Michael Lind
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GMT Wing Leader
Scenario V03 - Stalingrad Airlift
AAR and Request for Comments

I REALLY wish there had been some detailed examples of play with this game. So, in an effort to determine if I'm playing this thing correctly at all, I've written up the details of a solo game I just completed. Please beat me up.

During setup I placed both the Veteran and the Experte markers on the German Bf-109 (R) unit.

Bf-109 (R) was setup in space L2 facing east. He-111 (A) was setup in space O1 facing east. He-111 (B) was setup in space J1 facing east.

Yak-1 (A) and Yak-1 (B) were both setup in Q2 facing west thus meeting the requirement to be in formation. As the Russian Yak-1’s were on Intercept missions I placed their Vector markers both in space Q1.

 


TURN 1
TALLY PHASE

As the raiders, Bf-109 (R) made a tally attempt first on Yak-1 (A) at a distance of 5 spaces. The tally roll was 3 modified to 4 by a +1 Veteran mod but still fell short of the required 5 – no tally, no joy.

Yak-1 (A) attempted a tally on He-111 (Y) at a distance of 2 spaces. The tally roll was 6 modified to 6 after a -1 Green mod and a +1 CGI mod – tally successful.

Yak-1 (B) attempted a tally on He-111 (Y) at a distance of 2 spaces. The tally roll was 6 modified just like the previous Yak-1 – tally successful.

MOVEMENT PHASE
Bf-109 (R) moves first being on an Escort mission and having failed to get a tally. As such it moves 2 spaces forward to N2.

He-111 (Z) wins the tie-breaker die roll to move next moving to space L1.

He-111 (Y) moves to space Q1.

Both Yak-1’s have successfully tallied He-111 (Y) and Yak-1 (B) wins the tie-breaker die roll to move next. Announcing a dive, Yak-1 (B) changes facing to southwest and announces the intention to move into Q1 to attack He-111 (Y).

Bf-109 (R) declares a Reaction. The reaction roll is 4 with +1 Veteran mod and -3 Distance mod resulting in a 2 for a Late Reaction. This allows Yak-1 (B) to continue moving.

Normally for a Late Reaction the unit could potentially Attack or Split. In this case Bf-109 (R) can only attack as it is a flight (cannot split) and there is no Tactical Flexibility (cannot split).

Yak-1 (B) drops directly down to Q1 without changing facing for .5MP ending with a Dive marker in place.

Note: Because of the Late Reaction the reacting side, Bf-109 (R), is the defender in the upcoming combat

Bf-109 (R) moves to Q1 as well and ends there facing southeast with a Dive marker in place as it reduced altitude and with a Tally on Yak-1 (B). Bf-109 (R)’s mission changes to Sweep.

Yak-1 (A) announces a dive, changes facing to southwest and moves to Q1 without changing facing for .5MP ending with a Dive marker in place.

He-111 (Z) moves to N1.

COMBAT PHASE

For combat, Yak-1 (A) and Yak-1 (B) both have a tally on He-111 (Y). Bf-109 (R) has a tally on Yak-1 (B). Therefore it will be a 2-on-2 combat due to the tally chain.

The Soviet attacker chooses Yak-1 (B) as the primary combatant and chooses Hit-and-Run. With a Basic Speed of 5 with a +1 (Dive) mod, a -1 (Green) mod and a +1 (additional squadron) mode the result is 5.

The German defender chooses Bf-109 (R) as the primary combatant. With a Basic Speed of 6 with a +1 (Dive) mod, a +1 (Veteran) mod and a -1 (Flight) mod the result is 7.

The tables used will be -2 for the attacker and +2 for the defender (5 to 7).

Yak-1 (B) rolls 3 with no mods resulting in no hits on the -2 column.

Bf-109 (R) rolls 4 with a +1 (Experte) mod and +0 (Defence) for a 5 resulting in no hits on the +2 column.

