Band of Heroes AAR

Started by JudgeDredd, April 14, 2013, 01:25:46 PM

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JudgeDredd

So is level 1 ground level then? I had assumed some elevation level.

I suppose putting myself at "ground level" and looking over a nice little community garden would degrade my LoS.

Thanks - I'll remember that as I was going to discount ground level clutter.
Alba gu' brath

Barthheart

Yeah, in North America ground level is refered to as the 1st floor usually or level 1 in elevators.

TheCommandTent

Great thread guys.  JD enjoying your AAR and Barthheart enjoying your tutoring.  :)
"No wants, no needs, we weren't meant for that, none of us.  Man stagnates if he has no ambition, no desire to be more than he is."

Barthheart

Quote from: GJK on April 18, 2013, 10:03:42 AM
Is there a VASSAL module for the game already?  If so, I can just pull the board image out of it.  I doubt that it would have the scenario card image though so would need a scan of it.

I sent you a PM asking fer your email so I can send you the scenario scan.

GJK

Just saw it and replied.  More wargaming goodness this weekend - along with my Third Reich campaign game.  :)
Clip your freaking corners!
----------------------
Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

JudgeDredd

Alba gu' brath

JudgeDredd

Turn 3 Start
Initiative
AXIS roll = 3
US roll = 1
AXIS have the initiative


Rally Phase
The AXIS have no units to rally and no weapons to deploy/pack up
The US attempts to rally MJ Tom
Rally roll (2d6) = 5-2(TEM)=3
The rally is effective and MJ Tom is no longer shaken
The US have no weapons to deploy/pack up


Operations Phase
Impulse 1 - AXIS
PASS - The Germans know the US has to come out of their holes sometime to advance - and they'll be better pickings in the open. And as for deploying reinforcements, the Germans need to wait and see where the US are attacking

Impulse 2 - US
1xM1919A4+1x1-4-4 Squad move to D5 and E4 for 4MPs
AXIS OP FIRE
1xMG42+1x3-3-4+Cpt Weiss (I3) op fire on US unit in E4
AXIS attack roll=4+3(MG)+1(Leader)+1(Move)=9
US defence roll=2+1(TEM)=3
Attack successful with difference of 6

Damage Check roll=4+6=10
US unit is Shaken


Impulse 3 - AXIS
PASS

Impulse 4 - US
MJ Tom heads off to the 1-4-4 shaken US unit in E4 so it can attempt to rally. He moves to D7,E6,E5 and E4 for 6MPs


Impulse 5 - AXIS
PASS

Impulse 6 - US
US Deploy Lt Michael+1x2-5-4+1x1-4-4+1xM1919A4 to A3 and moves (DT) to B3,C2,D2,E2 for 5MPs


Impulse 7 - AXIS
PASS

Impulse 8 - US
Hero Ash (2-2-6)+2x2-5-4+1xSatchel Charge deploy to A7,B8 and C7 for 4MPs


Impulse 9 - AXIS
Deploy 1xMG42+1-2-4 Squad in L6


Impulse 10 - US
1xBAR+1x2-5-4 Squad (F3) tries to spot hex I2
Spot roll = 5 is a fail


Impulse 11 - AXIS
3-3-4 Squad (I2) tries to spot F3
Spot roll = 5 is a fail


Impulse 12 - US
The US is in a bit of a predicament at the moment. The Axis are playing cautious - waiting for a decent site of the yanks. So - the US has to try and spot the Axis...or move into open ground!
For now - this turn, they are going to try and spot the Axis. If that fails - they may just have to tease some fire from the Axis.
2x5-4 Squad (G6) attempts to spot I6
Spot role of 2 means it's spotted! Excellent!

