Major Issues
Elder Member
I recently changed jobs, and thought that I would give some job hunting advice to you. Inform them that you only want to be paid in Bitcoins. Tell them that you already have a safe deposit box full of them.
Let them know that you are searching for a job because you recently stepped down from your position in the British Monarchy. Suggest that you know scandalous details about the Queen, which you will only share once hired.
Late AAR – Gunny Thompson and I played this months ago. At one point, I was working only 30 minutes from his house. But I am no longer working there, at least until my trial comes up, where I expect to be exonerated.
This may have been the last scenario that I played with Gunny. He moved to Maryland, because “It will make it so much easier to stalk Perry.” In an obvious oversight, he has not given me his new address.
We played Abandon Ship!
Gunny took the Americans. American paratroopers are defending a town (board 24) when the Germans show up. The Americans win by having 4 points more than the Germans. Points are given for exit, and for control of the roadblock. Germans get points for getting units past the gully at the far end of the board.
Americans have 11-1/2 squads and a 10-2. The Germans enter with only 12 squads, which makes it a totally unfair fight, but they do get two tanks. Two more squads and two AFVs enter later.
My plan was to try to sneak a tank or two down the right side, where they could interdict any Americans trying to exit. I'm not ruling out plowing through woods like a monster truck, either. 4 bazookas mean I have to find and bash them first.
The bulk of my force, and the two tanks, run up to assault the quaint Belgian farmhouse in Z9. The squad and leader in it are quickly broken, and some dishes are smashed. A few 447s move up behind the BB hedgerow.
The next two turns are a hard slog. Every concealed stack I encounter seems to be two 747s, or two 747s with a MMG. My hedgerow 447s are shot up. I can’t hurt the broken guys who were in Z9, though I am trying to pursue them. We end up duking it out at one or two hex range, with the paratroopers in V3, U6 and U9. My tanks are taking shots at U9. The Panther is only two hexes away, and Jim tries to DI me with a bazooka several times, but with no luck.
I get lucky in my battle for the center woods, and break a couple squads. The bazookaman on the left is also routed. But all of this has taken time. The game is only 7 turns. I may not have enough time to get to the roadblock or the gully.
After chasing the broken squad and 8-1 down the south edge for several turns, I eliminated the 8-1 when he failed an interdiction check, but then the squad rolled snakes, rallied, and created a leader.
My now-rallied 447s, with the help of the reinforcements, break an 8-1 and squad holding the high ground on the north edge. The reinforcement tanks swoop in to eliminate them for failure to rout.
The main reason it has been such slow going for the Germans is that the Americans are not withdrawing. There is a concealed unit back to defend the roadblock, but no one else is trying to fall back to the roadblock or the board edge. While the paratroopers can get a win this way, (they need 2 more points than the Germans, and control of the roadblock will give them 4), it is a dicey strategy.
While most of my infantry and two tanks get into position to attack buildings P4, S7, and S8, the reinforcement tank and SP gun try to make a run for it down the north edge. There is one HS with a bazooka standing in my way. I have to trust to luck. Jim rolls a 12, loses the bazooka, and immediately concedes. He now has no way to stop two of my AFVs from getting to the other side of the gully.
This is a hard one to grok for both sides. The German infantry has less FP and leadership drms than the defending paratroopers. Trying to get local superiority and good use of the tanks are the best way to reduce positions. Even so, many of the broken paratroopers could just rout back and rally. Push too hard, and you risk losing tanks, or having the infantry break and run the wrong direction.
The paratroopers, if they drop back too fast, may give the Germans enough time to pursue and potentially fire on them trying to exit. If they lose the roadblock, that’s 4 points, and if they lose it early and the Germans have time to attempt to clear it, that could allow tanks to cross the gully via the road. How many guys make a run for it? How many defend the town? How many defend the roadblock? Will Esther agree to marry Lord Nigel, even though she secretly desires Thom, the strikingly handsome, but poor, village blacksmith???
