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1 Schalbach Schwerpunkt

by Rindis on December 27, 2023 at 12:00 pm
Posted In: Boardgaming

Had Jason over yesterday for our first one-on-one game in a while. I decided to introduce him to the Grand Tactical System with the intro scenario of Strike-Counter Strike in this year’s issue of Briefings (and at this rate, I do hope we’ll see more).

It’s been a while, so it took a while for me to get back into the swing of things. Jason took the Americans, who are defending Schalbach for three turns. He set up with the 106 Cav  defending Veckerswiller, the mortar battery near the west woods, the TDs near the observation post, and two companies forward in the forest, while the third and AT battery covered the town from the adjacent orchard. The Germans start on the north edge of the active map, and I weighted towards the west, away from the 106 Cav, with the Panthers anchoring the end of the line.


At Start, 0700. I hurried enough pulling counters that I didn’t see the fact the American infantry should be in improved positions.
↓ Read the rest of this entry…

└ Tags: gaming, GTS, Strike Counter Strike
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1 SNAFU

by Rindis on February 26, 2021 at 12:00 pm
Posted In: Boardgaming

After going through the introductory scenario, Mark and I turned to the first scenario in Operation Mercury, which depicts the initial German landings near Rethymnon. This uses the main Rethymnon map, but as a practical matter, only a bit more than a third really sees play. Also, it uses the (game-specific) alternate formations, where dispatch points go to battalions (there’s two on each side) instead of regiments (which are actually the upper command level instead of divisions here).

The German drops did not go off as planned, due to poor coordination, leading to the scenario title. Interestingly, while the German drop zones are fairly constrained, the British setup is fixed, with the Greek units actually randomly placed (there’ll always be one Greek unit in each designated hex, but which one is where is randomized). The Vassal module actually has pretty nice support for this. In general, two battalions of the 19 Australian Brigade are on either side of the airfield about a mile away from the port, with Greek units trailing off inland of it, and Greek police units garrisoning the city itself. The German 2nd Fallschrimjaeger Regiment drops on either side of the British, with the III Battalion to the west and the I Battalion to the east… except two companies of III Battalion drops to the east, one company of I Battalion drops next to the airfield, and one other drops well up the coast away from everyone else. Overall, the German goal is to take and hold both hexes of the airfield, and the port until the end of May 21 (eleven turns in all), not an easy task.

I reprised my role as the Brits, and the scenario begins with four Luftwaffe air strikes followed by the drops (using the German ‘divisional’ activation chit). Mark hit three units at the east end of the airfield (one of them twice), doing a cohesion hit each to a MG company, and Company C of the 1st Battalion. The drop system is interesting, with units taking a drop marker that must then be earned off through a later activation. As part of the German practice of dropping all the equipment in separate canisters that had to be recovered, it is possible to pick up a second marker which makes the unit extremely vulnerable (with a 4 shift to both fire values and defense).

The west group went well, with the only ill effect being one company picking up a second drop (/delay) marker. To the east, things went much worse, with several high rolls that gave four units the second delay marker (including the one well up the coast), and 2. MG company took a step loss. (A nice bonus for the Brits, since they have a goal of eliminating thirteen steps of Germans). Mark used one command point to re-activate 1./I. Company (next to the Royal Australian Artillery) and remove the drop marker. After that came the British random event (no event…), and the British Direct Command chit. I spent two CP to fire the RAA as it was obviously going to be overrun (miss), and move a Greek unit to extend the eastern defensive line. Then came the German Direct Command chit, and spent one CP on 1./I. again to assault the RAA, managing to suppress it, but did nothing else (messed up the sequence and skipped a second round of fire after a charge failed to get rid of the RAA; that would have had a good chance at a cohesion hit). And then the turn finished with a ‘No Event’ German event draw.

We had initially missed that the two German formation activation chits are placed in the mug with the division activations and direct command chits. (I’d really expect such things as part of the setup section, instead of the Command Points section.) But, we put them in near the end, and they both came up next, giving the Germans a chance to largely collect themselves. The RAA was assaulted again, this time wiping it out with a charge.

So the 17:00 turn started with the 19 Australian Brigade (‘divisional’) activation, netting a minimal 4 command points, and a very fortunate 3 dispatch points on a 0 roll. Mostly, the Greek units were tasked with extending my defensive lines, though it would take a while for some to arrive. One company was put directly on the airfield to hold up a German move there, and I spent a CP to have a mortar battery fire on the company that landed near the airfield, to no effect.

