Stalingrad 42 Full Campaign Intro and Turn 1
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- Опубліковано 3 гру 2024
- G'day all. Please let me know if you find any major problems with this playthrough. I'll hold off for a day or so before going forward with Turn 2. Take care and I hope you enjoy.
Great review!
Even with the odd tiny mistake it was very helpful and your easy going style makes the game seem less intimidating than I thought.
I'll be keeping this this one on my potential want list.
Thanks mate. Glad to help.
Need to see if I can squeeze this on my 4'*6' table.
I have played the Southern Caucus scenario. 👍👍👍👍
Glad you’re doing this although I’ve just finished watching part 10 of the Caucasus Campaign
Thanks Danny
Watched this today. Nice video. Sadly the russians are now in Charkov......
You're right mate. My last reply doesn't seem to have registered. I really hope things settle down over there as I feel for all of them. Poor bastards.
Just found your channel and just bought this game. Really enjoying the playthrough, keep it up.
Thanks Joel. I hope you enjoy the game as much as I did.
Tank (and Elite) Shifts
cannot be gained by the attacker or defender if the defender is in a
Woods, Wooded Rough, Marsh, Mountain, City (both types) hex,
or any hex containing a completed Fortification (9.7).
Thank you, mate. One of my mistakes, I'm afraid.
Great video! I think only the break group can advance after combat into an ezoc.
Thanks Stephen.
Good on you for doing this. looks so different from the short campaign
Yes, it plays with your head a bit due to the competing Axis needs and Soviet potentials.
36:33 Aren't those units (marked by light blue) south of Rostov, forced to sit until the Germans cross a specific hexline?
No mate. The Phase Line, for want of a better term releases the Trans Caucasus reserve forces when the Germans cross it. Take care.
Yup, they are restricted, as are the two HQs south of Rostov. Rule 20.6: "In the Campaign Game and Fall Balu scenario, Soviet non-garrison units that start south of Rostov may not move until an Axis Combat Unit corosses the Don River between the Sea of Azov and Kalach, or moves within five hexes of STalingrad. Once this happens the restriction is lifted. Soviet units that move into this area before the units are released are not affected by hte restriction.
_PLAY NOTE: These units have a light-blue UnitType box to help identify them. The BlkSea and NCau Fronts do not have the light blue but are still affected by the restriction._"
When you want to lift three or more counters with the tweezers, flip it around so that the tines are on both sides of the stack and flush on the surface of the map. The tines will be lifting the bottom two counters with the top counter riding the stack.
Good call Michael.
Excellent
Thank you
So after the caucasus straight into the the full campaign
Good luck see you on the volga river
Thanks Chris. Well, like I said, the northern scenarios wouldn't have added much to it without the Caucasus, other than letting me ground the rules better. The Volga's a long way and with the Don and Donet being fortified, I may well not get within Coo-ee of it.
Like your very detailed play mechanics with the markers, etc good for explaining game flow. Couple of possible mistakes I noticed - not sure how you were able to get 6-1 attacks on the soviet units to the north. they are in fortifications and a strength of 10. best you can get is 40 attack factors with a -1 odds for the fortifications. armor shift does not count so you would need air and artillery to get a 5-1. Also, I noticed you put a disruption counter on after extended movement which is not correct. My group has been playing this alot over the past few months and have been having a blast. We have noticed that if the soviet does not use voluntary full retreat extensively in the first two turns, the Germans will encircle upwards of 20 divisions in a couple of pockets fairly quickly.......
You're right. I forgot about loss of elite shift, etc. As for the Soviets not using Vol FR. I played it more like the Soviets would have historically acted (with the Commissars holding a pistol to the commanders head). May not be fair.
I just set-up the campaign on this and I was looking for that same Soviet Naval unit as well (66/5) that starts up on turn 5. I thought I dropped it / lost it so I scoured the house! I couldn't find it. Then I looked for it on the printed manifest of counters that was done previous to clipping them and there IS NO SUCH COUNTER. The closest you can get to it is a different Naval counter that sets up at the start (66/NC). So, this must be some kind of a misprint. They misprinted a couple other Axis counters as well, but they were the actual counters.
Thanks Rick. I really thought that I had lost a counter as well as went mad. Good luck with the game.
@@dadvsson This looks like a fun game so I’m going to view all your videos on it to see what goes on. I do have a question for you on this video though. So, after viewing the Axis turn 1 I saw something that I was curious about. If you start out with only 2 Resource Points how could the Axis player bring out 2 supply point units at 1 resource point each, then also bring out Planned Offensive counters at 1 resource point each? That would be a total of 4, correct?
Also, I noticed the Planned Offensive marker was used right away too in combat. I believe that’s for the following turn as you go from Planning stage to the Ready stage (26.1-26.2). I understand if that was a rough start… Lord knows we’ve all had plenty of them throughout the years. lol
@@_N3M3S1S Rick, it's been quite a while but, I believe the set up gives you two Supply and a Planned Offensive marker for use in Turn 1. You really need them to get a good start and push through as hard as you can.
BTW, just remember that I did make many mistakes, as usual, as it was a learning game for me as well. Have a look at BGG and the CSW Community Forum as well for any errors which were caught by others.
