Major Issues
Elder Member
I took some time off from taking naked selfies to play The Backhand Blow with Walt Harrar.
"Playing ASL with that loser all day???
Even though I TOLD you we were going antique shopping?!!!"
Kharkov 1943. Combo of city and open terrain. The SS get points for CVPs, exit, multi-hex buildings, and style. Soviet CVPs are subtracted. The Soviets get a fortified factory with everyone in it Fanatic, 2 HIP guns, 2 HIP squads, Molotovs, 4 HIP T-34s, and some mines. SS get 13 squads and 7 AFVs, including 3 Tigers.
Walt chose not to defend most of the board, giving up most of the multi-hex buildings and concentrating his defense in the fortified factory.
My SS were crushin' it the first couple turns. A HS with a 50 MTR broke it on his first shot, his 57L AT tried to DI a Tiger, missed, then broke on a shot at a squad at one hex range. His two HIP squads and a 8-0 shot at my killer stack of a 9-2 and 3 squads in woods at 1 hex range. He broke one squad, but return fire (36-1!!!) broke and ELRed all three of his units. On the minus side, a HIP T-34 immobilized a PzKw IV at one hex range, then murdered the crew when they decided to come out instead of waiting for AAA.
I take out the T-34 and the gun crew. Moving the Tigers up, I find two T-34s hiding in the gully, who try for DI and miss. My PzKw III and PzKw IV move behind a wall so they can shoot into the factory. Unfortunately, this puts them in LOS of his 45LL AT gun,
who takes them both out, maintains ROF, and turns to work on one Tiger. Continues keeping ROF, and after 3 shots, immobilizes it. Shoots about another 7 times hoping for a CH. I am not exaggerating.
My Tigers Advancing Fire at his adjacent T-34s. Two hits, one burns, the other shot bounces. From a Tiger. At one hex range. With a 10-2 AL. Heavy Sigh.
I shoot up his guys across the street from the factory. Return fire from the factory breaks a couple of my squads and the 9-2. I decide that taking on the factory ain't gonna happen.
Meanwhile, at the other end of the board, a squad and HS surround his broken formerly HIP units to eliminate them for failure to rout. But his sniper breaks my HS. My 658 shoots and eliminates his HS, but the others get away. Before I can ruin their day, they rally, and try to CC my 658 with a 7-0 and a 527. We end up in Melee.
Next turn, he rolls a 12 on his CC attack, and I decide to withdraw. His Prep, I pass a NMC on a 10+1, and my return fire does nothing.
Next turn, he moves away to try to take back some empty buildings in the rear. I rush him, and his DF does nothing. We call the game before we can resolve the upcoming CC.
End game, I am going for exit, but with two turns left, if I keep all the buildings I have, and exit everybody in the area, I will have 79 points. I need 99 for the win. Chances are, I will end up with less than that - Walt still had a HIP T-34, which he said he was going to use to take out the abandoned PzKw IV. Depending on how the CC at the far end of the board went, I could lose additional CVPs and/or buildings. And he could probably take back at least one building rushing from the factory. I only had a HS and 8-0 in the area.
Really bad pic of the board at the end of G6, before Advance Phase.
Think that this is very, very tough on the Germans. It could have been worse - he converted all his mines to AT mines, which luckily, I never hit. He could have done better placement with the HIP T-34s, to get side shots instead of front shots. I lost 2 squads, 2 tanks, had 1 Tiger immobilized, and 1 PzKw IV immobilized and abandoned. But there was no way I was going to take the fortified factory filled with Fanatic squads. I did break and ELR a number of squads in it, but they can just rout to interior hexes and rally. He lost 1 HS in the factory.
12-3 on ROAR.
"Playing ASL with that loser all day???
Even though I TOLD you we were going antique shopping?!!!"
Kharkov 1943. Combo of city and open terrain. The SS get points for CVPs, exit, multi-hex buildings, and style. Soviet CVPs are subtracted. The Soviets get a fortified factory with everyone in it Fanatic, 2 HIP guns, 2 HIP squads, Molotovs, 4 HIP T-34s, and some mines. SS get 13 squads and 7 AFVs, including 3 Tigers.
Walt chose not to defend most of the board, giving up most of the multi-hex buildings and concentrating his defense in the fortified factory.
My SS were crushin' it the first couple turns. A HS with a 50 MTR broke it on his first shot, his 57L AT tried to DI a Tiger, missed, then broke on a shot at a squad at one hex range. His two HIP squads and a 8-0 shot at my killer stack of a 9-2 and 3 squads in woods at 1 hex range. He broke one squad, but return fire (36-1!!!) broke and ELRed all three of his units. On the minus side, a HIP T-34 immobilized a PzKw IV at one hex range, then murdered the crew when they decided to come out instead of waiting for AAA.
I take out the T-34 and the gun crew. Moving the Tigers up, I find two T-34s hiding in the gully, who try for DI and miss. My PzKw III and PzKw IV move behind a wall so they can shoot into the factory. Unfortunately, this puts them in LOS of his 45LL AT gun,
who takes them both out, maintains ROF, and turns to work on one Tiger. Continues keeping ROF, and after 3 shots, immobilizes it. Shoots about another 7 times hoping for a CH. I am not exaggerating.
My Tigers Advancing Fire at his adjacent T-34s. Two hits, one burns, the other shot bounces. From a Tiger. At one hex range. With a 10-2 AL. Heavy Sigh.
I shoot up his guys across the street from the factory. Return fire from the factory breaks a couple of my squads and the 9-2. I decide that taking on the factory ain't gonna happen.
Meanwhile, at the other end of the board, a squad and HS surround his broken formerly HIP units to eliminate them for failure to rout. But his sniper breaks my HS. My 658 shoots and eliminates his HS, but the others get away. Before I can ruin their day, they rally, and try to CC my 658 with a 7-0 and a 527. We end up in Melee.
Next turn, he rolls a 12 on his CC attack, and I decide to withdraw. His Prep, I pass a NMC on a 10+1, and my return fire does nothing.
Next turn, he moves away to try to take back some empty buildings in the rear. I rush him, and his DF does nothing. We call the game before we can resolve the upcoming CC.
End game, I am going for exit, but with two turns left, if I keep all the buildings I have, and exit everybody in the area, I will have 79 points. I need 99 for the win. Chances are, I will end up with less than that - Walt still had a HIP T-34, which he said he was going to use to take out the abandoned PzKw IV. Depending on how the CC at the far end of the board went, I could lose additional CVPs and/or buildings. And he could probably take back at least one building rushing from the factory. I only had a HS and 8-0 in the area.
Really bad pic of the board at the end of G6, before Advance Phase.
Think that this is very, very tough on the Germans. It could have been worse - he converted all his mines to AT mines, which luckily, I never hit. He could have done better placement with the HIP T-34s, to get side shots instead of front shots. I lost 2 squads, 2 tanks, had 1 Tiger immobilized, and 1 PzKw IV immobilized and abandoned. But there was no way I was going to take the fortified factory filled with Fanatic squads. I did break and ELR a number of squads in it, but they can just rout to interior hexes and rally. He lost 1 HS in the factory.
12-3 on ROAR.