Any scenarios need a second OOB?

cathmor01

Recruit
Joined
Jun 28, 2014
Messages
24
Reaction score
23
Location
Vancouver, WA
First name
Bryan
Country
llUnited States
I've recently upgraded my Beyond Valor 1st Edition to 3rd Edition. I don't play a whole lot, so have never come across a situation where I've needed more units than come in a single module. I was thinking of putting my old counters in storage, but wanted to see if any of you know of a scenario where you need extra Germans, Russians or Finns?

And, as a follow-up, are there any system counters you always find you need more of?

Thanks
Bryan
 

fenyan

Elder Member
Joined
Nov 19, 2004
Messages
811
Reaction score
1,467
Location
California
Country
llUnited States
LFT scenario Kings of Bollersdorf needs a few more T-34/85s but you may be able to get them out of Forgotten War as well. System counters, it's handy to have more "1" AT mine counters.
 

von Marwitz

Forum Guru
Joined
Nov 25, 2010
Messages
14,761
Reaction score
11,081
Location
Kraut Corner
Country
llUkraine
You might need more than one OoB for certain CGs in HASLs. However, normally in the CGs counters are included to provide those, as the "basic assuption" is that people don't own multiple core modules of a given type so that HASLs have to address that.

Besides that, there is the rare case in which more vehicles of a certain type might be needed that are provided in a core module. The T-34/43, PzIVH or some such come to mind as examples.

In 95+% of the cases, though, you should be fine with a "single" kit.

von Marwitz
 

kdalton

Senior Member
Joined
Feb 11, 2003
Messages
2,656
Reaction score
394
Location
Hurricane, WV
Country
llUnited States
If you have Red Factories, Festung Budapest, and Valor of the Guards, I would say you have the equivalent of at least a couple of German and Russian infantry counter sets.
 

Jazz

Inactive
Joined
Feb 3, 2003
Messages
12,309
Reaction score
2,896
Location
The Empty Quarter
Country
llLithuania
I seem to recall that in one of his module introduction articles in the General, Mark Nixon called out one of the scenarios in the original AH CdG as needing more of a certain French counter than came with the module?
 

kcole4001

Stray Cat
Joined
Aug 24, 2007
Messages
1,623
Reaction score
554
Location
NorthEast
First name
Kevin
Country
llCanada
I have borrowed squad & HS counters, and especially light mortars from other nationalities during RB plays to bolster the Russians as well as using the original SL counters, but now with Red Factories I don't think it will be necessary.
Also Prep Fire counters were in short supply years ago, not now though.
I've never encountered a geo board scenario that needed extra counters.
There could be issues with SdKfz 251/1 availability in certain HASL scenarios (largely 3rd party?) depending on how many you currently have on hand.
 

kdalton

Senior Member
Joined
Feb 11, 2003
Messages
2,656
Reaction score
394
Location
Hurricane, WV
Country
llUnited States
If you have Red Factories, Festung Budapest, and Valor of the Guards, I would say you have the equivalent of at least a couple of German and Russian infantry counter sets.
I would add that if you include the HIF, Elst, and the SK sets you are definitely set for German infantry. I will be interested in seeing what the upcoming HASLs include.
 

Bill Kohler

Senior Member
Joined
Feb 3, 2003
Messages
758
Reaction score
604
Location
North Carolina
First name
Bill
Country
llUnited States
Be careful mixing sets: if you don't have a way to unmix them when you're done, you'll end up with squads/HS/SW/Vehicles/Guns having the same ID numbers. In fact there's already a problem with that: when I punch new modules, especially HASLs, I check ID numbers because a lot of time there's some overlap and I don't want to add an extra step to my scenario setup process, that of scanning ID numbers for duplicates.

As for Info counters, I leave out any counters that have alternate fronts or backs: they're a pain to put away when you're done playing and they make it hard finding what you're looking for when you're playing. (This is especially common with DM counters, and Infantry SMOKE counters, and many Info counters from the Starter Kits: I think I understand why MMP does it, but I avoid them.)

As for additional info counters that I'd like a few more of, there're only a few I can think of: WA, IF, red & black OBA, Drifting SMOKE, maybe a few more BOG.

There are counters that I wish MMP would publish, but doesn't, like VBM markers and green Move markers as come with SASL (to indicate what has moved, which is occasionally useful).

I also find the black arrow markers from the old AH game Tobruk incredibly useful for marking entry areas, what's next when I'm playing solo and step away, my SOP, etc.--they really stand out on the map. (I wish I had a few black "X" markers in a similar style; they'd be easy to make.) I also have some blank white counters which I can write on to mark uncommon SSRs (terrain transformations, buildings that have no upper levels, etc.).
 
Last edited:

fenyan

Elder Member
Joined
Nov 19, 2004
Messages
811
Reaction score
1,467
Location
California
Country
llUnited States
Some scenarios I seem to use all of the 8-0 Russian leaders in the standard countermix but never run short.
 
Top