Saw a post about video walk throughs. This is far from it, but I thought I would give this a try. I had long intro and wrap-up video portion as well, but it took the video to over 17 minutes. I didn't realize there was a 10 minute limit on YouTube. (Good thing, it requires me to be more succinct!)
One thing I didn't mention, the Germans get to set up "HIP". They don't call it that (concept not introduced yet in the Starter Kits) The German player can hide all their MMCs, with leaders and SWs and write the locations on a piece of paper on another map.
So here it is: (suggestions please):
Here are links to the photos Board p -
American Turn 2 -
American Turn 4 -
American Turn 5 -
American Turn 6 -
Endgame -
I'll post my opponent's suggested defensive setup in the strategy section.
Lessons learned playing this with a seasoned "pro": 1. Sometimes the ASLSK player has an advantage over a full ASLer when playing SKs because the ASLer has to wrap their mind around all those little things that would help in a scenario like this: Surrender/Prisoner Hero (although there is leader creation) Bypass Concealment Searching Deploy (although the balance of the scenario allows the Americans to get 5 HS instead of 2 of the full squads.)
2. I totally forgot the HS can only fire themselves or their support weapon, not both. I still had to set them up with MG, just needed to remember that.
3. He said it was good that I set up the Full squad with the HMG, they can both fire or fire together.
4. He had great success with smoke until the end. He tried throwing smoke into the J5 building because it would’ve cause me to fire out at +3. 2 for the smoke and +1 for firing out of smoke – pretty cool tactic.
5. I should’ve moved the machine on the front/top/western flank to the E2 hex cause they could have fired at the troops coming up the right, which in this case was all of them. I had machine gun coverage for the middle flank, so I didn’t need it there.
6. Sideshows – remember the objective like the buildings and sacrificing. I did it right with E2, just left him there to keep delaying.
7. I fired the squad, with the HMG, once by itself in the Defensive First Fire, to save the HMG for later. Unfortunately, I cowered. Which in this phase means that you are marked with a Final Fire marker…which means basically, it’s going to be real hard to get any kind of fire for the rest of this turn, unless someone moves next to me. At least fire the HMG by itself cause it has more firepower, or fire together.
Quick question: does anyone know how I could record a commentary while drawing one the maps "live" and then post that recording? You know like on football games when they draw on the screen - I'm completely drawing a blank on what that's called. I'm on a Macbook, using the imovie included with the machine.
Not sure if you didn't understand the Defensive Fire rules, or just couldn't remember enough of them to talk about in the video. I'm also not exactly sure of which hexes were involved. From what you said about FFMO/FFNAM, I am assuming the Americans moved 2 hexes away from you in Open Ground. At this point you have a single First Fire shot (1 MF) at full FP. If they survive and move into the building adjacent to you (2 MF), then you can take 2 shots, the first being Subsequent Fire Fire (halved for SFF, doubled for PBF, unit is now Final Fired), and the second being Final Protective Fire (halved and doubled, the roll also counting as a NMC for you). After First Fire, the B# is lowered by 2. ROF only applies to First Fire during the MPh (or DFPH if you wait).
I'll have to go back and listen to it again. I know I mentioned that I wasn't real confident on my grasp of the Defensive First/subsequent/Final Fire phases, but I may have cut that part out. (I had to cut 9 minutes from it to fit on YouTube.)
That stack had to move 4 hexes to get there and they were never in a building.
I was a little gun shy 'cause I'd cowered a few times in the game and I was concerned that I would have been marked Final fire when there were still more units coming.
As I think through it, I realize I need to solidify even more these phases of the game.
I guess it's ok to wait to your DFPh if you assume all those advancing units will be forming one big stack next to you, or there is a DC of FT coming your way and you want to make sure you can fire on it. But you are letting that potential -2 DRM pass you by... But if your opponent fans out around you, you can only fire at one of those hexes. Yes, the B# is reduced in sff and FF, but if you maintain ROF with your first fire, you can bring down a whole lotta pain on the oncoming yanks...