Mark passed on the German direct command chit next (being down to 1 CP), and then I drew a heroic random event, which I put on a Greek company that was going to put the coast road under fire near the airfield. My direct command chit came up next, which allowed me to get that unit into position. A null German random event ended the turn.

I purchased the 2/1 brigade for the following turn, while 19:00 started with the FJR 2 activation, which got Mark 6 CP, and no dispatch points. This got rid of the rest of the drop markers, and he started heading towards the airfield from the west, and spent 2 command points to move up to the British line on the east. (One of these was a mistake: he moved up the heavy weapons/mortar company, who has range. Also, my MG company managed an Op Fire cohesion hit on them.) The British random event was tanks break down, suppressing the RTR. After that was my direct command chit, and I spent one CP to rally the RTR.

Then came my divisional activation for another minimal 4 CP and no dispatch points. I avoided spending any CP, and missed a couple fire opportunities, as we hadn’t yet noticed the exception for purple fire codes, and just moved the Greeks into line. The German random event made the company near the airfield heroic. Then came the German direct command, and Mark traded out the heavy weapons company for a regular fallschrimjaeger company dealing with the British line for 2 CPs. The end of the turn was the III./FJR 2 formation chit, and two companies went into column to advance on the airfield.

Mark spent his only dispatch point to put a formation chit into the mug for the upcoming 7:00 turn. The night turn started with the British divisional activation, and I got 6 CP and no dispatch. This time I did remember to use the light mortar units, but only got a single S?, and the Germans passed the resulting TQC (the line units here are generally quality 7, making them very competent). Also, being night, I was able to rally the MG company, who had taken a cohesion hit back during the airstrikes. The German random event was rally, but Mark had no suppressed units, and the British random event was an air strike, which can’t happen at night.

The German division activation was drawn for 7 CPs and no dispatch. He spent three command points moving units up to the west side of the airfield, and another moving 1. MG into a fire zone, as the various big gun units slowly moved to back them up. And of course, we was also able to rally the cohesion hit I’d done earlier in the day. Then the 2/1 Inf went (buying a chit for a night turn was not my best move, but I hadn’t thought about the timing at that point). I did lots of fire attacks, but between night and plenty of high rolls (four 8s and 9s), didn’t accomplish anything, and then I passed on doing anything with my direct command chit.


Dawn of May 21

We both purchased a dispatch point, and I spent one to get the 2/1 Inf on the following turn. 07:00 started with the German Direct Command, and 9./III. assaulted the airfield, destroying the Greek 5 2/4 Inf there to secure the west half. Then my divisional activation came up for 5 CP and 2 Dispatch. One of my attacks got a suppression on one of the German companies coming in from the east, and I moved another Greek company to the other half of the airfield, spending a CP for a forced march to get there (a slope caught me by surprise), and a CP to pass a possible suppression from Op Fire. I also spent a CP to move into the flank of the Germans in the east, but Op Fire suppressed them before they got there. I also put two Greek units into column, one to move to reinforce the west side, the other was already there, and started marching to get between the Germans and Rethymnon.

Then came the I./FJR 2 activation, and he rallied away the suppression, while managing to suppress the Greek unit that had just moved onto the airfield (with the mortar unit). The British random event was intelligence, boosting my already-high CP and DP. The German random event was out of ammo, which caused a cohesion hit to 2 MG 7, which he’d just put on the line. Then came the German divisional activation for 8 CP(!) and one dispatch. He spent a CP to assault the other half of the airfield, but failed the bravery check, and then spent a second CP to get a second company on the half he did control, and also spent on a fire attack on the eastern line, but got no result.

I spent CP to get a dispatch point at the start of 09:00, and we both spent a DP to put a formation chit in for next turn. The turn started with the British direct command, which I used to rally the Greeks on the airfield, and continue the move to put a unit near the coast road west of the fighting. That move was completed by drawing the British divisional activation next (getting 5 CP and 1 DP). I got a second cohesion hit on 2 MG 7, and suppressed 1./I. I then rallied the suppression to the south, and spent a CP to go adjacent to the longer-ranged units there, and this time made it. This allowed B 2/1 to close up with the end of the German line safely. And one of the Greek units I had early-on moved to cover the coast got lucky and completed an improved position.