@@dadvsson Will do! Thanks much..
Enjoy these.
Thanks mate. Glad you're enjoying.
• What is the scale of the map or rather a hex?
• What is the detriment of "disrupted" and "full retreat?"
• Other than Army HQs, are there any subordinate HQs such as Corps? What are the influences of HQs?
I apologize for the questions. This is a game I do not own nor have I any familiarity. My war gaming experience is mostly Avalon Hill's Squad Leader (all modules). However, I do like an operation level type of game. My intention is to stay with you throughout this campaign.
Scale is around 10 miles to a hex.
13.2 Effects of Disruption
(13.2.1) A Disrupted unit suffers the following penalties:
• MOVEMENT: It may only use Tactical Movement.
It may not use Rail or Sea Movement or exit an Entry Area.
• ZOC BONDS: It has a ZOC but cannot in any degree be used to
form a ZOC Bond.
• COMBAT: It may not attack. Disrupted units have their Defense
Strength halved (rounded up) and may not be a Lead Unit in a
Determined Defense (11.2.3). Disrupted Tank units still earn or
deny the Tank Shift when defending.
• REPLACEMENTS: It cannot receive Replacements (21.2).
• ASUs: May not flip to their Ready side, nor provide Combat
Benefits (18.2.3).
(13.2.2) Abilities Retained: Disrupted units retain their ZOC and
Tank Shift abilities. Other units may enter or pass through friendly
Disrupted units without becoming Disrupted.
13.3 Effects of Full Retreat
(13.3.1) Full Retreat Benefit: Units in Full Retreat
may move their full MA and use Extended Movement.
Mechanized units in Full Retreat can use the reduced
rate of roads. Units that voluntarily go into Full Retreat
that start their movement in an EZOC may ignore the +2 MPs cost
to exit that EZOC. (This is a change from previous games in this series.)
(13.3.2) Full Retreat Penalties: Units in Full Retreat suffer all
the penalties of Disruption (except the movement penalty) with
the following additional penalties:
• ENEMY UNITS: They may not move into an EZOC unless a
friendly unit that is not in Full Retreat also occupies that hex.
• NO ZOCS: Full Retreat units do not have a ZOC.
• AUTOMATIC RETREAT: If an enemy Combat Unit moves,
advances, or starts adjacent to a unit in Full Retreat, and that unit
in Full Retreat is not stacked with a Combat Unit that is not in
Full Retreat, then the unit(s) in Full Retreat must immediately
be retreated 2 hexes by the owning player and the enemy unit
may continue moving (or advancing).
SITUATIONS IN THE OWNING PLAYER’S TURN: A unit
in Full Retreat is never automatically retreated during it’s own
player turn. If it starts adjacent to an enemy unit then it must move
away. A unit in Full Retreat that ends its Movement or Combat
Phase adjacent to an enemy unit and is not stacked with a unit
that is not in Full Retreat, is automatically eliminated. Units in
Full Retreat may remain adjacent or move adjacent to enemy
units as long as there are other friendly Combat Units in the hex
that are not in Full Retreat.
• COMBAT: They have a Defense Strength of 0. If stacked with
other unitsthey contribute nothing to the defense (including Tank
Shifts and Determined Defense). If the units they are stacked with
are retreated or eliminated-follow 12.4 if applicable, if not the
units are retreated per the CRT result.
• RECOVERY: They take longer to recover (13.4).
• SUBSEQUENT RETREATS: There is no additional penalty if
units in Full Retreat suffer another retreat.
PLAY NOTE: Once a unit goes into Full Retreat it is difficult to
eliminate it since (if it is not stacked with a Combat Unit not in
Full Retreat) it is automatically retreated two hexes if an enemy
Combat Unit moves adjacent.
HQ units are Artillery Support Units (ASU). No real sub HQs.
I hope this helps mate. I thought it better to cut and paste from the Living Rules for most of it. They can be found on the GMT site. Take care.
@@dadvsson Since I apologized in my previous query, I hope it suffices for your extended and full response. Thank-you.
Virginia Beach, Virginia
@@MichaelPower212 Michael. Always happy to be questioned or asked for more info. If you come up with any more, please let me know and I'll try and help. I've never touched Squad Leader, but here that it's an interesting experience. Have you ever thought of videoing a play through? You couldn't do much worse than me, especially when I first started. Have a think and if you decide to, please let me know. BTW, as soon as I saw Virginia, I had flashbacks to 'Carter'. Take care.
Dig the simonitch games
Got to admit, I'm enjoying this and looking forward to playing the others.
good video but you can’t do a prepared combat the same turn that you place the chit.
Thanks mate.
@@dadvssonmy mistake. On the first turn you can. It shows in the play book. Sorry.
@@devilpup60 That's okay. I did plenty of other things wrong.
Where is son? 😢
Having too much fun with computer games the little bugger.
@@dadvsson arh blasted computer games.. spent so much time on that myself until I realized how much more fulfilling it felt to not have software do everything for me :p perhaps it comes with age, I don't know. Just randomly stumbled over your channel, good work 👍
@@soerena88 Thanks mate. I've just viewed and subscribed to your channel. So; your mission, should you choose to accept it, is to get back to the table and play a game so that I can have a look. Take care and have fun.