When assigning hits by defensive fire, you only give it to the teams involved in the assault, not to the entire unit. The Soviet assaulted the SS infantry unit with two infantry teams, which were hit like 8+ times by defensive fire. The hits should have been assigned evenly to those two teams.
Nice report as usual. The hard cover rule is not good. The infantry is way too much protected when dug in. The "firepower" roll needed to kill a stand just doesn't work.
I don’t think the dug in rules don’t work..the problem with this system is the lack of tactical options you have with infantry. Moreover there is never enough cover and LOS challenges but hey Ho that’s the problem with any reductive system it appears
@@AllMiniaturesGreatandSmall In combination 😄 Was interesting to see a different match, though, infantry-heavy fighting is different. With the Berlin-armies street fighting with a lot of buildings would be cool as well.
There’s no way to assault with Aggressive infantry (unless it’s SS in halftracks) if the defender knows how to play. To only roll 4 or fewer hits on 3+ they have be rolling 6 or fewer dice. That’s 3 stands of pinned pzgrs. Likely a defensive position has multiple defenders so it’s never ever going to happen… not ever. You can’t just hope your opponent throws a 1 in 10,000 outlier.
I mean you can use smoke to make it a 4+, that means it's basically a coin flip to make it in against 5 pinned pzgrens. so it's not so bad if you're playing anyone other than soviets. Also when firing through smoke you can only draw line of sight 6", so you can limit the usual 8" defensive fire. Also if you have at least 12 assaulting teams they need 8 hits to be pinned. On average you'll take 7 hits if they shoot with 10 dice, so 5 pinned panzergrens.
Love the mo. My man looking swish!
@13:45 can you bombard past the smoke? I haven't played enough FoW to know the game that well myself, so I am curious
I believe if you are already ranged in you can. But it is a plus 1 to hit penalty for not being able to see the ranged in marker.
You are correct! If you choose to bombard on a ranged-in token but can't actually see it, you get a +1 to hit.
When assigning hits by defensive fire, you only give it to the teams involved in the assault, not to the entire unit. The Soviet assaulted the SS infantry unit with two infantry teams, which were hit like 8+ times by defensive fire. The hits should have been assigned evenly to those two teams.
Don't the IS2s have Bedspring Armour.
Nice report as usual. The hard cover rule is not good. The infantry is way too much protected when dug in. The "firepower" roll needed to kill a stand just doesn't work.
I don’t think the dug in rules don’t work..the problem with this system is the lack of tactical options you have with infantry. Moreover there is never enough cover and LOS challenges but hey Ho that’s the problem with any reductive system it appears
Dunno what was most shocking: his shirt, moustache or that luck with those colossal die 😄
Or all of the above!
@@AllMiniaturesGreatandSmall In combination 😄 Was interesting to see a different match, though, infantry-heavy fighting is different. With the Berlin-armies street fighting with a lot of buildings would be cool as well.
There’s no way to assault with Aggressive infantry (unless it’s SS in halftracks) if the defender knows how to play. To only roll 4 or fewer hits on 3+ they have be rolling 6 or fewer dice. That’s 3 stands of pinned pzgrs. Likely a defensive position has multiple defenders so it’s never ever going to happen… not ever. You can’t just hope your opponent throws a 1 in 10,000 outlier.
I mean you can use smoke to make it a 4+, that means it's basically a coin flip to make it in against 5 pinned pzgrens. so it's not so bad if you're playing anyone other than soviets. Also when firing through smoke you can only draw line of sight 6", so you can limit the usual 8" defensive fire.
Also if you have at least 12 assaulting teams they need 8 hits to be pinned. On average you'll take 7 hits if they shoot with 10 dice, so 5 pinned panzergrens.