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Subject: What's the Last Wargame You've Completed? August, 2016 Edition rss

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J.L. Robert
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Please list any recent wargames (stand-alone games or scenarios) you have COMPLETED since your post in the previous thread. And please continue to add more wargames as you complete them.

Let's see what gets played at GenCon. And at homes and stores around the world!
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Alan Richbourg
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Yesterday started and finished a two map Tournament scenario of Europe Engulfed. First time for the 3 of us except a solo run for me two years ago. I continue to be impressed by the design, and look forward to playing a full campaign game later this year.
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Last month was pretty good, lots of time to play.

Started with Commands & Colors: Ancients to get into the Ancient-mood and then switched to SPQR, which was sitting on my shelf unplayed for a long time. Played the learning scenario a few times and then Bagradas plains two times (with the extra roman cavalry). Both times the romans have been able to destroy the carthagian center and take the victory. I really enjoyed the system and looking forward to come back to it.

After the ancient times i moved forward to the napoleonic time, took a step down in complexity and played some fast games of Fading Glory.

And the climax of the month was playing the Soltsy scenario of Roads to Leningrad, which ended with a very lucky but close german sudden-victory. I really love how the system works and i am really looking forward to the next game in the series Invasion: Malta.
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Avery
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The Great Battles of Alexander: Deluxe Edition
Alexander the Great in Italy, 319-318 BC
from C3i #5


Twenty years ago, in a fit of madness, Richard Berg created a Frankenstein campaign game from Deluxe Alexander, SPQR, and the Pyrrhic Victory and Africanus modules. It supposes that Alexander did not die in 323 BC, but went on to invade Italy some four years later.

In brief, the rules are:

If Alex wins the first battle at Siris, he carries all surviving troops in addition to some local mercenaries to the “final battle”. The location of the final battle is chosen (in a rather baroque fashion) from 8 SPQR Italian scenario maps. Once the location is settled upon, Rome will be equipped with 4 double legions, and granted first option in a free set-up. If Alex can achieve victory in the final battle with rout points totaling less than half of Rome’s, he can then march forth and take the city. If he loses, he is recalled to the underworld…

Looking back at the Great Battles of History oeuvre, we find several instances of the Roman manipular system pitted against Macedonian-style forces. Beneventum, Pydna, Cynoscephalae, Heraclea, Magnesia, and arguably Hannibal’s Second Punic War battles provide examples, and also testify to the testa dura Roman refusal to generate a decent cavalry. At Siris, Alexander’s cavalry is so superior to Rome’s that the battle will be lost before the legions can even engage the Macedonian center. In my play, Alex would only lose 27 rout points to Rome’s 183. Yikes!

The Battle of Siris

Moving forward to the final battle, Alexander is in wonderful shape and only down one leader and an Indian archer. Cannae was the map selected (on a die roll), which at first doesn’t seem to favor Rome. It is a flat, featureless map with nothing to slow the progress of the Macedonian cavalry. On the other hand, the manipular system depends upon organization and the ability to quickly engage the center, so this runway of a map may be their best shot.

The Final Battle

As predicted, Alex has his way with the Romans early on. His cavalry quickly routs its counterpart and then begins devouring Rome’s flanks. The Romans ignore the losses and focus on engaging the Macedonian front line. By the time they finally arrive, the score is similar to Siris’s 183-27 final. The Romans are only 60 points from reaching their rout level, while Alex enjoys a comfy 110 point cushion. Things aren’t looking to good for Rome, but they are, at last, in their element.

Rome’s double-punch hastati and principe lines make short work of Alex’s left and send all the Greek mercenary double-sized units packing. Indeed, after a couple turns, all that survives of Alex’s front line are his mighty phalanxes and hyspapists. This proves to be just enough.

The final score:

Alex 124/135 rout points
Rome 254/240 rout points


Alex, as a result, is awarded the city of Rome, which he will perhaps turn into a theme park. Mr Berg has provided us with no further rules, so our campaign must end here.

