Monday, September 29, 2025

TY 6mm Lessons Learned 25

This is a short one, because it's not a full BatRep and I don't have any pretty pictures. Just a couple of thoughts from yesterday's game (West German Leopard 2s vs Polish T55s and T72Ms, at 150 points).

Numero Uno - your ATGMs (anti-tank guided missiles) with the Guided ability can also fire at your opponent's helicopters (page 39 in the rulebook) but only in your Turn, not as Defensive AA Fire in your opponent's Turn. My opponent in yesterday's battle forgot this, and as he had not gotten his Spandrels in position to shoot at my vehicles early (like all ATGM carrying vehicles, they have to be Halted to fire the ATGMs at all), they spent several Turns trying to catch up to the battle line to fire into my vehicles. He could have Halted them one Turn and fired at my PAH strike helicopters instead, possibly removed them from the game before Turn Four (or was it Five...?) as he did. And FYI, I don't think I've run into an ATGM that doesn't have Guided. Plus, this goes for your Infantry ATGM Teams, too, so all those Milan-spam British lists you want to play just became murder to any group of helicopters (not because they just changed the rule, but because you now know to use your Milans in this manner). Lesson Learned.

Numero Dos - less a Lesson to be Learned, and more a general observation that may become a houserule in our little club. My opponent spent 18 points on six Su-22 Fitters (with the Kh-25 missiles) that never showed up in six Turns of trying. My own flight of Tornados only made it one Turn out of six (though they were devastating in that Turn, wiping six T55s out with one bomb run). Yes, even with a 50% chance each roll, we got Strike Aircraft on once out of 12 rolls! We are pondering how we can make the Strike Aircraft Roll more like the Reserves roll. The proposed change is that if you fail to bring in your Strike Aircraft, next Turn you roll two dice instead of one, and if you fail again, instead of three dice on the third Turn, you automatically get in your Strike Aircraft. Once you get your Strike Aircraft, you go back to rolling just one die the following Turn. As Anti-Aircraft fire has gotten a lot more deadly on the table with the many additions to the army lists of all countries, I think getting your Strike Aircraft in more often won't necessarily unbalance the game too bad. Do note that we don't utilize Dynamic Points in our game, we just use the standard points that are in the book/on the Forces website, so this may be unnecessary when using Dynamic Points. We will give this a try in future games and report back on how well it's working for us. Houserule Experiment Begun.

Numero Tres - this is definitely a reminder to us as we are bad about forgetting small details, but to you, dear reader, as well. Even with the smaller scale we play in (which is why we can field a 150 point battle with 50 tanks on a standard 6' by 4' table without feeling crowded), often we get Units separated by Destroyed Teams and terrain, and we forget to add the +1 to Shooting for the Teams Out of Command. It may not be much, but in a game as close as last night's game, it could have been over sooner. We are also bad about using the Movement Orders (pages 36 and 37 in the rulebook). Oh, we do Blitz and Shoot & Scoot often enough, and we do Dig In when we bring Infantry and they don't start the game already in Foxholes (I bring Infantry the most of the group, and even then I don't move them much in games), but I can't tell you the last time any of us have used Cross Here or Follow Me. And these are important Movement Orders, especially for our little group. Cross Here - my opponent from yesterday has long been known for failing Cross Checks, but always forgets to issue a Cross Here Order before moving into Terrain. Seriously, you have never seen so many 1s and 2s on 3+ Cross Checks as my friend throws (you can probably go back through our Lessons Learned and figure out who I'm talking about, look for the player with half a company of tanks stuck in the same patch of woods for an entire game, not just once but multiple times), but he - all of us, really, let's be honest - never uses Cross Here. Follow Me - especially for horde lists that need to cross the table quickly to get into those coveted Side Armor shots (as we witnessed first hand yesterday, T55s can't penetrate Leopard 2s from the Front, but a Leo 2 doesn't even get an Armor Save against the same T55s from the Side), the extra movement can be key. When playing bottom-tier tanks vs top-tier tanks, your best bet is to use Dash Moves and Follow Me, moving from cover to cover, to get your bottom-tier tanks into position to shoot at Side Armor. No point in using Tactical moves when Shooting can't even penetrate the Armor you're facing, so move as fast as you can to a flanking position. Why not just use Blitz? If you successfully Blitz (or even fail a Blitz), you can only do a Tactical Move afterwards, while Follow Me allows Dash Moves. And Blitz is far more useful for those Units that need to be Halted to fire their big guns (ATGMs, usually, but also tanks that have Halted 2, Moving 1 RoF) and just a little bit of Movement to get into firing position. Lesson Learned.

Numero Quatro - making your opponent react to you (rolling an easy Armor Save, placing a Ranged In marker even though you plan on moving it the first chance you get, placing Minefields in open Terrain to force Cross Checks through Difficult Terrain... any dice rolls, really) is better than not doing the whatever. In the example above of bottom-tier T55s not being able to penetrate top-tier Leo 2s from the front, if you are running mid-tier T72Ms that can penetrate Leo 2s from the front even though they have an easy Armor Save (3 to tie, 4 to beat), it's better to force your opponent to roll that easy Armor Save. Best to do it from Cover (or even better, Shoot & Scoot back into total Concealment so they have no Line of Sight) so your mid-tiers aren't trashed by those top-tiers in return, but forcing more rolling of dice by your opponent means more chances for your opponent to fail those rolls. Maybe you can only Bail your opponent's tanks - keep doing it! Double Bails on a vehicle is a chance for them to fail a Remount roll and run from the battle. A Bailed tank can't Hold/Contest Objectives, and doesn't count towards Unit or Formation Morale, and they may fail their Remount rolls, exacerbating this state of affairs into the next Turn. Keep making them roll, just don't place yourself in utter danger to do it. Placing Ranged In markers at the beginning of the game, even if you mean on moving them on Turn One, will give your opponent pause, make them react - even subconsciously - to the threat, make them shy away from placing troops under the Artillery Template. And placing a Ranged In marker during Deployment is the only time you get a free placement. You can't fail a Roll if you don't roll the dice in the first place. Make them react to you, take the initiative from them, even if it's forcing them to do things unconsciously, is what you want. Lesson Learned.

Numero Quatro, Bonus Edition - speaking of Minefields, have you ever noticed that NATO army lists don't get to add mine plows to their tanks? Even though, in the real world, all NATO countries used mine plows or mine rollers of some sort? Yeah, so who gets to place Minefields in Missions? Defenders, which is usually what NATO players pick. But if you're a brash WarPact player, pick Defender, and if NATO picks Maneuver (or Attacker, more on that in a moment), you can get your own Minefields... and the NATO player can't remove them (at least with vehicles, and many players don't bring much Infantry because TY is a vehicle-focused game), they can only avoid them. Or drive through them and take their chances that the dice favor them on that roll. On the other side of the coin, who gets to pick what time of day the battle occurs in the Missions? Usually the Attacker, which is usually the WarPact player, but who has the better night vision devices? NATO players, of course. Do you gamble and choose Attacker to get a chance of Time of Day, knowing that you will have fewer numbers of better trained men and equipment to try and take Objectives, or do you play it safe and pick Maneuver or Defend and count on your WarPact opponent staying safe and choosing Daytime? Something to think on, for both NATO and WarPact players. Bonus Lesson Learned.

