Author Topic: Combat! A Meeting of Patrols - The Hedgerows Map  (Read 13675 times)

judgedredd

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on: January 15, 2020, 05:55:41 PM
Briefing
With the beachhead expanding and my unit put into the line,  I've been ordered to send a 6 man patrol ahead into the hedgerows forward of the company and see what's out there. Their job is to determine enemy positions, strength and intentions.

Simple!

Setup
I've chosen
    Charlie Company
    • Cpl Thomas to lead
    • Pvt Stubbs
    • Pvt Temple
    Baker
    • Pvt Johnson on BAR
    • Pvt Peters
    • Pvt Donahue

    I've placed Baker squad on the left flank. They'll sprint forward and secure the hedgerow to the north. Charlie squad are heading north on the right flank and going to secure the building and the are south of the rocky outcrop.

    Notes
    The German units were drawn randomly from a collection that contained
    • 2 NCOs
    • 1 Vet
    • 1 Sniper
    • 13 riflemen
    • 9 Dummy counters
    Of the above units, 12 are randomly drawn and placed on the map
    This is a 7 turn scenario
    On turn 4, the Germans get 4 reinforcements from the pool created earlier
    A D6 was rolled to determine Wind which is shown at the top of the map heading South East
    All enemies are alert, prepared and normal morale
    For each enemy, on the first turn I roll 1D6 for each German unit to determine their order (first turn only)
    These are the German orders


    Starting card size is 3 cards for the Allies. The 3 cards pulled are


    Sequence of Play
    Friendly Card Phase
    I decide to play They're up to something because it has low initiative values. It's a friendly event card and normally Order cards played are executed for that turn, but events are ignored on this scenario. This means I can keep my Smart Idea card and play it for Cpl Thomas to get more cards (by playing a Plan order for him).

    Friendly Order Phase
    I've now assigned orders to my boys.

    Baker squad will sprint north to hold the hedgerow


    For Charlie, I've given Cpl Thomas a Plan order in the hope he can get additional card at the end of the turn. I've assigned an Evade order (move out) to Pvt Temple and a Sprint order to Pvt Stubbs. Stubbs will head up through the field and secure the flank.


    Enemy Card and Order Phase
    I pull enemy cards for the German teams. Normally, I'd pull one for each soldier with the first one pulled for each team being used as the Initiative card and subsequent cards pulled for each team member deciding the orders...but as they've got their first turn orders, I just pull one card for each team (Red and Blue) and use these for the initiative.
    Red Team


    Blue Team


    Complete Initiative Track
    So the Initiative Track for the first turn is like this
    Baker (10)
    Charlie (22)
    Blue (55)
    Red (95)





    This is the situation at the beginning of Turn 1 (excuse not having the allied orders showing - Baker team has a Sprint order each and Charlie (bottom right) has a Plan order, and Evade order and a Sprint order)
    The Civilian counters you see are objective hexes for the Allies
    [/list]

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    bob48

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    Reply #1 on: January 16, 2020, 05:46:29 AM
     :bigthumb:

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    Barthheart

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    Reply #2 on: January 16, 2020, 06:25:10 AM
    This is great JD. Thanks for giving us a view to the play.

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    BanzaiCat

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    Reply #3 on: January 16, 2020, 07:32:56 AM
     :bigthumb:



    judgedredd

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    Reply #4 on: January 16, 2020, 04:37:20 PM
    No problem.

    This is the situation on Turn 1 Impulse 1.


    I should've mentioned on the previous post that the order distribution is well done. The Allied player has to provide his teams with orders before the Germans get their orders. Also, because the Allied player selects their card with their initiative values on it before the German cards are pulled, they don't know when they will be going in relation to the Germans. I think these two factors help balance out the fact that the Allied player has more control over his units than the Germans do.

    Anyway...
    A turn consists of 4 impulses. Each enemy team and Allied team perform an action each impulse depending on their orders. When they've performed their action, they can spot and duck back (under certain circumstances).  Ducking back is handy for reducing your exposure to the enemy and on the following impulse that turns to a Hide order which gives you even more protection.

