard to get thru that armor without some better  Strategy, The Strider simply takes a short action to move out of the cube. This give the Teraton a chance to attack against the Strider’s better Survive skill. Its  4 Dice vs 4 Dice and the Teraton win 4 to 3 but even with AP1 can’t get thru the Armor.

Now in the Adjacent cube the Strider can fire its powerful cannon point blank at the Teraton and it does.
And well the command xtra die plus our 2 bonus dice for 6 total dice… with exploding 8’s rolls a whopping 6 success !, while the Teraton  rolls all three of it success, its looking at 3 against this AP4 weapon, however the Teraton is “tough” so we remove 1 right away looking at 2 success then an Armor 1 for the Teraton meaning only 1 wound gets through…wounded.

Here we now play the enforcers xtra command shoot die for another chance 6 dice again, +2 for clear shot and now the Teraton is wounded. This time the Strider gets 4 success but the Teraton only gets 1, for +3 , we remove 1 for “tough” with net of 2, since the Equalizer is AP4 it bypass the armor for 2 Damage the Teraton is Down and out!

With the relative ease the Strider withdrew, I knew the Teraton was in big trouble

REBS TURN

Command Dice, 2 Moves , 1 Xtra Die

From here out is all down hill for the Rebs, losing the Teraton gave the Enforcers another 3 VP and they had 2 Items secure so they begin withdrawing

The Rebs end up losing another Trooper  from the Pathfinder Sniper during their own exit but The Rebel Yndij does grab a nearby item which turns out to be the mission Intel  worth 2 VP in this Specific mission


At the turn of Turn 4 all models have exited the board via their own D-Zone save the Pathfinder Sniper who was covering retreat sitting on an Item (ammo)



Final Score is 11 VP for the Enforcers, 4 VP for the Rebs

Enforcers had 1 Casualty,  a Regular Trooper.

Rebs had 4 including their main two units.

Enforcers left with 2 Ammo, 1 Frag Gren and 1 Med Pack they had brought but never used.

Rebs left with Intel, 1 AP Ammo, and 1 unused Ammo and Frag Grenade brought into the mission

I’ll go into detailed Campaign options when I write about setting up the next game but briefly.

The Enforcers Soldier died after rolling on the injury table and was removed from the Roster.

All remaining Enforcers got  at least 2 XP allowing them to level  up while the Sniper and Strider both had 3 XP, the Strider was clearly the MVP, getting commendation medal.

The Rebs all Survived but the Commander and Trooper miss the next game and the other Trooper lives  get his survive stat pushed to a 7+, The Teraton miraculously survives and is ready for the next game.

I had all models getting 1 XP, but the Sorak and Teraton (the MVP) got 2 XP with the Yndij Trooper getting 3XP, unfortunately the Yndij Trooper has no campaign options for Command Skills (as there is Yndij commander you can purchase) but the Teraton does, so he’ll be promoted to commander for the next match.

Overview.

A really fun game with some good dynamics, The Enforcers seem very difficult to beat, especially with the Strider without some sort of heavy Firepower..like the missile launcher as a counter. The Rebs really seem to need to concentrate fire a lot more than I did and use more teamwork, I left the commander hanging and that got her easily taken out, I can see the Teraton being a beast in melee against normal models, the Strider was a terrible choice to engage and it paid for it. 

Overall Kudos to Mantic for this fun little game, I’m enjoying the stuff and will surely model some more figures and terrain up soon, and that’s it for Deadzone 2, I hope was interesting and informative, if you have interest in the game.

Wednesday, October 22, 2014

Operation Sting AAR



Operation Sting went down last weekend at the Chicago Northbrook Hilton, and like its predecessor the now retired Bilbo's Birthday Bash, its immediately become my favorite fall event. We ended up with 17 players, I know small in comparison to Adepticon numbers but pretty standard turnout for this event over the years regardless of the game system moving from Lord of the Rings to Bolt Action. I did get to meet a bunch of great new people playing this game whom I hope to get game with again soon. While I came away empty handed in the awards categories, I manage to win games 1, 3 and 5 for a 3-2 record. After my terrible 0-3 performance at Adepticon winning some games and figuring out how to play my army felt pretty good.


The overall Army spread was :
3 Russian
1 Japanese
1 Italian
3 US
2 British
7 German

I was fortunate enough to face 4 German players and 1 Japanese player, normally my Red Devils face off against Germans so playing two Fallschimjager lists, a German Heer Infantry list and a Waffen SS list was nothing new to me. Game 2 which I lost to my boy Kyle was really neck and neck till turn 4 when he broke it open by nailing my Humber with a immobilizing lucky mortar hit as it was moving to take out his 105mm Howitzer team that was keeping me at bay. This game was particularly fun because I got to play Kyle on my board and after knowing each for years we finally got to play as we have never managed to get together outside of tournament, it was a great game in the end the British just came up short.