C3i #5 was released in 1995 and would have set you back $7.50 at the time. For GBoH fans, there are a couple of articles on SPQR tactics in addition to the frustrating (from a Roman perspective) Second Punic War scenario, The Battle of Castulo, 211BC. Mentioned in the magazine is the newly released Great Battles of Alexander Deluxe in addition to the hot-off-the press second edition of SPQR (sadly, the version I am still playing). In the works was the release of Samurai and Fall of Rome, which would ultimately be released as Cataphract. For fans of GBACW, Three Days of Gettysburg is in final development. Won’t be long now!
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Jim F
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Got to late 1916 before we had to pack away. Fun game with lots of WW1 flavour. There were a couple of issues to do with combat resolution (lots of wristage) and technology development (a bit luck based). That said I was disappointed we didn't have time to complete it and for me - definitely not a WW1 devotee - there was enough there to keep me happy.

I would have liked to see what affect US intervention and the Russian revolution would have had...
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Joe C Faust
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Postponed my summer project of a monster game to get this one on the table. Played the "No Man's Land" scenario to get a taste of both infantry and armor duking it out together. Soviets took and held the hill, but at too high a cost - the Germans won on casualty points alone. My AAR of whole ordeal can be viewed in the game's video section, if you're interested.
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Joe Miner
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My wargaming binge was at WBC

Victory in the Pacific - Against John Sharp. Got my butt kicked, but he let me have the Japanese, so it was all good. I think it was the first time in 25 years I had played this one. Too long.

Six games of W1815 which is very easy to teach and quick playing.

1775: Rebellion in the first round of the tournament, against the silver medalist for the tournament, which drew about 32.

Four player Falling Sky which we played the two winter short scenario, final scores -2, -2, -3, -3.

Combat Commander, Battle Pack #7. You had me at Arnhem

Up Front Still the greatest game.

Wing Leader Dave Long and I continued our journey, bringing along Barcaboy for the ride as Kid Fighter Escort

Combat Commander: Pacific Battle Pack #4, Scenario M5, because I'm a jerk and I had scenario selection.

Also in the weeks leading up to WBC:

Pax Pamir not sure this is good with five, but it's a lot easier to "read" than Porfiriana

A couple of sessions of Reluctant Enemies which showed that the game isn't a one and done play. There are lots of options, and the combat system will ensure that no two games play the same.

Plus my ongoing email game of The U.S. Civil War

I guess July was a good month.
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Osprey
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Revolution Road, "From Boston to Concord" game (the other game in this package is "Bunker Hill").

Revolution Road


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Sean McCormick
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Been banging through Martin Wallace titles, which straddle the line but still fall on the wargame side in my mind. Managed to lose two games of A Few Acres of Snow as the British--clearly, the Halifax Hammer is of no help to me--and taught myself Perikles by running a solo game. Had quite a few rules concerns early, but it all cleared up by the final turn. Clever, clever game.
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Avery
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This is the first of my chronological run-through of all the GBoH scenarios involving the second cousin of Alexander the Great, King Pyrrhus of Epirus.

The battles:

Heraclea, 280BC from Pyrrhic Victory SPQR module
Ausculum, 279BC from Pyrrhic Victory SPQR module
Mount Eryx, 277BC from Pyrrhus in Sicily C3i #14
Lilybaeum, 276 BC from Tyrant GBoA module
Beneventum, 275 BC from SPQR

At Heraclea, we find Pyrrhus defending the Greek city Tarentum, and more broadly, Magna Graecia, against the ever-expanding Romans. What a guy!

Frankly, I wasn’t too jazzed with the idea of playing this scenario because its set-up provided the basis for the Battle of Siris, which I had just played last weekend. Nonetheless, I plowed on, and was greatly rewarded.



As in The Battle of Siris, the Romans are obligated to press forward if they want to win, while Pyrrhus has the advantage of sitting back and defending. I anticipated another thrashing at the hands of a Macedonian-style army, but as the Romans fought their way across the river, something unexpected happened. Pyrrhus, in a clash of cavalries, was killed. And then, he wasn’t…

Historically, Pyrrhus heard of a Roman plot to assassinate him during the battle, so he dressed one of his generals, Megacles, in Pyrrhus’s resplendent get-up and waited for the deadly act. The Romans obliged.

So here I am thinking that I’ve killed Pyrrhus, but it turns out I won’t know for sure until a couple of turns later. When that time arrives, I find that it was indeed Megacles, and Pyrrhus is alive and well.