    Both Enemy and Allied units have to Duck Back when they sprint into rough ground. I'll explain the other Duck Back rules as I get to them.

    Turn 1 - Impulse 1
    Baker Squad
    They are first on the Initiative track and therefore perform their actions first. All 3 have Sprint orders. This allows them to move 1 hex on impulse 1 and 2 hexes on each subsequent impulse. I like to think of the 1 hex limitation on the first impulse as the soldier assessing the situation before sprinting out.
    Pvt Donahue moves forward to hex 18.13 - heading to the hedgerow at 18.11
    Pvt Peters moves to hex 20.14 heading to the hedgerow east of hex 20.10
    Pvt Johnson moves to hex 19.15, again heading to the hedgerow east of hex 20.10
    None of Baker Squad have any line of sight to any enemy units and so no attempts are made. None of them choose to Duck Back.


    Charlie Squad
    Cpl Thomas has a Plan order so he can't do anything this turn except spot or Duck Back
    Pvt Temple has an Evade order and can move 1 hex at a time. He moves forward with the intention of getting to the cottage in hex 29.13
    Pvt Stubbs is sprinting and trying to get up fast and cover the right flank
    None of Charlie Squad have any line of sight to any enemy units and so no attempts are made. None of them choose to Duck Back.

    This is where Baker and Charlie are


    Blue Team
    It's the Germans turn - Blue Team. Starting with the leftmost I move each of the Blue Teams units.
    All the ones with Evade move in the direction specified by the number on their order. Where there's two numbers (the German unit in 28.04 with 6/5) then the first number is the direction they move in the first and third impulses and they move in the direction of the second number in impulses two and four. The direction the numbers relate to are specified on the Compass which is setup at the beginning of the game. In this scenario, 6 is South West, 5 is South, 4 is South East etc...

    Also in the above image you can see the wind blowing to the South East. This is relevant when smoke is present (from Frag grenades or Smoke grenades)

    So Blue Team move with the exception of the circled unit in hex 30.04. This has a Sneak order and cannot move on impulses 2 and 4.
    None of Blue Team have line of sight to any Allied units and so do not perform any checks and none of them are checked for Duck Back (they would have to end the turn in cover, with LoS to an Allied unit AND pass a TQ (Troop Quality)check - the number in the red square at to top right of all the units)


    Red Team
    The Red Team have a mix of Sneak and Evade orders. The ones with Evade can move this turn and the ones with Sneak (circled) stay still.
    Again none of Red Team have line of sight to any Allied units and so do not perform any checks and none of them are checked for Duck Back


    And this is the situation at the end of Turn 1 - Impulse 1

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    BanzaiCat

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    Reply #5 on: January 16, 2020, 04:50:23 PM
    Good work, JD!

    Just curious, does this game have armored vehicles/tanks as well?



    judgedredd

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    Reply #6 on: January 16, 2020, 05:24:51 PM
    Turn 1 - Impulse 2


    Baker Squad
    It's Baker Squads turn again and they Sprint ahead to the Hedgerow.
    Pvt Donahue sprints forward to hex 18.11 and has to Duck Back because he's entered rough terrain
    Pvt Peters sprints forward 2 hexes to hex 21.13
    Pvt Johnson sprints to hex 20.13
    Again there's no LoS to any enemy units


    Charlie Squad
    Cpl Thomas keeps his Plan order and has no LoS to any enemy units
    Pvt Temple moves forward to hex 27.17 and has no LoS and doesn't Duck Back
    Pvt Stubbs sprints into the field to hex 29.17 and has no LoS and doesn't Duck Back




    Blue Team
    In this impulse, all Blue Team move - including the soldiers with a Sneak order. This is where they end up.


    Red Team
    During the Red teams 2nd impulse, the soldier moving from 21.06 to 20.06 now has LoS to Pvt Donahue.


    When LoS is achieved, the soldier makes a roll using his TQ (Troop Quality number in the red box at the top right of the soldier counter). What's important here is the standard number of 4 on the sides of all "Unknown" German soldiers is used. The Unknown soldier is not turned over unless the spot is successful. This is to maintain the element of surprise introduced with the Unknown soldier mechanic.