From my basement to the Hilton.
There isnt much to mention about my game against the Japanese, it was the worst game of Bolt Action I have played and it little to do with army being Japanese, all to do with my opponents win at all cost attitude at the expense of having a fun game, his selective interpretation of the rules at various times was also a bummer. I dont get into it with people about this kind of stuff, it so rarely happens to me that I just let people do what they are going to do and roll with it. I know some of my pals disagree with my laid back attitude on this, but I just dont care. We do this to have fun, and if I play someone who insists on winning at the expense of that because that is what they need to get thru the day, I'm ok with that every now and then.

Tyler's Russians looking fantastic!
One the flip side my other three games again German Armies, were against great guys, and were great games and alot of fun, Mark, Duane and Seamus, hats to these guys for rolling into a tournament they've never been to and having the right attitude and a good time.

 Ill share a couple quick anecdotes;

Game 1 against Duane who I just met 10 secs before we rolled dice was "Hold until Relieved". Having played this one a bunch being the defender is real ballbuster, so winning the opening die roll, I choose to attack. The table  setup was pretty advantageous to me I  had multiple flanking positions and clear lanes of fire on the objective. The mission also allows me to deploy deep into the table. I then got lucky with big artillery strike the put pins and kills on at least a half dozen units at the top of turn three. by turn 4 Duane had taken enough losses, I was assaulting from 3 directions with support from all sides, he knew it was a seriously uphill climb. Still he played out the last two turns having a good time and just rolling with it, Obviously Duane carried this attitude throughout the weekend as I was not surprised as his name was called as "Best Sportsman", during the awards.


After my terrible game 4, Game 5 turned out to be single handedly the best game of Bolt Action I have played to date,  Against another new player whom I just met -Mark, he was playing next to me during my game 4 debacle. Mark had a well rounded Waffen SS force, and this game was neck and neck all the way till turn 6. The scenario was "Maximum Attrition", having played that one the most I always go after small teams first to try to knock order dice out of the bag, so even though I was up by two dice in turn 6...one was another fluke artillery strike, that really only damaged one squad Ill rolled stupid good and it took the squad off the board right at the top of turn two.
Jeremy's Italians
Turn 6, we are both setup with squad just barely hanging on when the dice start breaking my way, I hit his 3 man HQ team with mortar on the first try as they tried to support a heavily pinned squad the needed a desperate order check. I end up taking the whole HQ squad out, which caused the pinned squad which get shot again and knocked below half, to fail it morale check...putting me up by 4 dice we do roll the 7th turn and I am still in danger of losing at least three dice if Mark can catch a break. He doesnt, we each add a order die with one kill each on. turn 7 and I still win by 4 dice..but it was alot closer than it sounded really until the very end of turn 6,  I know how frustrating that can be to see victory so close but you just can roll higher than a "2"  Mark laughed it off as "shit happens"
like you are supposed to.
Overall a great weekend, final scores are not posted yet but I feel I did the British Army right and they placed well as one of the two Armies there that weekend. There is ton of Bolt Action going on at Adepticon this year and Aaron and I are going to play in the team tourney so we are already talking about that. Not much else to add other than a great weekend with some great folks. Congrats to the winners, especially Jeremy for pulling of the appearance award the guy is really working his tail off with two totally converted and wonderfully painted new armies in the past year, his Japanese and Italians. It's well deserved.

In non gaming news I played hooky this afternoon and went to see FURY. Its not for the squeamish, but if you are WW2 history fan or war movie far, its an awesome character study of the bleakness at  the end of that war. We often forget when we play these games that they are based on realities that had incredible human cost. See it for its intense action sequences, and grim reality of war but be reverent to the message, Brad Pitts character sums the film up well with a six word statement early in its running time,  "Ideals are peaceful. History is violent."

Airstrikes are super powerful in Bolt Action..thankfully I only saw one plane in 5 games but they were certainly there.

Tyler D's Russian were quite slick, I really like these.

My Stuart bogged down against advancing infantry, there is 105mm Howitzer out of frame bombing me and eventually the panzerfausts his there mark

Friday, November 22, 2013

Bolt Action - After Action Report GB vs GER



German Panzer Grenadiers (aaron)
1st Lt.    2 Troops, Veteran
Artillery Foward Artillery Observer    Veteran
Infantry Section (7) Panzergrenadier    1LMG, 3x SMG, Panzerfaust    Veteran
Infantry Section (7)7 Panzergrenadier    1LMG, Reg, 2x SMG
Infantry Section (7) 7 Panzergrenadier    1LMG, Reg, 1x Assault Rifle, 1x SMG
120mm Mortar   w/ Spotter   Veteran
MG42   Machine Gun Team Regular
SdFzk 222 Armored Car    Regular
Panzer IVh  Tank  Regular

1000 points -9 Orders

British Paratroopers , Red Devils ( John)   
all Veterans
1st Lt, +2 Troops
Paratroop Section (6) , LMG, SMG   
Paratroop Section (6) , LMG, SMG
Commando Section (6)  6x SMG ATG
Medic
Forward Observer
Vickers MMG
Medium Mortar w/ Spotter
Sniper Team
PIAT anti tank team
Humber Mark IV armored Car
6 pnd'r Anti Tank Gun
Transport Jeep with MMG



 1000 points -13 Orders

Scenario: Point Defense

So my Red Devils got another go at Aaron's Panzer Grens on Tuesday evening, we choose the Point Defense scenario which is one we have not played before. Aaron won the roll off, and choose to attack. leaving my Paratroops to defend. The board was set up as a small village on the hill with some surrounding buildings stretching across the table.