Numero Cinco - short one, if you can take a Unit in your Formation, or for the same cost, take that Unit from Divisional Support, take it inside the Formation. Divisional Support doesn't count towards Formation Morale. They do count towards Victory Points, if you're bothering to count them, but if you don't care, use your Divisional Support elements as ablative meat shields and keep your Formation whole, longer. Short Lesson Learned.

Okay folks, enough for today. Like I said, a short article, sorry for the lack of pretty pictures, which I know is why most of you come back to read my drivel. Hopefully your own game can improve from my thoughts, or you can get a chuckle from us idiots who are just realizing the blistering obvious. Either way, get out there and roll some dice with your friends.

As a bonus, here are the two lists we used in our little tête-à-tête yesterday:

WEST GERMANS

  • Leopard 2 Kompanie HQ - 1x Leopard 2
  • Leopard 2 Platoon - 4x Leopard 2
  • Leopard 2 Platoon - 3x Leopard 2
  • Marder Panzergrenadier Zug - 3x MG3 Teams, 2x Milan Teams, 1x Carl Gustav Team, 3x Marder 1s
  • Jaguar Panzergrenadier Zug - 3x Jaguar 1s
  • Gepard Flakpanzer Batterie - 4x Gepards
  • Luchs Spah Trupp - 2x Luchs
  • Luchs Spah Trupp - 2x Luchs
  • M109G Panzerartillerie Batterie - 4x M109Gs
  • From Divisional Support:
    • 1x M113 OP
    • 4x PAH Anti-tank Helicopters
    • 4x Tornados

POLISH

  • T-72M Tank Battalion HQ - 1x T-72M (Formation 1)
  • T-72M Tank Company - 6x T-72Ms
  • T-72M Tank Company - 6x T-72Ms
  • BDRM Scout Platoon - 2x BDRM-2s
  • T-55AM2 Tank Battalion HQ - 1x T-55AM2s (Formation 2)
  • T-55 Tank Company - 10x T-55s
  • T-55 Tank Company - 10x T-55s
  • T-55 Tank Company - 10x T-55s
  • BMP Scout Platoon - 3x BMP-1s
  • 2S1 Carnation Artillery Battery - 6x Carnations
  • SA-9 SAM Platoon - 4x Gaskins
  • ZSU-23-4 SAM Platoon - 4x Shilkas
  • From Divisional Support:
    • 6x BM-21 Hails
    • 3x DANA SP 152mms
    • 1x BMP-1 OP
    • 3x BMP-1 Scouts
    • 6x Su-22 Fitters (with Kh-25 missiles)

Wednesday, July 23, 2025

TY 6mm Lessons Learned 24

I know it's been a bit since I've posted one of these, loyal readers, but all I can say is life is interesting of late. And remember, "may you live in interesting times" was an ancient Chinese curse, not a blessing.

Another month, another game of teeny tiny tanks, specifically our favorite ruleset, Team Yankee in 6mm scale. We had four players this month, myself, the ever-reliable Uriah and Brandon, and Brandon's teenaged son Logan. To get everyone playing, I declared it would be a 2v2 match, 50 points per player. I would take Logan on my team and as Uriah prefers his British Force (he is working up some French, as well) I said we would play Warsaw Pact versus their NATO lists. As I have plenty of teeny tiny tanks at my disposal, I have plenty of WarPact to go around, and Brandon is likewise known to purchase and print many vehicles across the entire line of TY, so no issues there.

Warsaw Pact - for Logan, I gave him a simple East German list I had used before. T72 formation, tank heavy, no artillery or air support, but good amount of Units and firepower.

  • Battalion HQ - 1x T72M tank
  • 1st Company - 4x T72M tanks
  • 2nd Company - 4x T72M tanks
  • 3rd Company - 4x T72M tanks
  • Recon - 4x BMP-1s
  • BMP Motor Rifle Company - 4x BMP-1s, 4x rifle stands, 3x RPG-7 stands
  • AA - 2x ZSU-23-4 Shilkas
  • ATGM - 3x Spandrels (from Divisional Support)

It's not the best, especially if you were to try to run it in a tournament setting, as this Force's main strength is the ablative nature of having so many cheap, not-top-tier vehicles on the board - you may win, but you will lose so many Units, the best you can hope for is a 7-2 or a 6-3 Victory. However, it is a great Force for new players, as there is just a few rules you have to deal with. Thinking back, if I were to make any changes, I would drop the Spandrels entirely as it's not like I don't already have enough cannons (the 125mm on the T72 at AT 21 is nothing to sneeze at) and add 2 more Shilka tracks in. In fact, I'm making the change in my Forces list right now.

For my own Force, I picked T64BVs from the Soviets - they're a great, cheap tank, about halfway between cheap throwaways, like the T72M, and top tier tanks like the M1A1 Abrams. They have a terrific gun, really decent armor (not high, but better enough to be able to survive big NATO cannon fire, though not the super-advanced ATGMs you see in top tier games) and are understandably cheap.

  • Battalion HQ - 1x T64BV
  • 1st Company - 3x T64BV
  • 2nd Company - 3x T64BV
  • BMP Motor Rifle Company - 4x BMP-1s, 4x rifle stands, 3x RPG-7 stands
  • Recon - 2x BMP-1s
  • AA - 4x SA-13 Gophers

I originally had Shilkas in the AA slot, but as I only have 4 Shilka minis in my vast collection (I know, need another 4 Shilkas to add to the collection... sigh) and knowing that NATO would be bringing some air assets, decided to take some missile AA and threaten a greater slice of the table. Again, this is a very basic list - no artillery, no air, just a little bit of the basics (tank, infantry, recon, AA), and even better, there's nothing from Divisional Support so EVERYTHING counts towards Formation Morale. The Spandrels in the East German list are really there to use up the last 2 points to make the list an even 50 points, and so when I run that list, I tend to run the Spandrels very far forward, as I really don't care if they die or not. We tend not to pay attention to VPs anyway, so they are very much sacrificial lambs to me, and if they manage to take out anything on the opposing side before they die, it was the best 2 points I spent that game. And remember, if your ATGM has Guided in the description (I think they all do, but I could be wrong), you can use them against helicopters as well, poor man's anti-helicopter AA.

