View Full Version : Colonel Coo vs Raiding Party Online Match!
MektonZero
05-25-2006, 02:38 PM
Introducing a couple of new contenders to the online war. This is going to be an interesting matchup KV-1 vs Tiger in urban terrain.
In this corner, wearing Russian Brown, is Raiding Party!
The only player to bring airpower to this fight we'll see if he can make the most of his Sturmovik. On the ground he's build his force around a KV-1 carrying a Tank Desant Squad, supported by an 82mm mortar and a Commisar leading a few squads of Mosin Nagant Riflemen and backed up by a couple of squads of Cavalry.
In the other corner, wearing Whermacht Grey, is Colonel Coo!
Building up a few minimal forces around a Tiger, he also brought along a Panzerschreck being transported by a halftrack, some cycles, a 20mm gun and some Blackshirts.
Both sides have set up Screenshot (http://silenthunter.50webs.com) and the game begins.
Raiding party wins initiative, first up is the air segment. Since RP is the only one with a plane in this fight he can go ahead and give me the placement and attack for his Sturmovik.
Colonel_Coo
05-25-2006, 02:47 PM
Introducing a couple of new contenders to the online war. This is going to be an interesting matchup KV-1 vs Tiger in urban terrain.
In this corner, wearing Russian Brown, is Raiding Party!
The only player to bring airpower to this fight we'll see if he can make the most of his Sturmovik. On the ground he's build his force around a KV-1 carrying a Tank Desant Squad, supported by an 82mm mortar and a Commisar leading a few squads of Mosin Nagant Riflemen and backed up by a couple of squads of Cavalry.
In the other corner, wearing Whermacht Grey, is Colonel Coo!
Building up a few minimal forces around a Tiger, he also brought along a Panzerschreck being transported by a halftrack, some cycles, a 20mm gun and some Blackshirts.
Both sides have set up Screenshot (http://silenthunter.50webs.com) and the game begins.
Raiding party wins initiative, first up is the air segment. Since RP is the only one with a plane in this fight he can go ahead and give me the placement and attack for his Sturmovik.
Uhm, move is first.
Move 1st player
Move 2nd player
-Flight-1st player
-Flight-2nd player
Air Strike 1st player
Air Strike 2nd player
Assualt 1st player
Assualt 2nd player
Causlaty
End turn
Joisey
05-25-2006, 02:49 PM
D'OH! :D :rolleyes:
RaidingParty
05-25-2006, 02:52 PM
Yeah, what Coo said! And I choose to move first! :D
82mm Mortar does some trigonometry
Red Army FO ducks for cover to Baker E3
KV-1 to Dog D1
PPSh dismounts in Dog D1
Commissar rallies the troops, Baker F4 to F3
Mosin-Nagant on the march, Baker E4 to E3
Mosin-Nagant Baker F4 to E4
Mosin-Nagant Baker F5 to F4
Mosin-Nagant Baker F5 to F4
Cavalry trots into the forest, from Able C6 to Able C7
Cavalry in Baker E4 to Baker E1
(fake Mosin-Nagant in Baker A6 is called to another front)
MektonZero
05-25-2006, 04:44 PM
Uhm, move is first.
Move 1st player
Move 2nd player
-Flight-1st player
-Flight-2nd player
Air Strike 1st player
Air Strike 2nd player
Assualt 1st player
Assualt 2nd player
Causlaty
End turn
I always want to do that backwards, it just doesn't seem right that a man on foot gets to move before aircraft. :)
Colonel_Coo
05-25-2006, 05:00 PM
Just a reminder prior to me moving my Tiger
**************************************************
Every town hex is connected to every adjacent town hex by a road.
It's not correct that the first town hex you enter is free. In order to get the road bonus, the vehicle must be moving "along the road." If the hex you're in and the town hex you're entering are connected by a road, then you can use the road bonus to enter that town hex. But if the hex you're in and the town hex you're entering are not connected by a road, then you can't claim the road bonus just because you're entering a town hex. It would be the same as moving from any non-road hex into a road hex -- you don't get the bonus for that.
Town hexes can be considered as road hexes for the High Gear special ability. Movement from one town hex directly to another, connected town hex is the same as moving along a road.
Steve
***************************
Search QA forum for advanced search Road, Bonus, Town
Colonel_Coo
05-25-2006, 05:13 PM
BMW R75 from Charlie D5 to Charlie F8
Sd Kfz 251 from Charlie D5 to Dog E5 (face east)
Panzershreck Dismount in Dog E5
Tiger 1 from Dog E4 to Dog F1 (Face SOUTH WEST!)