That was followed by the 2/1 Inf activation, during which I assaulted the suppressed 1./I. and did two cohesion hits to it (…and spent two CP to avoid possible suppression). I also got a cohesion hit on one of the units holding the airfield. Command confusion robbed me of two CP. And I paid another to avoid a possible suppression from an attack from the German direct command chit, during which the company that landed far east finally showed up in the main line. The German divisional activation netted a minimal 4 CP and no dispatch for Mark, and he rallied the suppressed unit, pulled his bigger guns back out of contact with the Greeks, and pulled 2. MG 7 out of line. 1. MG 7 went into column and started heading for Rethymnon, and and 2./I. started pulling out in that direction.


Start of 11:00, May 21.

Mark spent command for another dispatch point, and then immediately put a chit in for the following turn, while I just bought a chit for the following turn. 11:00 started with a null German event, followed by the German divisional activation, for 5 CPs and no dispatch. 2./I. continued down the coast road, taking a lot of Op Fire, and a cohesion hit. He assaulted the end of the British east line in 29.11, with both sides taking a cohesion hit in the first round, and 3./I. losing a step in the second, but suppressing A 2/1 in return. Then 10./III. assaulted them, and did two more cohesion hits, flipping them to one step, and I went down to 1 CP paying to pass various TQC. 1. MG 7 marched through the gap between the Greek units. The British direct command was next, and I spent my last CP rallying the remnants of A 2/1.

After that was the 2/11 Inf activation, and they largely abandoned the line of improved positions to get at the Flak and Art units, though C 2/11 took a cohesion hit and suppression in the process. The German direct command had Mark try to assault A 2/1 again, but failed the bravery check. Then I./FJR 2 activated, and he assaulted again (with the weakened 3./I.) and took a cohesion hit from Op Fire, and then a Suppress to end the assault. 2./I. moved back east to cover the flak unit. I got a rally random event to remove my one suppression.

At the start of 13:00, I paid a DP for an activation next turn, and we started with my divisional activation for 4 CP and no dispatch. In the east, 1./I. passed a couple suppression checks, and then I failed a bravery check when I tried to assault it. In the west, I got a lucky shot that caused a cohesion hit to 2./I., and I assaulted 2. Art 7, which was by itself, causing two cohesion hits and a suppression (after draining Mark’s CP to 0 to keep it from just dissolving when I charged).

Mark’s division activation came next, and he got 6 CP and 1 dispatch, rallied away suppression, and 1. MG 7 continued towards Rethymnon. 9./III. and 11./III. assaulted the airfield, eliminating the 5 2/5 Inf (yes, an actual Small Arms “E” result), after taking a cohesion hit, and occupied the other half. He then assaulted A 2/1 on the eastern line with 10./III., suppressing them and doing a cohesion hit. After that, intelligence gave me more CP and dispatch. The German direct command allowed him to send 9./III. back to the other half of the airfield, but he ended up taking two cohesion hits doing it. He then removed a cohesion hit from each unit on the airfield thanks to a resupply drop. Then the 2/1 Inf activated, and a ‘0’ with my mortars took a step off of 9./III., but the rest of my rolls were 8s and 9s (I’m sure Mark thought one 0 was more than enough).


Start of 15:00, May 21. 1. MG 7 is in 11.16, near Rethymnon (five hexes off-screen).

I purchased another activation for the following turn, and 15:00 started with III./FJR 2. 1. MG 7 came out of column, went down the slope and assaulted the Gallos police unit, but failed a bravery check. Attacks in the east piled a cohesion hit and suppression on A 2/1 at the shore, and did a cohesion hit to the HQ company. My direct command came up, and I rallied the suppression. Then my divisional activation came up for 8 CP and a dispatch point. I managed a cohesion hit on 1./I. to reduce it a step. A 2/11 moved up to the airfield to so it could put pressure on later; The Greek 6 2/4 Inf moved to its old location in case anything should happen to the RHA. I knocked out 2. Art 7 (third cohesion hit), and moved into it’s location to put more pressure on 2. Flak 7 and 2./I., the latter of which was suppressed by another attack.

