Jump to content

CTABKA

Members
  • Posts

    2,185
  • Joined

  • Last visited

  • Days Won

    290

Everything posted by CTABKA

  1. Har förtydligat meningen på gamesquad The 5 Mechanical DRs during the sceanrio were all successful.
  2. Elefants encounter Spear Hunters In the scenario SP181 Elefant of Surprise, I had the pleasure to play Michael Hastrup-Leth for the third time. We both bid R1 (3x 4-6-7 squads are replaced with 3x 4-6-8 squads), rolled for sides and for the third time in our engagement I would play not only defender but also the third time as the German defender. Here follows an AAR of what actions the two Elefants were involved in and only fragments of the German/Russian OB are sometimes referred to, if related to the Elefants (PzJgTigers) and their struggle to protect the German Landser. My German infantry force were divided as follows 5 squads, 2 leaders, 3 MGs around the two stone multi-hex buildings enclosed by the stonewall, 4 squads, 9-1 leader, HMG in the up front multi-hex wooden bulding and 2 squads in the rear multi-hex wooden building. The Elefants were hidden (CE), the one with the 9-1 Pz leader in grain hex 17M5 (CA>K5), the other in brush hex 43M5 (CA>L6). Their Mechanical DRs were all successful. CCCP Turn 1: One T-34 enters on the flank where the Elefant in grain hex 17M5 is hidden, the T-34 stops in brush hex 17F8, no LOS to the Elefant (the wall G8/H7 blocks it). Then 2x squads w. HMG, 8-1 leader rush forward to orchard hex 17F4, the Elefant opens fire, need 6 to hit; hits and breaks all units that routs away to woods hex 17E3 and abandon the HMG. The other 5 Russian AFVs spread out and speeds forward on the other side of the other Elefant´s flank knowing that only one Elefant remains to be surprised by (how we know that?, well... the old peasent told us so) a T-34 speed by the Elefants sight (43J9) but it holds it fire and let it pass to hex 43K10 (out of sight) it had 7 to hit but there were other Russian Tanks moving about and it could be dangerous to reveal its position too early. Germany Turn 1: The Elefant in brush hex 43M5 decides to stay hidden and calm for this turn. While the other Elefant that had already revealed itself starts up and rumble forwards in hunt mode(BU) towards hex 17H7 and stops there, the sole T-34 in brush hex 17F8 tries a Motion Attempt, need dr 1-2, fails. The T-34 fires all in vain in search for a lucky hit aginst the HD Elefant. The long 88LL barrel(trunk) fires (AFPh), need 6 to hit; miss. CCCP Turn 2: The Broken Russian 8-1 leader self-rallies and kick up the others, previously shaken by the Elefant. One squad moves alone back to Orchard hex 17F4 and fails (dr: 6) to recover the HMG. The 8-1 leader moves to hex 43J9 were 3 Russian squads have also moved up to, mostly out of sight from the German Infantry. One Russian SU-122 have fired Smoke, the other tanks starts to move forward, one T-34 with Malfunction Gun & disabled CMG (reecon tank) moves into the brush hex 43M5 (I notify Michael that it cost 3 MP, not 2 MP). Still the Elefant is hidden and the other tanks in the area are warned over the radio about the danger, and they make sure to avoid LOS to the hex and only maneuver closer to the Elefant´s hex but the "reecon tank" has no chance to avoid LOS to the hex and even stops in hex 43O5 pointing towards the hidden Elefant´s hex, maybe force it to change its VCA, especially if the gun is fixed. The Elefant decides to ignore the tank for now and open fires at hex 43J9 were 3 squads, 2 LMG, 8-1 leader (the leader recently surprised by the first Elefant, time for the second surprise ), need 7 to hit; hits and ROF, effect K/3, Random Selection, the unlucky 8-1 leader is wounded but survives its wound (for the rest of the battle he will be in the woods and rally troops) two of the three squads are broken, 88LL fires again, need 8 to hit; miss. Meanwhile, before the Elefant in the brush opened fired the T-34 in the woods-road hex 43K10 hear the call of help over the radio and race to 43L9-M10, 17M1 and continues towards the Elefant at the wall (17H7) and enter the Elefant´s hex, the Elefant makes a Motion Attempt (needed dr 1-4) succeeds. The other T-34 now starts up moves forward stops and fires (has no APCR) in the side of the Elefant, need 5 to hit; miss, stops