Blackshirt from Dog D4 to Dog D3
MektonZero
05-25-2006, 05:15 PM
Yeah, what Coo said! And I choose to move first! :D
82mm Mortar does some trigonometry
Red Army FO ducks for cover to Baker E3
Ok, Colonel, you're up!
Colonel_Coo
05-25-2006, 05:16 PM
Ok, Colonel, you're up!
Red Army Foward Observers have SPEED 2.
The movement of my Motorcycle is dependent on the speed two movement of the Red Army FO to a point where he can't see where my Motorcycle is moving.
They (FO's) also have Chatting on the radio that prohibits their movement during combat.
MektonZero
05-25-2006, 05:39 PM
BMW R75 from Charlie D5 to Charlie F8
Sd Kfz 251 from Charlie D5 to Dog E5 (face east)
Panzershreck Dismount in Dog E5
Tiger 1 from Dog E4 to Dog F1 (Face SOUTH WEST!)
Blackshirt from Dog D4 to Dog D3
All done.
RP, time for your Sturmovik to win the Order of the Red Star or die trying.
RaidingParty
05-25-2006, 05:41 PM
"Red Star, here I come!"
IL-10 Sturmovik dives into Dog F8 and fires on the Sd Kfz 251 transport! (medium range, no FO)
Edit: XXXX See new orders below!
RaidingParty
05-25-2006, 05:58 PM
I don't think the plane's attack will affect my assault phase, so here it is:
Cavalry in Able C7 sits tight
82mm Mortar is bored
Red Army FO waits for his pimp ride
KV-1 to Baker E3
PPSh SMG to Dog E2
Commissar to Baker F2
Mosin-Nagants take the city, Baker E3 to E2
Mosin-Nagant Baker E4 to D3
Mosin-Nagant Baker F4 to F3
Mosin-Nagant Baker F4 to E4
Cavalry in Dog C1 to Dog B1
Edit: XXXX See new orders below.
Colonel_Coo
05-25-2006, 06:12 PM
My Sd Kfz 251 should be Dog E3 (town hex) along with my Panzershreck (to further motivate the KV-1 to leave and to help screen my 20mm AAA) and not out in the open.
If Raiding party accepts this I would appreciate it. If not, I'll concede. It is much too early for a hex placement error on screen to kill 14 points of crap already.
RaidingParty
05-25-2006, 06:21 PM
I can handle that change, Colonel_Coo. But first a rules check. Are we playing with half-hexes or not?
Frankly, I don't think the Transport will have much effect in the grand scheme of things, but it's nice to make my Sturmovik a little safer.
Colonel_Coo
05-25-2006, 06:28 PM
My thoughts on where my options were:
Try and run through the KV-1 with the Tiger. Denfense 6 against 13 dice would result in a disruption in hex. That is going to require a 6 on cover roll to succeed. That is not an option.
Run the Tiger in parade across the front of the KV-1 and to its side (to the south of the KV-1). Tiger disrupts the Cavalry. Tiger again will have 13 dice thrown at it at a 6 defense in the open. This would drop it to 5 for a face up disruption counter. Your plane would strike, your KV-1 would strike and I would have a dead Tiger. So instead, move the Tiger1 to the north edge of the town and force the KV1 to retreat to be ready to pick up FO next turn. Move the Sd Kfz down and into town to create screen between the Cavalry and PPsh gunner and my 20mm AA cannon. This also positions for my AAA to move into town and not shoot at IL-10 if out of range.
Parade the Motorcycle to the North to draw potential exchange with the IL-10 (with so many Mosin and no real armor killing gun to go after his reason for existing is next to nil)
A lucky shot to get rid of the IL-10 is needed prior to turn 5 or so to kill off the Mosin's while having my crappy Sd Kfz-251 live until then.
Colonel_Coo
05-25-2006, 06:29 PM
I can handle that change, Colonel_Coo. But first a rules check. Are we playing with half-hexes or not?
Frankly, I don't think the Transport will have much effect in the grand scheme of things, but it's nice to make my Sturmovik a little safer.
I don't believe so otherwise my set up was too far in.
Colonel_Coo
05-25-2006, 06:30 PM
I can handle that change, Colonel_Coo.