    Line of sight has 2 modifiers...the distance to the unit being spotted and the order and terrain of the unit being spotted. Pvt Donahue is 6 hexes away so the distance modifier is 0. He has a Duck Back order in Hedges which gives a -1 modifier to the spotter so the German soldier has to roll 3 or less. A 0 is rolled so Private Donahue now becomes spotted.

    After checking to make sure the German soldier is actually a soldier (he is and is flipped back to his unknown side), Pvt Donahue is flipped to his spotted side (Baker is now in white as opposed to black text)


    As the German Soldier has ended his turn in cover and in LoS to an Allied unit, he tries for a Duck Back order. He has to roll equal to or less than his unmodified TQ (proper TQ of 5, not his "unknown" TQ). A roll of 8 means he keeps his current Evade order.

    The Red Team soldier in 29.11 (just north of the cottage on the east of the map in hex 29.13) has LoS to Cpl Thomas (just!). He is 9 hexes away so there's no modifier for distance. A Plan order in the open for Cpl Thomas also has a modifier of 0. The German soldier needs to roll a 4 to spot Cpl Thomas but rolls a 7 and the spotting attempt fails.

    All other soldiers in the Red Team move and this is the end of their order phase on the 2nd Impulse. No other soldier shave LoS to any Allied units.



    And this is the situation at the end of Turn 1 - Impulse 2

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #7 on: January 16, 2020, 05:25:57 PM
    Good work, JD!

    Just curious, does this game have armored vehicles/tanks as well?
    Thank you and no. Combat! is pure infantry. But Combat!2 is going to have tanks as well as transport.

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #8 on: January 17, 2020, 05:28:46 AM
    Turn 1 - Impulse 3
    I'll change the format slightly. With a bit of creativity, I'll try and make it story driven and so any rule specific entries I'll wrap in parenthesis and italics




    Baker Squad
    Pvt Donahue suspects there's something in the hedgerow forward of his position. He slowly peeks up and checks it out.
    (a distance of 6 means no modifier for distance but an Evade order in Hedges for the German means a -1 to Donahue's TQ. Therefore a roll of 4 or less is needed. He rolls a 3)
    He can't help but see the distinct German helmet and it suddenly moves and he realises it's not just a helmet sitting there...he hides.
    (as Pvt Donahue had a Duck Back order last impulse, it is now flipped to it's Hide side and he pops back into cover)

    Pvt Peters and Pvt Johnson continue to sprint to the hedgerow ending in hexes 23.12 and 21.12 respectively. The hedgerow is tantalisingly close now...they just want to get into cover now Donahue has confirmed there's enemy around.
    (neither of them have LoS to any enemy units and they do not chose to Duck Back)



    Charlie Squad
    Cpl Thomas is sitting pretty. He's trying to get some orders.
    Pvt Temple moves forward into the trees in hex 27.16
    (he has no LoS and doesn't Duck Back)
    Pvt Stubbs sprints into the hedgerow. As it's rough terrain, he gets caught up and gets stuck. However, he thinks he sees something far across the fields to the North West.

    (a distance of 13 means a -1 to his TQ and the enemy Evade in the Open is a +1...so he needs to roll a 6 or less...he rolls a 3)
    He's mistaken - it's a scarecrow!

     (he now has to Duck Back because he Sprinted into rough terrain)
    (NB I did check if he had LoS to the German unit in 30.09, but the "string" clipped the corner of the building so he didn't)



    Blue Team
    The German unit in 23.07 moves South West through the fields. He thinks he sees something in the hedgerow to the South East - just south of the building. He stops and has a look...
    (a distance of 11 is -1 to his TQ and Pvt Stubbs has a Duck Back in Hedges meaning another -1. So the German soldier's TQ is reduced from 4 to 2 and needs a roll of 2 or less...a roll of 0 means the spot is good and Stubbs is flipped to his spotted side)
    (a check is made to make sure this is an actual German soldier...Soldat Hahn...so the spot is good and Stubbs has been discovered)
    Soldat Hahn has spotted Stubbs rustling about in the hedgerow to the South East.


