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Burning Fields AAR

 
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Burning Fields AAR - 11/12/2012 8:38:28 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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I wanted to try out one of my scenario designs head to head.
Here is the scneario card for the firefight.




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RE: Burning Fields AAR - 11/12/2012 8:40:02 PM   
Jamm


Posts: 388
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And here are the 2 combatants.
I'd like to thank Junk2Drive for playing the game.




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When the going gets weird,... the weird turn pro
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RE: Burning Fields AAR - 11/12/2012 8:45:36 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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TURN 1

Here is my inital setup for the Germans.
I've split my forces.
2 Rifles and the Lmg will use the trees along the South edge of the map to mask their approach.
1 Rifle will mount it's armored transport and move quickly along the North edge.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 3
RE: Burning Fields AAR - 11/12/2012 8:49:40 PM   
Jamm


Posts: 388
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On the South side, my Lmg provides cover and my 2 Rifle squads reach the trees without incident.




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Hunter S Thompson

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Post #: 4
RE: Burning Fields AAR - 11/12/2012 8:55:17 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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However things go wrong quickly on the other flank.
With the Rifle squad loaded, my halftrack starts its' move across the North edge.
The Russian reveals his 45mm AT gun.
There is a loud crack and a dull thud as my halftrack goes up in flames.

Junk modified his shot with CAPs and got some good rolls.
Luckily my Rifle squad survives and bails out unscathed.




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 5
RE: Burning Fields AAR - 11/12/2012 8:59:23 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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At the end of the turn, my Lmg moves forward to join the Rifle squads in the woods.

Casualties:
1 German Sdkfz 251/1




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 6
RE: Burning Fields AAR - 11/12/2012 9:04:03 PM   
Jamm


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Joined: 10/2/2009
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TURN 2

Reinforcements arrive.

The Germans receive 2 more Rifle squads and a 50mm mortar along the South edge of the map.
3 Russian Partisans appear on the North side.




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 7
RE: Burning Fields AAR - 11/12/2012 9:07:22 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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I fire on the Partisans with my Lmg and mortar.
I manage to destroy 1 of them.
I used some CAPs to modify some rolls.





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< Message edited by Jamm -- 11/12/2012 9:10:07 PM >


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Hunter S Thompson

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Post #: 8
RE: Burning Fields AAR - 11/12/2012 9:13:44 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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The Partisans fire on my Rifle nearest them and miss.
So I move this Rifle squad to engage the Partisans.
The Russians reveal their hidden Maxim Mmg and fire upon them, but also miss.






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< Message edited by Jamm -- 11/12/2012 9:15:15 PM >


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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 9
RE: Burning Fields AAR - 11/12/2012 9:21:14 PM   
Jamm


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My veteran SS Rifle squad moves adjacent to the Partisans holed up in the wooden building.
Junk expends some CAPs so his unit can fire.
The Partisans fire point blank but miss.
A lucky break for the Germans.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 10
RE: Burning Fields AAR - 11/12/2012 9:25:22 PM   
Jamm


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The Rifle squad enters the wooden building and close assaults the Partisans.
As they were out of APs, I had to use a command action card.
I score a hit.




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 11
RE: Burning Fields AAR - 11/12/2012 9:29:14 PM   
Jamm


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The German Lmg has remaining APs and manages to score a hit on another Partisan.




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Post #: 12
RE: Burning Fields AAR - 11/12/2012 9:33:38 PM   
Jamm


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Joined: 10/2/2009
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I use another command action card in the close assault, but miss.
I then have to use my final 3 CAPs to fire one last time.
It succeeds and the pesky Partisans in the wooden building are eliminated.

Along the South edge of the map, my SS squads continue to advance without contact.

This is the battlefield at the end of the second turn.

Casualties:
2 Russian Irregular Rifle squads





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< Message edited by Jamm -- 11/12/2012 9:35:37 PM >


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When the going gets weird,... the weird turn pro
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Post #: 13
RE: Burning Fields AAR - 11/12/2012 9:36:52 PM   
Jamm


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To be continued.

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Post #: 14
RE: Burning Fields AAR - 11/13/2012 2:54:35 AM   
Gerry

 

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Hello:

Thanks to you two for doing this.

The quoted stuff is what I am still struggling with. Not the "rules" but how one unit can do so many actions through some combination of APs, CAPs, and Cards. It seems to me there should be some limit?

Gerry

quote:

ORIGINAL: Jamm
I use another command action card in the close assault, but miss.
I then have to use my final 3 CAPs to fire one last time.
It succeeds and the pesky Partisans in the wooden building are eliminated.

...