There are no losses on either side as there were no hits on either side.

Yak-1 (A) rolls 5 for cohesion with a -1 (Green) mod and a +1 (Attacker) mod for a total of 5 resulting in 1 Disruption (it is a squadron).

Yak-1 (B) rolls 9 for cohesion with the same mods for a total of 9 resulting in no effect (it is also a squadron).

Bf-109 (R) rolls 8 with a +1 (Veteran) mod for a total of 9 resulting in no effect (it is a flight).

He-111 (Y) rolls 5 with no mods for no effect (it is a flight).

Place a -1 Ammo marker on Yak-1 (A), Yak-1 (B) and Bf-109 (R).

Since there are unbroken opposing fighters in the space a dogfight can be initiated. The Germans agree to a dogfight but the Soviets refuse resulting in a die roll to determine what happens next.

Bf-109 (R) has a Basic Speed of 6 with a +1 (Veteran) mod and rolls a 3 resulting in 10 (3+6+1).

Yak-1 (B) has a Basic Speed of 5 with a -1 (Green) mod and rolls a 1 resulting in 5 (1+5-1).

A dogfight begins. Stack all 3 fighter units together with the Bf-109 facing west and the Yak-1’s facing east. Remove the Dive markers from all of them. Bf-109 (R) retains its tally on Yak-1 (B). Yak-1 (A) tallies Bf-109 (R) as does Yak-1 (B).

ADMIN PHASE
Nothing

TURN 2
TALLY PHASE

Nothing to do.

MOVEMENT PHASE
Dogfights move first. A die is rolled for a 5 giving the Defender (Soviets) the choice in movement. The Soviets move the dogfight 1 space east to R1.

He-111 (Z) wins the tie-breaker die roll and moves to N1.

He-111 (Y) moves to S1.

COMBAT PHASE
Note: Dogfight combat must use Turn values.

Bf-109 (R) is the attacker with a Basic Turn of 6 versus the Yak-1’s Basic Turn of 5.

To determine the attack, Bf-109 (R) is 6 with a +1 (Veteran) mod and a -1 (Flight) mod for a total of 6.
Yak-1 (A) is 5 with a -1 (Green) mod for a total of 4 resulting in a +2 column for the attacker and a -2 column for the defender.

Bf-109 (R) rolls a 6 with a +1 (Experte) mod for a total of 7 on the +2 column for 1 hit.

Yak-1 (A) rolls a 9 with a -1 (Green) mod and a +1 (additional squadron) mod for a total of 9 on the -2 column for 1 hit.

The Bf-109 (R) rolls a 3 is rolled with a 1 FP and a +1 (Experte) mod for a total of 5 versus the Yak-1’s Protection of 4 resulting in 1 Loss.

The Yak-1 (A) rolls a 6 with a 1 FP for a total of 7 versus the Bf-109’s Protection of 4 resulting in 1 Loss.

The Bf-109 (R) rolls 5 with a -1 (Loss) mod, a +1 (Veteran) mod, a +1 (Attacker) mod and a -1 (Low Ammo) mod for a total of 5 resulting in 1 Disruption. Ack! Unit should have been Broken as its a flight!!!

Yak-1 (A) rolls 7 with a -1 (Loss) mod, a -1 (Green) mod and a -1 (Low Ammo) mod for a total of 4 resulting in 1 Disruption. As this is the second Disruption on the unit it is now Broken.

Yak-1 (B) rolls 7 with a -1 (Green) mod and a -1 (Low Ammo) mod for a total of 5 resulting in 1 Disruption.

Yak-1 (A) is removed from the dogfight stack, removes its tally on Bf-109 (R) and removes its Mission marker.

Bf-109 (R) flips its Ammo marker over to the -2 Ammo Depleted side.

Yak-1 (B) flips its Ammo marker over to the -2 Ammo Depleted side.

The dogfight will continue as there are still opposing unbroken fighters involved.