in hex 17G8 (CA> I8), the T-34 now has the WA over the Elefant. The Elefant now change its VCA in its DFPh towards G6. Germany Turn 2: The Elefant in brush hex 43M5 now decide to fire at the only visible Russian AFV, the T-34 still with malfuction gun in hex 43O5, the Elefant spins left and turn two hexsides, need 7 to hit; miss (rolled 8), decides to take an intensive fire shot, need 10 to hit; hit and burns the T-34, although malfunction the 88LL barrel (made a joke about it, that it was the long barrel that had revealed the elefant when the (now-burning) T-34 went through the hex of the Elefant and had slightly bent the barrel, that would explain the malfunction gun. On the other flank (the Russian squad tries to recover the HMG again and fails again), the Elefant with the 9-1 Pz leader enter hex H6, change VCA towards F6 then G8, stops and goes CE (no response along the way), hmmm... 4 to hit the Motion T-34 in hex 17H7 or 7 to hit the HD T-34 in 17G8 make the decision to make a to hit attempt on 7 or less; roll DR:6 hits the wall, the HD T-34 fires back with HE need 9 to hit; hits the wall. CCCP Turn 3: The Elefant in 43M8 brush fails to repair its gun. One T-34 in 43L2 starts up speed up towards the Elefant that goes up in Motion (needed dr 1-5) succeeds, and change its VCA towards it the T-34 simple start up again and circle around it, the Elefant crew desperately tries to throw smoke grenades but the smoke screen is not well placed to cover up this very large vehicle. The T-34 stops and fires (has no APCR), need 5 to hit, roll DR:4 hit in hull, 15 To Kill vs 8 Armor Factor, TK 7 or less, roll DR: 3, the Elefant burns. At the same time, on the flank were the second and now the last fighting Elefant is located. The non-motion Hull Down T-34 in 17G8 starts up, the CE Elefant respond and fire, need 11 to hit; hit in turret and ROF - DUD! arghhh! The shaken HD T-34 change VCA towards H9, the Elefant fires yet again another shot, need 12 to hit; hit in wall and lose ROF. The T-34 enters hexes G9-H9-I9-J8-J7(VBM)-I7 the Elefant change its VCA and let go of a third shot (intensive fire), need 4 or less to hit; miss. The T-34 now enters the Elefant hex (H6) and stays in motion. The other T-34 (motion at start) in H7 moves to orchard hex H5 and fires (no APCR), need 9 to hit; hit in upperstructure, 15 To Kill vs 11 Armor Factor, TK 4 or less, roll DR: 6, no effect. Fires its MG at the CE Elefant, no effect. The Russian squad (has recovered the HMG) moves towards the stressed Elefant to orchard hex G6 in the AFPh the squad fires 4 FP +2 CE DRM, roll DR:4 NMC, roll DR: 10, the 9-1 Pz leader becomes stun +1 goes BU. In the APh the squad pass its PAATC attack the stunned Elefant in CC need 6 or less, miss. Germany Turn 3: The German 9-1 infantry leader directing the 7-16 HMG in building hex 17P4h1 is occupied to support the Germans on board 43 against the bulk of the massive Russian attack in the area with the support of three tanks, now decides to help the Elefant 300 meters away, as he can see Russian foot soldiers surrendering the Panzer and even worse a couple of them Russkies are atop of it, he let the HMG talk with bursts of fire all over and around the Elefant (8 FP -1 DRM) and breaks them. Now the Elefant fire at the motion T-34 in its hex, need 5 to hit; hit and ROF, the T-34 burns, fire at the broken squad and change VCA at the same time towards I5, so the front VCA face the T-34 in orchard hex H5, roll DR: 12, malfunction the gun, the T-34 tries to DIBBA (Deliberate Immobilization Attempt; C5.7) the Elefant, need 6 or less and hit in hull, miss. The Russian squad abandon the HMG and crawls out of the Elefant occupied hex. CCCP Turn 4: The Elefant fails to repair its gun. The T-34 start up and speed off 300 meter towards the building were the HMG used to be located (it is now permanently out of ammo), stops in hex 17O4 and blast at the German 9-1 leader stacked with 2 squads and achieves a critical hit and kill one squad outright but the leader pass it 2MC and the other squad pass the following 1MC. Germany Turn 4: The Elefant now succeeds to repair its jammed gun, the crew starts to sing, but is abruptly cut off by the Elefant´s engine trunk-noise that send the message of an Elefant on a rampage and can be heard well beyond 300 