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Subject: Tolstee Loobee - Lt Karstens in the farmhouse with a LMG rss

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Tom H
Australia
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Basil Hilder KIA Lone Pine, Gallipoli
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Tolsty Lyubee - Lt Karsties in a farmhouse with a LMG
This was a solo game for me to familiarise myself with the rules and play for CC:E. It was the 2nd time I had played to learn rules and try a few things out.

Fat Lipki - Eastern Front 1941

Setup – most Soviets set up around A2 – their objective to move and capture Obj#5 = 3 VP. Other VPs are for holding all 5 Objectives!! This is a bit of a stretch. Hex A2 has Sgt Kovalev (+2)+ 2 x MMG + LMG +5 squads.
Other Soviet squads (3) set up to capture Obj #4.

All German units entered along G10 road. Concentrated – focused on their objective to capture the farmhouse at F6, ie Obj #5.

Let the games begin - Germans started slowly with no movement cards and relying on Advance cards to keep them in the game. Moved up slowly to the edge of the woods and the farmhouse.

Soviets advanced along road with good cover from the tree line at C4+D3. They set up their MMG and LMG here to cover their advance along the road. Both MGs sprayed E8 (German LMG+Lt Karsties (+2 leader)) – both broken!! Maybe the game would be over very quickly! Soviet tried to rout these but they stood firm and rallied in their own turn.

The Germans sent Cpl Winkler forward with a rifle squad to try and get into the farmhouse in F6 (Obj 5). They were caught in the open on a road(!!) by Soviet opportunity fire and broken. More fire caught Winkler and his team and routed them before they could recover and they end up on the casualty track. First VP to the Soviets – 4 VP (a good start). Poor Winkler!!

Both decks turn over and the turn counter advances twice. “Schnell, schnell” say the Germans!

The Soviets had continued to advance beyond their teams on the edge of the wood covering the German positions. A MMG team was caught in the open and broken as it advanced towards the farmhouse (F6). This was then routed back into the woods. Another Soviet team managed to get a bit further before being suppressed by German fire. The broken team was eventually routed off the board by continuing German rout moves and unluckily no recover draws for the Soviets. 2 VP to the Germans (total = 2 VP to the Soviets now!). The MMG was to eventually return to the field through an event card to join the rest of the Soviet MGs.

Meanwhile on the other side of the woods the Soviets had advanced and captured the farmhouse and moved along the path through the woods to set up as a fire group on the edge of the wood facing F6.

The Germans moved a squad from the woods next to E8 to try and get into the farmhouse at F6. Luckily for them at that time the Soviets had no fire cards. Panting from the sprint the German rifle squad tumbled into the building to claim 3 VP. (total = German 1 VP now) Pressures on the Germans!

The suppressed Soviet squad that had been advancing along the road had finally recovered and removed the suppression. To try and get them out of the fire from the German LMG in E8 ( and that Lt Karsties!!) they had advanced along the road to rest behind the farmhouse at F6.

A couple of turns had the two German and Soviet teams side by side at the F6 farmhouse firing at each other. A Mexican standoff! The Soviets finally got an advance card. Laying covering fire from the nearby woods (which was ineffectual thanks to the farmhouses thick walls (+3 cover)) they advanced into the farmhouse for some good old hand to hand fighting. The German squad had 5 +1 (boxed FP)=6 FP. The Soviets had 5 FP. Both rolled and the Soviets lost by 2! Soviet squad destroyed! 2 more VP for the Germans. Then the German player played No Quarter and gained another 2 VP from beating the Soviets in melee. Now the VP total was 5VP to the Germans. It certainly didn't feel that way! Things weren't looking too good for the Germans but at least they were winning on points.

The Soviet MGs had formed a fire group on the edge of the wood and were determined to break the LMG team and Lt Karsties in the E8 farmhouse. 2 x MMG +LMG+Sgt Kovalev aren't things you argue with. 10FP + 5 (roll – unlucky!!)=15. German squad 7+3(cover)+2 (leader)=12 + 6(roll). All ok for the Germans but for how long!!

The Soviets are in trouble - a hand full of recovers and command confusion, but no fire cards. The Germans just want to hold on....