TURN 3
TALLY PHASE

Not applicable

MOVEMENT PHASE
Dogfights move first. A die is rolled for a 6 giving the Defender (Soviets) the choice in movement. The Soviets move the dogfight 1 space west to Q1.

He-111 (Y) wins the tie-breaker die roll and moves to U1.

He-111 (Z) moves to P1.

COMBAT PHASE
Bf-109 (R) is again the attacker as its Basic Turn is 6 versus Yak-1 (A) at 5.

Bf-109 (R) is 6 with a +1 (Veteran) mod, a -1 (Flight) mod and a -1 (Disrupted) mod for a total of 5.

Yak-1 (B) is 5 with a -1 (Green) mod and a -1 (Disrupted) mod for a total of 3 again resulting in the use of the +2/-2 columns for the attacker and defender respectively.

Bf-109 (R) rolls 5 with a +1 (Experte) mod for a total of 6 resulting in no hits.

Yak-1 (B) rolls 3 with no modes for a total of 3 resulting in no hits.

There are no losses are there were no hits.

Bf-109 (R) rolls 11 with a -2 (Loss) mode, a +1 (Veteran) mod, a +1 (Attacker) mod and a -2 (Depleted Ammo) mod for a total of 10 resulting in no cohesion effects.

Yak-1 (B) rolls 7 with a -1 (Loss) mod, a -1 (Green) mod and a -2 (Depleted Ammo) mod for a total of 3 resulting in 2 Disruptions thus yielding a Broken unit.
Yak-1 (B) is removed from the dogfight stack.

Remove the dogfight marker.

Yak-1 (B) removes its tally marker from Bf-109 (R) and removes its mission marker.

He-111 (Z) wins the tie-breaker die roll and moves to R1.

He-111 (Y) moves to W1.

ADMIN PHASE
Note: Bf-109 (R) cannot switch from its Sweep mission back to its original Escort mission as its facing west when all the bombers are facing east. It continues its Sweep mission.

TURN 3
TALLY PHASE


Bf-109 (R) retains its tally on Yak-1 (B).

MOVEMENT PHASE

Yak-1 (B) moves first as its Basic Speed is lower than Bf-109 (R)’s.

Yak-1 (B) wins the tie-breaker die roll, announces a dive, moves to S1, changes facing to southeast and moves to T0. It retains a dive marker. Note: Yak-1 (B) cannot benefit from the +1 MP diving bonus.

Bf-109 (R) announces a dive, changes facing to east for 1 MP, moves to S1, changes facing to southeast and moves to T0. It retains a dive marker.

Yak-1 (A) changes facing to northeast and moves to S2 then to T3 into the dense clouds.

COMBAT PHASE
Bf-109 (R) is the attacker and declares Hit-and-Run. With a Basic Speed of 6 and a +1 (Dive) mod, a +1 (Veteran) mod, a -1 (Flight) mod and a -1 (Disrupted) mod the total is 6.

Yak-1 (B) with a Basic Speed of 5 and a +1 (Dive) mod, a -1 (Green) mod and a -1 (Disrupted) mod the total is 4 resulting, again, in a +2/-2 column use by the attacker and defender respectively.

Bf-109 (R) rolls a 2 with a +1 (Experte) mod for a total of 3 resulting in no hits.

Yak-1 (B) rolls an 8 with no mods for a total of 8 resulting in 1 hit.

Yak-1 (B) rolls a 6 with 1 FP for a total of 7 versus the Bf-109’s Protection of 4 for a Loss.

Bf-109 (R) rolls a 4 with a -2 (Loss) mod, a +1 (Veteran) mod, a +1 (Attacker) mod and a -2 (Depleted Ammo) mod for a total of 2 resulting in a Broken unit.

Yak-1 (B) is already Broken.

Bf-109 (R) removes its tally marker from Yak-1 (B) and removes its mission marker.

ADMIN PHASE
Nothing to do.

