Put me down for $100 on Tuomo.The Vegas line for the Finale opened at Tuomo +200
Been there.............RB1 One Down Two to Go. 10-2 boxcars a NMC and rolls a six on wound severity.Also helps when the 10-2 boxcars and dies on his first MC. Highly recommended.
What's highly recommended, the scenario? Having your opponent's 10-2 boxcar and die? Or both?Also helps when the 10-2 boxcars and dies on his first MC. Highly recommended.
Concur, the Canadians should set up front as best they can and delay. The German infantry won’t have time if they are held up a few turns. Take the shermans and line up in the woods and shoot like crazy.If I were to play the Canadian, I'd mass the Shermans and Close that one gap the German can move through using the bridge and gaps in the Bocage to avoid Bog rolls. The 10-2 needs to go with a PIAT, it is more important to hit the Puma / PZIVs in than fire some pesky LMG at the landsers.
If you can delay/engage/kill the German Armor you are doing good. The infantry fight is a secondary thing.
I liked this one.
From 3 hexes away, if you can. Seems good to avoid those PFs. Even if all you do is force the Germans to stay huddled in the Gully, that would seem like a win. Course, a single Sherman diving into the end of the Gully on turn 1 makes even that a tough proposition.... Take the shermans and line up in the woods and shoot like crazy.
C17 & C18 each get a Sherman tank. They shoot HE and then maybe prepfire smoke/WP, anybody moving into the stream get raked over, the 10-2/squad/lmg lurk across the street in C15, nasty. The C18 tank starts with TCA side facing, watching the board edge. Remember multiple hits every time ‘doubles’ is rolled and don’t be afraid to intensive fire.From 3 hexes away, if you can. Seems good to avoid those PFs. Even if all you do is force the Germans to stay huddled in the Gully, that would seem like a win. Course, a single Sherman diving into the end of the Gully on turn 1 makes even that a tough proposition.
Against a defense like that, I'd be tempted to enter elsewhere. Don't lose the game before the German armor comes on. But yeah, ultimately, entering concealed in the APh loses a turn but not the game.I’ve played it a few times and the best German move was to enter in the advance phase concealed and spread out, effectively losing a turn of movement and they’re still across the gully with their backs to the wall and nowhere to run.
Correct,Against a defense like that, I'd be tempted to enter elsewhere. Don't lose the game before the German armor comes on. But yeah, ultimately, entering concealed in the APh loses a turn but not the game.
IIRC, yes. The restriction is per hex.A question: Does a squad at ground level and HS in the steeple count as a single stack for purposes of set up restrictions?