How did I miss this…. I’m not much into tactical games but I love the way you’ve played thru the scenario and the associated commentary. Thank you Chewie!
Great use of the Scout and Leader working in tandem for a quicker movement through the jungle. The example you gave using a hex firing with multiple units firing, the Support Weapon of the second unit is not 1/2 (5.2). SW on the DFT use their entire Fire Power. The first Squad of +3, next Squad of 2.5, round up to a +3, and the Leader leadership of +1, would bring it to a +7. Just one more than the +6. Also, to remember to subtract the leadership value if the Leader passes their damage check. In the case, as someone pointed out, that no attacks can be directed into a Melee hex, however, if it wasn't a Melee hex, the ANZAC unit would still have not survived because of the roll of a 4 and +3 for the damage differential, -1 for the Leadership which would a 6. Still failing the MC.
Around the 42:40 mark I made a mistake with a combat. The Anzacs assault moved next to 2 VC squads and fired and I didn't give them the +2 bonus for being adjacent. They should have had a +3 vs +3 defense. As it turns out, the outcome would have been the same. But still a +2 is a big deal in this game and it may have changed my judgement on VC defensive fire, which would have had significant knock-on effects later in the turn. In a small scenario things can turn on these moments, so worth recognising that it was an error.
In fact I dont have the rules with me but the capture of the aircrew was a melee so the hex may week have been a melee from the br]eginning of the turn. Maybe there are some scenario special rules for this?
How did I miss this…. I’m not much into tactical games but I love the way you’ve played thru the scenario and the associated commentary. Thank you Chewie!
Great use of the Scout and Leader working in tandem for a quicker movement through the jungle.
The example you gave using a hex firing with multiple units firing, the Support Weapon of the second unit is not 1/2 (5.2). SW on the DFT use their entire Fire Power. The first Squad of +3, next Squad of 2.5, round up to a +3, and the Leader leadership of +1, would bring it to a +7. Just one more than the +6.
Also, to remember to subtract the leadership value if the Leader passes their damage check. In the case, as someone pointed out, that no attacks can be directed into a Melee hex, however, if it wasn't a Melee hex, the ANZAC unit would still have not survived because of the roll of a 4 and +3 for the damage differential, -1 for the Leadership which would a 6. Still failing the MC.
Around the 42:40 mark I made a mistake with a combat. The Anzacs assault moved next to 2 VC squads and fired and I didn't give them the +2 bonus for being adjacent. They should have had a +3 vs +3 defense. As it turns out, the outcome would have been the same.
But still a +2 is a big deal in this game and it may have changed my judgement on VC defensive fire, which would have had significant knock-on effects later in the turn. In a small scenario things can turn on these moments, so worth recognising that it was an error.
In fact I dont have the rules with me but the capture of the aircrew was a melee so the hex may week have been a melee from the br]eginning of the turn. Maybe there are some scenario special rules for this?
At 46.37 you should have marked the hex as a melee and neither side could fire into it
Yes. I'd been aware of the rules of not firing at friendlies, but missed the restriction on firing into melee hexes! Thanks.