Stalingrad 42 Full Campaign Intro and Turn 1

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  • Опубликовано: 12 окт 2024
  • G'day all. Please let me know if you find any major problems with this playthrough. I'll hold off for a day or so before going forward with Turn 2. Take care and I hope you enjoy.

Комментарии • 48

  • @markvanderhoek1750
    @markvanderhoek1750 2 года назад +4

    Watched this today. Nice video. Sadly the russians are now in Charkov......

    • @dadvsson
      @dadvsson  2 года назад

      You're right mate. My last reply doesn't seem to have registered. I really hope things settle down over there as I feel for all of them. Poor bastards.

  • @raygun6271
    @raygun6271 2 года назад +3

    Great review!
    Even with the odd tiny mistake it was very helpful and your easy going style makes the game seem less intimidating than I thought.
    I'll be keeping this this one on my potential want list.

    • @dadvsson
      @dadvsson  2 года назад +1

      Thanks mate. Glad to help.

    • @charleslatora5750
      @charleslatora5750 Год назад

      Need to see if I can squeeze this on my 4'*6' table.

    • @charleslatora5750
      @charleslatora5750 Год назад

      I have played the Southern Caucus scenario. 👍👍👍👍

  • @dannyharvie7700
    @dannyharvie7700 3 года назад +4

    Glad you’re doing this although I’ve just finished watching part 10 of the Caucasus Campaign

  • @romiloszachariadis2334
    @romiloszachariadis2334 8 месяцев назад +1

    Tank (and Elite) Shifts
    cannot be gained by the attacker or defender if the defender is in a
    Woods, Wooded Rough, Marsh, Mountain, City (both types) hex,
    or any hex containing a completed Fortification (9.7).

    • @dadvsson
      @dadvsson  8 месяцев назад +1

      Thank you, mate. One of my mistakes, I'm afraid.

  • @stephenkullas3369
    @stephenkullas3369 Год назад +1

    Great video! I think only the break group can advance after combat into an ezoc.

  • @mikelynn143
    @mikelynn143 3 года назад +4

    Like your very detailed play mechanics with the markers, etc good for explaining game flow. Couple of possible mistakes I noticed - not sure how you were able to get 6-1 attacks on the soviet units to the north. they are in fortifications and a strength of 10. best you can get is 40 attack factors with a -1 odds for the fortifications. armor shift does not count so you would need air and artillery to get a 5-1. Also, I noticed you put a disruption counter on after extended movement which is not correct. My group has been playing this alot over the past few months and have been having a blast. We have noticed that if the soviet does not use voluntary full retreat extensively in the first two turns, the Germans will encircle upwards of 20 divisions in a couple of pockets fairly quickly.......

    • @dadvsson
      @dadvsson  3 года назад +1

      You're right. I forgot about loss of elite shift, etc. As for the Soviets not using Vol FR. I played it more like the Soviets would have historically acted (with the Commissars holding a pistol to the commanders head). May not be fair.

  • @joelhart4027
    @joelhart4027 3 года назад +2

    Just found your channel and just bought this game. Really enjoying the playthrough, keep it up.

    • @dadvsson
      @dadvsson  3 года назад +1

      Thanks Joel. I hope you enjoy the game as much as I did.

  • @MichaelPower212
    @MichaelPower212 3 года назад +1

    When you want to lift three or more counters with the tweezers, flip it around so that the tines are on both sides of the stack and flush on the surface of the map. The tines will be lifting the bottom two counters with the top counter riding the stack.

    • @dadvsson
      @dadvsson  3 года назад

      Good call Michael.

  • @unachimba9
    @unachimba9 3 года назад +1

    Good on you for doing this. looks so different from the short campaign

    • @dadvsson
      @dadvsson  3 года назад

      Yes, it plays with your head a bit due to the competing Axis needs and Soviet potentials.

  • @chrisridley4840
    @chrisridley4840 3 года назад +2

    So after the caucasus straight into the the full campaign
    Good luck see you on the volga river

    • @dadvsson
      @dadvsson  3 года назад +1

      Thanks Chris. Well, like I said, the northern scenarios wouldn't have added much to it without the Caucasus, other than letting me ground the rules better. The Volga's a long way and with the Don and Donet being fortified, I may well not get within Coo-ee of it.

  • @Diabolik771
    @Diabolik771 3 года назад +4

    36:33 Aren't those units (marked by light blue) south of Rostov, forced to sit until the Germans cross a specific hexline?

    • @dadvsson
      @dadvsson  3 года назад

      No mate. The Phase Line, for want of a better term releases the Trans Caucasus reserve forces when the Germans cross it. Take care.