I believe, reading the rules that this unit goes under an OPS COMPLETE marker but can also fire at the hex it spotted this impulse
1xHero Walker 2-2-6+2x2-5-4 attack 1x2-3-4+1xMG34 (I6)
Attack roll=4+2(Hero)+2(lead Squad)+1(additional Squad)=9
Defence roll=4+4(TEM)=8

Attack succeeds with difference=1
Damage check roll=6+1=7
The enemy AXIS squad 2-3-4 is Shaken


Impulse 13 - AXIS
Deploy Lt Praun to I6


Impulse 14 - US
Sgt Hill is too far away to move in to melee in I6 - which is really what they wanted.
They sit it out and Sgt Hill attempts to spot J8
Spot roll=5=fail


Impulse 15 - AXIS
Deploy 1x3-3-4 in hex J1


Impulse 16 - US
1x2-5-4 Squad (F7) attempts to spot J8
Spot roll=4=fail


Impulse 17 - AXIS
Deploy 1x2-3-4 Squad to L5


Impulse 18 - US
1x2-5-4 Squad (F7) attempts to spot J8
Spot roll=3=fail


Impulse 19 - AXIS
PASS

Impulse 20 - US
1x2-5-4 Squad (F7) attempts to spot J8
Spot roll=5=fail

Impulse 21 - AXIS
J8 opens fire on G6
1xSniper attacks G6
Roll of 5 sees 1x2-5-4 Squad being targetted
Attack roll=3
Defence roll=6+3(TEM)=9
Attack fails

1x2-3-4+LtFrietag attacks G6
Attack roll=5+2(IFP)+1(Leader)=8
Defence roll=1+3(TEM)=4
Attack succeeds with difference=4

Damage check roll=(Hero)=6+4=10 - Hero Walker is wounded
Damage check roll=(1x2-5-4)=5+4=9 - Squad is shaken
Damage check roll=(1x2-5-4)=2+4=6 - Squad escapes


Impulse 22 - US
PASS

Impulse 23 - AXIS
1xMG42+1x1-2-4 (L6) attacks Mj Tom+1x1-4-4 Squad (E4)
Attack roll=3+3(IFP)+1(Moving)-1(degrading I5)=6
Defence roll=4+1(TEM)=5
Attack succeeds with difference=1

Damage Check roll=(Mj Tom)6+1=7 Attack succeeds and Mj Tom is Shaken (again!)
Damage Check roll=(1-4-4)5+1=6 Attack fails


Impulse 24 - US
PASS

Impulse 25 - AXIS
PASS

Impulse 26 - US
PASS

All Moved and Fired counters are removed.



This is the situation at the end of Turn 3


Turn 3 End
Alba gu' brath

Barthheart

It's going well JD.
Only one comment:
When you make a spotting check and fail the unit that attempted is marked with an Ops complete just like you did. But that doesn't automatically end the impulse. Another unit could do some other action, just not spot - only allowed once per impulse.
And yes you had it right that a unit that makes a successful spot check can immediately fire on that hex.

JudgeDredd

Thanks Barthheart.

I'm feeling the pressure as the US. I may have to start probing to attract fire because the Axis (rightly so) are keeping their heads down and waiting for the US to stick their necks out.

I've got a lot of open space to cross and there are a lot of machine guns pointing at me
Alba gu' brath

Barthheart

Your quite welcome.

Quote from: JudgeDredd on April 23, 2013, 01:41:57 PM
...
I've got a lot of open space to cross and there are a lot of machine guns pointing at me

Now is the time that heroes are made.....  ;)

JudgeDredd

By the way (and this is for people who don't really know about the game)

The impulses and turns are pretty fast. They are appearing slow in my AAR because
1. I'm writing as I'm playing
2. I'm taking pictures as I'm writing and as I'm playing
3. I keep checking rules (and missing some!)
4. I have to save the pictures to my computer, resize them and upload them to Photobucket - THEN make sure I'm putting the right picture in the right part of the AAR
5. I can only really play at the weekend as the nights aren't long enough for me to do the AAR without breaking up the turns (which I guess I could do)...because I go out on my bicycle most nights after work and don't get in until gone 7 or sometimes 8

So don't be put off thinking this is a slow game...it's not. I expect removing the AAR bit (which does take a lot of time) it's really quite speedy.
Alba gu' brath

JudgeDredd

I'm a bit confused about melee

1 on 1 I'm fine...but I currently have a hex which has US 2x2-5-4 Squads and AXIS Lt Praun,1x2-3-4+1xMG34

So how I think I resolve this is
US IFP=2
AXIS IFP=4
Melee odds = 1-1 meaning both sides require a roll of 8

So the US roll 12 and the AXIS roll 11
1. Am I correct in thinking BOTH US units are destroyed as are Lt Praun and the 2-3-4 Squad
2. Am I also correct in thinking the leader has NO impact on the rolls?
Alba gu' brath

Barthheart

In melee all squads fight at full strength.