NATO - Uriah has been faithfully playing British the entire time our small group of TY in 6mm scale players have been meeting, and one of the biggest problems he has faced is that, 1) the Brits have no good low tier tanks (the Americans have the M60 Pattons, and pretty much all the other NATO forces have either the Leopard 1 or a Warsaw Pact option), and 2) he hates infantry in 6mm scale and refuses to field them. At low point totals like in the 50 point per player we played in this game, he suffers. Yes, he could totally have fielded a Medium Recce Squadron or Wheeled Recce Squadron (or multiples of each, combos of each, etc) and just put a metric ton of "cockroaches" onto the table, but he doesn't like that much either. Admittedly, the Brit recce vehicles are all SCREAMINGLY hard to kill (hence why we call them "cockroaches") but they are not very effective at killing enemy tanks in return, even mid-tier WarPact tanks like the T72M, so you'd be better off pairing them with MILAN infantry (but again, see above) or other cheap ATGM vehicles, but you can't take enough of those from Divisional Support or cross-formation. Maybe a Troop of Chieftains and let the Recce be the main Formation. All of the above reasons are why he is also building a French Force in 6mm.

  • Squadron HQ - 1x Chieftain
  • 1st Troop - 2x Chieftains
  • 2nd Troop - 2x Chieftains
  • Recce Troop - 2x Scorpions
  • AA - 3x Marksmen (DivSup)
  • Strike Air - 2x Harrier (DivSup)
  • Helos - 2x TOW Lynx (DivSup)

Brandon had just printed up some S-tanks (Stridsvagn 103s, those funky, turretless defense tanks that literally move the whole tank to aim the cannon) and really wanted to play those. He, like pretty much the rest of us at such a low point total, went tank heavy, with the bare minimum of support, which you'll see in a moment, really restricted his gameplan. But, I have to admit, the S-tank is a fantastic looking tank, really innovative design, and if they are set up correctly in defense (firing from cover to enable their Ambush Tank ability), they are utter BASTARDS to kill. 

  • HQ - 2x Strv 103s
  • 1st Tank Platoon - 3x Strv 103s
  • 2nd Tank Platoon - 3x Strv 103s
  • AT Platoon - 3x Pvpjtgb RBS-56 BILL Missile (DivSup)
  • Helos - 2x HKP 9s

Setup - Here is my one and only warning - I do not "mansplain". Mansplaining is when some over-testosteroned knuckle-dragger explains everything to every woman he runs into as if she was 5 years old. I do not mansplain, but instead, I "NCO-splain". I am a former Non-Commissioned Officer (NCO) of the US Army, so I have been trained to be the babysitter to nearly everyone around me, junior enlisted and officers especially. When I am in a situation where I am instructing someone, like I was doing with young Logan, I tend to revert to my Staff Sergeant years. So if you just hear me instructing in the most condescending tone possible while you are reading this, you probably got it right. Remember, I don't "mansplain", I "NCO-splain", because I'm a professional asshole.

Anyway, the table was, as is our usual, utterly full of trees, rocks, and hills. As surprised no one, and like I instructed Logan, NATO picked Defense and we picked Attack as the Warsaw Pact. A die was rolled and No Retreat was the result. Wait, did I say No Retreat?

Yeah, I said No Retreat

For the unfortunate NATO players, No Retreat should have been a bigger hindrance to us WarPact players in this smaller scale. As we halve all distances (except weapon ranges), it would take us poor Soviet conscripts and puppet states longer to get across the table and start threatening Objectives. However, that downside for the Attacker (WarPact) comes with a HUGE downside for the Defenders (NATO) - Deep Reserves. Deep Immediate Reserves which is not the worst, but Deep Reserves nonetheless - you can only Deploy only one Tank Unit with Front Armor greater than 4 OR only one air Unit. I'll let you scroll back up and refresh your memory of the NATO Formations they had chosen to bring to the fight. Take your time.

Right?! The Brits can only deploy either a Troop of Chieftain or the Harriers or the Lynxes (Lynxii? internet search says "lynxes" or "lynx") and the Scorpions and Marksmen. The Swedes can only deploy a Troop of S-tanks or the helos, and the Pvpt... Pbws... the BILL missile jeeps. Yes, they get an Ambush Unit, but with their Unit makeup, this type of Reserve utterly hampered their Defense plans. To be honest, Logan and I were gracious and let them each deploy a Deep Unit and each have an Ambush Unit, because if we hadn't, it would have been an even quicker game than it turned out to be.

Next lesson for our young gentleman - there are two ways to place the Objectives. You either place them as far apart from each other or you place them as close together. The first one is if you are Attacking, so you divide the Defenders up and they can't support each other in Defense of those Objectives. The second one is if you're Defending, you place them as close together as you can manage, to give mutually supporting fire from the most Units. For No Retreat, Defenders place an Objective then the Attackers place one. As Brandon is a wily player, he placed their Objective as far back in the box as possible, however he put it off to one side where I would have split the difference and put it right in the middle of the box, to keep the Objectives as close to each other as possible. However, he was not playing as competitively as he could have, so his placement and my placement kept the game almost split down the middle - Logan vs Uriah and me vs Brandon, with only a few shots coming across the table. I placed our Objective as far from the NATO Objective as I could get, as far out of cover and concealing terrain as I could get.

As expected, Brandon had his BILL jeeps (Ambush, great idea for ATGM vehicles) and one Troop of S-tanks on the table and everything else in Reserve. Surprising, Uriah did not bring out the Marksmen... but as I double check their card in Forces, Marksmen have a 6 Front Armor. I forget they are on a Chieftain hull and the armor stat is a combination of the heavily armored hull and lightly armored turret. Okay, hindsight, not a surprise after all. Uriah had his Recce Troop of Scorpions as far forward as he could get them (rant incoming in a moment) in the Deployment zone and held his one allowed Chieftain Troop in Ambush.

Spearhead Rant - I always try to put at least one Unit, more at about 85 points and higher, but find that I use it in less than half the games I play. As we are playing the latest Missions Pack from Battlefront, many of them don't have enough standoff between the Deployment Zones to allow any use of Spearhead. But I still bring a Spearhead Unit in every list, because when I can use it, the Spearhead Ability is fantastically useful. We actually get more use out of Spearhead at 6mm scale because every measurement is halved which includes Ambush and Spearhead Deployment distances, yet I did not use the Ability in the game, as the Deep Reserves rule had already made it so difficult for the NATO Forces. 

For the Warsaw Pact Deployment, I advised young Logan our best bet is to make one big skirmish line, get every Unit as far forward in the Deployment Zone and then push on the Objectives as best as possible. He had further to go, but had more Teams and Units to throw at the problem. And with as much terrain as we had put on the table, it was going to be at least one Turn of Dash movement due to not being able to get into any good Shooting positions. Besides, our goal was simple - get onto one or both Objectives as soon as possible and overwhelm the Defenders, preferably before they get all their Reserves onto the table. 

It's a long way, to Tipperary...

My Soviet Force. I know, I know, need to at least get a base coat on them...

Logan's East Germans.

The Objective on NATO Left, protected by minefields and S-tanks.

The Objective on NATO Right, with a minefield and Scorpions up front.

The British Ambush and Reserves waiting to come onto table.

And the Swedes doing the same.