In Point Defense, the defender has three objective that need to be protected, I am also allowed to have several units in reserve. Aaron, as the Attacker must capture two objectives to win the game. I placed two of the objectives on my left, near the village and one objective on the right side near my farthest table edge.  I choose to keep my vehicles in reserve and my commandos ( who would use their "Behind enemy lines" ability later in the match), this was the first time I used a Commando section so I was curious to see how they would perform.

The rest of my army was deployed as follows:

I placed  2 Paratroop squads. my HQ section with  my1st Lt and 2 men  , 1 6pdr AT gun around objective 1.

The Mortar , PIAT team , Vickers HMG , Sniper Team, Mortar Spotter and Forward Observer were all around the large building on the hill close enough to cover both objectives.

Aaron deployed the majority his force across from the village leaving only a single 7 man squad and forward observer across from objective one..he had his heavy mortar with a MG 42 for cover in the center of his deployment zone, 

I had went first on Turn One and had my units on the right advance toward hard cover  and aarons single squad , the rest of my troops on the left were hidden or set into ambush mode,..lastly I had my FO call in some bombarments from afar...this was a particular pain the rear for Aaron as I rolled  "delay" an got to recenter my target point up to 12 inches from my intital target- I moved it right to where his troops would he advancing.

With  the threat of  heavy artillery bombardment right in his face...Aaron advance was bit shooken up -trying to advance but keep his troops apart from a potential disaster of a lucky artillery strike. He managed to maneuver and advance his scout car up toward my objective on my left flank. 

Turn Two- I make a reserve order roll and my Humber scout car comes on the board right where objective 3 is and proceeds to blow the turret right off Aarons 222 scout car...mortars , artillery and my sniper soon start hitting  put a whole bunch of pin markers all over Aarons units.

Turn Three- things get grim when my commandos and Jeep with MMG come on the board further putting causalities on the Germans. The artillery threat has forced he Panzer IV out of position and Aaron is shelling the building with my Sniper in it to little avail. On the Right side of the board my troops are advancing on Aaron's loan squad.and his forward observer. Fire is exchanges, the german take some pin markers, nothing major, my Sniper kills one German soldier.  Aaron then decides to have his FO call in artillery stike on his own position! in an epic bit of martyrdom , He  hopes to wipe a bunch of my men  but in the end takes as much as he gives..

Turn Four My farthest right squad over runs his FO and capture on building  but My whole HQ is wipoed out by aarons ambushing squad I has forgotten about, My two remaining squads, standfast both prepping for shoot -then assault- two squad attack..

Back in the village things get a litte better for the Germans  who have taken many casualties and pins, after my sniper kills his Lt..., Aaron decides he's had enough sniping he's be zeroing in with the 120mm Mortar for 3 turns now and finally scores. the heavy mortar basically levels the big building on the table, killing my sniper team and Mortar spotter. my FO survives the pile of rubble.
 My jeep and Humber are shooting at his Panzer IV and his squads and keep the pins and  kills coming

Aarons rallies a squad and rushes the clearing at the top of the hill to assault my PIAT team in preparation for his Tank to advance. The Panzer IV is pinning down my Commandos with co axial MMG fire , BUT The German assault team forgoets my Vickers MMG is close by AND in ambush and lets loose killing two of the squad. The assault advance happens but Aaron trolls terribly and loses to my PIAT team in assault and the remaining squad is wiped out.

Turn Five. My Commandos with the tough fighters rule all armed with SMGs and Anti Tank grenades- assault Aarons tank and blow it hell up . The successful vehicle assault being a nice ending to the entire left flank advance, the right flank s position is also looking grim being heavily outnumber and my AT gun can start shelling anything on the left or center of his board. Facing heavy losses the surviving Germans retreat, to fight another day.

Thoughts
This game played out with a great narrative- which is one of things I love about Bolt Action. Both our commanders KIA, artillery and mortars everywhere and  the troops carried on until victorious or forced to retreat. Aaron was knocked off his game by the turn 1 FO bombardment (we did not use preparatory bombardment in this scenario) which ended up screwing up his advance, my fast vehicles in reserve coming on strong further halted his advance where he needed a quick foothold to push on from and it wasnt there. My Commando squad with 12 dice for shooting and 18 in assault just added fuel to fire...The simultaneous push from the right really bound the Germans up. The secret to defense in this scenario was for the British to Attack!  This was definitely the most lopsided victory of our games so far, but I am sure the Germans will be back with a vengeance.

 

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