This wild turn of events caused spikes and dips in Roman morale, but nothing could prepare them for what came next. That’s right -elephants. Big, fat, stinky elephants. Heraclea would provide Rome’s introduction to what would become a staple in warfare for the next hundred years. Indeed, most of the soldiers would have never seen an elephant before, and many probably fudged their pants at the site (and smell) of these giants.

Now, as a veteran of the future Second Punic War, I’ve seen my share of elephants, and was able to navigate the Romans through this ordeal without too much damage. Pyrrhus, observing my cavalier attitude towards his circus act, brought out his showstopper phalanxes, and proceeded to wipe out half the hastati line. Rome, in response, advanced a well-rested Principe line, forcing Pyrrhus's withdrawal and ending a very close battle.

Well, another outstanding scenario from Berg and Herman, and one that plays out with a good deal of historical accuracy. The whole Pyrrhus “did he, or didn’t he die” mechanic is inspired, especially considering the unlikelihood of a KIA in the first place. I admittedly do tend to throw my leaders into the fray at every opportunity, as it feels consistent with ancient warfare. In addition to killing off Megacles, I also managed to do away with Prft Eqtum Drusus and Prft Soc Rebilus. Not bad for a day’s work!

Up next, Pyrrhus continues with his war on Rome at Ausculum, home of the Pyrrhic victory, and modern day Ascoli Satriano.

Bella vista!
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Carl Way
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Just finished the second scenario of Conflict of Heroes: Guadalcanal. I eked out a US victory, but wasn't able to clear the village. I'm enjoying this so far - the Bushido rules are a nice addition to model the tactics of the Japanese.

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Neil Humes
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Just completed ASL scenario HG1 'Corniche Game' from the High Ground 2scenario pack from Bounding Fire Productions.

The scenario models the Italian attack on the French town of Menton in June 1940 and it includes an interesting mix of units and fortifications, as well as a deep stream to cross under fire.

The game ended with an Italian victory, although it was touch and go in places. A lucky roll of snake-eyes in the first prep fire phase saw the French 9-1 Leader with the radio fall under a hail of Italian HMG and rifle fire. After that the French could not recover the radio to allow them to call in off-board artillery. It was pretty much down hill for the French after that.

A very exciting scenario that I really enjoyed playing. Looking forward to the next scenario from the pack, where the Italians take on the Greeks in Konitsa
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Russ Williams
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I just lost disastrously as Pompey in Julius Caesar vs my more or less weekly opponent Andrzej, after some a few blunders and a few terrible battle results... and once I was terribly behind, I had no realistic choice but to make some risky attacks which went terribly awry, doh.

I lost 2 leaders in year 2 and my last leader (and the game) in year 4. (As each leader killed gives the killer 1 VP of the 10 needed to win, losing all 3 of mine was really bad...) An unusually catastrophic loss for Pompey! Points at the end of each year:

C: 5 8 9 12
P: 8 7 6 4

If we'd played the fifth/last year, he'd have probably literally wiped me from the map! wow shake
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Paul Spak
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Played four scenarios of


good game, being 40 years old not withstanding.
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Kind of completed. Barbarossa failed in 1942 with UK and France still holding part of southern France (WWI). Germans bogged down far from Soviet border in a bottleneck Hungary. (Poland neutral for a short front. Kønigsberg was trying to lock Soviet units, but was counterattack and captured. Mussolini not impressed and did not join Adolf.

VP dropped to 0.

I asked for a relaxing Bitter Woods (playing 3 times TK) before next session, but my friend insisted on TK. We cleaned the table and started all over again in 1937 a few hours later.

Seems he forgot his favorite WiF...
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Avery
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Ausculum, 279 BC
from Pyrrhic Victory: SPQR Module


“If we defeat the Romans in one more such battle, we shall be totally ruined.”



At Ausculum, Pyrrhus continues his attack on the Romans and I continue to set up similar looking battles on the Heraclea map.

Ausculum actually comes with its own map, and offers two scenarios; A set-piece battle, and a two-day battle which the designers list as the longest playing-time GBoH scenario ever (mind you, this was 1993). Historically, the battle began on uneven, marshy terrain with a deep river dividing the armies. After a day of monkeying around on this unsuitable ground, Pyrrhus got up early the next morning and moved his army to the Heraclea map, which happened to be sitting just to the right. The result is as you see above. The two maps abut one another, but not aligned, and only 5% of the Ausculum map is actually needed.