Lt Karsties opens up on the closest Soviet troops hiding on the edge of the woods. Spray fire! Both units cop it! One is ok and the other rifle squad is broken with Cpl Krylov. Germans play rout... but the Soviets roll 7 = suppressed.

The Soviets are in a bit of a dilemma now as they have 3 recovers, 1 rout and a command confusion. They need to recover the broken rifle squad but have no other options. They play a recover – they cannot afford the Germans to get another 2 VP if they knock off this squad.... and roll.... a 9! No good! The unit is still broken. End of their turn.

The Germans discard four cards – no rout and no fires!!

The Soviets try and recover again.... and roll 6 – just enough! The Soviets fire at Lt Karsties again hiding in his farmhouse. No good again! It is hard to hit him in that building. He is holding them all together.

With the current stalemate the Germans will win if the Soviets do not put any pressure on them. What to do? An attack on the un-engaged German squad in the woods at H8 would give them a few VP and maybe open things up a bit. The soviets draw 2 – lots of fire cards, recover and rout now but no MOVE cards to move towards the German position.

Meanwhile the Germans maneuvre the rifle squad from H8 across the road to form a fire squad with Lt Karsties and his boys. They manage to avoid opportunity fire by rolling a 12 (time!!) and using concealment. Very lucky! The Germans were holding the initiative and would have played it to get a re-roll.

The Soviet MG fire team fires at the F6 farmhouse – MMG (6)+Sgt Kovalev (+2)+ 2 other units = 10 FP + roll of 9 = 19. Germans fail to stand up to the fier and break. The Soviets quickly play a rout card - 12+time!! The F6 farmhouse is now empty and there is only one turn left before sudden death!

The German player tries to recover the broken rifle squad but rolls a 9. Reroll using initiative! 10! Even worse!

Back to the Soviets who fire their MG teams again – this time at good old Lt Karsties in the farmhouse. 10FP + a roll of .... 11. 21 FP = enormous! The rifle squad managed to get 18 and Karsties 15. Both broken! I knew his luck wouldn't hold with all that firepower against him.

Soviets play rout again! Where are these cards coming from? Is the Soviet player a card shark? Am I going schizophrenic! The rout rolls force the G8 rifle squad back to G10. Lt Karsties and his rifle squad both manage to make their rout rolls.

The Soviets decide to make their big play now all the Germans are falling back. The rifle squads with Cl Krylov advance around the lake to the farmhouse from the north. WAIT! Says the German player – I'll have a little opportunity fire with his sole remaining unbroken squad in the woods. German squad FP = 5+2 marksmanship=7 FP + a roll of .... 12! (Time!!) Sudden death roll of -----> 4.

End of game. Germans win with 5 VP.



What a great game! Lots of see sawing struggles and VPs going up and down. At the start I would no have given the Germans a chance but they wound it back slowly. There is only one unbroken German squad left with the Soviets in almost complete control at the end – the Germans did just enough to get through. Maybe the Soviets left their run a bit late? It wasn't pretty but the Germans won and sometimes thats all you need.

Learnings -

1.The Germans need to concentrate on one area and use their superior range and morale to pressure the soviets.
2.The Germans need to defend and hang on the best they can in this scenario.
3.The Soviets too need to try and get their troops together to benefit from their main leader and use their superior numbers.
4. Fire groups are very important.
5.Cover is very important.
6.Use your initiative card – at least early in the game.
7.The game can end very quickly with Time! Cards.
8.Melee is very quick and violent.
9.Routing the opponents troops is a good thing to do! Especially if you can get them off the board.
10.You'll never have exactly the right cards – do something with what you have or get rid of it!
11.You need to be a bit lucky!!

The end.
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Marty M
Ireland
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tomster wrote:
Learnings -
4. Fire groups are very important.
5.Cover is very important.
6.Use your initiative card – at least early in the game.
7.The game can end very quickly with Time! Cards.
8.Melee is very quick and violent.
9.Routing the opponents troops is a good thing to do! Especially if you can get them off the board.
10.You'll never have exactly the right cards – do something with what you have or get rid of it!
11.You need to be a bit lucky!!


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