Well another great Rapid Fire night. Chris has found a formulae - TopicsExpress



          

Well another great Rapid Fire night. Chris has found a formulae that works, 8 turns can be done in a night even with argument[me sorry] and an 8 pm start. When I get to the point that I know the rules as well as Chris then we might get an easy ten in. However at the moment 200 max point for attackers seems to be just right. One of Trevs frequent complaints is that there is never enough terrain. To a degree Id agree, although yesterday I was aggrieved at the fact it took me four turns to move four inches, off a hill into a building. On the other hand given what I was doing that wasnt so wrong although with different dice Id still have taken three turns - move to hedge, over hedge to edge of building, into building. Chris lush terrain make you really think about how to position your troops as it can be game losing if you take forever to get there. It can also mean your troops are bottle necked at the beginning, inconvenient and yet also acceptable given our attempts to recreate a slice of history rather than just play chess. I will admit I was muttering under my breath at the start, but beating the terrain became as much a part of the fun as beating my opponent, which I didnt. I m sure Ben had similar issues when attacking, and as a defender it gives you back the 50 points that you have less than the attacker. We started with hidden setup for the defender, Ben and as I couldnt see what he had and it hadnt moved or fired I had to just advance. Ben had learnt a lesson from last week and waited until he could see the whites of my eyes before firing, however his artillery and mortar did fire but both mortar and AOP remained undisclosed so I had no obvious target, and ignored them aiming for the objectives. Here Chris terrain did seriously affect game play, with only one square in the no-mans land containing any objective then obviously we both had to fight over it. Its position on the far right of Bens line, whilst his other two objectives could only be on the far right or far left tended to force Ben to split his force. This probably redressed the terrain balance. I too had learnt lessons and kept my tanks back using them as HE support rather than game winners, historically correct. Also having watched Bens attack the previous week I choose to ignore one flank and take everything to hit one objective, this also worked but unfortunately his artillery wiped ten men in one turn, Id taken a chance and was made to pay. Artillery when it comes might or might not win a game, it certainly crippled me that turn losing a third of my men, hard to take objectives and 50% of the way to my morale check. It also took out a tank, on a different day theyd all have gone but today I was lucky. Much more effective and Id admit Im surprised is the damage done to men in an intact building by small arms fire. Hard cover doesnt give a lot of protection Id enough men and machine guns invest a turn on them. I suppose Id imagined an intact building should give more cover. So Bens choice to use artillery against tanks on the off chance and ignore buildings made sense. We also played suppression, the initiation of a long discussion, Chris initial comment that close combat would be affected by it lead me on a merry dance as to why then should they be able to use reactive fire. But by the time we had wrung out the facts it would seem his initial comment was wrong, the effect of suppression ends when those troops turn ends. It stops them from firing or indeed doing anything in their turn, BUT they can still reactive fire in yours, still seems wrong, as they have lost nothing but movement and mortars. But them is the rules. I am looking forwards to the next head to head. i1043.photobucket/albums/b434/dranask/Hobby/93caa9391081b5f254816b89c9efd51f_zps8ccda3a3.jpg
Posted on: Sat, 12 Jul 2014 09:54:24 +0000

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