36.25 "The bren gun is an unhealthy place". When I did my infantry training I was a student in the University of London TA. We had a regular Guards Sergeant as our instructor and got on well with him. I can still remember having a beer and getting the sage advice - "Stay well away from the machine gunner..." That was in the mid 70's. Some things never change.
Agreed, it's one of those evergreen principles; I suppose when it's the primary threat possessed by a section or squad it's going to draw the most fire. These days there's such a proliferation of weapon systems in a section it might not be as much the case, but I wouldn't bank on it.
I know it's common practice to call two 6's on a command dice roll a "double" phase. But, upon rereading section 6.1 Phase Sequence Rolls, it says "Rolling two 6's means that the next active phase is yours. You can activate your troops in the current phase knowing you will immediately roll again for the next phase". I also know that some players have found that the chance for several consecutive phases can be devastating for the other side. Most players have developed "home" rules to prevent that happening. One way is to take away one die for the next roll. Another way, as you did, is to allow only two consecutive phases a side. In my opinion, there should be no "home" rules. If a player is lucky enough to roll two 6's several times in a row, to me, it just means his troops have demonstrated excellent initiative and aggressiveness.. For me, it's no different that rolling a lot of hits when firing one time, and rolling nothing another time. It's luck, or in a war game, fortunes of war! Of course, when you'e playing solo, you can play anyway you like. Have fun!
Broadly speaking I don't disagree, I know that if it were to happen that someone had a runaway series of rolls early in the game then the time and effort putting in to setting everything up could be rectified fairly easily and perhaps another game played. I felt on that occasion like experimenting to see how it played out. It still has the potential to give one side reasonable impetus and given that you can still be hoist by the dice in other ways that take the game away from you it helps keep the other player engaged in the game (either order dice or as in the video by the expedient of losing a series of NCOs). I'm not set on one procedure or the other, I will probably use the drop one die method next time and see how that pans out.
Don’t the British have only 3 HE for the Mortar and unlimited Smoke and you rolled double 1s when firing the Mortar so don’t they run out of Ammo until they get to a JOP to get resupplied
36.25 "The bren gun is an unhealthy place". When I did my infantry training I was a student in the University of London TA. We had a regular Guards Sergeant as our instructor and got on well with him. I can still remember having a beer and getting the sage advice - "Stay well away from the machine gunner..." That was in the mid 70's. Some things never change.
Agreed, it's one of those evergreen principles; I suppose when it's the primary threat possessed by a section or squad it's going to draw the most fire. These days there's such a proliferation of weapon systems in a section it might not be as much the case, but I wouldn't bank on it.
Don't forget you can use scout teams to make the defenders show their hand.
I 100% lost sight of that after the first couple of phases, which is why a platoon sized recce by fire then ensued.
Very good game, entertaining and close in the result. Great job with this solo game on a lovely table.
Thanks, glad you liked it. It didn't feel that close at one point, but then suddenly German NCOs were falling over all over the place!
@@thelastbattalion3509, that is the German way in that time and the wars before, leading from the front. I thank you for the video.
Great video, Great models. Great terrain. Loved it.
Thank you very much.
Wonderful detailed table. Amazing figures, buildings and paint job!
Thank you very much.
Sounds great, terrain, armies and buildings!
Thank you.
I know it's common practice to call two 6's on a command dice roll a "double" phase. But, upon rereading section 6.1 Phase Sequence Rolls, it says "Rolling two 6's means that the next active phase is yours. You can activate your troops in the current phase knowing you will immediately roll again for the next phase". I also know that some players have found that the chance for several consecutive phases can be devastating for the other side. Most players have developed "home" rules to prevent that happening. One way is to take away one die for the next roll. Another way, as you did, is to allow only two consecutive phases a side. In my opinion, there should be no "home" rules. If a player is lucky enough to roll two 6's several times in a row, to me, it just means his troops have demonstrated excellent initiative and aggressiveness.. For me, it's no different that rolling a lot of hits when firing one time, and rolling nothing another time. It's luck, or in a war game, fortunes of war! Of course, when you'e playing solo, you can play anyway you like. Have fun!
Broadly speaking I don't disagree, I know that if it were to happen that someone had a runaway series of rolls early in the game then the time and effort putting in to setting everything up could be rectified fairly easily and perhaps another game played. I felt on that occasion like experimenting to see how it played out. It still has the potential to give one side reasonable impetus and given that you can still be hoist by the dice in other ways that take the game away from you it helps keep the other player engaged in the game (either order dice or as in the video by the expedient of losing a series of NCOs). I'm not set on one procedure or the other, I will probably use the drop one die method next time and see how that pans out.
Looking forward to watch it, tomorrow. I think it will be fun to watch.
Hope you enjoy it - fewer rule errors this time I think!
@@thelastbattalion3509, you don't have to move to go tactical. Doesn't matter right now but is an important fact.
At 18 and a bit you could build a 4 which would allow you to do stuff with both squads. It is just important to keep such options in mind.
@@thelastbattalion3509, good catch on the different cover with the Bren, but you did not shoot the overwatch. The turn ended after that phase.
I realised about tactical shortly afterwards!
Nice minis and setup
Thanks Paul!
Where do you have those lovely smoke and fire markers from which you're using for shock from?
Really digging these battlereports.
Thank you - the markers are acrylic from Litko. They need a very brief assembly but are very handy for all sorts of systems.
Great game and looked good, shouldn’t the British have had an extra 3 support points to balance the platoons?
Thank you - yes quite probably.
Don’t the British have only 3 HE for the Mortar and unlimited Smoke and you rolled double 1s when firing the Mortar so don’t they run out of Ammo until they get to a JOP to get resupplied
Yes. I didn’t remember that at the time, it’s been added to the lessons identified list.
why you stop making reports bruh?
Time and space primarily. I hope to create some more in the future though for various systems.