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Band of Heroes AAR

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

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Richie61

I am truly enjoying this AAR. I am going to have to break out my LnL games again!
The picture add to this AAR  ;)
Ed
aka Richie61

"If You Don't Stand for Something, You'll Fall for Anything"

JudgeDredd

Thanks Richie - though I think the US have ran out of steam (and men!)
Alba gu' brath
Jarhead - I hate people

Arctic Blast

That's a brutal scenario for the US. I've run through it a few times, and even US victories end up being extremely Pyrrhic.

JudgeDredd

I'd love to try it again and throw in a tank for the US and a PF for the Axis - just as a trial. Seems to me a tank may just have some additional FP to make a difference (though I haven't actually played any scenarios with IFVs at the moment)

I wonder - has anyone else tried the scenario "modified"? Strengthening the US units?
Alba gu' brath
Jarhead - I hate people

JudgeDredd

Sorry no update this weekend...rl got in the way
Alba gu' brath
Jarhead - I hate people

JudgeDredd

sorry again - no update.

Last weekend I did a 40 mile charity bike ride and this Sunday (Sunday is my preferred board gaming day) I did a 60 mile charity bike ride...

I will endeavour to complete the game this weekend coming as it's a looooong weekend
Alba gu' brath
Jarhead - I hate people

MikeGER

Quote from: Richie61 on May 05, 2013, 11:33:36 PM
I am truly enjoying this AAR.
+1

JD your AAR  8) got me to enlist for the second wave closed beta of LnL HoS finally  :)

JudgeDredd

Thanks MG - I'm hoping for good things from HoS.
Alba gu' brath
Jarhead - I hate people

JudgeDredd

ok - AT LAST - Turn 6 is up!

Sorry if I've got some things wrong here - but I'm knackered after looking after (and cleaning up after) a drunk wife and daughter!
Alba gu' brath
Jarhead - I hate people

JudgeDredd

#69
Turn 6 Start
Initiative
AXIS roll = 3
US roll = 6
The US have the initiative


Rally Phase
US
The Hero Ash (G6) attempts to rally the 3 shaken squads. The units are in a building (positive TEM) so subtract 2 from the roll

Squad 1 Morale roll (2d6)=7-2(positive TEM)-1(Hero)=4 - Squad rallies

Squad 2 Morale roll (2d6)=11-2(positive TEM)-1(Hero)=8 - Squad remains shaken

Squad 3 Morale roll (2D6)=7-2(positive TEM)-1(Hero)=4 - Squad rallies

Half Squad (F3) deploys M1919A4


AXIS
Lt Frietag tries to rally the shaken squad in K5

Squad Morale roll (2d6)=4-1(Leader) = 3 - Squad rallies


Operations Phase
Impulse 1 - US
Lt Michael (G2) attempts to spot I3
Spotting roll (1d6)=6-1(leadership)=5 (2 or less required as I3 is blocking terrain) - Spot fails

Spotting does not use an impulse - so the US can perform another action (but not a spotting action)
1x2-5-4 Squad (G6) attempts to move to I6 to claim the Axis MG34
1x2-5-4 Squad moves to H7 for 1MP
AXIS OP FIRE
Sniper (J8) opens up
Attack roll (2d6)=6+1(target moving)=7
Defence roll (1d6)=2
Attack goes ahead with a difference of 5

Damage Check roll (2d6)=12+5=17 - Casualties. The US squad is reduced to a Shaken Half Squad


Impulse 2 - AXIS
Lt Frietag and 1x2-3-4 Squad (K5) moves towards the MG34 - they want it
They move to J6 and I6 for 4MPs
US OP FIRE
1x1-4-4 Half Squad+M1919A4 (E4) opens up
Attack roll=4+1(target moving)+1(IFP)=6
Defence roll=4+4(TEM)=8
Attack fails


Impulse 3 - US
1xHero Ash + 1x2-5-4 Squad moves to H7 for 1MP
AXIS OP FIRE
1xMG42 (I3) opens up
Attack roll=2+4 (3 IFP+1 movement+1 Leader-1 degrading terrain(I4))=6
Defence roll=2
Attack succeeds with difference of 4

Damage Check roll (Hero Ash)=1+4=5 - Attack fails

Damage Check roll (1x2-5-4)=2+4-1(leader)=5 - Attack fails

1xHero Ash + 1x2-5-4 Squad continues movement to I7 for 1MP (2 total)
AXIS OP FIRE
1xMG42 (L6) opens up
Attack roll=4+4 (3 IFP+1 movement)=8
Defence roll=4
Attack succeeds with difference of 4