The German random event was air support, but he rolled a 0 to get nothing. His divisional activation got him 4 CP and no dispatch. 1. MG 7 assaulted again, and Gallos ran to take cover in the city proper. 11./III. constructed an improved position on the airfield (something we were a bit late on in general…). The 2/11 Inf activated. I got a cohesion hit on 2. Flak 7, and then assaulted but failed the bravery check, and my random event was nothing.

I purchased a formation chit for this turn, while Mark purchased both of his for the following (final) turn. His direct command started the 17:00 turn, but he did nothing with it (mostly thanks to 1. MG 7 being an independent unit that couldn’t be activated). Then came the 2/11 Inf, with the mortars getting a cohesion hit on 2. Flak 7, and then I assaulted the stack, which went well, reducing both German units to one step, and 2./I. took another two cohesion hits, but D 2/11 also took a step loss. I followed up with another assault, but only took a cohesion hit myself.

The German random event allowed him to rally 2./I. from suppression, and then my divisional activation went off for 8 CP and 2 DP. The Greeks in the east moved forward to envelop the German line again, and I got a cohesion hit on 1./I. I got a cohesion hit on 9./III. on the airfield, but failed another bravery check when I tried to assault. I then suppressed them with a mortar unit, and assaulted with the RTR to finish them off and retake part of the airfield. I got no results against the 20.12 stack, but with them fading fast, I started a couple units into column to march towards Rethymnon. Then came my direct command chit, and I assaulted 20.12 again, but this time Mark ran, losing the Flak unit. Then the 2/1 Inf activated, and two good rolls got me two cohesion hits on 11.III. to reduce it to one step.

After that, the German divisional activation came up for 5 CP and no dispatch. He assaulted Gallos and Perivola, which failed to stand when he charged, so he got into the outer part of the city. He assaulted 29.11, doing a cohesion hit to finally knock out A 2/1, and link up the eastern group with the airfield, and 3./I. moved in afterward, and he managed a cohesion hit on 6 2/4.

This moved us to the final turn, and I spent to get both of my formation chits (with 2 DP left over!), and started with my random event, which was out of ammo, which I took on one of the units surrounding the Germans in 19.13. I didn’t do anything with my direct command, and then the 2/1 Inf activated. I managed to suppress 1./I. and then assaulted it for two cohesion hits to finally finish it off. Then S 2/1 got a step loss to destroy 3./I. and end the game as the thirteenth German step loss.

Afterword

The Germans have a really tough goal here, needing to go two ways at once. Mark was also hampered by poor dispatch rolls the entire time, while I was generally lucky with mine (starting with that initial ‘0’ to get three right at the beginning). The 17:00 turn really showed how much the momentum could swing since I had both of my formation chits, but Mark had neither of his in the cup, and the turn was just a torture of him getting pounded by me the entire time.

The fact that Allied infantry companies are generally purple light mortar fire codes is also nasty as they can get an attack in for free on the divisional activation. Combined with being on defense, they can get by with a lot less CP expenditure, while the Germans are just nasty with high fire ratings and troop quality. But Mark’s average CP replenishment really couldn’t keep up with demand, especially for the first half of the game.

However, despite a slow start, things got very exciting towards the end, as he finally broke through the east line, and started getting the troops he needed into the airfield. Better play, and understanding of how/when to assault such positions would presumably make a world of difference, just just being able to afford more formation activations early would have done a lot too.

We’re not sure when, but the general plan is to swap sides and play scenario 2, which lets the Germans to a more controlled drop (‘what if their coordination was better’), but the British setup isn’t fixed either.

└ Tags: Crete, gaming, GTS, Operation Mercury
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Storming the Kastelli

by Rindis on January 9, 2021 at 12:00 pm
Posted In: Boardgaming

Mark and I had some extra time off around the holidays, and we decided to have a couple of extra sessions to try out Operation Mercury, and start remembering the Grand Tactical System rules (which we’ve played years ago with No Question of Surrender).

To this end, we played the training scenario, “Storming the Kastelli”, which features a couple of Greek battalions holding Kastelli against four companies of the 5th Gibirgs Division (plus an AT battery). This is a simplified chit draw, as everything is considered ‘independent’ formations, so there’s no formation chits or dispatch points, and no random events, so there’s just the two division activation chits and direct command chits. Since I was currently attacking in two other games, I volunteered for the defending British/Greek force.