    (the rest of Blue Team move with no incident with the exception of the circled unit with the Sneak order who performs no action this turn)
    (it's probably important to note here that soldiers with a value of 0 on an impulse can generally spot and duck back)



    Red Team
    (all the Red Team move in their respective order directions with the exception of the circled soldiers with a Sneak order in 24.07 and 29.09)


    (The German soldier in 24.07 (in the field with the Sneak order) does have a clear LoS to Cpl Thomas - but when it's through Logs (which it is) the spotting unit cannot have a Sneak order (or Hide, Reload or Rally) - otherwise logs become blocking terrain)




    And this is the situation at the end of Turn 1 - Impulse 3

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    bayonetbrant

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    Reply #9 on: January 17, 2020, 05:54:10 AM
    nice writeup; enjoying the read  :bigthumb:

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    judgedredd

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    Reply #10 on: January 17, 2020, 07:45:56 AM
    Thanks. Plenty to come. This is the first turn of 7!!

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #11 on: January 17, 2020, 09:23:26 AM
    Turn 1 - Impulse 4



    Baker Squad
    Pvt Donahue is sitting tight...waiting for his moment

    Pvt Johnson runs into the hedgerow in 21.11 and ducks back. He surveys the situation and can see movement in the fields to his front.
    (a distance of 4 to the soldier in 22.07 means a +1 modifier and an Evade order in the open for the German unit is another +1...his TQ check is now on a 7 or less. He rolls a 0 and the German unit is spotted)

    On his first look, he spots a German soldier to his direct North moving through the fields. Getting ready to fire, he stops...was that something moving over to the East of the spotted German?
    (a distance of 5 to the soldier in 24.07 means no modifier and a Sneak order in the open for the German unit is a -1...his TQ check is now on a 4 or less. He rolls a 3 and the German soldier is spotted)

    "Hold up - steady" he re-assures himself. There's movement to the East...just over by the rocky outcrop and the lumber yard.
    (a distance of 7 to the Red Team soldier in 28.10 means no modifier and an Evade order in Logs for the German unit is a -1...his TQ check is now on a 4 or less. He rolls a 6 and the spot fails)

    "Damn - my eyes are playing tricks on me"
    (I checked if he had LoS to the blue soldier in 29.10 but the rocky outcrop in hex 27.10 blocked LoS)

    Pvt Peters moves up into the hedgerow. Johnson has told him of the soldiers in the fields to his front so he ducks back into cover
    (he had to Duck Back due to sprinting into cover)

    Something out the corner of his eye grabs his attention...no - there seems to be movement all over the place to the East!! "What's that in the lumber yard?"
    (a distance of 4 to the Red Team soldier in 28.10 means a modifier of +1 and an Evade order in Logs for the German unit is a -1...his TQ check is now on a 5 or less. He rolls an 8 and the spot fails)

    "Nope - not there....further on - just past the lumber yard"...
    (a distance of 5 to the Blue Team soldier in 29.10 means a modifier of 0 and an Evade order in the open for the German unit is a +1...his TQ check is now on a 6 or less. He rolls an 6 and spots a German soldier)

    "Damn - the place is crawling with krauts!"
    Further north in the hedges North East he can see something in the hedgerow. It's a ways away and windy, but something caught his eye...
    (a distance of 9 means no distance modifier and a Sneak order in hedges for the German is a -1. He needs a modified TQ of 4 or less and rolls a 7...no spot)
    "Damn wind...."





    Charlie Squad
    Cpl Thomas is sitting waiting to see what his next orders are. He's well aware there's an enemy patrol kicking around out there though composition is sketchy!

    Pvt Temple moves forward into the trees in hex 27.15 and thinks he spots something up the path to his North.
    (a distance of 12 to the Blue Team soldier in 25.05 means a modifier of -1 and an Evade order in a depression for the German unit is a -1...his TQ check is now on a 3 or less. He rolls an 1 and spots a German soldier)

    "Enemy to the front" he shouts to Stubbs. "Hold up - I think there's another..."
    (a distance of 9 to the Red Team soldier in 26.06 means a modifier of 0 and an Evade order in the open for the German unit is a +1...he needs to do a TQ check 6 or less. He rolls a 0 and the spot is good)

    "Jesus Stubbsy....another one - directly north of me on the path...not a care in the world!"...he ducks back into cover
    (he didn't have to Duck Back but did do to help prevent him being spotted - Evade in trees is a -1 modifier on spotting whereas a Duck Back in Trees is a -2)



    Pvt Stubbs looks around. He can hear Temple. He knows the krauts are there but he can't see a damn thing
    (he should move from Duck Back to Hide but I forgot to do so...)