    • @otdewiljes
      @otdewiljes 2 года назад

      Yup, they are restricted, as are the two HQs south of Rostov. Rule 20.6: "In the Campaign Game and Fall Balu scenario, Soviet non-garrison units that start south of Rostov may not move until an Axis Combat Unit corosses the Don River between the Sea of Azov and Kalach, or moves within five hexes of STalingrad. Once this happens the restriction is lifted. Soviet units that move into this area before the units are released are not affected by hte restriction.
      _PLAY NOTE: These units have a light-blue UnitType box to help identify them. The BlkSea and NCau Fronts do not have the light blue but are still affected by the restriction._"

  • @_N3M3S1S
    @_N3M3S1S 2 года назад +2

    I just set-up the campaign on this and I was looking for that same Soviet Naval unit as well (66/5) that starts up on turn 5. I thought I dropped it / lost it so I scoured the house! I couldn't find it. Then I looked for it on the printed manifest of counters that was done previous to clipping them and there IS NO SUCH COUNTER. The closest you can get to it is a different Naval counter that sets up at the start (66/NC). So, this must be some kind of a misprint. They misprinted a couple other Axis counters as well, but they were the actual counters.

    • @dadvsson
      @dadvsson  2 года назад +2

      Thanks Rick. I really thought that I had lost a counter as well as went mad. Good luck with the game.

    • @_N3M3S1S
      @_N3M3S1S 2 года назад +2

      @@dadvsson This looks like a fun game so I’m going to view all your videos on it to see what goes on. I do have a question for you on this video though. So, after viewing the Axis turn 1 I saw something that I was curious about. If you start out with only 2 Resource Points how could the Axis player bring out 2 supply point units at 1 resource point each, then also bring out Planned Offensive counters at 1 resource point each? That would be a total of 4, correct?
      Also, I noticed the Planned Offensive marker was used right away too in combat. I believe that’s for the following turn as you go from Planning stage to the Ready stage (26.1-26.2). I understand if that was a rough start… Lord knows we’ve all had plenty of them throughout the years. lol

    • @dadvsson
      @dadvsson  2 года назад +2

      @@_N3M3S1S Rick, it's been quite a while but, I believe the set up gives you two Supply and a Planned Offensive marker for use in Turn 1. You really need them to get a good start and push through as hard as you can.
      BTW, just remember that I did make many mistakes, as usual, as it was a learning game for me as well. Have a look at BGG and the CSW Community Forum as well for any errors which were caught by others.

    • @_N3M3S1S
      @_N3M3S1S 2 года назад +1

      @@dadvsson Will do! Thanks much..

  • @purplenorseman426
    @purplenorseman426 3 года назад +1

    Excellent

  • @MichaelPower212
    @MichaelPower212 3 года назад +1

    • What is the scale of the map or rather a hex?
    • What is the detriment of "disrupted" and "full retreat?"
    • Other than Army HQs, are there any subordinate HQs such as Corps? What are the influences of HQs?
    I apologize for the questions. This is a game I do not own nor have I any familiarity. My war gaming experience is mostly Avalon Hill's Squad Leader (all modules). However, I do like an operation level type of game. My intention is to stay with you throughout this campaign.

