Pegasus Coup de Main (Spoiler Alert!) (Full Version)

All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt



Message


lk2500 -> Pegasus Coup de Main (Spoiler Alert!) (7/17/2018 9:12:29 PM)

UP844 and others, what are your tactics for taking the far end of the bridge without losing half your force to the machine gun in the stone building?

I'm still experimenting....





lk2500 -> RE: Pegasus Coup de Main (Spoiler Alert!) (7/17/2018 10:07:14 PM)

Never mind. I stacked my 2 LMG's + 1 additional Elite Squad + my 2 best leaders and then moved the stack of them into the LOF (bridge exit hex) in the Advance Phase instead of using Assault Movement in the movement phase. That, and probably one lucky die roll, seemed to do the trick.




UP844 -> RE: Pegasus Coup de Main (Spoiler Alert!) (7/17/2018 10:34:46 PM)

Passing the bridge requires some luck anyway: you must enter the open ground hex at the east end of the bridge and the Germans - for whatever reason - do not like that [:)].

Basically, you have three options to enter the hex:
1) moving: you will take fire in the German Defensive Fire at -2 (-1 for non-Assault Movement, -1 for Moving in Open Ground, a.k.a. the infamous FFNAM/FFMO duo)
2) assault moving: you will take fire in the German Defensive Fire at -1 (for Moving in Open Ground)
3) advancing: you will take fire in the next German Fire Segment at 0

If case 1) and 2), the Germans will fire twice (full effect First Fire and halved Final Fire). As a rule of thumb, I don't like taking fire with negative modifiers, so I chose option 3. On the other hand, if you are running out of time taking risks is the only viable course of action.




lk2500 -> RE: Pegasus Coup de Main (Spoiler Alert!) (7/18/2018 12:07:03 AM)


quote:

ORIGINAL: UP844

Passing the bridge requires some luck anyway: you must enter the open ground hex at the east end of the bridge and the Germans - for whatever reason - do not like that [:)].

Basically, you have three options to enter the hex:
1) moving: you will take fire in the German Defensive Fire at -2 (-1 for non-Assault Movement, -1 for Moving in Open Ground, a.k.a. the infamous FFNAM/FFMO duo)
2) assault moving: you will take fire in the German Defensive Fire at -1 (for Moving in Open Ground)
3) advancing: you will take fire in the next German Fire Segment at 0

If case 1) and 2), the Germans will fire twice (full effect First Fire and halved Final Fire). As a rule of thumb, I don't like taking fire with negative modifiers, so I chose option 3. On the other hand, if you are running out of time taking risks is the only viable course of action.


Thanks for clarifying the modifiers, now I know why what I did worked.




lk2500 -> RE: Pegasus Coup de Main (Spoiler Alert!) (7/18/2018 1:05:44 AM)


quote:

ORIGINAL: lk2500


quote:

ORIGINAL: UP844

Passing the bridge requires some luck anyway: you must enter the open ground hex at the east end of the bridge and the Germans - for whatever reason - do not like that [:)].

Basically, you have three options to enter the hex:
1) moving: you will take fire in the German Defensive Fire at -2 (-1 for non-Assault Movement, -1 for Moving in Open Ground, a.k.a. the infamous FFNAM/FFMO duo)
2) assault moving: you will take fire in the German Defensive Fire at -1 (for Moving in Open Ground)
3) advancing: you will take fire in the next German Fire Segment at 0

If case 1) and 2), the Germans will fire twice (full effect First Fire and halved Final Fire). As a rule of thumb, I don't like taking fire with negative modifiers, so I chose option 3. On the other hand, if you are running out of time taking risks is the only viable course of action.


Thanks for clarifying the modifiers, now I know why what I did worked.



Ha, it didn't work so well the 2nd try (in the next/longer scenario). Didn't get the lucky die roll this time! Currently awaiting the German counterattack at diminished strength....




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
2.53125