So US 2 x 2-5-4 = 4 FP
    Ger 1x2-3-4+1xMG34 = 4FP
Lt. Praun has  leadership of 1 so the Germans get to add 1 to their dice roll.

1) Yes everone would be dead.
2) Leadership value adds to the dice roll.

Melee combat odds are calculated going both directions, not one for both.

Also in melee if there is more than one target, you can choose to only melee one of enemy.
So since the Germans have only 1 melee capable unit, the squad w/MG, the US must melee at 4:4 or 1:1.
The Germans have 2 enemy targets so can choose to fight them both at 4:4 or can choose to fight one of the squads at 4:2 or 2:1.

JudgeDredd

Thanks for clearing that up Barthheart.

I had forgotten the leader addition.
Alba gu' brath

JudgeDredd

Turn 4 Start
Initiative
AXIS roll = 1
US roll = 3
The US have the initiative


Rally Phase
The US attempts to rally MJ Tom (E4)
Rally roll (2d6) = 6-2(TEM)=4
The rally is effective and MJ Tom is no longer shaken

The US attempts to rally 1-4-4 Squad (E4)
Rally roll (2d6) = 5-2(TEM)-2(leader)=1
The rally is effective and the 1-4-4 is no longer shaken

The US attempts to rally 2-5-4 Squad (G6)
Rally roll (2d6) = 8-2(TEM)=6
The rally is effective and the 2-5-4 is no longer shaken

The US deploy M1919A4 (E4)
The AXIS attempts to rally 2-3-4 Squad (I6)
Rally roll (2d6) = 7-2(TEM)-1(leader)=4
The rally is effective and the 2-3-4 is no longer shaken

The AXIS have no weapons to deploy/pack up

Operations Phase
Impulse 1 - US
1xM1919A4+1-4-4 Squad (E2) moves to F2 for 2MPs


Impulse 2 - AXIS
PASS

Impulse 3 - US
1x2-5-4+1xBAR (F3) a closes for melee and moves to G3 for 1MP
AXIS OP FIRE
1x3-3-4 Squad (I2) opens up on US unit (G3)
Attack roll=1+3(IFP)+1(movement)=5
Defence roll=1 (BUGGER)
Attack succeeds with a difference of 4

US USE LAST FATEPOINT to remove from damage check
Damage Check roll=2+4=6-1(FP)=5 - no damage!

1x2-5-4+1xBAR (G3) continues movement to H3 for 2MPs
AXIS OP FIRE
Cpt Weiss+1x3-3-4 Squad+1xMG42 opens up on US unit (H3)
Attack roll=1+3(IFP)+1(leader)+3(SW)+1(movement)=9!
Defence roll=5
Attack succeeds with a difference of 4

Damage Check roll=2+4=6 - no damage! LUCKY BUGGERS!

This US unit is so lucky I'm almost temtped to throw it in the I3 hex with the MG42! But I won't...
1x2-5-4+1xBAR (H3) enters hex I2 for 4MPs and is locked in MELEE
US IFP value = 2+1=3
AXIS IFP value = 3
Melee odds table = 1-1 (attacker roll required is 8)
US melee roll (2d6)=4
AXIS melee roll (2d6)=8
US squad is destroyed and removed (1xBAR stays) - that's a shame...I thought they were going to pull that off!


Impulse 4 - AXIS
PASS

Impulse 5 - US
1xHero(Walker)+2x2-5-4 (G6) a closes for melee and moves to H6 for 1MP
AXIS OP FIRE
1xMG34+1x2-3-4 Squad (I6) opens up on US unit (H6)
Attack roll=5+2(IFP)+2(MG34)+1(movement)+1(leader)=11
Defence roll=3
Attack succeeds with a difference of 8 - this is going to hurt! I should've used one squad or the hero...not them all!

Damage Check roll against hero=2+8=10 WOUNDED! As he was already wounded, he is now eliminated!