TURN ONE - Warsaw Pact is Attacker and we get to go first. The plan is simple - rush down the table as fast and as far as possible while sticking to cover and only when we start to approach the Objectives do we pop out to start Shooting. And that is what Logan and I do for the first Turn, Dash Dash Dash and no Shooting at anything.

NATO's side of the Turn, and they roll for Reserves, really needing some (and yes, we were gracious and let both Brandon and Uriah roll separately), but they got none, zero, zilch, squat. Just a little panicked now, because I know I was feeling some sympathy for them at the weight of men and equipment bearing down on them, Brandon and Uriah set to work. Out come the Ambush Units, the BILL Missile jeeps (yes, I know, they're not M151 Mutts, the venerable US Jeep, but it's easier than trying to type out the alphabet soup of the Swedish nomenclature for them) (by the way, if you've never heard of Dr. Jackson Crawford, otherwise known as Dr. Cowboy Viking, you should really check out his YT channel on the Old Norse language, which isn't what modern Swedes speak, but a lot closer than any of the Romance languages or English I can halfway speak/understand) facing down my infantry-carrying BMP-1s at WarPact extreme Right, and Uriah's Chieftains in the middle of the table with a shot on my Gophers... wait, my Gophers?! Yup, he'd found a firing lane that caught one of my SA-13 Gopher SAM tracks full on in the open, even though I'd tried my damnedest to keep them well out of sight for the inevitable appearance of enemy air Units. Shooting commenced, and I lost one BMP-1 and a stand of infantry to the BILL jeeps, both of my BMP-1 recon tracks to Brandon's S-tanks, and 3 of my 4 Gophers to Uriah's well sited Chieftains. NATO put the first score up on the board and it stung to be the center of attention. But I couldn't blame them, I was closer to an Objective than Logan, and obviously the more immediate threat.

Turn One... Let's Get it On!

The Soviets advance WarPact Right.

The East Germans advance WarPact Left

Why am I getting all the love?

A heroes' burial for these brave defenders of the Motherland (don't ask why they're invading other countries as a "defense")

TURN TWO - Okay, this got real serious. No Remounts, Reserves, or Strike Aircraft, but I do manage to UnPin my infantry and moved them immediately into the empty seat of a nearby BMP-1, and my last Gopher foolishly decides to stick around (passed Unit Morale). Logan continues to advance at Dash, ignoring the Scorpions off to his right and streaming towards the far Objective. I push up at Tactical, Bogging several T64BVs in the treeline, and shoot at the BILL jeeps and S-tanks to my front to no effect. I don't know if it was this Turn or last, but for at least two Turns and maybe three, I continued to fail all rolls, notably Armor Saves and To Hit rolls. Which is usual for how I roll dice. Side note - looking again at the pictures, Logan had his Motor Rifle BMPs forward, which is good to get the infantry into the fight as early as possible, but his recon BMPs are behind his tanks. I tend to use my recon elements as a screening force for my bigger guns, the ablative meat shield at the front of the Force, which we've discovered only blocks your own shots through the Unit, as your opponent can shoot through your Unit and into a Unit behind it, but I still do it as most people tend to shoot at the closer target instead of the more dangerous target. However, this was his Force to play, and so I made some suggestions every Turn, but otherwise left him to run his army as he saw fit.

NATO side of the Turn, and this time, both rolling two dice, they both get one Unit of Reserves, Uriah picking his other Troop of Chieftains, and Brandon picking his other Platoon of S-tanks. Both Units come in on NATO Right as Brandon felt he'd speed-bumped my Soviets enough that I was no longer the biggest threat and the other Objective seemed to be almost completely uncovered. Uriah further adjusted his Chieftains, moving one out of Command Distance so he could cover Logan's advance on NATO Right, and even brought one of his Scorpions out (the other Bogged) of the trees to go after Logan's Shilkas. Logan's turn to catch some love, and loses one of the Shilkas, two BMP-1s from his Motor Rifle Company along with three stands of infantry, while I lose two more BMP-1s, two stands of infantry, and a T64BV.

Turn Two - Let's Get it On!
Soviets advance, shoot, and... nothing.
East Germans advance.
NATO Reserves entering the fray.

NATO repositioning
East Germans taking some hits
Infantry losses
Soviet losses
Soviet infantry graveyard
East German infantry graveyard

TURN THREE - As in most games of TY, this is where things really get interesting. The last remaining SA-13 Gopher track finally fails Morale and heads for the hinterlands. The Soviets continue to trickle forward, the T64s still Bogging in the trees more than making it through, but still close enough to move up and start Contesting the Objective. The Soviet infantry pile out of their BMPs and go into Assault on the BILL jeeps in the trees to their front. The East Germans continue to move up on their side, the Motor Rifle BMPs doing a suicide charge at the Chieftain to mirror what the Soviets are about to do this Turn but have to wait next Turn for their chance to pile out and Assault. Shooting phase comes around - Soviets finally manage to hit SOMETHING hiding in the trees and take out one S-tank. The Soviet infantry shoots, misses everything, then Assaults, Destroying one BILL jeep and the other two fall back to consolidate... but fail their Cross Checks, and they're removed. Hey guys! I killed a Unit with Cross Checks! That was an achievement. The East Germans fire, killing a Scorpion (no, Logan's new nickname is not "Cockroach Boy", but it could very well be as they are notoriously hard to kill), and fire on everything else on that side that he could see, but no effects there.

NATO side of the Turn, Brandon gets one and Uriah gets two Reserve Units out of three dice rolled apiece, Uriah picking his Chieftain commander and Harriers as there is exactly one Shilka on the table, the last AA for the Warsaw Pact, and Brandon grabs his S-tank command element. All the newcomers roll up to get shots on targets, and Brandon charges his S-tanks out of the woods nearest the Objective to not let us win automatically at the end of the next Turn. Otherwise, everyone else stays where they are at. (One note here, Shooting had already begun for Uriah's Brits, but Brandon had forgotten to move his S-tanks up to Contest the Objective, in case he didn't outright kill the two T64s in the Shooting Phase. However, since we like playing with our friends and not just beating our enemies, I reminded him of this misstep, and he moved one of the S-tanks up, the other failing the Cross Check to leave the woods. Cross Checks were EVERYONE'S bane this game.) On the WarPact Left side of the table, the Harriers get ready to open fire, and Logan's last remaining Shilka opens up, Destroying one Harrier. However, the remaining Harrier manages to Range In on the first roll and launches his cluster munitions (I can't remember which weapon it is, but it's the Salvo template one), hitting only one T72M, and Bailing it after a failed Armor Save and Firepower Check. Uriah's Chieftains and Brandon's S-tanks open up on Logan's Force, Destroying two T72Ms and Bailing a third out of one company, which didn't put Logan anywhere near having to check for Formation Morale (this is the strength of that list - crunch all you want, we brought more!), and the suicidal Motor Rifle loses their last Transports and another two stands of infantry. Brandon tries to Destroy the two T64s I have Contesting the Objective, and finally, FINALLY, the dice go my way (as well as the extra points for the BV models of T64) and I make all of my Armor Saves. Turn Four is now going to be interesting.