Both sides agree to Escape for all units remaining on the map.

FINAL RESULTS

German have 2 unbroken transports exit the map for 2 times 3 VP or 6 VP. They also receive 1 VP for the single loss the Soviets had in fighters. Grand total is 7 VP.

Soviets receive 2 times 1 VP for the German fighter losses. Grand total 2 VP.

German 7 VP minus Soviet 2 VP yields +5 VP and a German victory.

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Mark Streeter
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Michael, it seems like you've got a pretty good handle on the rules. There are only a couple things I noticed while reading your AAR (which is very well done btw).
1. In the first turn you mention that the German will be the defender because of the escort's late reaction, and while that is true I think it worthwhile to point out that the side that has a bomber in the combat will ALWAYS be the defender. So the German will be the defender because the escort's late reaction causes the combat to take place in the same square as the bomber. Two sides of the same coin, I know but I just wanted to mention it in case you hadn't noticed that in the rules.
2. In the combat phase of turn 1 it looks like you miscalculated the Russian's combat speed (I think that's the correct terminology). It should've been 6 overall.
3. When you rolled to initiate the dogfight you didn't include the dive marker's +1 effect. I believe Basic Speed is always meant to be understood as the value from the ADC plus any modifiers from climb/dive, bomb load, etc. markers. In this case it was a wash anyway, but could be a big deal in the future.
4. In the turn 2 combat you forgot to give the Russians the +1 for having an additional squadron in the fight.
5. In the movement phase of turn 3 you state that the Yaks that move to T0 cannot benefit from the +1 MP for diving. I don't think that's true. Fighters that are returning to base move their full MP including dive bonuses.

Those are all pretty small things, but you asked for feedback so I hope it's helpful.
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Erwin Lau
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What Mark has said, plus Veteran, Green, Flight, Additional Squadron, Disrupted should be applied to the combat value and result in columns used, not as DRM.
 
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Simon Kiertscher
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very nice, I also thought about doing this but I was to lazy :-D
I wounder in addition to the already mentioned points, why you scored only 3VP for each transporter? They should be 6 each giving the Germans an even bigger victory. Happened yesterday to me too. This green pilots are scared to easy ;-)
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Michael Lind
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Kiertscher wrote:
very nice, I also thought about doing this but I was to lazy :-D
I wounder in addition to the already mentioned points, why you scored only 3VP for each transporter? They should be 6 each giving the Germans an even bigger victory. Happened yesterday to me too. This green pilots are scared to easy ;-)


The bombers are flights, not squadrons, hence the 3 VP versus 6 VP. I got this confirmed by Lee in another post.
 
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Simon Kiertscher
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Oh you are absolutely right! Thanks for that.
 
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Vance Strickland
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Quote:
MOVEMENT PHASE
Bf-109 (R) moves first being on an Escort mission and having failed to get a tally. As such it moves 2 spaces forward to N2.

He-111 (Z) wins the tie-breaker die roll to move next moving to space L1.

He-111 (Y) moves to space Q1.

...
He-111 (Z) moves to N1.



In the movement phase of turn one , quoted here, why did you only move He-111 (Z) one space before moving (Y)? You moved it later at the end of the phase...

Shouldn't each squadron/flight move it's full amount before any others?

 
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Michael Lind
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mstreeter wrote:
Michael, it seems like you've got a pretty good handle on the rules. There are only a couple things I noticed while reading your AAR (which is very well done btw).
1. In the first turn you mention that the German will be the defender because of the escort's late reaction, and while that is true I think it worthwhile to point out that the side that has a bomber in the combat will ALWAYS be the defender. So the German will be the defender because the escort's late reaction causes the combat to take place in the same square as the bomber. Two sides of the same coin, I know but I just wanted to mention it in case you hadn't noticed that in the rules.
2. In the combat phase of turn 1 it looks like you miscalculated the Russian's combat speed (I think that's the correct terminology). It should've been 6 overall.
3. When you rolled to initiate the dogfight you didn't include the dive marker's +1 effect. I believe Basic Speed is always meant to be understood as the value from the ADC plus any modifiers from climb/dive, bomb load, etc. markers. In this case it was a wash anyway, but could be a big deal in the future.
4. In the turn 2 combat you forgot to give the Russians the +1 for having an additional squadron in the fight.
5. In the movement phase of turn 3 you state that the Yaks that move to T0 cannot benefit from the +1 MP for diving. I don't think that's true. Fighters that are returning to base move their full MP including dive bonuses.