Damage Check roll (Hero Ash)=4+4=8 - Attack succeeds and the Hero is wounded

Damage Check roll (1x2-5-4)=6+4=10 - Attack succeeds and the unit is Shaken


Impulse 4 - AXIS
PASS

Impulse 5 - US
1x2-5-4 Squad+1xSatchel Charge (F7) assault moves to G7
AXIS OP FIRE
1x2-3-3 Squad (J8) opens up
Attack roll=4+3(2 IFP+1 movement)=7
Defence roll=6
Attack succeeds with a difference of 1

Damage Check roll=1+1=2 - Attack fails

1x2-5-4 Squad+1xSatchel Charge (G7) continues assault movement to H7 for 1MP (total 2MPs)
The Squad attacks the AXIS units in I6 (Lt Frietag and 1x2-3-4 Squad)
Attack roll=5+8 (2 IFP+6 Satchel+2 Adjacent-2 Assault move)=13
Defence roll=2+4 (4 TEM)=6
Attack succeeds with difference of 7

Damage Check roll (Lt Frietag) = 1+7=8 Attack succeeds and Lt Frietag is shaken

Damage Check roll (2-3-4 Squad) = 5+7=12 Attack succeeds and is reduced to Half Squad shaken

The US unit loses it's Satchel charge

Impulse 6 - AXIS
PASS

Impulse 7 - US
1x1x4x4 Half Squad + 1xM1919A4 (F3) attacks I3
Attack roll=3+3(1 IFP + 2 SW) = 6
Defence roll=5+4 (4 TEM) = 9
Attack fails


Impulse 8 - AXIS
PASS

Impulse 9 - US
1x2-5-4 Squad attacks I3
Attack roll=5+2 (2 IFP) = 7
Defence roll=6+4 (4 TEM)=10
Attack fails



All Moved and Fired counters are removed.


This is the situation at the end of Turn 6


**NB it seems I've missed a couple of opportunities to create a hero - two for the US and one for the Axis. I suddenly remembered about heroes this morning and was sure I had roll at least one 1 on a damage check roll. I shall roll for heroes for both sides at the start of the next turn


Turn 6 End
Alba gu' brath
Jarhead - I hate people

JudgeDredd

#70
The more I see these counters the more it pisses me off they are so screwed up!

It shouldn't really bother me. They are usable and readable - but part of me thinks anything else of this quality and I'd be back at the shop.

The US are getting nowhere - they are screwed (have been for a few turns) - you have to wonder - how balanced is this scenario? I know some people have had the occasional win from this...but having to occupy every building hex to own it...it seems to me pure luck that anyone wins as the US. I'm not sure what they can do to effect a win.

I guess using the fate points better is one possible help. Also using units to attract attention so you can get a rush on a particular unit...but 8 turns is tight!

Anyway - two more turns to go...though units (healthy units) are thin on the ground.
Alba gu' brath
Jarhead - I hate people

Barthheart

Yeah I always forget my hero rolls too. Something nice about the PC version is it always does that for you!

A couple of things from this session:

1) During the rally phase you had squads stacked with a hero attempting to rally. This is correct except there is no leadership mod for the hero. It didn't affect the outcome so it's all good.

2) Impulse 2 - half squads that fire support weapons lose their IFP. You did this a couple of more times as well.

3) Impulse 3 - Op fire at hero and squad in H7. Heroes are not leaders and have no leadership modifier to reduce fire combat, same as rallying. So the squad would have shaken there. Also there was already a shaken 1/2squad in the hex and it should have been attacked as well. You need to be careful about moving through hexes with shaken troops as getting Op fired on will affect ALL troops in the hex.

Keep with it even losing a tough scenario helps develop your tactics.

JudgeDredd

As always BH.

Regarding the leader bonus for the Hero...I didn't point outhe had a Leader Hero card.
Good catch on the half squad IFP though
Alba gu' brath
Jarhead - I hate people

Barthheart

Ah right, the leader card.

Fun, if frustrating, scenario.  ;)

You've done a very good job with your AAR. I'm sure it's giving people a very good look at how the game plays.

bayonetbrant

Quote from: JudgeDredd on May 26, 2013, 04:04:08 PMafter looking after (and cleaning up after) a drunk wife and daughter!

if they're yours, my condolences.

if they aren't, there's got to be a good story in there somewhere.

;)
The key to surviving this site is to not say something which ends up as someone's tag line - Steelgrave

"their citizens (all of them counted as such) glorified their mythology of 'rights'...and lost track of their duties. No nation, so constituted, can endure." Robert Heinlein, Starship Troopers