Turn Three - Let's Get it On!
Sorry, didn't get Movement pic and then Shoot/Assault, just skipped straight there. And yes, there are as many Bogged T64s in the trees as there are outside. 3+ Cross my ass...
Killing a Scorpion in his first game has made Logan a legend in our group.
The rest of the East German advance.
Movement over on WarPact Right.
Mid-action shot on WarPact Left.
The Harriers launch their attack.
After the Harrier attack.
The S-tanks strike forward. Brandon has to Destroy both T64s Contesting the Objective, but the S-tank that made it out of the woods will at least keep me from auto-winning if those T64s are still there next Turn.
And I live! I made all my Armor Saves!
Outcome on the other side of the table.

TURN FOUR - This is it, crunch-time. With me Contesting the Objective on WarPact Right starting last Turn, if I can remove the one S-tank that is within 4' of said Objective (remember, 6mm scale, all distances are halved), then we win the Mission. It is not looking good for NATO at this point, and Logan was questioning the need to do any of his part as it looked like me winning has highly probable. But, we reminded him, always act like the game will continue, so we made him play out his Starting and Movement Phases while I was taking care of mine. Always a good idea to get those repetitions in. Logan Remounts and UnPins everything, and makes his Morale Checks for everything (the last Shilka stuck it out for another Turn, what an absolute champ). On my side of the table, I rush everything up to consolidate on the Objective, finally getting two of my last three T64BVs out of the trees (yes, my Formation Commander stayed Bogged at the end... sigh) and Dashing them up as I couldn't get a clear shot with them anyway. My infantry and their last Transport also double-timed it towards the Objective. Logan continued his push towards the Objective on his side, finally getting Line of Sight with his T72Ms to many of Uriah's Brits and the few S-tanks Brandon had on this side of the board.

Then the Shooting started... and like that, game was over and Warsaw Pact was victorious. S-tanks are very hard to hit, but only if they are in cover and can use their Ambush Tank ability (raises their Hit On from 4+ to 6), and a lone S-tank out in the open like that facing three T64s? Very low probability of survival there. But Brandon had no choice, he had to either remove the two tracks I had already Contesting the Objective last Turn, or failing that, get as many vehicles onto the Objective as well, make me pull them off. Hopefully, all while Uriah is holding Logan's horde of T72s off the other Objective. And having only two vehicles (after I had Destroyed the third S-tank and all of the BILL jeeps) to pile onto the Objective, one of which is stuck in the trees too far away to help, it was too little, too late. Okay, last of the pretty pictures first and then more thoughts on the game.

Turn Four (and last) - Let's Get it On!
The Soviet Pile-on commences.
The East Germans advance. And yes, those last 2 stands of infantry were going to take on that Chieftain all by themselves.
More East German tomfoolery.
And in the end...

FINAL THOUGHTS - I am by no means a tactical genius, and I completely acknowledge the Mission beat up NATO as much as Logan and I did. The Deep Reserves, especially, and the low point total for the match did Brandon and Uriah no favors. I've already discussed with Uriah about a possible low point list for him with his restrictions in mind - no infantry, but still have enough punch to threaten WarPact MBTs. Here is the list we came up with:

  • Medium Recce HQ - 2x Spartans
  • 1st Recce Troop - 4x Scorpions
  • 2nd Recce Troop - 4x Scorpions
  • 3rd Recce Troop - 4x Scorpions
  • ATGM Troop - 4x Strikers
  • AA Support - 2x Marksmen (DivSup)
  • Air Support - 2x Harriers (DivSup)
  • Cross Formation - 3x Chieftains

The Scorpions, Scimitars, and Foxes of the British Recce Squadrons are cockroaches, very hard to kill, but not very hard hitting, at least not against tanks. We went with the Medium Recce as they have Striker ATGM carriers for their support option, while the Wheeled Recce has some GPMG troops, and again, no infantry (and not an ATGM option). The Striker isn't the best little ATGM carrier, but AT 23, FP 3+ is nothing to sneeze at. The core Formation is only 23 points, which leaves plenty for 3 Chieftains, and a pair of Harriers, plus some Marksmen for AA duty. The Chieftains and Harriers are the big threat, with the Strikers filling in for some long-range striking power, and the Scorpions being great to either sit in cover and be annoyingly hard to kill or running around the board to strike at the lightly armored targets on the other side of the table. With three Troops of them, you can fulfill both tasks at the same time. I'm looking forward to facing it at some point. And do any of us have enough Scorpions for Uriah to use? Yes. I've got 20 (and another 20 Scimitars) in my collection.

Other than that, the dice were everyone's enemy, none of us had consistent good luck. I don't know how either side could have played it differently. Yes, NATO could have pulled Reserves first Turn, or even more Units on Turns Two and Three, but again, the dice were fickle. Brandon and Uriah could have changed up their lists, but they would have had to know beforehand which Mission we were playing, and that's part of the gamble of playing the game the way we do - none of us do, it's completely up to random chance, and you have to be ready for any eventuality. If NATO had gotten a non-Deep Reserve Mission, started the game with 30 points on table and no Front Armor/Aircraft restrictions, WarPact would have had a much tougher time. I'd have come to the Objective with two platoons of S-tanks and ATGM toting helos in support, not to mention the BILL jeeps, and that would have been a war of attrition I don't know I could survive with only 7 tanks and an infantry platoon to break them. 

Speaking of the BILL jeeps, Brandon's use of them as speed bumps for my infantry was fantastic. Well, for him, not so much for me, as he completely stalled my infantry rush up the WarPact Right side of the table. My plan was for the tanks to take Brandon's attention and then, before he realized it, my infantry would be on top of the Objective and Dug In. But that didn't happen. It was very satisfying to Assault his jeeps at the end, they were SSSOOO annoying. 

That's it for this BatRep. I hope to get more posts up here on the site, but life has not been the most cooperative this year. Oh well, it goes like that sometimes. Until next time, hope you can get some games in and roll some dice with your friends!

Thursday, April 11, 2024

Firestorm Campaign Week 1, Games 1 thru 3

It all started in June of last year. My Friendly Local Gaming Store (FLGS) announced they were hiring and I was in need of some more income. Yes, they do not pay as much as other part-time jobs would pay, but where else was I going to get paid to talk to people about games (board games, miniatures wargames, role-playing games, collectible card games, and tons of accessories for all of the above are what we stock and sell)? Let me tell you - no where. However, this decision has had some side effects, namely that everything on Sundays either fell to the wayside or got moved to Saturdays, as Sunday became one of the days that I was always scheduled to work at my FLGS. My Cyberpunk Red monthly home game moved (mostly) easily to Saturdays (I lost one player directly to the change in weekday, but since then, another player has moved to the East Coast, and another left the game for other reasons, so out of the five original players, I still have two), but my Team Yankee in 6mm games could not, as we were playing at a friend's comic book store and he is closed on Sundays (and happy to make a little money from us for use of the shop) but didn't want to put up with having a game in-store with other customers perusing his wares. Which is why I haven't posted any BatReps for TY since, um, July of last year. {shrug} That's just the way the hobby goes, things change, and in response, you have to Improvise, Adapt, and Overcome.