Thanks, otherwise this tough game went to poo!
MektonZero
05-25-2006, 06:37 PM
I don't think the plane's attack will affect my assault phase, so here it is:
IL-10 *** Dice = 4,3,6,5,5 *** cover save 2 - target destroyed; He's well on his way to earning that medal. :)
82mm Mortar is bored
Guess they did enough trig (see the screenshot for your movement phase). :)
RaidingParty
05-25-2006, 06:43 PM
Damn, I gave away a 1-shot kill! There goes my dice karma. :D
Okay, here are my new assault orders.
The Sturmovik takes the bait, dives into Able F7 to blast the BMW instead.
The PPSh SMG sits tight.
All other moves are the same.
Cavalry in Able C7 sits tight
82mm Mortar is bored
Red Army FO waits for his pimp ride
KV-1 to Baker E3
Commissar to Baker F2
Mosin-Nagants take the city, Baker E3 to E2
Mosin-Nagant Baker E4 to D3
Mosin-Nagant Baker F4 to F3
Mosin-Nagant Baker F4 to E4
Cavalry in Dog C1 to Dog B1
I'm surprised that RaidingParty put the IL-10 Sturmovik in hex Charlie-F6. Seems to me like Baker-F1 (for example) would have been a better choice since, while it would still be medium range away from Sd Kfz 251, it would have been long range away from the 20mm Flak 38, instead of medium, dropping its attack dice from 8 to 7. But maybe I'm missing something and it was put there for a reason I'm not seeing.
RaidingParty
05-25-2006, 09:28 PM
I'm surprised that RaidingParty put the IL-10 Sturmovik in hex Charlie-F6. Seems to me like Baker-F1 (for example) would have been a better choice since, while it would still be medium range away from Sd Kfz 251, it would have been long range away from the 20mm Flak 38, instead of medium, dropping its attack dice from 8 to 7. But maybe I'm missing something and it was put there for a reason I'm not seeing.
It's in Able F7, not Charlie F6. Mekton, please change the orders to reflect the 251's new position.
Colonel_Coo
05-25-2006, 10:10 PM
I wait for us to un-screw this round (from my error in 3 versus 5).
Raiding Pary: Do you have this mapped out at home? I do. Let's me see more clearly what I want to do. It also led to the big surpise at the Sd-Kfz-251 placement.
BTW, the Sd Kfz STINKS! I play tested this army and it did not do so well against a simular build on open ground.
Damn those aeroplanes!
RaidingParty
05-26-2006, 04:31 PM
Coo, I do follow the game at home when I have the chance.
Troop transports are rarely useful in 100-point games and standard maps, but can be crucial in larger games. The one time I wish I had more Sd Kfz 251s was when I was battling against Soviets with transport tanks and Partisans. He brought all of his troops to the objective town and held it easily from there. With some transports, I could've intercepted him with Panzerfausts and bought myself time to uproot the Partisans.
Colonel_Coo
05-26-2006, 04:47 PM
Coo, I do follow the game at home when I have the chance.
Troop transports are rarely useful in 100-point games and standard maps, but can be crucial in larger games. The one time I wish I had more Sd Kfz 251s was when I was battling against Soviets with transport tanks and Partisans. He brought all of his troops to the objective town and held it easily from there. With some transports, I could've intercepted him with Panzerfausts and bought myself time to uproot the Partisans.
I really wished I had a Sniper and MG-42 for the same points. This build was play tested once (I lost with it) but had commited to play a "idea squad" against your "idea squad".
MektonZero
05-28-2006, 12:40 AM
Sorry guys, had some unexpected work crop up this weekend so I've been away for most of two days.
Ok, what exactly do you want to do about the halftrack? Rerun the phase, move it to the town and have it attacked there? I'm good for anything as long as you both can agree on what to do; it is after all, your game. :D
Colonel_Coo
05-28-2006, 11:32 AM
Sorry guys, had some unexpected work crop up this weekend so I've been away for most of two days.
Ok, what exactly do you want to do about the halftrack? Rerun the phase, move it to the town and have it attacked there? I'm good for anything as long as you both can agree on what to do; it is after all, your game. :D
My movement for the Half-track is to the town hex. (the map reflects this)
RP has reset his IL-10 to take a straffing run on my BMW instead of the previous attack on the Sd Kfz 251.
I beleive that regardless of the IL-10 attack result, RP has set his movement (back up KV-1, PPsH sits tight, etc as posted in revised assualt orders).