After getting over the awkwardness of the map situation, I was greeted by even more unpleasantness. Ausculum features anti-elephant oxcarts, which on the field (and in this scenario) were completely useless. Unfortunately, those purchasing Pyrrhic Victory will soon discover that there are no oxcart counters, and furthermore, due to the unusual nature of the oxcart, the designers can offer no counter substitutes. Here, we are left to our own devices, and in my case, using Briton chariots from Caesar: Conquest of Gaul.

Have I done enough complaining? Not yet, because just look at that Epirote army south of the river. It looks like a United Nations meeting! How many more colors and substitute counters can you get? This is no C3i scenario where such things are forgivable, this is a finished product!

Ok, now that is enough complaining, and the fact is, after it starts cooking, this is a very enjoyable scenario. Pyrrhus is the aggressor here, and has a powerful right wing (not politically) cavalry. He has his trademark phalanx units, but they are joined together rather tenuously by some not-so-great medium and heavy infantry. When these lesser units get cracked by the Romans, the mighty phalanxes will find themselves hung out to dry. In the end, both sides take comparable losses, but the Romans come out on top.

Who actually won the Battle of Ausculum is debatable, and judging from Pyrrhus’s quote above, probably irrelevant. As I discovered playing out The Second Punic War, Rome’s greatest asset was its HR department. “Oh, we lost that battle? No worries, we’ll send two more legions right away.”

At this point, Pyrrhus needed time to redevelop his forces, and used that break to entertain offers for his services. Ultimately, he settled upon the Greek cities in Sicily who had been engaging in battles with the Carthaginians for the past 200 years (see Tyrant). As a result, I’ll head south for 300 miles to Villa San Giovanni, and hop on the ferry. No rush though, we've got 2 years before The Battle of Mt. Eryx begins.
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Phil Goyette
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Pax Baltica 1700-1710 Scenario ending in a (36 VP) Swedish minor victory. Karl XII took Moscow, knocking out the Russians (again):



BUT August II took back the Polish capitals in 1710, after the Saxons returned from their imposed truce:



The game is very well developed and comes in a great package, it is easy to learn, and it is easy to play. BUT there really isn't enough here to make me want to come back and play it again. The fun factor wasn't there for me. So it is going up for trade.
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Mister P
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I played C&C Ancients with my 7yr old for the first time. I gave him some good advice and forgot to take advantage of the 'evade' rule. Consequently, he won. It was great to see him cheering at the end. I used to have Memoir 44 and I really appreciate the variety of unit types and the extra rules that flesh this out into a more interesting gaming experience. So far I'm glad I grabbed this game
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Dune Tiger
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We gave this one a serious go after an aborted start a couple of weeks ago. There were simply far too many rules ambiguities for this session to be enjoyable. At first blush, the rules seem straightforward until you start pushing stacks around; then - at least to us - it all fell apart. It didn't make any sense given we were playing a revised edition, to boot.

I know it's a well-loved game, which is why we put it on the table, but I never got rid of the feeling that we were doing something wrong. I felt more out of my skin with this one, even moreso than when I played the tournament scenario of Here I Stand without any instruction at all.

So we've decided to pour our energy into external resources to see how this is actually done and try it one more time. The rulebook just plain sucks, imo.

Regardless, end result was Coalition conceded defeat in 1809 when only Russia remained standing as its sole member. Poor play on my part had Nappy's stack just stomping on everything I threw at him, so fearful I was of winter attrition that I kept my own stacks too light. Shame on me.
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Jim F
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Played this with three hardcore euro gamers. The forces of Demos won in round 15. Athens was never attacked and there was a fair amount of discarding because cards were 'unplayable'. By the end a better understanding of how the game worked was in evidence. All of them had played QMG before with varying degrees of enthusiasm.

Hopefully I will persuade at least two of them to play it again.
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Johnny Wilson
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Fortunately, I was able to play several wargames at WBC.

I lost three straight games of Manouevre. In the first game, I was totally card bound while my opponent (complete with crying baby at his side) seemed to have every possible combination and counter cards to undo any tactic I attempted.