Those are all pretty small things, but you asked for feedback so I hope it's helpful.


Thanks very much for your comments!

1)There's a conflict with the Late Reaction as 10.4.3 Late Reaction forces the escort to move into the bomber's space and but states the reacting squadron's side is treated as the defender and the opponent is the attacker. This is confirmed in the second paragraph of 10.1.4 Reaction. So I guess the side with the bomber isn't always the attacker?

2)Yes, I definitely summed it up wrong.

3) See 10.8 Dogfights third paragraph. This only shows Basic Speed plus one die plus/minus Veteran/Green as the only modifiers for the Dogfight determination. Dive mod isn't included I don't think.

4) Yes, I missed the additional squadron mod.

5) See 9.2.6 Return to Base third paragraph "Bombers and their escorts may benefit from the +1 MP bonus to diving while returning to base". I read that to mean ONLY bombers and their escorts. What did I miss?
 
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Michael Lind
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Barthheart wrote:
Quote:
MOVEMENT PHASE
Bf-109 (R) moves first being on an Escort mission and having failed to get a tally. As such it moves 2 spaces forward to N2.

He-111 (Z) wins the tie-breaker die roll to move next moving to space L1.

He-111 (Y) moves to space Q1.

...
He-111 (Z) moves to N1.



In the movement phase of turn one , quoted here, why did you only move He-111 (Z) one space before moving (Y)? You moved it later at the end of the phase...

Shouldn't each squadron/flight move it's full amount before any others?



Good catch! Thanks. Looks like I messed up and moved He-11 (Z) twice in Turn 1.
 
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Michael Lind
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ErwinLau wrote:
What Mark has said, plus Veteran, Green, Flight, Additional Squadron, Disrupted should be applied to the combat value and result in columns used, not as DRM.


Thank you! In Turn 1 I just typed it wrong in the AAR. In Turn 2 it looks like I did it wrong and maybe rolled twice for each even or I messed up typing again. I appreciate you taking the time to read it and comment.

Just rereading my AAR to reply to all of you it comes to mind how truly easy it is to mess this game play up as well as how much messing up even a single detail can throw the game completely off results-wise. And I haven't even gotten to the Advanced Rules yet.

I've played Combat Commander, all versions and expansions, something like 50 times or more and despite all those rules I rarely miss anything significant anymore. Having played this game (solo only) perhaps 7 or 8 times I still feel like its not clicking for me.
 
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Mark Streeter
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1. The rule I was referring to is 10.1.1: "The side that has a bomber is always the defender." There's no conflict between this and the late reaction rules.

3. The key here is the definition of Basic Speed which is found in the glossary (1.1): "Basic Speed and Turn. A squadron’s speed or turn values, shown on the Aircraft Data Card, modified by weapon loads, climbing and diving."

5. Read 8.2 about movement points and then re-read 9.2.6 about Return to Base. I think that'll make it clear that when returning to base squadrons use all their MPs, which for fighters with an Intercept mission is 3 MPs. The mention in 9.2.6 about bombers and escorts being able to take advantage of the +1 MP bonus for diving is an exception to the way they normally move (i.e. they can't normally take advantage of the diving bonus, except when bombers are performing a bombing profile).
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Michael Lind
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Thanks to all! Your comments helped me get a better grasp of the game.thumbsup
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