Damage Check roll against 1x2-5-4 Squad=3+8=11 SHAKEN!

Damage Check roll against 1x2-5-4 Squad=1+8=9 SHAKEN!
I actually think they were VERY lucky there!

Impulse 6 - AXIS
PASS

Impulse 7 - US
After the last bad decision, the US now attempts to attract fire.
1x2-5-4 (C7) moves to D7 and E7 for 2MPs
AXIS OP FIRE
1xSniper (J8) opens fire
AXIS Attack roll (2d6)=8+1(moving)=9
US Defence roll=6
Attack succeeds with a difference of 3

Damage check roll=1+3=4 - Attack fails

US unit continues to move to F8 for 3MPs
AXIS OP FIRE
1x1-2-4 Squad+1xMG42 (L6) opens fire
AXIS Attack roll=1+1(moving)=2
US Defence roll=6
Attack fails

US unit continues to move to G7 for 4MPs
AXIS OP FIRE
Lt Frietag+1x2-3-4 Squad (J8) opens fire
AXIS Attack roll=5+1(moving)+1(leader)=7
US Defence roll=4
Attack succeeds with a difference of 3

Damage Check roll=4+3=7
US unit is SHAKEN


Impulse 8 - AXIS
PASS

Impulse 9 - US
1x2-5-4 Squad (F7) Assault Moves to G6 for 2MPs
1x2-5-4 attacks I6
Attack roll=6+2(IFP)-2(Assault Move)=6
Defence roll=4+4(TEM)=8
Attack Fails


Impulse 10 - AXIS
PASS

Impulse 11 - US
Sgt Hill+2x2-5-4 (F6) closes for melee and moves to G7, H7 and I6 for 4MPs
US engage in melee in I6
US IFP value = 4
AXIS IFP value = 4
Melee odds table = 1-1 (attacker roll required is 8)
US melee roll (2d6)=12+1(leader)=12
AXIS melee roll (2d6)=11+1(leader)=12
All US and AXIS forces in the hex are destroyed! Quite the blood bath!



The US are having a hard time here. Lots of open ground. 3 front line Squads lost!


Impulse 12 - AXIS
PASS

Impulse 13 - US
Mj Tom+1x1-4-4+1xM1919A4 (E4) opens up on I3
Attack roll=1+2(MG)=3
Defence roll=3+4(TEM)=7
Attack Fails


Impulse 14 - AXIS
PASS

Impulse 15 - US
Mj Tom moves to F5,G5 and G6 for 4MPs


Impulse 16 - AXIS
PASS

Impulse 17 - US
1xHero(Ash)+1x2-5-4+1xSatchel Charge moves to D7, E7 and F7 for 4MPs


Impulse 18 - AXIS
PASS

Impulse 19 - US
Lt Michael+1x2-5-4 (E2) moves to F3 and G2 for 4MPs


Impulse 20 - AXIS
1x3-3-4 Squad (J1) attacks hex G2
Attack roll=1+3(IFP)=4
Defence roll=1+4(TEM)=5
Attack fails


Impulse 21 - US
Now - with the FATE POINTS the US had, at the start of an impulse, if they had spent 5 FATE POINTS then they were allowed to remove all markers from units in any one hex
They are going to use this advantage now and remove the fired marker from the 2-5-4 Squad and the moved marker from Mj Tom in G6
These two units are allowed to peform more actions this impulse
Mj Tom+1x2-5-4 moves to H7,I7 and J8 for 4MPs and is locked in MELEE
US IFP=2
AXIS IFP=2
Odds table is 1-1 and attackers require 8 or more to eliminate the enemy units
US roll (2d6)=4+2(leader)=6
AXIS roll (2d6)=9+1(leader)=10
Mj Tom and 1x2-5-4 (J8) are eliminated!


Impulse 22 - AXIS
PASS

Impulse 23 - US
PASS

Impulse 24 - AXIS
PASS

All Moved and Fired counters are removed.


This is the situation at the end of Turn 4


MAN!! Sometimes I wish I would re-roll!! There's just no justice! The US are in a bit of a mess


Turn 4 End
Alba gu' brath