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Tabletop AARs / Re: June 15, 1944 -- Hypothetical
« Last post by MengJiao on November 21, 2017, 05:28:42 PM »

  Anyway, I will be surprised if 22nd Bde gets anywhere, especially if the Germans get a chance to shoot first in this ( 9pm ) turn.  For the 9pm turn, an infantry Brigade of the 49th is moving first, so things will be even worse for the SS.
  For the Germans, local reserves are dwindling, but two KGs will be arriving after sunrise on the 17th (one for Pz Leher and one from the 21st Pz for the SS).  For 2nd Army, there is one available and uncommitted armored brigade left.

  Nightfall.  There is a sort of pause it seems as full night obscures things pretty much.  The Germans have hung on and inflicted stunning loses on formations attached to the 50th Division, while the SS has gotten more or less equally slaughtered on its part of the front (not shown in this photograph).  I was going to counterattack with the SS since they get night attack bonuses (just like paratroopers!), but things have gone so so so so badly for the SS that I think I'll spend the night digging in and hoping for a KG from 21 PZ.

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Israeli Phase for Turn #9 done


Before they do, the Syrian tankers fire a few parting shots, causing me to lose two runners I think. But it is the Syrian artillery that does the damage. Again. Next turn, I'll dedicate my Artillery Battalion for a Counter artillery barrage to their approximate location, as in 3D Zoom-out view the shell trajectories are visible. Upper right map corner it is.

Right. I had again a full Artillery Battalion, so time to plot a few fire missions to the assumed Syrian artillery positions. I don't visuals to that area, so the fire will scatter up to two turns. Hopefully a couple of those missions find a target though... I placed one artillery battery to put a fire mission to that Syrian stack at Tel Shams. I expect them to move out to avoid just that, but that would be good too, as then they'd used valuable APs for moving, and not firing at my units  :knuppel2:

Otherwise, the Israeli phase ends at 295 points, so they lost 69 VPs this turn. I really hoped I'd be at 350VPs or something like that after having secured this area, but the Syrians have fought hard, there have been more of them than what I expected, and their artillery especially has been coming down hard  :buck2:

Regardless, I roleplay rather than look at results (only), so since my mission was to take Saasa Ridge, I'll get at it. Should be fun, I've spotted a good few full stacks of T-55s moving about, Berto's had all the time in the world to put them into proper ambushing positions. He must be wondering if I am even going to try this, for it makes not much sense victory level wise, but where's the fun in being cautious.

I am quite a fan of the Thirty Year Wars era, where the Imperial Swedish Army trained their officers to always attack upon meeting an enemy, regardless of their size. That's the spirit!  :smitten:

So, what else before sending my turn over?

Let us have a look at the infantry losses for a change. Israelis have lost a whopping 23 steps of their meager infantry, but to counter that, Syrians are down a whopping 72 steps of losses with their foot units.

And that's it. Over to Berto!
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So here's the situational map, as the mopping up begins. It does not look good for the hapless Syrians, they are completely surrounded.

... and here's the mopping up mostly done. I continue to have quite a few units in Conserving Ammo status, due to my HQs having been moving about. Therefore the results have not been that optimal, quite a lot of retreats, so to keep Syrians from retreating to a location I don't want them to go, I rotate firing units from opposite directions.

Even my Recce platoon got to join in this time, promptly wiping out an HGM section in front of them.

Come next turn, Tel Shams should be properly secured, finally!  :bd:
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On a positive side, the Syrians keep bleeding, they've lost 48 infantry steps for instance, let us see if I can add to that.

I've reported a few turns now with all the tactical detail, well most of it anyways, so maybe a time to take a higher level view of it.

So here's the situational map, as the mopping up begins. It does not look good for the hapless Syrians, they are completely surrounded.

The Pattons at north will have the honor of firing the first shots, but not before I move my retreated LMG section back to top, to keep the Syrians from retreating there. They take Op Fire moving forward, but luckily, no results. Syrians must be conserving their ammo by now too...