And I had my head handed to me at Wilderness War. I got ahead of myself and only left a green space to retreat into (Oops! I somehow forgot that the green spaces were rough, not cultivated. Doh!) So, I very much deserved to lose and justice was done.

I played in the Tigers in the Mist tournament for the first time. The players in that event are incredibly friendly. I won two games as the Allies due to an incredible series of die rolls in favor of me and an incredible series of bad die rolls against my opponents. I really love the way this game simulates the problem of traffic management in this battle. I lost my third battle against one of the perennial contenders who was able to flank me alongside the red boundary line. I thought I had closed it off, but he proved otherwise.

We played Memoir '44 as a filler game and my dice went as sour in that game as they had been good in Tigers. We also played Quartermaster General which was nothing like what I expected. It's more like a card-driven "gunboat" Diplomacy game. As with Memoir, it looks like a terrific gateway game.

I was privileged to play a successful game of Black Cross, Blue Sky. It's a very simply boxed set of introductory miniatures. It reminds me of GDW's old Blue Max except based in WWII and using minis. If I ever see that at auction, I'll probably pick it up.

This I can say, every game I played save for the Wilderness War game and one of the Manouevre games were very close and exciting, whether I won or lost.
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Jim P.
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Last week I took Friday off and drove the two hours to Gencon early that morning, where I met up with a wargaming buddy from Downers Grove. We kicked around the exhibit hall most of the day except for a couple of ticketed events where we had a chance to sit for a bit.

I played a demo of the new Mansions of Madness edition with the designer of the first edition, Corey K. doing the teaching - brushes with fame!

Then at 6pm we drove to my place and played the Gingerbread House scenario from Old School Tactical and a scenario from The Great War. After my company left, I painted some of my new minis acquired at the conference until I was nodding off with a paint brush in my hand - not a good idea - so I sacked out after a terrific day and night.
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Patiently waiting for the zombie apocalypse...
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DuneTiger wrote:


We gave this one a serious go after an aborted start a couple of weeks ago. There were simply far too many rules ambiguities for this session to be enjoyable. At first blush, the rules seem straightforward until you start pushing stacks around; then - at least to us - it all fell apart. It didn't make any sense given we were playing a revised edition, to boot.

I know it's a well-loved game, which is why we put it on the table, but I never got rid of the feeling that we were doing something wrong. I felt more out of my skin with this one, even moreso than when I played the tournament scenario of Here I Stand without any instruction at all.

So we've decided to pour our energy into external resources to see how this is actually done and try it one more time. The rulebook just plain sucks, imo.

Regardless, end result was Coalition conceded defeat in 1809 when only Russia remained standing as its sole member. Poor play on my part had Nappy's stack just stomping on everything I threw at him, so fearful I was of winter attrition that I kept my own stacks too light. Shame on me.


I agree with you on the rule book... It is something to be desired.. However don't give up. This is a great game! Highly underrated but fair due to the rulebook. The designer is very active here on BGG, and will answer questions!
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Paul Franklin
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The Halls of Montezuma

I don't think I need to reiterate the things that prevent this from being a good game. I was soundly trounced by my opponent as I failed to push forward as the Americans and didn't take the chances I should have. A not insignificant amount of time was spent trying to suss out the rules (using the latest living v1.1 version). A great topic, but a flawed game that could have been better.
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Brandon
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Scenario 1 - McLemore's Cove: Confederate Marginal Victory

I'm taking advantage of my holidays to set up some two-map scenarios on the dinner table (normally I'm restricted to one-mappers on my desk). BAC has several small scenarios that still require both maps, so this is a good opportunity to give them a chance. I'll probably play a couple more before my holidays are over.

Anyway, the Confederates looked like they had this one on lock-down, well on their way to a decisive victory. However, the Union, while failing to reverse the gains made by the Confederates in the McLemore's Cove area, managed to make some gains of their own elsewhere while also inflicting a good number of losses. This helped to whittle down the CSA lead to only a marginal victory.

It was a fun scenario, with most of its action centered in the eponymous area (thanks to a cluster of objective hexes in the vicinity), but with plenty of things to do on the side. The terrain is really tough here...(well, in the whole BAC map area, really).
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