The first turn (of five) starts with the German Direct Command chit, and Mark spent three command points to send all three companies forward, with the first in column and heading around the line of Greek defenders, while the other two headed more directly for the defenders. The second chit was the German division activation (which also meant the arrival of the AT battery, and two airstrikes). One airstrike did nothing but the other caused a step loss on the Kastelli police unit, which is one of the better Greek units in the scenario (there are better ones, but there’s far worse too). The division got 7 CPs, and the lead unit charged towards Kastelli, and took a cohesion hit to get out of column, the next two moved up, and the AT battery mounted up and got into column. Then was the British direct command chit, and I moved two companies up into contact, and onto the road.

The British 2nd NZ Division (nominally in command of the Greeks) was the first chit for the second turn, which got three command points to go with the two left from the start of the game. I moved the western defenders up to Kastelli (putting one into Kastelli itself, along with the police unit). Then the German division activation came out again, but only got a minimal 3 CPs. He used a couple to automatically pass TQCs as units went on forced marches.

The next chit was the German direct command, and he spent CPs to move closer to Kastelli, and unmount the AT battery in 10.08 (which was a mistake we later figured out, as being on top of a slope seems to offer no LOS advantage).

That left my direct command for the start of the 13:00 (third) turn. I spent 3 of my 4 CPs to rally a cohesion hit, and move two more units into blocking positions of Kastelli. Then came the German direct command, and he assaulted the outlying company in 08.06 with a two-company stack. It went well for the Germans; I got two S?, which he paid command points to automatically pass TQC and avoid any consequences, while the 2 B/1 Inf took two suppression hits (one of which becomes a cohesion hit). They charged for the second round, and I spent my last command point to pass the TQC and not dissolve under pressure, and the Germans got a possible suppression (I passed), and then two cohesion hits (two 0s from the same unit!) to flip to the reduced side. After that, the 3rd company assaulted, with no result in the first round, but a second round charge eliminated the Greeks.

Next came my divisional activation, which got me 6 much-needed CP. I moved up a couple units (including the one who’d gotten bypassed).

That left the German division activation for the start of 15:00. They got 5 CP, and he assaulted the 3 B/1 Inf in 07.06 with the same pair that led off the last set. My fire in the first round got an S and C, which he took as a pair of cohesion hits on his best unit. They did a S?, which I spent CP to avoid, and the second unit did a cohesion hit to me. He charged for the second round, I spent CP to avoid coming apart, and I suppressed the good unit (otherwise, he’d lose a step), and then did a cohesion hit to the second (which was now at two, as it still had one from coming out of column in a hurry early on). After that, the Germans were unable to do any damage to the Greeks. Then the ‘clean-up crew’ from before assaulted, but failed the bravery check.

After that was the German direct command, and Mark rallied the suppression, and moved up the AT battery. My direct command was used to bring up the bypassed unit, and to pull my southern flank back into Kastelli itself.

This left my divisional activation for the start of the last (17:00) turn, and I received 6 CP. I spent two CP on fire attacks on the hurt 2nd company (2.Geb.Pi 95), and suppressed it again. Then the German division activation came up for 5 CPs, and the AT unit fired on the previous assault target to do another cohesion hit to them (converted from a suppression). Mark rallied his 2nd company, but then failed a bravery check to assault again. The final chit draw of the game was my direct command which ended the game with the Germans two hexes short of their goal of the Kastelli port.

Afterword

We’re still sorting out how to conduct an offensive in this system, so the result is not a big surprise. Some lessons learned: Catching low-quality troops in an assault will at the least force the use of a lot of command to keep them from just dissolving under pressure. Also, being suppressed can be deadly under those circumstances. Overall, only one unit was lost on either side, but two German and one Greek unit had taken two cohesion hits, and of course a step had been lost in the initial Luftwaffe attacks.

This scenario doesn’t prepare you for the effects of formation chits. Leaving that out does a lot to simplify things greatly, but formations can really change the tempo of operations, as they can do offensive operations that must otherwise be paid for (really, almost all offensive operations must be paid for in one manner or another here), and we’re still sorting that out in the middle of the first regular scenario.

Getting the AT into action earlier/more consistently would certainly help as the white dual-purpose row they use on the CRT is the best one, but LOS and transport defeated it getting much of a chance. A second go at this would probably see it getting used.