Note that I usually play the boardgame view with Visible Hexes toggled permanently ON, very handy to observing which units has visuals on what targets...

Enter the Pattons! Load HE...
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Before they do, the Syrian tankers fire a few parting shots, causing me to lose two runners I think.

Nope, they knock off one Centurion but that's it. I am down 19 runners though, that's quite a toll. But something to expect for my tank-heavy formation. No infantry to recon the area, and the map is quite a devilish one as I've said a few times.

On a positive side, the Syrians keep bleeding, they've lost 48 infantry steps for instance, let us see if I can add to that.
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Israeli Turn #9 - Mopping Up Tel Shams

This is a nice smaller scenario, so the turns they keep a'comin'. There's the email from Berto, with those Syrians taunting me on their way out of the Tel Shams pocket.

And right so, my noose got into proper positions finally, but the previous turn left me with no APs for Opportunity Fire, having dueled with those mighty T-55s, so I can only watch the more mobile Syrian units taking off.

Before they do, the Syrian tankers fire a few parting shots, causing me to lose two runners I think. But it is the Syrian artillery that does the damage. Again. Next turn, I'll dedicate my Artillery Battalion for a Counter artillery barrage to their approximate location, as in 3D Zoom-out view the shell trajectories are visible. Upper right map corner it is.

A loss of a whopping 36 points during Syrian phase, with a loss of a Engineer platoon leaving me with just the Recce platoon and the third Engineer platoon for my infantry support.

Here's the opening view, with the Syrian escape route marked in red, and the impeding Israeli noose in blue.
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Tabletop AARs / Re: Azathoth vs the World!: an Eldrich Horror AAR
« Last post by airboy on November 20, 2017, 08:04:32 PM »
Turn 6

Action Phase
- Charlie - overcomes being delayed for the 2nd time.
- Diana - buys a boat ticket and goes to Shanghai
- Lily - goes to Rome and buys a train ticket.
- Jim - Travels to Arkham and uses boat ticket to get to Buenos Aries

Encounter Phase
- Charlie - goes to an asylum in London and is asked about the Yellow Sign.  He passes (4d) and gets 2 clues.
- Diana - Choses to encounter the cultist at the gate first.  She passes a will test (2d) and the cultist is eliminated.  She then encounters the ghoul.  She passes her horror test (3d) and uses the Wither spell on the Ghoul which is a 5d lore test.  Passes with 3 successes.  This gives her a 6d strength test with one reroll and she gets 3 successes on the 7 rolls.  Ghoul is killed by the spell and Diana takes no damage.  The gate guards are destroyed so she passes through the gate.  The gate takes her to the Great Hall of Celaeno.  The book Diana is searching for is not on the proper shelf and she passes a will test (2d & 1 reroll) and locates the tome.  She follows the instructions on the tome and passes the lore test (4d with 1 success) and closes the gate!
- Lily - 2d influence test at the Vatican to see a forbidden book.  She passes and improves her Will score.
- Jim - has a 3d influence test in Buenos Aries (where a 4, 5, or 6) would work and fails all of them.

Mythos Phase
- Omen is advanced
- Monster Surge.  Since no gate is open a new gate is spawned in Istanbul with a Mi-Go guardian.  This is very bad because Mi-Go have a huge strength advantage.
- Clues spawned in San Francisco and the Antarctic Sea.
- 1 Monster is spawned where there are cultists, but Diana has killed the only live cultist above ground so there is no monster spawn.

Next turn (I think) I automatically solve the next mystery.  It takes 2 clues to obtain an elder sign.  Lily and Jim both have 2 clues and can reach the elder sign next turn.  As advertised, London gave me a ton of clues.
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Tabletop AARs / Re: Azathoth vs the World!: an Eldrich Horror AAR
« Last post by airboy on November 20, 2017, 07:11:28 PM »
Turn 5

Action Phase
- Jim Culver - went to London and bought a ship ticket.
- Charlie Kane - ended his delay
- Diana - rested, gain assets - success picked up a Vatican Missionary.
- Lily Chen - went to London.  Tried to get assets and failed again.  She stinks at shopping.

