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Good time

PostPosted: Sun Jul 07, 2013 11:02 am
by Randym
Jeff and Brian played a Best of Friends scenario - Adolf's Amateurs. I kibbutzed. Best way for me to get back into the rules after several months off. We discovered that the MMP version has one major and one minor change from the Friendly Fire version. Jeff and Brian can fill in the details.

Re: Good time

PostPosted: Sun Jul 07, 2013 5:14 pm
by Keith Collins
Good to hear fun was had.

I' ll post August meet stuff shortly.

Re: Good time

PostPosted: Mon Jul 08, 2013 6:25 pm
by jjtaylor37
Fun scenario, but I lived up to the title. Green troops don't move that fast so it was slow going across the streams and woods. I lost my PzIII to a single 50mm mtr. shot which immobilized it. My Pz II tried to force a AT2 minefield in the interest of time and killing Russians, but it too was immobilized. 2VP lost there. The alternative was taking several bog checks moving through the stream and woods. I could have tried clearing the mines, but that can take forever. By turn 4 I was left with only 3VP from terrain captures and 1.5VP for casualties inflicted. Needed 8VP so the rush was on. My troops braved some withering fire, but it was for naught. Good tourney scenario.

Re: Good time

PostPosted: Mon Jul 08, 2013 9:48 pm
by Koz
Sorry to miss the meet. My AC went tits up Wednesday and I had a call from the AC guy on Saturday when I was loading up to go the meet, saying he could come by and fix it that afternoon.

As is went, he wasn't not able to make it, and I got the thing fixed this afternoon but that is what happened.

Sorry for making you the odd man out without notice Randy.

Re: Good time

PostPosted: Sat Jul 27, 2013 11:15 am
by grognard69
Sorry for the late post on this AAR but there were two things that jumped out after I got home and did some reading of the Big Old Orange Book!

1. The MMG should have malf'd on the fireline roll of 12, which Jeff and I treated as residual fire, etc, so that firelane I had down the road should have been eliminated. My bad.

2. The AT mines set up on the road, could have been eliminated by infantry occupying that hex and expending an additional MP and the field would have been removed at end of MPH, no roll for clearance required. That might have delayed Jeff a turn moving down that road, but I am sure he would have had enough time to make that AFV a serious threat on the VC side of the board.

The key to the beginning of this scenario is to force the German player to enter that stream at 3MF. Once they commit, if and when they can move out of the stream the are CX due to being green, since they only have 3MF to begin with. I liked Jeff's approach to the bridge, however I got lucky with a 50mm mortar and immobilized one of his tanks on the first turn and I am sure, justifiably so that this gave him pause in assaulting said bridge immediately. It was a fun scenario and I would not mind playing it again as either side.