└ Tags: gaming, GTS, Operation Mercury
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No Question of Attack

by Rindis on May 12, 2013 at 11:05 pm
Posted In: Boardgaming

Mark came over today, and we tried out No Question of Surrender, which I’ve had for more than a year now, and Mark just received in a recent MMP sale. I originally preordered it to try out the new Grand Tactical System that was getting lots of praise from The Devil’s Cauldron. With the long time to publishing, I had kind of gone cold on it, and I didn’t even get around to punching it until recently.

Anyway, it is a fairly interesting, if somewhat fiddly, system. We started out with the first scenario, which finished up in time for lunch, and then sorted out the counters to begin a go at the second scenario. The first scenario is tiny, going two turns, with only three Italian units (plus a leader) involved in the historical attack on on Bir Hakeim.

I decided to take the Italians, so Mark set up his defense once he arrived, and we had at it. Approaching a fortification with light tanks when there’s anti-tank guns around is very dangerous, and this was quickly demonstrated, as I tried to keep advancing once the AT position was revealed (to get into my own range) and lost the first unit on an ‘E’ result. The other two lasted through the turn, but took another hit. The second turn didn’t go well either, loosing a second unit outright, with the last survivor ending the game stuck at the gates with infantry barring his way, and two cohesion hits.

The opportunity fire rules can be quite nasty, as everything in range can fire on a moving unit, and the +3 bonus from moving from an in-range hex to another in-range hex makes the longer-range fire zones especially dangerous to be in, especially here, where there’s no obstacles to LOS. In this case Mark’s dice made things worse, and the AT unit made most of its firing opportunities, and he tended to roll the highest possible result that would hit, causing the high losses (an interesting wrinkle of the system—you want to roll the highest number that will hit).

After lunch, we got going on the second scenario, which is the hypothetical set up of if the entire Ariete division had attacked the position in a coordinated attack (which is what Rommel had intended when he ordered the attack), instead of just sending in one battalion. We only got partway through the second turn (of six), but quite a bit happened.

I had the Italians again, and this time had the choice of coming in from three different directions (from NE, E, or SE), and looking at Mark’s set up, decided that the SE looked vulnerable, with two potential AT gun positions, some distance away from each other, and the only route into the fort that was not mined. So I came in from that direction, leaving four independent units to come in later, so that he had to continue covering most of the perimeter, or let them just drive right in.

I was originally thinking of moving the Bersaglieri force in first, advancing on the initial divisional activation, and then moving up further on the free formation activation, while the armor hung back out of AT range. However, I ended up using my Command points to get in touch with my artillery and bring fire on the two AT positions, which blinded them with Heavy Barrages (and getting a hit on a unit that was in the same hex as one of them). This allowed me to race the armor forward, and actually seize the entry hex into the fort, and start fighting the nearest infantry units guarding the area.

His activations came at the end of the turn (in fact, his Direct Command chit was the last in the cup), and his artillery started causing trouble. Thankfully, they’re 4 firepower, one-step units, so they can only lay down Light Barrages (the dice have been much better for me this game, letting me pass some fairly low troop quality checks). We left the day with the Corazzato’s formation activation partly done. I’ve managed to get an armor unit adjacent to his AT position, locking it down (the other turned out to be a Dummy), and we ended the day with a pair of fresh units driving through the light bombardment to assault his nearest infantry unit, which had already taken two cohesion hits. One company ended up taking two cohesion hits itself, but the defender was wiped out in two rounds (and some low rolls).

We’re hoping we might get a chance to continue the fight, so I put our final position into the Vassal module:
NQoS-2 Mark-1

While transferring it to Vassal, I discovered an important thing we had gotten wrong amongst all the modifiers. I got the idea that Bir Hakiem was a -1 defensive modifier (like all the other bonuses it gives), instead of a -2. My rolls have been such that it probably doesn’t change too much, but it’s still very important, since there’s just no good odds attacks for the Italians. The annoying thing is that Mark has rolled a ‘0’ for his Dispatch points both times, getting 4 in two turns, and allowing a potentially very active defense (he took the artillery unit for this turn, and has already gotten the chit out).

The system is a little fiddly, with three different types of activation chits, points to keep track of, a number of modifiers to a host of different values, but it’s well put together. It’s fun, and feels like it’s got combat at this scale fairly well handled. I think I’d like to see a game bigger than this, but still smaller than the Market-Garden pair though.

└ Tags: gaming, GTS, NQoS
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