29, Let's Go! campaign (updated 26 07 20)

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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by MLB »

Thanks TT very useful. A few questions on the mortar barrage.

Once it restarts, is that automatic or does that require a roll to see if the battery is available as per the rulebook? Does a CoC die have any role to play here in restarting?

If a unit moves in the barrage they don’t appear to run any risk of being hit, have I understood that correctly?
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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by Truscott Trotter »

The barrage has to restart using the procedures in main rule book.

After some debate we dicided to dtop the CoC die involvement in restarting as it did not add anything important to the game and they often cancelled each other out.

No, the moving men still get hit as in the open under the barrage until they start the turn outside the barrage area.

We wanted to emphasise the importance of being dug in to protect against mortars so the HE rule mod combined with the mortar one seem to give that result.

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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by MLB »

Thanks. I didn’t word the movement question quite right. So the barrage attacks in your phase. It’s now my phase and my men move in the barrage area, do they get attacked during this move, or only in the next enemy phase?
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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by Truscott Trotter »

Ah right now I understand.
They only get damage rolls in the mortar players turn.
We tried it in both phases but it was a bit too strong.

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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by MLB »

So we reach the final map with the campaign in the balance. Can the Germans stall the Americans for one more game and snatch a campaign victory or will the American steamroller prove unstoppable? The full AAR is here.

http://thetacticalpainter.blogspot.com/ ... un-at.html
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Re: 29, Let's Go! campaign (updated 13 07 20)

Post by MLB »

And here's a picture:

Image
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Re: 29, Let's Go! campaign (updated 26 07 20)

Post by Munin »

So. Many. 6s!

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Re: 29, Let's Go! campaign (updated 26 07 20)

Post by MLB »

Munin wrote:
Mon Jul 27, 2020 8:01 pm
So. Many. 6s!
Indeed 😩.

I’ve had someone in another forum say “Overall a great game but I remain completely unimpressed with the way hard cover does not reduce the chance of getting killed”. I understand what he’s saying (kill on a 6, same as for light cover), but I put this instance just down to luck, the same way Dave’s squad stood in the open and survived a few rounds of fire with barely a scratch. Chances of it happening again are slim, but it will happen from time to time.
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Re: 29, Let's Go! campaign (updated 26 07 20)

Post by Munin »

We've taken to just straight up incorporating the rules for bunkers and fortifications as a "continuum of cover." In hard cover and also pinned? You count as being in a bunker (ignore the first kill). It seems to work really well, and keeps pinned squads from being quite as much of a liability for being wiped out.

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Re: 29, Let's Go! campaign (updated 26 07 20)

Post by Capt Fortier »

Great campaign and write-up. You captured the shift in mood superbly with your description of the demise of Dave's flamethrower team. I think we've all had games where what we may have planned as the game-winning trump bites the dust without even a hint of game-winning performance, and it can truly suck the hope out of you. So a very deep bow to Dave's patience and perseverance to keep plugging away to bring off the victory.
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“Un optimiste, c'est un homme qui plante deux glands et qui s'achète un hamac.” - Jean de Lattre de Tassigny

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