Once we both had Valor of the Guards, Patch and I decided to try out the set by playing one of the smaller of the fantastic number of stand-alone scenarios it has. We wanted to try a Stalingrad CG, and would soon enough, but it seemed a good way to get a handle on all the special rules. Starting at the end of June 2008…:
I’m back for more punishment with our latest scenario kicking off tonight on VASL.
Only, Patch is the one getting punished. More on that anon.
Patch got his copy of Valor of the Guards about a week or two before I had to concede the last game. We had already figured that once he had it (I had preordered) we would go on to one of the smaller scenarios to get used to the VotG ruleset before going on to a CG. I probably had thoughts on which ones would be good, but I lost track of that by the time that we actually needed to choose one. So, Patch suggested VotG3, we diced for sides, and I ended up with the defending Russians.
Looking at the situation and the VC, the hardest part was keeping track of who could legally set up where. The Germans can win by exiting a fair chunk of their forces (I note that they have exactly enough squads to win it that way; but they also have two StuGs, a 10/5 and 9 points of leaders), or by clearing the road that goes through the center area. This means I need to defend both flanks and the middle.
The TCs to start the game were okay. I kept concealment on most of the front line, but lost it on 3 out of 4 leaders. The rest of the turn was mostly as expected. He broke the conscripts who’d failed their TC in D44 during Prep and swarmed all over D47. The 447 there put down good fire, despite cowering on the first shot, and Patch’s sniper broke G47 on a FPF (gee, I thought it was the squad doing the firing that was supposed to break). Patch rolled a ’12’ on one of the MCs I generated, reducing the 1st line squad to a broken 2nd line HS. Patch’s sniper: 1 for 2; Mine 0 for 2.

Situation, German Turn 1, AFPh. This is the entire active map.
Given the odds, it wasn’t too surprising that no one rallied for me on my RPh. Patch got his reduced HS back, but also got a ’12’ to CR another squad.
I don’t care to think of the day that karma bill comes due.
My Prep pinned a 9-1, but failed to affect the three squads with him. Movement was accompanied by the realization that conscripts in heavy terrain don’t go far if they want to maintain concealment. Specifically, anyone I wanted to shift out of a foxhole had to exit it in MPh and then move in APh.
The trend towards really low dice I showed during Patch’s turn became more pronounced during this one. I got a 2 on a PTC, but soon followed it up with another on a NMC, turning a 527 into a 628. The real irony there is that the 8-1 there had just failed his, and since the 527 was lower morale at the time, the 628 promptly pinned with a 12 on the 1LLTC. SAN: Russian 0-1, German 0-0.

Situation, Russian Turn 1, after DFPh.
As a preview of turn 2 – I took a shot with an ATR and an interesting question came up: The on-line TK table has a red ATR entry in the ‘6’ column marked, “Russian, Finnish, Japanese, Allied & Axis Minor/Italian (20L only)”, implying that only 20L ATRs get the 6 (instead of the normal 5). However, Patch’s printed copy has a semicolon after “Japanese”, implying that the 20L clause only applies to Allied & Axis Minor & Italian ATRs. My 1st Ed chart just says “Russian, Finnish, Japanese, Italian”, effectively agreeing with Patch’s 2nd Ed chart. It turned out to be a moot point anyway, but I’d like to know for certain, for future shots.
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