balenami1291 -> Round 2 (2/2) (3/20/2012 9:40:53 PM)
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Anyway, the central advance is going well. The PzIVd is a deadly machine for the Russian infantry and now the way is somehow clear for our pioneers. Meanwhile, the truck loads the 81mm mortar (it’s too close to the enemy troops) and brings it into a safer (and useful) hex: our MGs will give the fundamental cover fire to accomplish that task. And now, ladies and gentlemen, my worst mistake! Stone buildings provide a very good cover and for this reason I stacked all three pioneer squads in one of those hexes, although is close to enemies. In this game there are no stacking limits, but an attack versus stacked units is resolved simultaneously with separate dice rolls, increasing the chances that an attacker will hit one of them. The furious firefight against this hex ended up not that bad (with only two pioneers wounded) because I spent a reasonable amount of AP & CAP in (successfully) Rally actions. In this particular situation, each time my pioneers have been wounded, luckily enough I pull always a “stunned” or “unnerved” counter, which can be regarded as light damages that can be recovered with rally actions (as I do). Should be noted that from the (virtual) counters cup, you can pull also a “Killed In Action” counter! If that was the case for our pioneers (or if they were wounded twice in a row), no matter how many CAP or Cards you could spend, they were dead before they could blow up the Comm. HQ and the Russians would have been victorious. [image]local://upfiles/18924/BBA5ECFD6D7A4D9592FD68E37A577036.jpg[/image]
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