meters. The wounded (stun +1) Elefant goes CE and trample along the road to hex O5 and stops, the T-34 (in O4) turns it attention (turret) and let go of its spear (High explosive), need 10 to hit; hit 12 FP +2 CE DRM, effect 1MC, roll DR:8, effect STUN & RECALL... CCCP Turn 5: The STUN +1 RECALL Elefant has recovered and aims at the T-34 that cross it fingers and starts up, the Elefant fires, need 8 to hit; hit the T-34 burns. A few moments later a SU-122 with malfunction gun starts up in hex 43P9 the Elefant unleash another shot of intensive fire, need 4 to hit, miss and malfunction its gun. Germany Turn 5: The Elefant starts up goes CE and drives along the road to hex W9. CCCP Turn 6 (End): The Elefant tries to repair the gun (for the fun of it) and disable it (Double-Recall) and later on watch as the Russian make a last assault againts the 17P4 building that fails, will soon be able to give the news to the rear sector that the line held against the onslaught. Thanks Michael for a very memorable game, without that surviving Elefant´s achievments it should be your victory that day. Thanks also to all the others that were there.
  3. Welcome to the ninth annual event that is held in early June, the tournament is held at the new ADDRESS: Metapontum Gymnasium, Lånbroparken (Road: Stora Mans väg 11C). At the top floor of this ancient huge building (in a beatiful green park). The doors open at 12:00, one hour before the hostilities break out in a friendly and relaxed evironment. From the Central trainstation (T-centralen) you take the subway to the subway station named Fruängen, the train ride takes nearly 20 minutes To participate send me a electronic post before 22 May, any questions or need of assistance just ask.
  4. You got it wrong, here is the accurate story about the Yankee 2-3-7 HS: Turn 1: Not much happens the HS is located in the kunai hex L8 to protect the rally point in hex M8. Turn 2: The Japanese 2-2-8 crew w. MMG moves forward into kunai hex K9, the HS fires 4 FP; blank no effect, use Subsequent fire 2 FP; blank pins the Japanese crew, now the japanese squad moves into the same hex and takes a residual 2 FP; blank no effect in the advancing Fire phase the squad fires 4 FP; blank no effect then advance into CC and ambush the HS, a DR of 11 or less will eliminate it roll a DR of 12 it strikes back need 5 or less to hurt the Japanese squad miss, now the Japanese squad infiltrate the position into jungle hex L7. In the American MPh the HS moves into M9 the Japanese fire upon it and breaks it, it now routs into N10. Turn 3: The HS is left alone, as the struggle with the poor defence setup along the road continues. Turn 4: The American forces have been eliminated along the road, In the Last American Turn, The remaining forces is one fanatic American squad in kunai hex O3 that is hopelessly outnumbered and will not reach (even in theory) adjacent to the road. The HS that was broken now self-rallies on a DR of 6 or less starts to double time towards the road receives fire in Kunai hex O9 pass a PTC, continues into P8 then P7 were it is fire upon with 4 FP -2 DRM effect 1MC roll snakeeyes, becomes fanatic, moves into P6 takes anoter 4 FP -2 DRM effect nothing, in the DFph it is fired upon with a 4 FP blank shot effect nothing, now the fanatic HS advance into CC vs the Jap crew w. MMG in O6, need 4 or less to hurt it, the Japanese crew need 6 or less, both sides miss, locked in Melee. Last Japanese player turn, drive tanks into the melee fire in the hex no effect advance into the melee with a Japanese squad, HS and 9-1 leader have 14 or less to kill the HS. The CC is sequential due to the Japanese tanks, the HS roll a DR of 2 and withdraw into the street.
  5. Vad e det för j..la ordning hemma, dina ASL lådor står upp och ned!! Snygga torn föresten.
  6. Scenario packen är klara nu, tar med mig en bunt till Köpenhamn säg till om du ska ha ett.
  7. Intressant att kanonen enbart behöver coincide med fordonets VCA har alltid fått för mig att man måst vrida upp den mot den hexside som fordonet korsar, blandar säkert ihop det med regel C5.64 OVR Prevention ...Immediately after the OVR MP expenditure is announced (but before the OVR is resolved) the Gun makes its To Hit Dr vs the vehicle making the OVR, but not until its CA covers the hexside entered by the OVR vehicle...