    Hear come the Germans...
    Blue Team
    Soldat Hornmoves into 21.08 and notices something in the hedges ahead of him.
    (a distance of 3 = +1 modifier and Duck Back in hedges = -1 modifier. A 4 or less is required on his TQ roll and he rolls a 0 - Johnson is spotted)

    "Schnell! Amerikaner!!"
    ""Was ist das?"...he looks to the hedges where Pvt Peters is hunkering down.
    (a distance of 5 = 0 modifier and Duck Back in hedges = -1 modifier. He needs to roll 3 or less and rolls an 8 - Pvt Peters remains undetected)

    Soldat Pohl looks ahead. He's also spotted something in the hedges ahead of him.
    (a distance of 6 = 0 modifier and Duck Back in hedges = -1 modifier. He needs to roll 3 or less and rolls an 3 - Pvt Peters has been spotted)

    "Achtung...Amerikaner!!"

    NB - in future I'll use dotted lines to signify a failed attempt (spot/fire)


    Red Team
    Obfr Gunther heads south through the field and thinks he sees something moving in the trees to the south of the building and lumber yard. Using his binoculars, he checks it out...
    (a distance of 8 = 0 modifier and Duck Back in trees = -2 modifier. His modified TQ check is ona  3...and he rolls an 3 - Pvt Temple has been spotted)


    The rest of Red Team move as per their orders.



    And this is the situation at the end of Turn 1 - Impulse 4. Currently all but Cpl Thomas have been discovered - that's bad news. The next turn will see the bullets fly.

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #12 on: January 17, 2020, 09:37:53 AM
    Turn 1 End of Turn
    There are several steps in the End of Turn Sequence, but I'll just go over the relevant ones...

    Cpl Thomas has a Plan order. This means he performs an unmodified TQ check and if successful, he's able to pick up the number of order cards equal to his leadership (the white number in the black box). In his case it's 2.

    However, I have a Discard order card (discard cards can be played whenever you want). Smart Idea adds 2 to his leadership and allows him to pick up 4 cards if he passes the TQ check.


    I play the card (and discard it). The TQ check requires a roll of 7. He rolls a 0 and successfully picks up 4 order cards (which he cannot add to his hand just yet).

    Then set the Impulse counter to 1, remove the unit identification counters from the impulse track and move the turn counter forward


    Clear the cards from the order track


    And we're ready for Turn 2.

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #13 on: January 17, 2020, 05:54:53 PM
    Turn 2 - Setup
    Step 1
    If no cards are available for the Allied player, then he takes one from the pile. This is why you do not add the cards you got from your Plan order until the next step.
    I do have a card, so I add the 4 I got from my Plan order. If I now had more than 5 in my hand, I'd have to reduce my hand to 5 cards.

    Here they are - pile of crap. I read somewhere (in the rules I think) that the cards generally have good orders on them for the Allies. I haven't seen much good in the times, I've pulled orders...they've been mostly poor.


    I decide to play the Trip card (mainly because it has good initiative values for Baker and Charlie squads) and I'll assign a Hide order to one of my Charlie squad members.



    Step 2
    Assign Friendly Orders

    Baker Squad
    Pvt Peters is given a Rapid Fire order. His job is to guard against German soldiers moving through the field to his North and enemy soldiers coming from the right flank
    Pvt Johnson is given a Suppressing Fire order so he can help stop any onslaught through the field.
    Pvt Donahue is given a Rapid Fire order so he can stop any soldiers crossing over through the hedgerow



    Charlie Squad
    I assign a Hide order to Pvt Stubbs (as instructed in the Order Card). He can't see much from where he is anyway.
    Pvt Temple is given an Aimed Fire order. This allows him to fire on impulses 2 and 4. Not great (only 50% of the impulses) but a Rapid Fire order has a -2 modifier.
    Cpl Thomas is given an Evade order to get him back into the fight.



