Hasty Positions Scenario #216
Heed the Call
Even though I’ve played with Hasty Positions X-Terrain before, I wanted to give it a go solo and try the British Infiltration Tactics module for the first time to get a feel for how that works.
Sgt. Major Mcleod with a Sten. 9VP
Sgt. Dewhurst with a Lee Enfield. 7VP
LCpl. Beedles (Pathfinder) with a Sten. 6VP, and 1st Aid equipment card 1VP
LCpl. Adamson ) with a Sten. 4VP, and 1st Aid equipment card 1VP.
LCpl. Donaldson with a Lee Enfield. 3VP
LCpl. McCulloch with a Lee Enfield. 3VP
RD Orders# 53, Patrol. Enter from A and exit from Z for 18 VP. Bonus ½ VP for surviving soldiers.
Feldwebel Abendroth with a Mauser 98. 9VP
Feldwebel Ebersbacher with an MP40. 9VP
Soldat Himmel with an MG42. 7VP
Soldat Klug with a Mauser 98. 3VP
Soldat Mehler (MG assist) with a Mauser 98. 2VP, and an Ammo Belt equipment card 3VP.
Soldat Weiss with an MP40. 3VP
HP Orders #14, Hold Area. 20VP MG42 gunner and assistant, as well as Feldwebel Ebersbacher are positioned in foxhole on X1B.
Turn 1 – S/M L/H M/H
Both British and German play Shoot cards but nothing to shoot at.
British Look at nothing, but Germans play Abendroth’s Hide card to use his Hold action and Hold 3 “kill” cards under him. But that came at a cost with his Blue Box forcing him to be pinned.
British Move Mcleod, Dewhurst and McCulloch onto the board.
Germans use Himmels Hide card to try to Rally Abendroth, but just out of reach unfortunately.
Turn 2 – S/M M/S S/L – There were 2 events this turn but there weren’t soldiers in either landmark to either pull Blast check for tripwire and mines, nor to find the extra grenades.
Germans just move pinned Abendroth a little closer to X1B in case he can get rallied by another soldier sometime.
British get Beedles, Adamson and Donaldson on the map and Dewhurst moves as well.
British move over to all get on tile 94B.
Germans had little options and played a Shoot card which was useless.
British also then played a useless Shoot card.
Germans play a Look and spot Beedles, Adamson, Donaldson and McCulloch.
Turn 3 – M/S S/M S/H
British get 5 to move further to their right (Germans left)
Germans do a lot of shooting from long range because of lots of Shoot modifiers. 4 shots all miss.
Germans try again but again miss with 3 shots from long range.
British Beedles’ “Any” card is played as a move that has bubble for 3 soldiers to move and shoot or move and hide. Beedles, Adamson and McCulloch move and take cover.
Germans try shooting at Donaldson, but miss.
British Dewhurst has DT shoot card but chooses not to shoot since he isn’t spotted, but McCulloch shoots from short range (short of 14 sq) at Himmel (MG) and pins him.
Turn 4 – L/S L/H S/L
British use Look to spot Weiss and Abendroth.
Germans can only have Mehler shoot at long range at McCulloch, but he misses. Since the British have been moving quickly to the Germans’ left side and the Germans haven’t gotten to move in a while, some don’t have the British in firing arc any longer and the rest aren’t in range. MP40’s don’t have much range.
Germans have Weiss spot Beedles.
British counter that by having Beedles and McCulloch move and take cover.
Germans wanted to Shoot, but they are out of range/arc of only remaining spotted British soldier.
British allow McCulloch to be spotted again by shooting short range (14sq) at Himmel (MG), but he misses.
Turn 5 – M/L S/L S/M
Germans move and Weiss moves forward toward British because he’s a sitting duck and out of range with his MP40, so he hopes to get close enough for a shot, then he spots Beedles.
British Look to spot Abendroth, and since it was Mcleod’s Look card, he draws 3 cards to ensure the British maintain initiative.
British Look and since all the Germans are spotted already, but it’s Beedles DT card and he has a white box that lets him shoot nearest enemy and he hits Weiss for a wound from close range.
Germans spot Adamson, Mcleod and Dewhurst.
British play McCulloch’s Shoot card and he takes 2 shots at Himmel from short range (14sq) and his second shot hits for a wound. Beedles then shoots Weiss again from close range and draw a 3Hit close range card and puts final wound on Weiss.