This is even on ROAR.
If you think that this favors the Germans, I suggest giving the Americans an additional four lifeboats.
Let them know that you are searching for a job because you recently stepped down from your position in the British Monarchy. Suggest that you know scandalous details about the Queen, which you will only share once hired.
Late AAR – Gunny Thompson and I played this months ago. At one point, I was working only 30 minutes from his house. But I am no longer working there, at least until my trial comes up, where I expect to be exonerated.
This may have been the last scenario that I played with Gunny. He moved to Maryland, because “It will make it so much easier to stalk Perry.” In an obvious oversight, he has not given me his new address.
We played Abandon Ship!
Gunny took the Americans. American paratroopers are defending a town (board 24) when the Germans show up. The Americans win by having 4 points more than the Germans. Points are given for exit, and for control of the roadblock. Germans get points for getting units past the gully at the far end of the board.
Americans have 11-1/2 squads and a 10-2. The Germans enter with only 12 squads, which makes it a totally unfair fight, but they do get two tanks. Two more squads and two AFVs enter later.
My plan was to try to sneak a tank or two down the right side, where they could interdict any Americans trying to exit. I'm not ruling out plowing through woods like a monster truck, either. 4 bazookas mean I have to find and bash them first.
The bulk of my force, and the two tanks, run up to assault the quaint Belgian farmhouse in Z9. The squad and leader in it are quickly broken, and some dishes are smashed. A few 447s move up behind the BB hedgerow.
The next two turns are a hard slog. Every concealed stack I encounter seems to be two 747s, or two 747s with a MMG. My hedgerow 447s are shot up. I can’t hurt the broken guys who were in Z9, though I am trying to pursue them. We end up duking it out at one or two hex range, with the paratroopers in V3, U6 and U9. My tanks are taking shots at U9. The Panther is only two hexes away, and Jim tries to DI me with a bazooka several times, but with no luck.
I get lucky in my battle for the center woods, and break a couple squads. The bazookaman on the left is also routed. But all of this has taken time. The game is only 7 turns. I may not have enough time to get to the roadblock or the gully.
After chasing the broken squad and 8-1 down the south edge for several turns, I eliminated the 8-1 when he failed an interdiction check, but then the squad rolled snakes, rallied, and created a leader.
My now-rallied 447s, with the help of the reinforcements, break an 8-1 and squad holding the high ground on the north edge. The reinforcement tanks swoop in to eliminate them for failure to rout.
The main reason it has been such slow going for the Germans is that the Americans are not withdrawing. There is a concealed unit back to defend the roadblock, but no one else is trying to fall back to the roadblock or the board edge. While the paratroopers can get a win this way, (they need 2 more points than the Germans, and control of the roadblock will give them 4), it is a dicey strategy.
While most of my infantry and two tanks get into position to attack buildings P4, S7, and S8, the reinforcement tank and SP gun try to make a run for it down the north edge. There is one HS with a bazooka standing in my way. I have to trust to luck. Jim rolls a 12, loses the bazooka, and immediately concedes. He now has no way to stop two of my AFVs from getting to the other side of the gully.
This is a hard one to grok for both sides. The German infantry has less FP and leadership drms than the defending paratroopers. Trying to get local superiority and good use of the tanks are the best way to reduce positions. Even so, many of the broken paratroopers could just rout back and rally. Push too hard, and you risk losing tanks, or having the infantry break and run the wrong direction.
The paratroopers, if they drop back too fast, may give the Germans enough time to pursue and potentially fire on them trying to exit. If they lose the roadblock, that’s 4 points, and if they lose it early and the Germans have time to attempt to clear it, that could allow tanks to cross the gully via the road. How many guys make a run for it? How many defend the town? How many defend the roadblock? Will Esther agree to marry Lord Nigel, even though she secretly desires Thom, the strikingly handsome, but poor, village blacksmith???
This is even on ROAR.
If you think that this favors the Germans, I suggest giving the Americans an additional four lifeboats.