    Step 3
    Enemy Orders
    Red Team
    Soldat Winkler in hex 18.07 gets a Sneak 6/5 order (he's in cover and has normal morale)

    as this is the first card drawn for the Red Team, it's used as the Initiative card for the Red Team and has an Initiative value of 85
    Obfr Gunther in hex 24.08 gets a Run & Gun 6/5  order (he's in the open and has normal morale)

    Soldat Jung in hex 25.07 gets a Rapid Fire order (he's in cover and has normal morale). As he has a slow weapon, this is changed to an Aimed Fire (slow weapons cannot have Rapid Fire or Suppression orders)

    The soldier in hex 27.11 gets an Aimed Fire order (he's in cover and has normal morale).

    The soldier in hex 28.09 gets a Hide order (he's in cover and has normal morale).

    The soldier in hex 28.12 gets a Hide order (he's in cover and has normal morale).



    Blue Team
    Soldat Hahn in hex 21.08 gets a Run & Gun 6/1 order (he's in the open and has normal morale)
    the C next to the order direction is Charge. If he passed a TQ check, then his order would be changed to Charge. However, he failed the TQ check (needing 4 or less and rolling 7)

    as this is the first card drawn for the Blue Team, it's used as the Initiative card for the Blue Team and has an Initiative value of 69
    Soldat Pohl in hex 24.05 gets a Suppression order (he's in cover and has normal morale). As he has a slow weapon, this is changed to Slow Suppression order

    The soldier in hex 27.07 gets a Sneak 5/6 order (he's in the open and has normal morale)

    the order does have a G next to it which would mean passing a TQ check means he would change to a Grenade order, however there are no Allied troops within 4 hexes so it doesn't even get checked.
    The soldier in hex 30.06 gets a Hide order (he's in cover and has normal morale).


    The soldier in hex 29.11 gets an Evade 1/6 order (he's in cover and has normal morale). However the G means he could have a Grenade order if he's within 4 hexes of an Allied soldier and he passes a TQ. He needs to roll a 4 or less and rolls a 0...so his order is changed to a Grenade. That's bad news for Pvt Stubbs and you'll find out why later.

    You can see a C after the G...if he had failed the TQ on the Grenade option, he would've rolled on his TQ again for the option to Charge


    This is the card layout for Turn 2


    This is the Initiative Track for Turn 2



    This is the situation at the start of Turn 1 Impulse 1
    « Last Edit: January 18, 2020, 09:42:57 AM by judgedredd »

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."


    judgedredd

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    Reply #14 on: January 18, 2020, 11:09:08 AM
    Turn 2 - Impulse 1

    Baker Squad
    Pvt Donahue sees Soldat Winkler in 18.07 in the lumber yard and opens fire.
    (distance is 4 so 0 modifier for an M1. The Sneak order in Logs for Winkler gives a -2 modifier. In addition, there's a -2 modifier on Donahue's Rapid Fire order. With a Weapon Skill of 7-2-2 = 3, he needs to roll 3 or less....7 rolled is a miss!)


    Pvt Johnson opens fire on Soldat Hahn in 21.08.
    (As Pvt Johnson has the BAR, he can choose to shoot once or twice. In this case, he chooses to shoot twice and you should specify that at this stage. The benefit of this is that he maximises his chances of hitting the target. The downside is that he has more of a chance of rolling a 9 and becoming low on ammo.
    suppressing fire can only cause a morale check...not a wound. It's very handy if you just want to stop an enemy in their tracks. Suppressing Fire does have the benefit of not adding modifiers for the target's order or terrain)
    a distance of 3 is a +1 modifier and -2 for Suppressing Fire means with a TQ of 5+1-2=4 he needs to roll 4 or less. He rolls a 3 and scores a hit
    A morale check for Soldat Hahn with a TQ of 5 means he needs to roll 5 or less to pass the morale check. He rolls a 7 and fails which means he loses 1 step of morale and is given a -1 Cautious morale counter and as he's been hit, he needs to Duck Back. You can see that Cautious morale gives a -1 to the soldiers TQ rating and also a -1 to his Weapon Skill.
    (if he had passed the morale check, he wouldn't have had to duck back))