    • @dadvsson
      @dadvsson  3 года назад +1

      Scale is around 10 miles to a hex.
      13.2 Effects of Disruption
      (13.2.1) A Disrupted unit suffers the following penalties:
      • MOVEMENT: It may only use Tactical Movement.
      It may not use Rail or Sea Movement or exit an Entry Area.
      • ZOC BONDS: It has a ZOC but cannot in any degree be used to
      form a ZOC Bond.
      • COMBAT: It may not attack. Disrupted units have their Defense
      Strength halved (rounded up) and may not be a Lead Unit in a
      Determined Defense (11.2.3). Disrupted Tank units still earn or
      deny the Tank Shift when defending.
      • REPLACEMENTS: It cannot receive Replacements (21.2).
      • ASUs: May not flip to their Ready side, nor provide Combat
      Benefits (18.2.3).
      (13.2.2) Abilities Retained: Disrupted units retain their ZOC and
      Tank Shift abilities. Other units may enter or pass through friendly
      Disrupted units without becoming Disrupted.
      13.3 Effects of Full Retreat
      (13.3.1) Full Retreat Benefit: Units in Full Retreat
      may move their full MA and use Extended Movement.
      Mechanized units in Full Retreat can use the reduced
      rate of roads. Units that voluntarily go into Full Retreat
      that start their movement in an EZOC may ignore the +2 MPs cost
      to exit that EZOC. (This is a change from previous games in this series.)
      (13.3.2) Full Retreat Penalties: Units in Full Retreat suffer all
      the penalties of Disruption (except the movement penalty) with
      the following additional penalties:
      • ENEMY UNITS: They may not move into an EZOC unless a
      friendly unit that is not in Full Retreat also occupies that hex.
      • NO ZOCS: Full Retreat units do not have a ZOC.
      • AUTOMATIC RETREAT: If an enemy Combat Unit moves,
      advances, or starts adjacent to a unit in Full Retreat, and that unit
      in Full Retreat is not stacked with a Combat Unit that is not in
      Full Retreat, then the unit(s) in Full Retreat must immediately
      be retreated 2 hexes by the owning player and the enemy unit
      may continue moving (or advancing).
      SITUATIONS IN THE OWNING PLAYER’S TURN: A unit
      in Full Retreat is never automatically retreated during it’s own
      player turn. If it starts adjacent to an enemy unit then it must move
      away. A unit in Full Retreat that ends its Movement or Combat
      Phase adjacent to an enemy unit and is not stacked with a unit
      that is not in Full Retreat, is automatically eliminated. Units in
      Full Retreat may remain adjacent or move adjacent to enemy
      units as long as there are other friendly Combat Units in the hex
      that are not in Full Retreat.
      • COMBAT: They have a Defense Strength of 0. If stacked with
      other unitsthey contribute nothing to the defense (including Tank
      Shifts and Determined Defense). If the units they are stacked with
      are retreated or eliminated-follow 12.4 if applicable, if not the
      units are retreated per the CRT result.
      • RECOVERY: They take longer to recover (13.4).
      • SUBSEQUENT RETREATS: There is no additional penalty if
      units in Full Retreat suffer another retreat.
      PLAY NOTE: Once a unit goes into Full Retreat it is difficult to
      eliminate it since (if it is not stacked with a Combat Unit not in
      Full Retreat) it is automatically retreated two hexes if an enemy
      Combat Unit moves adjacent.
      HQ units are Artillery Support Units (ASU). No real sub HQs.
      I hope this helps mate. I thought it better to cut and paste from the Living Rules for most of it. They can be found on the GMT site. Take care.

    • @MichaelPower212
      @MichaelPower212 3 года назад +1

      @@dadvsson Since I apologized in my previous query, I hope it suffices for your extended and full response. Thank-you.
      Virginia Beach, Virginia

    • @dadvsson
      @dadvsson  3 года назад

      @@MichaelPower212 Michael. Always happy to be questioned or asked for more info. If you come up with any more, please let me know and I'll try and help. I've never touched Squad Leader, but here that it's an interesting experience. Have you ever thought of videoing a play through? You couldn't do much worse than me, especially when I first started. Have a think and if you decide to, please let me know. BTW, as soon as I saw Virginia, I had flashbacks to 'Carter'. Take care.

  • @WARdROBEPlaysWWII
    @WARdROBEPlaysWWII 3 года назад +1

    Enjoy these.

    • @dadvsson
      @dadvsson  3 года назад

      Thanks mate. Glad you're enjoying.

  • @WARdROBEPlaysWWII
    @WARdROBEPlaysWWII 3 года назад +1

    Dig the simonitch games

    • @dadvsson
      @dadvsson  3 года назад

      Got to admit, I'm enjoying this and looking forward to playing the others.

  • @devilpup60
    @devilpup60 Месяц назад

    good video but you can’t do a prepared combat the same turn that you place the chit.

    • @dadvsson
      @dadvsson  Месяц назад

      Thanks mate.

    • @devilpup60
      @devilpup60 Месяц назад

      @@dadvssonmy mistake. On the first turn you can. It shows in the play book. Sorry.

    • @dadvsson
      @dadvsson  Месяц назад

      @@devilpup60 That's okay. I did plenty of other things wrong.

  • @soerena88
    @soerena88 3 года назад +2

    Where is son? 😢

    • @dadvsson
      @dadvsson  3 года назад

      Having too much fun with computer games the little bugger.

    • @soerena88
      @soerena88 3 года назад

      @@dadvsson arh blasted computer games.. spent so much time on that myself until I realized how much more fulfilling it felt to not have software do everything for me :p perhaps it comes with age, I don't know. Just randomly stumbled over your channel, good work 👍

    • @dadvsson
      @dadvsson  3 года назад

      @@soerena88 Thanks mate. I've just viewed and subscribed to your channel. So; your mission, should you choose to accept it, is to get back to the table and play a game so that I can have a look. Take care and have fun.