Once I know rather or not my BMW is Okay, Disrupted or Dead, I will post my Assualt phase orders.
MektonZero
05-28-2006, 11:44 AM
My movement for the Half-track is to the town hex. (the map reflects this)
RP has reset his IL-10 to take a straffing run on my BMW instead of the previous attack on the Sd Kfz 251.
I beleive that regardless of the IL-10 attack result, RP has set his movement (back up KV-1, PPsH sits tight, etc as posted in revised assualt orders).
Once I know rather or not my BMW is Okay, Disrupted or Dead, I will post my Assualt phase orders.
Ok, will get an updated phase up later this evening when I get home.
MektonZero
05-28-2006, 08:39 PM
Ok, BMW missed, screenshot with your posted corrections is up on the site. We're good to go for your assault phase Colonel Coo.
Colonel_Coo
05-29-2006, 08:32 AM
Tiger 1 shoots at 82 MM Mortar
Sd Kfz 251 moves to Dog E2 facing West
Blackshirt moves to Dog D2
Panzershreck moves to Dog D2
IF: 82MM mortar is dead
THEN: BMW R75 moves to Dog F1
THEN: 20mm Flak shoots at IL-10
IF: 82MM mortar is Disrupted
THEN: BMW R75 moves to Baker C4
THEN: 20mm Flak Moves to Dog E2
IF: 82MM mortar is niether dead or disrupted
THEN: BMW R75 moves to Baker C4
THEN: 20mm Flak shoots at IL-10
MektonZero
05-29-2006, 12:01 PM
You got the mortar and disrupted the Sturmovik. Turn 2; RP wins initiative, his choice to move first or second.
Colonel_Coo
05-29-2006, 03:12 PM
You got the mortar and disrupted the Sturmovik. Turn 2; RP wins initiative, his choice to move first or second.
Good turn for me.
Only error in RP's combat move was leaving the 82mm exposed to where my Tiger could shoot at it. With the FO mouting up and moving on the KV-1 next turn, the 82mm could have gone into hiding behind the Trees.
MektonZero
05-29-2006, 04:12 PM
Good turn for me.
Only error in RP's combat move was leaving the 82mm exposed to where my Tiger could shoot at it. With the FO mouting up and moving on the KV-1 next turn, the 82mm could have gone into hiding behind the Trees.
Given the range on that puppy, he probably should have set it up way back in the trees in the corner and used the cavalry to screen it from your motorcycle.
RaidingParty
05-29-2006, 06:03 PM
Lovely. My Sturmovik pilot was caught sleeping on the job, probably dreaming of a one-shot kill. :D
I'm in a good position. Coo can move first.
Colonel_Coo
05-29-2006, 10:27 PM
Lovely. My Sturmovik pilot was caught sleeping on the job, probably dreaming of a one-shot kill. :D
I'm in a good position. Coo can move first.
I get to go first!
We'll I was hoping I would get the initiative and get to go first.
I had not counted on even disrupting the 82mm Mortar, nor on getting a disruption on the IL-10. Since I got a kill and a disrupt I need to think on what I want to do by end of turn and before an airstrike on turn 3.
Colonel_Coo
05-30-2006, 07:27 AM
Tiger 1 moves to Baker E2 to disrupt Mosin in that hex and then continues moving (free road movement) back to Baker D1. Face WEST
BMW R75 swings around at movement speed 5 and slips into town at Dog C2.
Panzershreck moves to deny KV-1 the southern flank and slips out of town and into hex Dog C-3.
Sd Kfz 251 checks his machine gun load and takes up a new position at Dog F1 sliding nicely into a tank position previously prepared for a Tiger.
Colonel_Coo
05-30-2006, 07:53 AM
Given the range on that puppy, he probably should have set it up way back in the trees in the corner and used the cavalry to screen it from your motorcycle.
Durng combat this is true. But the position forward in the woods prevented me from taking a fire position one hex West of my previous positions. My Panzershcreck and Sd Kfz 251 we both vunerable to the 82mm, hence they took a more reserved position out of line of sight.
Colonel_Coo
05-30-2006, 09:11 AM
Without a Soviet Hero (soon to be released?) the Cavalry are less effective than you'd hope. With their 3 movement versus the 5 of the motorcycle, they just don't seem to get the job done.
