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RUS/POL Poland 1939 (3)
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Sindor

 

Joined: 02 Feb 2008

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Sorry for the mines: Westen has reminded me, that the mines are not polish  Very Happy  Shocked

The mines deployment zone is 4 hexes max. from your own deployment zone. They are defensive weapons, not offensive !
Ask Karpovian if he accepts the current situation.
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PostTue May 20, 2008 5:53 pm
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PeterGol

 

Joined: 26 Mar 2008

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Sindor wrote:
Sorry for the mines: Westen has reminded me, that the mines are not polish  Very Happy  Shocked

The mines deployment zone is 4 hexes max. from your own deployment zone. They are defensive weapons, not offensive !
Ask Karpovian if he accepts the current situation.


I thought it only applies to the barbed wire, since in the mines stat card it says nothing about it. Embarassed

I have no problem to change position if Karpovian doesn't accept the situation.

I disagree with this rule in one thing. IMO, mines, barbed wires, etc, shouldn't be allowed adjacent to the objective hex.    Rolling Eyes
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PostTue May 20, 2008 6:05 pm
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Westentaschenschlachti

 

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I'm sorry Peter  Very Happy  I just wanted to ask what are the current rules for mines, because i had the idea to use them for myself. They were used differently in the Fin/Rus game. Didnt want to disturb this game....
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PostTue May 20, 2008 6:07 pm
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PeterGol

 

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Westentaschenschlachti wrote:
I'm sorry Peter  Very Happy  I just wanted to ask what are the current rules for mines, because i had the idea to use them for myself. They were used differently in the Fin/Rus game. Didnt want to disturb this game....


Don't worry at all, the rules are the same for everyone of us, and of course I accept them. I didn't know that my mines weren't correctly deployed. Doesn't matter.

Cool
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PostTue May 20, 2008 6:12 pm
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Sindor

 

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And I forgot which side these mines belong to  Embarassed  Wink

Anyway, all obstacles and fortifications follow the same rule - they cannot be deployed in opponent's area (therefore the limit of 6 hexes from one side).

Deployment around objectives occurs in the defensive scenarios, which you might encounter in semi-finals  Cool
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PostTue May 20, 2008 6:51 pm
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karpovian

 


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My apologies, I got sent out of town last minute.  Im getting caught up here..
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PostThu May 22, 2008 2:14 pm
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karpovian

 


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Determained Infrantyman - He is disrupted and does not move.  My fault for not implementing disrupted counters in my Vassel Mod yet.  J4 group does not move.

Mines - Lets keep them where they are and press on.  Im more for learning, and I hope not to cause delays any more Smile
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PostThu May 22, 2008 2:28 pm
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Sindor

 

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karpovian wrote:
Mines - Lets keep them where they are and press on.  Im more for learning, and I hope not to cause delays any more Smile


Look, on 3 hits (= 50%) the mine will disrupt an infantry. On 3x "6" (unprobable) it will be destroyed. In both cases, the mine is removed. That's why these things cost 1 pt only  Cool
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PostThu May 22, 2008 4:59 pm
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PeterGol

 

Joined: 26 Mar 2008

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Ok, my movement

BA10 goes to C2 and Sniper to D1

Everyone else stays put.

Your Cavalrymen at H7 found one of the real mines, so I roll 6 dice... usually in our games we roll for every unit inside the minefield... i don't know if this is right, so i will roll for both your units, and wait for Sindor to decide if it's ok.

Mine for cavalrymen A Rolls: (6d6)             
Mine for cavalrymen B Rolls: (6d6)             
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PostFri May 23, 2008 3:39 pm
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PeterGol

 

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Ok, both cavalrymen face up disrupted because of the minefield.

Situation afther movement phase



It's your assault phase.  Wink
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PostFri May 23, 2008 3:45 pm
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Sindor

 

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PeterGol wrote:
Your Cavalrymen at H7 found one of the real mines, so I roll 6 dice... usually in our games we roll for every unit inside the minefield... i don't know if this is right, so i will roll for both your units, and wait for Sindor to decide if it's ok.


You really give me a hard time  Cool Yes, if they enter in the same turn, they are both affected. After this, remove the mine from the battlefield.
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PostFri May 23, 2008 5:04 pm
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PeterGol

 

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As i wait for karpovian assault phase I've updated the scenario map to add correct unit pics for cavalryman, maxim 7,62mm and R35...  Cool

Unfortunately i didn't found any good pic for the browning LMG  Crying or Very sad


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PostSat May 24, 2008 12:11 pm
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karpovian

 


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I believe with the sniper in cover, no attacks can be made.

I5 Browning to H5.

J4 determined infantryman to I5.
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PostSun May 25, 2008 11:23 am
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PeterGol

 

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karpovian wrote:
I believe with the sniper in cover, no attacks can be made.

I5 Browning to H5.

J4 determined infantryman to I5.


Yes, you're right about the sniper, can only be atacked at close range.

I am assuming everyone else of your forces stays put.

H5 mines were fake ones, so great notice for the browning Smile

Degtyarev at D5 tries covering fire over brownig at H5:

Rolls: (6d6)              with 4 successes puts a face up disrupt counter on it.

Maxim at D5 fires twice to the browning at H5

Rolls: (7d6)                first shoot
Rolls: (7d6)                second shoot

fanatical sniper fires one of the disrupted cavalryman at long range
Rolls: (4d6)         
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PostSun May 25, 2008 11:32 am
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PeterGol

 

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The both, browning and cavalrymen need cover rolls for save

Browning Rolls: (1d6)    saves with 5+ (medium range)
Cavalryman Rolls: (1d6)    4+ to save
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PostSun May 25, 2008 11:35 am
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PeterGol

 

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Maxim at C2 fires twice over the disrupted infantrymen at I5

first shoot Rolls: (6d6)             
second shoot Rolls: (6d6)             

Cover if needed Rolls: (1d6)    4+
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PostSun May 25, 2008 11:38 am
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PeterGol

 

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PeterGol wrote:
Maxim at C2 fires twice over the disrupted infantrymen at I5

first shoot Rolls: (6d6)             
second shoot Rolls: (6d6)             

Cover if needed Rolls: (1d6)    4+


Sorry, I would have rolled two times for cover.

cover for the second shoot [die=1d6] saves with 4+
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PostSun May 25, 2008 11:40 am
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PeterGol

 

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PeterGol wrote:
PeterGol wrote:
Maxim at C2 fires twice over the disrupted infantrymen at I5

first shoot Rolls: (6d6)             
second shoot Rolls: (6d6)             

Cover if needed Rolls: (1d6)    4+


Sorry, I would have rolled two times for cover.

cover for the second shoot [die=1d6] saves with 4+


damn, i'm stupid  Laughing

i meant Rolls: (1d6)    saves with 4+
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PostSun May 25, 2008 11:41 am
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PeterGol

 

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ba10m shoots at determined infantrymen that moved to I5

Rolls: (6d6)             

cover if needed Rolls: (1d6)    4+
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PostSun May 25, 2008 11:44 am
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PeterGol

 

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Ok, ba10 has strike and fade, it moves to E5 (strike and fade 2 + high gear 2 + 1 per road)

Soviet grenadier moves also to E5. Everyone else, stays put.

Summary:

1 cavalrymen disrupted.
Determined infantryman at I5 dead.
Browning at h5 dead
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PostSun May 25, 2008 11:47 am
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