"Why not," you may be asking your screen right now, "just continue playing your 6mm scale TY games at the FLGS?" Which is a good question, and does have a good answer - said FLGS does not carry 6mm scale ANYTHING, so if they're paying me (and expecting me to be a brand ambassador for the Battlefront Games) then I need to push the 15mm scale originals and not talk about the 6mm scale options. I mean, we had already played 6mm at the store a couple of times before, but I was a customer at that time and not an employee. So I agreed to toe the very reasonable company line and while on their clock and in their store, I refrain from mentioning 6mm scale as an option, and have pushed the stock Battlefront 15mm line of minis and terrain. Part of that was figuring out how to get more people playing more often. The previous crew of players in the store were interested more in tournaments, but they had moved on. The players that remained (myself included) were more interested in playing with friends and having fun, not so much the intense heat of competition and winning over everything else. Holding a tournament at the store, while fun in the short term, doesn't fit the bill, but what would work is the old Firestorm campaigns. Back when TY first came out, Battlefront really didn't think it would see a rise in popularity like it has, to the point they put out the first core book, complete with functional (if limited) American and Soviet army lists, and really thought that would be the end of it. Over the next couple of years, they put out books to cover British, West German, and East German forces, plus pamphlets expanding the West Germans, Afgantsy for the Soviets, and include Czechoslovakia and Poland. Then they finally got around to expanded books for both the Americans and Soviets, and to help promote/encourage folks to play with the new books, put out these Firestorm campaigns. Then Battlefront put out a couple of more books, changed the rules slightly and released a version 2 of them, and re-released all of the books previously printed, and added on Nordic Forces and Oil Wars. Oh, and a Red Dawn homage that I wrote a lot about as it didn't have really good National Guard options in it. Hugely popular, one would say. 

So here we are, playing the first of the two Firestorm campaigns, named Red Thunder, to go with the Soviet book at the time. We have 6 players, 4 experienced players and 2 newbies. I had originally built an American National Guard Patton list (not one of my experimental lists, just a straight Army M60 Patton list, with the cheapest gear available in the book) but we had 3 NATO players already, so I pulled out an old East German list and joined the Warsaw Pact. As the store organizer for this campaign, I downloaded the materials from Battlefront, poster printed out the map so we could have a bigger version to show off in the store, printed out all the arrows and put them on cardstock (you can't get the cool, die cut cardboard markers that originally came with these kits anymore, so I put them on cardstock to give them a little stiffness), and even printed up all the rules and missions so everyone would have their own copy. Oh, and for myself, while all of the above was going on, I was busy printing everything I could (vehicles and accessories, mainly) on my 3d printer (I have another blog post in the works about that, I will come back and link it when it is done). 

Talking to my fellow WarPact players, we decided a three-pronged attack heading for the biggest clusters of Victory Points (VPs) on the map and came up with the following: Jan would push to Copenhagen with his Soviets by going through Hamburg (North) in the North; Koty would do the classic move and rush the Fulda Gap with his Soviets; and I would push towards Munich in the South with my East Germans. After conferring amongst themselves, the NATO players decided that Mike and Uncle Sam's Misguided Children (US Marine Corps) would try to stop the northern push, Brandon and his Canadians would try to defend the Fulda Gap, and Uriah and his French would try to stem the Volksarmee in the South. All of these games for the first week were to be at 50 points per side. Our map, at this point, looked like this:



Before I dive into my Battle Report (BatRep) for my fight, I'll just give you the TL,DR version. My game against Uriah occurred first, and after a hard struggle, the East Germans won and I pushed thru Niederbayern and into Munich, scoring the first VPs of the game. The other two games occurred simultaneously, the struggle between Brandon and Koty was very hard fought and came down to the wire, with Koty barely squeaking out a win, which he used to push thru Fulda and into Kassel. Mike and Jan, our two newest players, had a hard fight as well (I really like that Team Yankee is balanced enough that you rarely have an early blowout in any game, and it keeps the tension up for both sides, all the way to the last Turn of any game), but Mike came out on top, and when he rolled to see if his Static Defense was enough to push Jan out of Schwerin, he did not make the roll and so the northern salient remained static. As we moved onto placing our next three flags of the offensive - flags 4 and 5 were solidly in the control of the WarPact players, while 6 thru 10, the WarPact must roll for each, and get to keep it if they get a 3 or higher on a d6 - I rolled to see if we kept flag 6 or not... and I got a 6, so we kept flag #6. Jan continued his assault into Hamburg (this is a plan that can't possibly fail twice!), from Kassel Koty assaulted into Giessen, and I continued from Munich into Stuttgard. This week's of games will be at 75 points, so I am busy putting more infantry on bases and getting more things glued and ready for paint as I type this. Our new battle map with new flags and capture tokens looks like this:

Okay, anyone still here for the BatRep and the other pretty pictures? Great, let's get going!

DEPLOYMENT: Uriah picked Counter Attack and rolled a 5 on the chart for Counterattack. I had shown up early and set up the table, attempting to give us a balanced table with both decent cover and room to maneuver. I did okay, but I think I could have added more terrain to the table, as our current group prefers more rather than less terrain pieces. For my 50 points of fun, I brought a T72M Battalion, with some mech infantry, lots of BMPs, and a good amount of support pieces between recon, air, anti-air, artillery, and a spotter. I could definitely have shrunk everything else and put even more T72s onto the table, but I didn't know what Uriah was going to throw at me, so I kept more options in my list, and I think I achieved the "Swiss army knife Zen state" I was going for. Uriah brought some AMX-30s led by one LeClerc MBT, some infantry in AMX-10Ps, and for support, a pair of missile armed VBLs for recon, a group of AMX-10 RCs and a group of AMX-13 DCAs for anti-air. In Reserve, he placed the LeClerc and the AMX-13 DCAs, and in Ambush, he held back his -10 RCs.

The roll and the Mission.

The field of battle, a small rest stop on a back country road.

WarPact right and NATO left. Pardon the blue tank and unfinished Shilkas, work is still progressing.

The center of the field. My OP is either hiding behind the restaurant, or ordering lunch.

WarPact left and NATO right. The VBLs are very fast on roads, but my BMPs are pretty decent across rough terrain themselves. This is all due to Spearhead, as both of our Deployment Zones are in the opposite end of the table.

The WarPact force. I forgot the card for the BMP recon element.

The French force.

The rest of the French, including their Reserves.

