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Subject: How do you beat the Partisans? rss

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Rick Wright
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Hi,

We have had a few games of CC:R and the Partisans seem to win quite easily. Any pointers as to how to beat them?

In CC:E, CC:M and CC we have found the scenarios to be nicely balanced on the whole and we are at a loss as to why this does not seem to be the case in CC:R.

All the best.

Rick
 
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Michael Lind
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Think of them as similar to the Japanese in CCacific and that seemed to help us.

Sewers are like caves, sort of. Partisans don't generally have the heavy firepower but can move and fight just fine as you've found out.
 
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Chick Lewis
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Claremont
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Which games have you played, and how did they play out?

Our Thirty-eight games of CC:R split 21/17 Partisans/Axis.

Has the axis player concentrated on eliminating Partisan Leaders?
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Jason Albert
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I've found that when playing the Axis v. partisans, maximizing the advantage of the center number on the bottom of the counters is very important. That, and trying to maneuver so there's always at least one hex between any of mine and any of theirs.

Then again, like everything in this game, it's never that simple. Which is why it's so great.
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Rick Wright
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Thanks for the answers guys.

We have played 5 games so far, all an overwhelming win for the Partisans.

I must admit we have not tried the "kill the leader" tactic. As to the range and keeping one hex distant, we try to do that as much as the cards will allow.

Perhaps we have got disheartened a little too early and have not explored the response to the Partisans fully.

Still, even then we still have a blast playing the game and seeing what happens.

Rick
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Chick Lewis
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Nice response, Rick.

Another thing you might try - - - when playing against the partisans I find that it is EXTEMELY important to keep a fire card in my hand for fire actions when the partisans announce a move order. I will seldom fire on my own turn unless I have TWO fire orders in hand. Those Partisans are just TOO fast and TOO mobile and TOO good in melee.
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David Laufle
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Once you have played them you see their weaknesses as well.
Their leaders are key as in most CC games. Once units are broken or ambushed they become significantly weaker. Don't risk melee unless you have at least one ambush. The low hand size means they might not recover quickly and you are usually able to move against them without risking significant opportunity fire. They cannot afford to keep important cards in their hand for long. Don't be afraid to be mobile and use your range to advantage. The inexperience event can hurt them, so you can make small attacks to burn their deck, but be wary of your time if on the offensive. With the smaller deck you can keep mental track of their cards better, knowing their deck is important. As you play them more and see their limitations and those small moments of frustration you will understand when and you can push back as the Axis.
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John McLintock
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Late entry to the thread with another tip: Rout. It's quite easy to break partisans, and quite difficult for them to rally because of their low broken morale. Hit them with Routs as often as possible. If you don't gain VPs with forced exits you'll at least scatter their forces and slow up their advance.
 
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Spacegras
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I've started my exploration of this expansion using Tito's scenario and it is a very different beast. The maneuverability of the Partisans is something else! Swarming up the mountain side towards the Italian positions, the partisans move quickly at times, but sometimes stall just before they are able to close to melee, having to wait for the deck to be reshuffled to get those advance orders back again.
And the time marker moves very quickly! Sacrificing the VP's for reinforcements was awfully tempting at first, but then I began to see how quickly the marker was moving and then I had to reconsider my position on spending VPs for units.

I think I'm going to enjoy these scenarios, but as for how to beat the partisans? I don;t know, but I'll have fun finding a way!

Chris
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Richard Brown
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Maybe I've got this wrong but surely one good way to beat the partisans is to engage in melee as when they lose they can't shrink as the loser has all of his units in the melee eliminated not broken.

Also I agree that it is important to watch the partisan players hand as there reduced size is vital as a means to exploit weaknesses or time attacks/assaults against the partisan player.

Post note, we have played scenario 1 twice and the score is 1/1.

Great games with superlative narratives.
 
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James Parks
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Admittedly this is based on one game but I think melee strongly favors the partisans - almost all of their units have boxed FP (even leaders, I think) and their units are smaller size so you can put several small units into a hex and maximize the boxed FP bonus.

Also it seems the melee timing rule is a significant partisan advantage. The melee is resolved at the beginning of the Axis turn so partisans have the ability to back out of an unfavorable melee situation whereas the Axis can get "jumped". I think the tactic mentioned above (leave an open hex between Axis units and partisans) is probably a key.
 
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