Too quick to stick to a leader like the commisar and too slow to truely flank the opponent. They are in limbo between a good and bad unit. The two cavarly are the least effective pieces in his army. I believe he knows this.
Subtract out the two Cav and the PPsH to add in another 82mm, then you'd have a reason to have a Commisar/KV-1/IL-10/Red Army FO play.
Personally, I don't like planes: that being said, they can be fun and quite annoying. The IL-10 in this game will live to the end (not enough of my units can shoot at him) of the game. But the reason I don't have good shooters is because of the Sd Kfz-251/Panzershreck. Without a leader, this unit combo goes from being an Expensive alternative to a Pak-40/H'Furher to a nearly useless combo.
RaidingParty
05-30-2006, 02:38 PM
Coo got it right. I kept the Mortar in the line of fire to get a more favorable position with my SMG. But thanks to that Tiger, I lost the Mortar and I'm about to lose my SMG. CURSE YOU TIGERRRRR!
It looks like I'm in deep doo-doo... or am I? This calls for unorthodox tactics.
Mosin in Baker F3 to Baker F2.
Mosin in Baker E2 to join the Tiger in Baker D1!
Other Mosins wait for their commander.
Cavalry in Able C7 charges to Baker A1! "Motherland!"
Cavalry in Dog B1 hops to Baker E1 (through Baker F1 to avoid defensive fire)!
Army FO charges to Baker E1! "Banzai!"
Commissar steps up to Baker E2.
KV-1 moves down to Baker F1 to go for the rear shot!
Colonel_Coo
05-30-2006, 02:56 PM
Coo got it right. I kept the Mortar in the line of fire to get a more favorable position with my SMG. But thanks to that Tiger, I lost the Mortar and I'm about to lose my SMG. CURSE YOU TIGERRRRR!
It looks like I'm in deep doo-doo... or am I? This calls for unorthodox tactics.
Mosin in Baker F3 to Baker F2.
Mosin in Baker E2 to join the Tiger in Baker D1!
Other Mosins wait for their commander.
Cavalry in Able C7 charges to Baker A1! "Motherland!"
Cavalry in Dog B1 hops to Baker E1 (through Baker F1 to avoid defensive fire)!
Army FO charges to Baker E1! "Banzai!"
Commissar steps up to Baker E2.
KV-1 moves down to Baker F1 to go for the rear shot!
Baker E1 Mosin is Disrupted and cannot move.
RaidingParty
05-30-2006, 03:53 PM
Oops. I misread that!
Here's my new orders.
Commissar steps up to Baker E3.
Mosin in Baker D3 to Baker D2.
Mosin in Baker E4 to Baker E3.
Mosin in Baker F3 to Baker F2.
Cavalry in Able C7 charges to Baker A1! "Motherland!"
Cavalry in Dog B1 stays put.
Army FO charges to Baker E1! "Banzai!"
KV-1 moves down to Baker F1 to go for the rear shot!
Colonel_Coo
05-30-2006, 04:12 PM
PPSh needs movement order as well.
RaidingParty
05-30-2006, 04:16 PM
PPSh needs movement order as well.
He's happy where he is.
Colonel_Coo
05-30-2006, 04:59 PM
Not for long. ;)
Colonel_Coo
05-30-2006, 08:42 PM
Rading Party, I know who I want to shoot at, but I am going to wait until Mekton updates the maps to avoid confusion.
I see a dead spotter, a 50% likely dead PPSh and maybe 1 or 2 dead Cavalry units this turn with a dead BMW and a potentially disrutped 251 for me this turn.
Those damn Commisars are way too effective. I really hate fighting at such a massive disadvantage of +1 per die.
MektonZero
05-31-2006, 02:49 AM
Oops. I misread that!
Here's my new orders.
Commissar steps up to Baker E3.
Mosin in Baker D3 to Baker D2.
Mosin in Baker E4 to Baker E3.
Mosin in Baker F3 to Baker F2.
Cavalry in Able C7 charges to Baker A1! "Motherland!"
Cavalry in Dog B1 stays put.
Army FO charges to Baker E1! "Banzai!"
KV-1 moves down to Baker F1 to go for the rear shot!
Mosins in Baker D3 and E4 cannot move. They need to start the phase adjacent to a friendly commander. All other moves take place as ordered.
Colonel Coo, your assault phase.
Colonel_Coo
05-31-2006, 06:52 AM
Mosins in Baker D3 and E4 cannot move. They need to start the phase adjacent to a friendly commander. All other moves take place as ordered.