TURN ONE: As Attacker, I get to go first. I roll for Strike Aircraft, and that isn't happening, a recurring theme in this game. I drive forward, not balls out, but Tactical moves to try and get guns on as many French Units as I can manage. The T72Ms on the left spring out of cover to lay cannons onto the VBLs, the infantry pile out of their foxholes and into the waiting BMPs at the edge of the woods, the recon BMPs move right to take cover behind the crest of the hill and cover the approaches across the middle of the table, the Shilkas move behind the restaurant (to order lunch as well, good idea, OP!), and the T72Ms on the right side move to the edge of the woods (except for one that Bogs). In Shooting, I kill one of the VBLs (four cannon shots for one hit, go figure), and the one AMX-30 peeking out from around cover on the extreme right (WarPact right, NATO left) of the board. With artillery, I range in on the AMX-30s and infantry but don't get any results from that other than Pinning the French infantry.

Uriah goes and rolls for Reserves, and they arrive just like my Strike Aircraft, not at all. He rolls Morale for the last VBL, and it fails and runs away (can you blame him? there were five T72s bearing down on him). Uriah does manage to un-Pin the infantry, but as they will not move for the rest of the game, kind of a moot point. He pops his Ambushing -10 RCs, bringing them out right in front of the T72Ms on the left (NATO left, WarPact right). He moves everyone else smartly - the remaining AMX-30s wait for the -10P IFVs to move out of the way and then Dash across the back of the field to head for the Objective on NATO left that is now unwatched with the VBLs disappearing off the table. In Shooting, his -10 RCs manage to Destroy one of the T72s to their front while Bailing two others, and then Shoot 'n' Scoots them into cover, in support of the infantry on this side of the table. 

I took how many shots with 125mm cannons to destroy two unarmored recon vehicles?!

WarPact right, giving love to...

...NATO left. AMX-30s have a good gun and good mobility, but armor, not so much.

Last VBL "nope!"d right off the table.

Lots of movement in the middle of the table and the -10 RCs show up and then Shoot'n'Scoot into cover. (ignore the 2 on the dice, sometimes forget to take pictures when I should)

The result of fires from the -10 RCs.

TURN TWO: Start of the Turn, I manage to Remount both Bailed T72s, but still did not get Strike Aircraft onto the table. On my left, I drive towards the now unattended Objective, knowing that the LeClerc and SPAAGs coming out of Reserves to the immediate rear of those tanks would be very uncomfortable. The mounted infantry roar out of the woods (except for one that Bogs... this proves to be fortuitous, but more on that when it comes) and follow the tanks. The recon BMPs stay where they are at, as they are 16" to 48" away from the -10 RCs and the onrushing -10P IFVs, and will commence firing their Sagger missiles momentarily. I maneuver the Shilkas out from behind the restaurant so they can also get shots on the -10 RCs and -10P IFVs. I attempt the Cross Check for the lagging T72M in the woods, but he fails it again and sits out this round. I manage to kill one of the -10P IFVs, put some cannon rounds into the infantry at the edge of the woods, and move my Range In to re-Pin said infantry and do nothing but annoy the -10 RCs. 

Quick note on this - Uriah admitted after the game that he should have, at ANY point in the game, but especially on this Turn, he should have moved the -10 RCs out from cover and done something with them. They were great on the Ambush, but once he got them into cover, he vapor locked and just could not bring himself to put them in danger. And I let him, I had no interest in attacking his infantry or getting my vehicles close enough they could Assault me in return, so I just left those T72s on my right, hammering away at him while my artillery Repeat Bombarded him for the rest of the game. Yes, I had my recon BMPs and Shilkas stay in the area to help mop up his -10P IFVs and -10 RCs, but really, they were hovering closer to the middle to help out with the Reserves whenever they showed up.

Uriah, for his part of the Turn, does manage to un-Pin his infantry, but still not planning to move them, so moot point. He does not get any Reserves, again, even with two dice (and I breathe a heavy sigh of relief). He continues to maneuver the remaining AMX-30s, but they don't manage to penetrate any of my T72Ms on the WarPact left/NATO right Objective. He also moves his -10P IFVs into cover, does not want a repeat of last turn and lose some more of them.

Get used to seeing that BMP in that position, Bogged.

Take that, capitalist dogs!

Not doing much here, just being a mental block.

Ranged In and under fire? You should probably move.

Here come the AMX-30s to little effect.

AMX-10Ps moving away while the fires burn themselves out.

TURN THREE: I maneuver knowing that, at a minimum, Uriah will have the LeClerc on the table at the beginning of his half of the Turn, so everything is in readiness for the arrival of an unwanted proctology exam. I completely forget to roll for Strike Aircraft (I'm a genius!), but do manage to finally pass a Cross Check for the T72 that has fallen behind, and he rejoins his compatriots in the treeline. The infantry-bearing BMP is still Bogged in the woods. On the left (NATO right) I move up the T72s to get better shots at the AMX-30s, and bring forward the BMPs with their infantry loads, though just far enough up that I have cover for when the LeClerc arrives, but not into the line of fire if the T72s don't wipe out the -30s. On the other side of the table, the Shilkas (having no aircraft to worry about) move to put the -10 RCs under fire with the Saggers from the BMP recon element. In Shooting, I manage to wipe out the -30s (whew! one less Unit to deal with), brew up a -10 RC (pretty sure the Shilkas got him before the BMPs could even fire), and then remove two infantry stands between Repeat Bombardment and now four 125mm cannons firing on their positions, re-Pinning the infantry.

Uriah rolls for Reserves and manages to get both the LeClerc and the -13 DCAs. The SPAAGs move towards the center and engage the BMP recon element and the BMP still Bogged in the tree. The LeClerc moves up to start putting rounds onto whatever it can spot, which happens to be the other BMPs with infantry in them. He also moves out the -10Ps, bringing their autocannon to bear on the Shilkas and BMP recon Unit. The Dice Gawds giveth and taketh away in equal measure, but apparently Uriah owed them some money, as even with all of the above weight of fire, he only managed to Destroy the BMP in the woods (but the stand of infantry made their Infantry Save and crouched in the woods, trying not to be noticed) and Bail one of the BMP recon tracks. Yes, the LeClerc, shooting at BMP Side Armor in the open, missed with both shots. 

Finally remembered to take a pic of the Turn counter.

Finally seeing some results on WarPact right.

Yes, my BMP OP has a gun, a 7.62mm MG. No, it can sit there in cover for the rest of the game, it's fine where it's at.

T72s and BMPs move up on WarPact left.

Taking out those pesky AMX-30s.

Reserves arrive and things start happening.

AMX-13 DCAs Destroy one and Bail one BMP.

The LeClerc fires on the BMPs, sending them to Brown Alert.

The AMX-10Ps fire at the Shilkas, to no effect.

TURN FOUR: I again forget to roll for Strike Aircraft, but do Remount the one Bailed BMP. The infantry in the woods remain Pinned following their rude ejection from the burning BMP. The T72Ms on the Objective move just enough to get guns on the -10Ps across the middle and further into cover from the approaching LeClerc, but still be in contention for the Objective once it goes live on Turn Six. The infantry boil out of the BMPs and move to engulf the Objective. Everyone else stays where they are at and Shooting commences. The BMP recon tracks swivel their turrets and unleash a barrage of 73mm cannon fire on the -13 DCAs, Bailing two of the three. The Shilkas and the T72s fire on the AMX-10P IFVs, Destroying the Unit outright. The T72s on the other side of the table fire at the infantry to no effect, but the artillery bombardment finally manages to Destroy one of the -10 RCs. 