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Post #: 15
RE: Burning Fields AAR - 11/13/2012 3:05:55 AM   
junk2drive


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From: Arizona West Coast
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There is a limit. The limit is how many Command Points and how many/what kind of cards that you have. The Command Action card allows a unit to perform one action. Usually used on a unit with no points left. Jamm used his unit's original AP to get to the point above.

Turns in CoH come down to CP and card management. Sometimes you have to guess what your opponent is doing, and if he is out of points and cards.

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Post #: 16
RE: Burning Fields AAR - 11/13/2012 3:16:01 AM   
Jamm


Posts: 388
Joined: 10/2/2009
Status: offline
Yes, the use of Command Action Points is important at certain points in a firefight.
With the cards, it's just the luck of the draw.
In this case, I just happened to have those 2 cards which helped in this circumstance.

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Post #: 17
RE: Burning Fields AAR - 11/13/2012 7:53:49 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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TURN 3

The Russian player receives more reinforcements.
3 Rifle squads and another Maxim Mmg.

I start the turn by eliminating the wounded Partisan with my Lmg.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 18
RE: Burning Fields AAR - 11/13/2012 7:57:07 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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Junk makes a hasty defense on his Rifle squad in the open terrain.
The Russian also begins to move some of his reinforcements forward.




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When the going gets weird,... the weird turn pro
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Post #: 19
RE: Burning Fields AAR - 11/13/2012 8:00:55 PM   
Jamm


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I dash forward with one of my rear Rifle squads to draw enemy fire.
A Russian Rifle squad reveals itself in the wheatfield and takes a shot.
The shot misses.




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Hunter S Thompson

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Post #: 20
RE: Burning Fields AAR - 11/13/2012 8:10:45 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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My Lmg opens up on the Russians in the wheatfield.
There happens to be 2 Rifle squads in that hex.
I score 1 hit and a miss.
Firing again on my next turn, the Lmg kills 1 squad and leaves the other wounded.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 21
RE: Burning Fields AAR - 11/13/2012 8:14:50 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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As my Rifle squads move forward, the Russian scores a hit on one of them.
Being outnumbered I can't really afford many losses.
I play my Auto Rally card to bring him back to health.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 22
RE: Burning Fields AAR - 11/13/2012 8:19:24 PM   
Jamm


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As I continue to move forward, more hidden Russian squads are revealed.
Another of my Rifle squads takes a hit .




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When the going gets weird,... the weird turn pro
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Post #: 23
RE: Burning Fields AAR - 11/13/2012 8:23:29 PM   
Jamm


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The squad fails to rally.
And the Russian player eliminates it on his turn.





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When the going gets weird,... the weird turn pro
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Post #: 24
RE: Burning Fields AAR - 11/13/2012 8:28:27 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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My SS Elite Rifle squad presses forward, being missed by a Russian attack, and close assaults the wounded Russian squad.
The Russian squad is eliminated.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 25
RE: Burning Fields AAR - 11/13/2012 8:32:25 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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My Elite squad is out of action points but I still have a Command Action card.
I play it and score a hit on the Russian Rifle squad in the barn.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 26
RE: Burning Fields AAR - 11/13/2012 8:39:02 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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At turns end, I manage to wound the Partisan squad on the North edge of the map with a lucky shot.

Casualties:
1 German Rifle squad

1 Russian Irregular squad
2 Russian Rifle squads





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When the going gets weird,... the weird turn pro
Hunter S Thompson

https://www.facebook.com/pages/Jamm-works/669418463128598?ref=bookmarks

(in reply to Jamm)
Post #: 27
RE: Burning Fields AAR - 11/13/2012 11:19:26 PM   
Jamm


Posts: 388
Joined: 10/2/2009
Status: offline
TURN 4

The Russian player receives his final reinforcement of 2 Rifle squads.

I begin my turn by moving my Elite squad into the barn and close assaulting the wounded Russians.
They are eliminated.
One of his Rifle squads takes a shot, but miss.





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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 28
RE: Burning Fields AAR - 11/13/2012 11:24:46 PM   
Jamm


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Joined: 10/2/2009
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The SS Elite Rifle in the barn fires at the adjacent Russian Rifle squad in the other barn and scores a hit.
The Maxim fires at my Elites but misses.
I fire again at the wounded squad next to me, but I also miss.
The Maxim fires again, but misses a second time.




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 29
RE: Burning Fields AAR - 11/13/2012 11:29:01 PM   
Jamm


Posts: 388
Joined: 10/2/2009
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I play a Hasty Defense card to protect my Elite squad holding onto the Victory hex.
The Russians come out of the heavy woods to take back that barn.
But my Lmg opens up on them.
I score 1 hit.




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When the going gets weird,... the weird turn pro
Hunter S Thompson

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Post #: 30
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