  8. Att han inte får anfalla något sekundärt mål är tydligt enligt reglerna, men du har rätt att han int kan anfalla i CC. Hade ej reglerna till hands när jag svarade men ändock så får han advancera in i hexen där hans target står.
  9. Nej, han får advance men kan ej göra någon som helst attack i CC.
  10. La till "om stridsvagnen är i bypass" det fattades i föregående post.
  11. Man kan nog se det som att om den blir träffad i bakändan så har den redan passerat över kanonpositionen utan effekt och nu försöker backa över dem igen eller håller på att svänga för att köra över dem igen. En Overun ska ses som Overun(s) men bara en attack per gng du äntrar hexen.
  12. Betänk att en Woundad DC hero endast har 2 MF, men blir endast pinnad om han har spenderat mer än 3 MF (dvs int det kanske mer logiska - mer än sin MF allowance). Vad som händer är att i Japanska Advance fasen advancerar han in i Pansarvagnans hex om det var hans designated target (om int så får han int advancera in i denna hex, dvs säg att du designerade en stridsvagn 8 MF bort och blir woundad Adjacent en stridsvagn som ej var designerad från början så får DC-Hjälten int anfalla stridsvagnen eller ngt annat sekundärt mål). Han får advance förutsatt att han int är PIN, Hjälten slår en position DR (C7.42) som för en vanligt placerad DC med den fördelen att han får -2 DRM vs Vehicle in the same hex och -1 DRM vs Vehicle rear som man alltid får när DC placeras i samma hex, den enda bra och sista modifieringarna man kan få är -2 immobile or OT AFV,Därefter kan man få de dåliga modifieringarna såsom +1 CX (lättare att bli om han är wounded), +2 non-stopped or Motion AFV, +1 CE AFV. Om han int kan advance så elimineras han i slutet av rundan.Allmänt så elimineras THH i slutet av sin runda de skapades eller när de gjort sin attack detta är det mest vanliga, de mer ovanliga fallen är om hjältens mål elimineras innan det kan nås, de kan även upptäckas när de är HIP och elimineras ganska omgående, om de på något sätt skulle fastna i Melee då överlever de rundan de skapades men dör så fort de int längre är i Melee. anfalla, sitt designerade mål (ej ngt annat). Dags att göra dig bekant med dem
  13. Du har nog helt rätt det bästa vore att införa en errate som läses "A12.11: In line 19 Replace the word "DEFENDER" with "minefield owner". Hursomhelst det är så vi alltid har spelat det.
  14. Tror jag förstår din fråga bättre nu, dvs En enhet är Encicled och ADJACENT till fi kommer den att ge sig fastän No Quarter is in effect? Nej, den kommer routa iväg eller dö. A20.21 ... units faced with No Quarter never Surrender via the RtPh method...
  15. Nej, dess +2 TEM har den int kvar (i gamla Squad Leader så hade den det till slutet av rundan). Kanske anser manskapet det för farligt att stå kvar där kanon befinner sig, eftersom pansarvagnen primärt koncentrerar sig på att dominera platsen där den permanent trasiga kanonen nu befinner sig fastän pansarbessättningen ej vet att så är fallet, allt han ser (om ens det) är att någon eller några lämnar kanonen.
  16. ja det stämmer det enda kravet för kanonen är att han skjuter mot den hexside som pansarvagnen korsar. Anta att i verklig strid så svänger och åker stridsvagnen fram och tebaks på platsen som kanon med manskap besitter, och då ges tillfälle för kanonen att träffa alla möjliga vinklar förutsatt att kanonen hade en CA mot pansarvagnens ursprungliga framfart.
  17. Ja den ger sig förutsatt att No Quarter ej är i effekt, notera även att en enhet som står på 1st level med en fiende enhet under sig i byggnadens enda stairwell även då ger sig, och en enhet som inte är bruten i samma position ej kan self-break eftersom den då måste ge sig. Däremot om fiende enheten är concealed på ground level så måste motståndaren tala om när du försöker frivillig bryta enheten på första nivån eftersom du int får självbryta om det leder till att du måst ge dig, såsom reglerna är skrivna tror jag att man måste informera att det int är en dummy stack som står på ground level. Likväl i liknade situationer så kan det slumpa sig så att du måste informera din motståndare om att du har en HIP unit som kommer leda till att om du självbryter så kommer din enhet ge sig. kalla det för advanced Recon eller dåliga regler ditt val
  18. CTABKA