    Pvt Johnson's sees the German hit the deck and then stick his head up - so he opens up again...
    (same target, same modifiers...a distance of 3 is a +1 modifier and -2 for Suppressing Fire means with a TQ of 5+1-2=4 he needs to roll 4 or less. He rolls an 8 and misses)


    Pvt Peters sees Obfr Gunther in 24.08 moving through the fields and opens fire
    (a distance of 3 gives a modifier of +1 and Gunther's Run & Gun order in the open gives a -1 so modifiers of 0. With a Weapon Skill of 6-2 for his Rapid Fire order and -0 for modifiers, he needs to roll a 4 or less. He rolls a 3 and hits Gunther)
    "He's down...I hit him..."
    (I pull an Allied Card (as they have the wounds on the bottom) and I can see he has a Light Wound
    Light Wound gives a -1 to a leaders leadership rating, a -1 to the soldiers TQ and a -1 to his Weapon Skill)


    (I then make a Wounded Morale check on Gunther. He has a Morale rating of 4 (his TQ) -1 for his Light Wound means he has a modified morale roll of 3. Wounded Morale checks are different from Morale Checks in that onlya  0 will mean you do not adjust your morale. Less than or Equal to your modified Morale value means a 1 step drop in morale and greater than your morale value means a 2 step loss
    He rolls a 7 and not only failed his morale check but was above the value so he loses 2 steps of morale and goes to -2 Shaken)


     

    Charlie Squad
    Pvt Temple has a check to see what's ahead of him...
    (a spot on 28.12 means a Distance of 3 and a modifier of +1, The German order of Hide in rocks is a -5. With a TQ of 5 and modifiers of -4, he needs to roll 1 or less. He rolls 9 and fails the spot)
    He lays back down and tries adjust his position...but couldn't see a thing

    Pvt Stubbs hears some rocks rolling down and has a look
    (a spot on 28.12 means a Distance of 3 and a modifier of +1, The German order of Hide in rocks is a -5. With a TQ of 6 and modifiers of -4, he needs to roll 2 or less. A roll of 5 means the spot fails)
    Nope...nothing. Must've been a cat!

    Cpl Thomas, hearing the shouting going on and firing to his front moves forward - hugging the hedges for some cover




    Blue Team
    Soldat Hahn in 21.08 changes from Duck Back to Hide
    Soldat Pohl in 24.05 cannot perform an action this turn because he's got a Slow Suppression order
    The German soldier in 27.07 cannot perform an action this impulse because he has a Sneak order
    The German soldier in 30.06 cannot perform an action fore the entire turn because he has a Hide order
    Soldat Horn in 29.11 arms his grenade and selects a target within 4 hexes - in this case Pvt Stubbs.
    (the act of arming the grenade here is important because he could be hit and therefore revert to a Duck Back (that is, drop the grenade at his feet
    Also, grenades can only be thrown 3 hexes, but you can be 4 hexes away when you choose your target - you do get to move 1 hex closer on impulse 2)



    Red Team
    Soldat Winkler in 18.07 can't do anything this impulse because he has a Sneak order
    Obfr Gunther in 24.08 goes from Duck Back to Hide
    Soldat Jung in 25.07 can't perform an action this impulse due to his Aimed Fire order


    The German soldeirs in 28.09, 27.11 and 28.12 can't do anything due to their orders of Hide, Aimed Fire and Hide respectively



    That's the end of Turn 2 - Impulse 1. Not alot happening due to the orders the enemy has. I'm very surprised I've not came across more Dummy counters. I've played this scenario 3 times and most of the time, I've discovered lots by now. I suppose there are still 5 Unknown Enemy Units out there.

    I move the Impulse marker to Impulse 2 and start again...
    « Last Edit: January 18, 2020, 03:42:09 PM by judgedredd »

    Alba gu' brath

    ojsdad - "No, she just told me to drop them. Been so long since woman told me to do that I just did it."