Germans have Himmel shoot from long range at Beedles and he draws a Hit/Kill, but just when things looked bad for the British pathfinder, he pulls out his 1st Aid Kit and patches himself up and is only Pinned now. Then Mehler shoots at the Pinned Beedles from long range and misses, then he uses the Ammo Belt equipment card to have Himmel shoot and shoot again vs. Beedles. But he misses both times and the MG42 gunner shakes his fist in frustration at the pathfinder that just would not die.
Turn 6 – S/M M/S S/H
British play Beedles’ “Any” as a Shoot that allows 2 sighted soldiers to move and take cover. First Beedles uses his DT action to Shoot at Abendroth from short range and kills him (who then discards held cards). Beedles then moves and takes cover, as does McCulloch.
Germans have Himmel shoot from long at Donaldson and pins him.
British play an “Any” team card and use it for the Dewhurst McCulloch team to move and move again. It also says for 2 soldiers can Draw cards, but doesn’t specify that they have to be from that team, so Dewhurst and McCleod draw their Draw cards to have plenty for initiative. Then the red box says you must discard 1 card, so I did. (Note: at this point, I didn’t realize that a Team “Any” card can be used like a specialist’s “Any”, and in the case of the Team “Any” the team (2 soldiers) could have used any action as well as the others they had. So that was a wasted opportunity to have them shoot or something. But I did play it right later on).
Germans play a Shoot card and Himmel kills Dewhurst with a long range shot.
British have McCulloch shoot from close range against Ebersbacher and he draws a 3Hit close range card but only a zip/zip/pin are pulled.
Germans play Hide and Klug, Ebersbacher and Mehler take cover and the white box allows Klug to spot Beedles.
Turn 7 – H/L L/M M/S – Event comes up for “sucking mud” , which reduces everyone’s movement by 1 for the rest of the game.
British play an “Any” Team card I, Team may Shoot, 1 soldier may Rally. McCulloch shoots at Himmel from short range and draws a hit/pin, but Himmel is already pinned. Since the card didn’t specify that the soldier that can Rally had to be part of the Team, Beedles rallied himself to remove Pin marker.
Germans had to play a Look card because since Abendroth got killed, they draw 3 fewer cards and have fewer options. All the British are already spotted.
Germans had to play a Look card again and again it’s wasted.
British have McCulloch move with both his DT and bubble action to move of map at entry area Z in order to fulfill Patrol Orders and get 18VP. Beedles also moves.
British have Beedles shoot at Himmel, but once again a hit/pin is drawn and he’s already pinned.
Germans have Ebersbacher shoot twice at Beedles but he misses, as does Himmel with his one shot, but Mehler is able to pin the pathfinder.
Turn 8 – M/H H/M S/L
British play Beedles’ “Any” card that allows 4 sighted soldiers to move and take cover and all 4 do so. Beedles uses the “Any” as a Hide and then Rallies himself.
Germans play a Hide card that allows them to take cover, but it also allows Klug (who’s card it is) to spot Beedles.
British have Beedles move back and Donaldson move forward.
Germans have Klug move and move again to get into the landmark, and have Mehler climb out of the foxhole to move closer to advance on the turtling British.
Germans play Klug’s Shoot card and he shoots twice at Beedles but misses both times.
British play Look to spot Ebersbacher again.
Turn 9 – L/H S/M M/S
British play Team Shoot or Hide and team member Adamson rallies Donaldson. (not sure if the Shoot or Hide on the Team card allows for the team then to take one of those actions like a dog tag action. Perhaps they could have played the Shoot action as a team, aside from the bubble action that allowed for Rally).
Germans have Klug take cover.
British play Beedles’ “Any” that allows 3 soldiers to move and shoot or move and hide. Beedles moved and took cover, then Mcleod stayed put and Held 1 “kill” card. (Again, I guess I should have played Beedles’ “Any” dog tag action to let him shoot before taking cover, but not sure, he may have been out of range anyway and that’s why I didn’t do it).
Germans want to shoot, but no British are spotted any longer.
British play a Team “Any” card that allows team to shoot and hide. Mcleod is only one in range and shoots at Ebersbacher but draws a pin on the already pinned German, then Mcleod takes cover.
Germans once again want to shoot, but once again no British are spotted.
Turn 10 – L/S S/H L/S
British Adamson spots Mehler.
Germans Mehler and Klug spot Admanson and Donaldson.
Germans have Klug shoot from short range vs. Adamson but it’s a hit/zip, while Mehler misses Donaldson altogether.
British have Adamson and Donaldson take cover.
