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Turn 3: Beginning of turn sequence nets a good Order Matrix reseeding. Germans flip one German Mission command to Tactical and the Russians remove both of their Tactical Command Tokens to the Pending box. Russian Sniper roll misses again.




The Germans issue a fire order, costing 2 initiative. The Immobilized Stug Platoon, Pioneer Platoon and both Grenadier Squads activate, all OOC, for 8 total Initiative points. Stug fires at Rattled T34 with an AT of 41 vs a DT of 39. HIT and rattled T34 Squad is eliminated. Another T34 RETURNS FIRE! (That sign is working;-)) 27 AT to 25 DT. Immobilized Stug Platoon eliminated while the T34 becomes spent. Pioneers fire into the Russian controlled building, gaining a 1D for close range, but rolls a 1, missing. Russian Rifle Platoon return fires, paying 2 Inititiave, but also rolls a 1 on a 1d12, missing and becoming spent. Grenadier Squads do not fare any better, but Pinned Grenadiers receive a return fire from the Rifle Platoon (+2 initiative) in the next building over with an AT of 25 vs a DT of 16. Pinned Grenadier Squad is eliminated.

End of Order
Pawn on German 1


Germans pay 6 to Advance - Pioneer Platoon and Grenadier Squad will advance into the Russian controlled Building hex, pay 2 initiative each. Grenadiers in the Northeast Sector will deploy - with 2 squads advancing south towards the forest for 1 initiative, being under Tactical Command, which the Command Token moves with the 2 Grenadier Squads.

End of Order
Pawn on Russian 10





Russians pay 9 (Regiment Support) for 2 asset cards: Counter Battery and Political Commissar.

End of Order
Pawn on Russian 1


Russians pay 3 for a Fire Order. Activation 2 Rifle Platoons and the T34 in column for 6 initiative. Using APCR (Counter Battery) for +7, the T34 hits the Stug platoon with the Unconfirmed Kill marker. Platoon eliminated. No return fire possible. **Here I'm wondering if the now fresh squad of Stug's can return fire? I though no. Please correct me if I'm wrong.**
Rifle Platoon fires into melee with Germans choosing the Grenadier Squad to take the hit. The Russians roll a 3 with an 11 needed, so miss blatantly. Pioneers in the same hex pay 2 initiative to return fire, also in melee, gaining a 1D for Platoon and 1D for Pioneers, and gaining a grand total of 5 on a 2d20! Did that really just happen? 2nd Rifle Platoon opens up on the MG unit, which is just visible. Long Range means -1D to 2d8. The hit with a 23 AT vs a 20 DT. MG unit is broken. No return fire possible.

End of Order
Pawn on German 6




Germans pay 3 for a Fire Order. All 3 Stug squads able to fire activate now under Tactical Command, so they pay 3 initiative. Pioneers and Grenadier Squad activate for 2 initiative each. Stug hits T34 in column with an AT of 30 vs a DT of 28. I almost messed up here, adding the +4 for cover (building) before remembering that in-column negates cover bonuses. T34 Platoon In-Column is Stunned. A squad of T34's return fire, with a -4 Hindrance due to shooting over the wall that separates the combatants. T34 misses and is spent. Immobilized Stug now fires at the unspent T34, also missing. T34 returns fire to continue the Miss-athon, also becoming spent. Third Stug fires, misses and receives no return fire, which would probably missed anyway.
Grenadier Squad fires into melee at Rifle Platoon needing an 11 and rolling a 16. Rifle Platoon is Suppressed. Pioneers at +2D now fire at Suppressed Rifle Platoon, rolling a 21 where a 9 is needed. Suppressed Rifle Platoon eliminated.

End of Order
Pawn on German 0




Germans will spend 5 for another Fire Order. Activating same units as before for a total of 7 initiative. Stug misses its shot against the Stunned In-Column T34's, but the T34 squad that missed its Return Fire last round uses an asset card to fire an APCR. Stug squad is hit in its flank and Panicked with the T34 becoming spent. Immobilized Stug takes aim at a T34 squad, hitting it with a 40AT vs a 31DT. T34 squad is rattled.
Grenadier Squad now fires into melee at Suppressed Rifle squad, eliminating it. Other Russian Rifle squad Returns fire, gaining an Unconfirmed Kill on the Grenadiers. Pioneers hit with a 2d20, suppressing the Rifle squad. Russians spent 6 initiative on Return Fires.

End of Order
Pawn on Russian 6





Russians pay 10 for Division Support - gaining Demolition, Mortar Battery and PTRD AT Rifle.

End of Order
Pawn on German 4


Germans pay 9 for Regimental Support - gaining C&C and Demolition

End of Order
Pawn on Russian 5


Russians pay 7 for a Fire Order, paying another 6 initiative to activate OOC T34 squads x2 and a Rifle unit. Rattled T34, using APCR at +5 (Demolition asset) to hit panicked Stug again in the flank, missing again. Immobilized Stug uses APCR at +6 (Demolition Asset) to return fire, misses and is spent. Giving up the Fate Card to reroll, Stug hits this time. Rattled T34 is eliminated. Last T34 now fires at Immobilized Stug using APCR (PRTD asset) for +6, missing. As does the Stugs return fire.
Rifle Platoon fires at Broken MG at Long Range, hitting it again with an AT of 25 vs 24DT. MG platoon eliminated. No Return Fire possible.

End of Order
Pawn on German 4.





Germans pay 1 for Asset - Use C&C on the Tactical Command token, making it a Mission Command. Next turn will have a Tactical Command on board and a Mission Command ready for use.

End of Order
End of Turn
Pawn on German 3


Looks like the Germans are getting the upper hand ever so slowly. The Russians have a Mortar Battery asset along with the Fate Card to start off Turn 4, so maybe they can turn it around. As you all can probably tell, my little note reminder on Return Fire is working;-) Simple and Brutal, but effective. Hope to have Turn 4 up by Tuesday.
Again, if anyone spots any mistakes, please do not hesitate to inform me.

Best Regards,
Tankboy
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oystein eker
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Most of you may not agree - IMO the row of buildings (now Soviet occupied) is a kill zone. Let the Germans have them, and place a couple of T34 within firing range of the buildings. The Germans may refuse to move in and deploy MG squads in the woods instead.

Timing the sudden death is crucial. Ocuppy in last minute. Grab enough VP. You will certainly bleed almost to death while holding them. You need all units to replace dead ones. Do not waste them in the first part of scenario. Maybe not very historical, but in last stand of building VP, you may consider abandon vehicles and let the crew occupy building VP.

I am not a F:F expert. Just some random thoughts to discuss.

Great game and a great AAR!
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Mark Buetow
United States
Du Quoin
Illinois
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Quite a long battle as you can see the sun rise and move across the battlefield! ;
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TraceyLL
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Parker
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Thanks eker. I'm really enjoying learning to play FF. Since I play solo, playing both sides with legitimate equal ferocity, dashing to unguarded VP locations on the last turn has no benefit for me. I'd much rather fight it out for the "contested" locations and leave the "on the edge of the map" controlled locations uncontested, as was brought up in one of the earlier AAR's. If I can fight my way to that edge, all the better and a more satisfying experience.
I appologize for the sunglare. I changed my Man-cave around a few months back to better accomadate this monster map table I made. Look at some of my earlier AAR's on Panzer Grenadiers Cassino '44 and Black SS and you will see a U.S. Flag superimposed over the maps, which hangs down over the front window.
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