Colonel Coo, your assault phase.
Y2Uask answered this movement question on the Mosins. They can move if a commander moves adjacent to them. It is "their" movement step that matters not the start of "your" movement phase.
So you can march a Commisar back to pick them up and then in the same turn, march the Mosin's forward.
Please adjust his Mosins.
Colonel_Coo
05-31-2006, 06:59 AM
Sd Kfz 251 shoots at adjacent Cavalry
Tiger 1 moves to Overrun the PPSh gunner in Dog D1 and moves into hex Dog E2 to end his combat step. Face West!
The newly overrun and now disrupted PPSh (now a 3 defense) will be RUTHLESS'ly attacked by the BlackShirt.
If by some miracle, the black shirt misses at +1 per die ;) then the BMW will fire on the PPSh.
If the PPSh is HIT at least once by the Blackshirt, then the BMW fires at the Red Army Forward Observer.
BTW< the Red Army Forward Observer has a standard DEFENSE of 3/3 not 4/4.
Panzershreck stays put and loads up his KV-1 busting special. Come'on baby, come on!
The 20mm Flak cannon moves forward one hex to Dog E3.
RaidingParty
05-31-2006, 12:21 PM
Tiger 1 moves to Overrun the PPSh gunner in Dog D1 and moves into hex Dog E2 to end his combat step. Face West!
The newly overrun and now disrupted PPSh (now a 3 defense) will be RUTHLESS'ly attacked by the BlackShirt.
Grrr, my boys are getting chewed up by that Tiger!
Colonel_Coo
05-31-2006, 12:36 PM
Grrr, my boys are getting chewed up by that Tiger!
It would be SO much worse with a MG-42 team and a Sniper instead of the Sd 251 and Pzrshreck.
That Tiger is awesome with initiative. His cost is so high though that it hard to fit a SS H'Furher in with the team.
Colonel_Coo
05-31-2006, 12:41 PM
I have played a Tiger/Brumbar with Sniper/MG team in a 150 point battle. I killed 5 SE para's in 3 turns.
Overran the front para to keep him moving. That lumped up the back ones. Then did it again. MG team kills the one in the front and disrupts one in the back. Brumbar kills them. Awesome playing that and watching the allied player look and pick up dead SE para's. Killed two in the first turn, 1 in the second and then he just charged and I finished them off. Never lost a unit to the SE charge. Walking into the open against a Brumbar, a Sniper and a MG-42 teams is really a tough thing to do. The Brumbar had set to a rear guard to keep the para's from landing too close. My Tiger was havng a great time killing Shermans (headshot! Shoot the other other with my Tiger).
It was a 150 point army build.
RaidingParty
05-31-2006, 01:19 PM
I've also had a lot of fun with the Tiger. It could make a comeback in 100-point games with the shift towards powerful infantry and anti-infantry builds.
There are several ways to reduce the damage from Overrun like using cover and spreading your troops, but the best way to fight a Tiger is to bring two or more tanks. Unfortunately, I'm short on those.
Colonel_Coo
05-31-2006, 01:21 PM
I've also had a lot of fun with the Tiger. It could make a comeback in 100-point games with the shift towards powerful infantry and anti-infantry builds.
There are several ways to reduce the damage from Overrun like using cover and spreading your troops, but the best way to fight a Tiger is to bring two or more tanks. Unfortunately, I'm short on those.
Yepper. As long as you want to stay away or shoot in the rear (head on head I am good with) I will continue to overun your troops and kill them piecemeal.
With that said, watch me wiff my attacks and get three units hit in response.
MektonZero
05-31-2006, 04:15 PM
Y2Uask answered this movement question on the Mosins. They can move if a commander moves adjacent to them. It is "their" movement step that matters not the start of "your" movement phase.
So you can march a Commisar back to pick them up and then in the same turn, march the Mosin's forward.
Please adjust his Mosins.
Will do.
[silly 10 character post minimum]
Colonel_Coo
06-01-2006, 12:54 AM
Will do.
[silly 10 character post minimum]
If you look back a couple of post you'll find my attack orders.
tragicmishap
06-10-2006, 08:00 AM
That Tiger is awesome with initiative. His cost is so high though that it hard to fit a SS H'Furher in with the team.
Tiger
SS-Haup
6 SS-PGs
I love this team. And it even fits within the unwritten rules regarding SS-PG use. No more than six.
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