Encounter Phase
- Jim Culver - went into debt condition to obtain 2 clues.
- Charlie Kane - Decided to attempt to steal a clue from a Scotland Yard investigator.  He fails a 2d strength test and is arrested and delayed again.
- Diana - Gate Encounter.  Passed the first phase.  Had 4d to pass the second test and got one success, the Sydney gate is closed.
- Lily Chen - passed an observation test and found a clue in a London tabloid.

Mythos Phase
- Omen advanced to a space with an open gate marker.  Doom clock got worse (13).  Still, if Diana had not closed the gate it would be 12 instead.
- Ghoul Spawned at Shanghai gate.  It now has a ghoul and a cultist.
- 2 clues spawned: Alaska and West Africa
- Monster effect with red comet.  Only the cultist on the map had this, but it had no effect.

Again, a pretty easy mythos phase.
Lily, Jim and Charlie each have 2 clues so (hopefully) they can end the rumor and pick up the two elder signs to solve the 2nd mystery.
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Tabletop AARs / Re: Azathoth vs the World!: an Eldrich Horror AAR
« Last post by airboy on November 20, 2017, 05:41:16 PM »
Turn 4

Action Phase
- Diana is designated lead investigator.  She rests, gains sanity and moves to Sydney.  On the rest she cured her Paranoia.
- Lily Chen - Moved to Rome, tried to acquire assets again.  Failed on all 3 die.
- Jim - Moved to Rome and rested.  Gained Sanity & health but is still suffering from Amnesia.
- Charlie Kane - Moved to London.  Attempted to acquire assets and failed (4die & 1 reroll).
Out of this, 10 rolls and 1 success.

Encounter Phase
- Diana attempts to get rid of the cultist and fails taking one health damage.  Cultist is discarded to the monster cup.
   She then tries to close the Sydney Gate.  She is surrounded by ghouls after passing through the gate.  She manages to pass an influence test.  The ghouls take
   her to the Tower of Koth in the city of the Gugs.  A big Gug approaches her and she failed a will test.  She lost a point of sanity and the gate remains open.
- Lily - She found an abandoned witch lair in Rome.  She took a gamble and drank a potion which she used to increase her observation skill.  She passed the bad
   thing check.
- Jim - While in Rome he intervenes with fascist blackshirts who were accosting a priest.  She passed a 3die influence test and gained a blessed condition from the
   priest.  This means 4s, 5s, and 6s are all now successes!
- Charlie - He got the opportunity to examine the John Dee translation of the Necronomicon and took it.  This delays him (no action phase for him next turn) but he
   gets the two clues needed to solve the Moscow rumor.

Mythos Phase
- Omen Advances.
- Monsters spawn if they have gates matching the Omen symbol.  Fortunately, the two gates open do not match.
- A clue spawned in Greenland and the Amazon.  The Amazon has a mythos symbol and a clue so somebody needs to get there.
- There was a health loss to each character if the gates corresponded to the omen counter.  They don't.  As a result, the omen counter advances again.

So nothing bad happened during Azathoths phase.  But next turn if the Omen counter advances (it will) there are two gates on that spot.  Not good.
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Tabletop AARs / Re: Azathoth vs the World!: an Eldrich Horror AAR
« Last post by airboy on November 20, 2017, 09:44:11 AM »
Nefero:

My rolls have been pretty good so far.  But two of my characters have madness conditions and have very marginal sanity.  There are two gates open.  That horrible rumor mill in Moscow could prevent me from strengthening my characters if I don't shut it down.  I don't have the tools necessary (clues or elder signs) to shut down the rumor mill or start solving the 2nd mystery.

Every time Azathoth acts the whammies slam the entire world.

Seems to mirror what you are talking about around turn 3-4.   :-\  :crazy2:  >:D
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