    Red Barricades

    Det stämmer missade att det var två frågor men bara ett ?
  19. CTABKA

    Red Barricades

    Minfält elimineras (O11.6097 Fortifieringar)
  20. Det stämmer, notera att nu är scenariorna fördelade så att varje runda enbart har ett scenario med Japaner mot Kineser. 1:a rundan Britter mot Japaner Kineser mot Japaner 2:a rundan Jänkare mot Japaner Kineser mot Japaner 3:e rundan Ryssar mot Japaner Kineser mot Japaner 4:e rundan Britter mot Japaner Kineser mot Japaner 5:e rundan Holländare/Indonesier mot Japaner Kineser/Brittiska stridsvagnar mot Japaner
  21. Det är möjligt att din motståndare tror att erratan är inom (parantesen) men den är strax efter ")".
  22. Du och Klas har rätt, din motståndare har fel. Utan erratan hade squaden ersätts med två HS.
  23. CTABKA

    Red Barricades

    Tvä roadblock behövs för att täcka upp V5 (kostnad 24 FPP, stor fördel HIP), en AT-Ditch (kostnad 21 FPP, stor nackdel ej HIP).Båda Ryska AT-Guns lär staffa ut ett tyskt försök på en snabb svepande rörelse i området.
  24. CTABKA

    Red Barricades

    Måhända har han två roadblocks som täcker upp hexen.
  25. CTABKA

    OBA RB

    Ja du kan ha tre OBA moduler (eller mer) men får endast försöka använda två av dem under en dag och ha på kartan max två Radio/Fälttelefon apparater på kartan (O11.4; CG6. Page O9). Angående STUKA så nej Each STUKA Reinforcement Group must be used on its CG Day of purchase or be forfeited (therefore, STUKA RG should not be purchased if the weather is overcast or the German side anticipates being Idle). Däremot om du köper Stuka och väljer en Idle chit så kan du fortfarande få nytta av dem om Ryssen väljer att attackera (ej på natten).
×
×
  • Create New...