Seeing many of his Units suffer destruction, Uriah tightened his resolve and strove to win the only way he could - pry the East Germans off the Objective on NATO right. He kept the LeClerc where it was, not wanting to commit it too far and invite Side Armor shots (the LeClerc's Front Armor is effective even against 125mm cannon fire), but moved the remaining DCA up beside it to give support (after passing the Morale roll at the start of the turn). Again, the Dice Gawds cast Uriah from their sight and even with the addition of the DCA firing at the BMPs, he only manages to Bail one of the three, even with two shots from the LeClerc's mighty 120mm smoothbore and the DCA's high ROF AA guns. Uriah is still vapor locked, and the -10 RCs, which could prove helpful across the table, stay where they are, not shooting at anybody and slowly getting picked off by Repeat Bombardments.

Turn Four has arrived.

The Bailed -13 DCAs.

The T72s have moved out of the way to allow the infantry to move and cover the Objective.

The T72s help by firing on the AMX-10Ps.

Shilkas all alone now that their "friends" have perished.

Arty gets a -10 RC.

The last -13 DCA maneuvers off...

...to not a lot of effect.

Do I have to dig out those last infantry stands? Thankfully, no.

TURN FIVE: I fail to Remount the one Bailed BMP. I un-Pin the infantry in the woods. I finally remember to roll for Strike Aircraft, and miracle of miracles, I get Strike Aircraft for the first and only time this game. I maneuver the T72s on WarPact left to turn around and park themselves, still out of Line of Sight of the LeClerc, directly on top of the Objective. I order the infantry to Dig In and they fail their roll horribly. Oh well, not too long now until I'm done. I shoot again at the French infantry on the woods across the table, and Repeat Bombardment. The Shilkas and BMP Recon charge in after the AMX-10 RCs, managing to Destroy one of the two remaining. Then Strike Aircraft come in - I know the schwerpunkt is the Objective on WarPact left, and even though his only operational AA is there, I still bring in my Fitters right on top of them. His Defensive AA goes off, splashing one of my Fitters, and the other fails to Range In, and flies off to live another day. Oh well, the two of them are only three points, so I'm not too hurt they were totally useless this whole game (doesn't help I forgot to roll for them two rounds, that part is on me).

Then both Uriah and I have a brain fart - the lone infantry stand in the woods is within Assault range of the two Bailed -13 DCAs. In reality, that stand is WWWAAAYYY out of being In Command, and should, now that it is un-Pinned, move smartly and directly to rejoin their Unit. But I didn't realize this until the week after (as I'm typing this, in fact), and admittedly, it had very little effect on the outcome of the game. Plus, it was WWAAYY cooler to have this one lone stand of infantry run across the field, drop a couple of grenades into the two Bailed tanks, and achieve something completely unexpected. Both of us giggling like the young boys we are, playing with our toys, I Assault the two Bailed DCAs with the stand of infantry - 8 inches of move out of the woods, close enough for the Assault, manage to Destroy one with a lucky RPG-18 strike, and then Assault through as there is no one to oppose, Destroying the last one. Success! It was awesome, but now I realize we messed up and it's lost a little bit of its luster. Talking to Uriah, he is still fine with it, it was awesome when it happened, and would not have had enough of an impact on his half of this Turn anyway. 

Uriah gallantly strives to bring this back around, and then the Dice Gawds laugh as both his last remaining DCA and -10 RC fail Morale and scurry off the table. He could have have gotten his DCA and his LeClerc into range to contest the Objective, and started moving his -10 RCs that way as well (or at least brought them out to face down the Shilkas, BMPs, and T72s on that side of the table to keep them from piling on at the Objective as well), but now with basically just five stands of infantry on the far side of the table and one lonely LeClerc close enough to do anything about it, he is admitting defeat, both to himself and out loud. He's not going out without getting some back, and fires the LeClerc's cannon at the BMPs still to his front, Destroying one.

Strike aircraft, so worth it. {end sarcasm}

The successful DCA and unscathed LeClerc.

Woo-hoo! We blew up two empty tanks, er, SPAAGs!

Shilkas and BMPs hammering the -10 RCs.

BMP Recon finally moving from the hill they made their waifu all the way back in Turn One.

DCA said Nope! but the LeClerc gets to blow up one last track before the end of the game.

So did the last -10 RC.

And we go to Turn Six and victory for the East Germans.

TURN SIX: Where we come to the end of our story. The Objectives go live, and as I am the only one contesting one of them, I just have to end my Turn and I automatically win. I do so and shake hands with Uriah.

For the post game analysis, we discuss how the Dice Gawds just completely hated on him, but there were some things that Uriah could have done differently. With his infantry backed up by their transports and the Ambushing AMX-10 RCs firmly on the Objective at NATO right/WarPact left, he could have Deployed his AMX-30s into the woods by the other Objective via the Spearheading VBLs (and also put the VBLs into some cover, like the low wall surrounding the parking lot by the apartment building), and contested my crossing the linear danger area of the road. He could have not brought the LeClerc and instead more AMX-30s, some Strike Aircraft, and/or artillery. One thing to remember, if you don't go first, put everything into cover so deep your opponent has to take very exposed positions to even fire at you, and that you can then move into firing positions with Cover on your Turn. Yes, you can even do that with your ATGM troops with zero Moving ROF, you Blitz them into position. That exposes them the Next Turn to return fire, but at least they're not getting pounded before you even get a chance to do anything with them. 

Do I think my list counts as being a "horde" list? No. Well, not entirely, as I could have dropped all the support and infantry and put out twice as many T72Ms. I could have kept the support and gone with T55AM2s and doubled the number of models I put onto the table. Am I aiming for that in the future? Not really, even the 100 point variant of this list only has 19 T72s on the board with much more infantry and support coming onto the table with them, and even then I'm nowhere near maxed out on number of tanks I could bring in the tank Units. Is there anything I could have done better? Since I went first and would have gotten them away before any Reserves would have shown up, I could have kept my infantry and their BMPs out of the woods in Deployment. Would not have had the awesome option to Assault two Bailed DCAs if I had done that, but I think that was my biggest misstep in the game. That and forgetting to roll for Strike Aircraft on two Turns. In the end, I'm just happy that we had a fun game, and while WarPact is ahead on games right at the moment, I'm more happy that I'm getting my friends out to play a bunch of Team Yankee. The campaign is just that, an excuse to get in a bunch of games, and while winning is usually fun, I'm happier that we're playing regularly, at least for a little while.

Enough for now, hope you enjoyed it. Tune in next week for our second of five weeks of this campaign, and if you can, get out there and roll some dice with your friends as well.