British play Hide or Shoot Team Card I, that allows to draw # cards for short range minus long range, so Mcleod draws 1 card. This card also allows you to play any phase card, so he plays a Shoot card to have Adamson shoot and miss Klug twice, then Donaldson misses Mehler. Mcleod doesn’t want to become spotted, so he doesn’t shoot.
Germans have Klug shoot at Adamson but he misses.
Turn 11 – L/M M/S M/S
Germans spot Mcleod.
British play Team Card “Any” I, that allows for team may shoot and hide and play an additional phase card. Use “Any” as a Shoot action to have Donaldson and Adamson shoot at Klug and Mehler and they pin them both. Then team box action allows shoot and hide, so Adamson shoots from close vs. Klug and draws a 3Hit close card to kill Klug. Then Donaldson hit/pins Mehler but already pinned. Then I get to play an additional phase card and play a Shoot card that has Adamson hit/zip, hit/pin Mehler who is already pinned, then Donaldson gets a hit/zip vs. Ebersbacher, and finally Mcleod is able to wound Mehler.
Germans have Mehler shoot twice against Donaldson and is able to pin and wound him. Then Ebersbacher (who has been pinned for a while and can’t climb out of foxhole or rally) shoots from long range and misses Donaldson.
British have Adamson shoot and kill Mehler, then Mcleod wounds Ebersbacher and Adamson misses Ebersbacher.
Germans have Ebersbacher shoot and miss Donaldson, then Himmel shoots from long vs. Mcleod and misses.
British are able to add 10 more VP for ½ VP for surviving soldiers (didn’t count McCulloch who moved off board for Patrol) to the 18 they already had for completing Patrol Orders, plus 18 more VP from killing Abendroth, Klug, Mehler and Weiss, to get a total of 46 VP.
Germans managed to fulfill their Hold Orders to get 20 VP, plus 7 VP from killing Dewhurst for a total of 27 VP.
Germans had some bad luck in not getting Hide cards when they needed them, as some of them were Pinned for a long time and that limited their range. The Shoot modifiers on this map were pretty high, and there were a lot of Hide modifiers to help both sides take cover, but especially the British, who frustrated the Germans by becoming unspotted at the worst times.
LCpl Beedles was pretty awesome. I had been wanting to try one of my Pathfinders and was able to use him at his LCpl rank at 6VP. He was certainly worth his 6VP, though he did have the fortune of being equipped with a 1st Aid card that allowed him to avoid a Kill card and get pinned instead. But aside from that, his -2 cover is awesome and allows him to take cover easily, and his command cards are fantastic, allowing for some good combos vs. the Germans.
After the Germans lost Abendstroth, one of their 3 Draw leaders, they were greatly limited in what cards they could play, and didn't stand a chance for initiative. I had Weiss in there with the MP40 to add some more Hit+ chances for the MG42 and the leader with the MP40, but unfortunately, the MG never drew a Hit+. Though it didn't help that he was pinned for most of the game and only shooting at long range during that time because of being pinned, then wounded, and because of the number of Shoot modifiers.
Fun game as I learned some good stuff about one of my Pathfinders, as well as the Infiltration tactics module, where I had 3 teams of 2.
- Last edited Mon Jan 6, 2014 1:58 pm (Total Number of Edits: 3)
- Posted Sun Jan 5, 2014 8:24 pm
Added a few pictures. I was lazy at the end of the game and didn't take pictures of the last few turns.
I had a 6 player Pegasus Bridge game just yesterday. Was excellent fun!
I had a 6 player Pegasus Bridge game just yesterday. Was excellent fun!
I have yet to even play a 4 player game, so I'm envious for sure of 6. I'm hoping to teach a couple guys in my game group (we have like 40 in there) SMG this month, both separately in basic 2P games. Then hopefully down the road sometime I can get a 4P game going with two and one of the other couple guys in the group that already know how to play.
Jeff Billings wrote:
- Last edited Mon Jan 6, 2014 1:57 pm (Total Number of Edits: 1)
- Posted Mon Jan 6, 2014 1:55 pm
2 player is great, and I like that Red Devils has loads of 2P scenarios. I think the magic of the game really comes out even more when you have a lot of competing objectives and multiple players. I thought 6 players was going to be too chaotic, but it was not at all. It played very smoothly, and the story cards kept everyone thinking tactically. 3 of the players were also new to the game, but they picked it up very fast once the first few turns passed.
Really good fun. The scenario was no. 260, Pegasus Bridge: Sneak-and-Peek.
Great report! Makes me want to play right now!
Another good one Greg...thanks
Trust me. You know it makes sense
Top work Greg, thanks for sharing your experience.