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Post by mikeh on Feb 19, 2023 16:30:53 GMT -5
The Soviets continue to push the Hungarian and few German units in Pest back to the Danube. The units now defending the airfield (area 49) are on the verge of encirclement and it doesn't help that Hungarian units are beginning to desert.
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Post by Whiterook on Feb 19, 2023 19:52:43 GMT -5
This is a killer game! I’m really enjoying seeing this play out. You know, as I think about this, seeing AARs like this really get the juices flowing for me and make me want to game even more!
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Post by mikeh on Feb 21, 2023 17:12:17 GMT -5
I'm enjoying this game immensely 😊. It's a real slogging match. Solitaires well with rolls for which side moves first and then roll for first combat not to mention the rolls for Hungarian desertions. All of a sudden the Axis finds itself seriously depleted in certain zone if not ending up with zones completely deserted. Also neat trying to figure out which bridges to leave standing so the German and Hungarian forces can retreat across them to join up with their fellow troops. At this point the Hungarians have abandoned the airfield at the New Racecourse but they made it through one extra turn so the German supply crunch towards game end will not take effect on turn 10 but turn 11. Every bit counts right!? Picture is of Hungarian AT gun and crew in Budapest Jan. 1945.
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Post by Whiterook on Feb 21, 2023 17:29:44 GMT -5
I always appreciate seeing historical content! …helps bring the game being played, alive.
And great points in the solitaire applicability and why… it always surprises me when I see on Facebook, gamers that have no idea how to do a non solo game, solo! They generally poopoo having to play by making the best possible decision for the side being played; but then when you point out things like card draw, chit draw, and die roll determinations like you describe, they go silent in dumbfoundment.
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Post by mikeh on Feb 21, 2023 18:25:35 GMT -5
but then when you point out things like card draw, chit draw, and die roll determinations like you describe I look for at least one of the mechanics you mention when looking at games now. With any of them you are going to run into some twists and turns that were unexpected or happen at just the exact moment you could least afford it. Like losing half your troops to desertion. I knew that rule was going to be a fun one!
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Post by mikeh on Feb 25, 2023 1:56:27 GMT -5
2 Regiments of the 22 SS Cavalry Division make a break across one of the still standing bridges with 1 regiment taking casualties that results in a step lose.
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Post by mikeh on Feb 27, 2023 16:44:43 GMT -5
My campaign hat. Repro German M43 cap. Made in China of course but have had it for years and has stood the test of time.
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Post by mikeh on Feb 27, 2023 16:47:48 GMT -5
Soviet air attack going in.
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Post by Whiterook on Feb 27, 2023 18:24:23 GMT -5
LOVE the hat, Mike! I too, love to don a dapper military head cover now and then, too. I actually want to buy a WWII Kriegsmarine sub commanders cap (have it all picked out), and Army Air Corps cap, and a WWII American Army helmet!
In other news… that Stuka looks like it’s gonna shred some ground pounders!
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Post by mikeh on Mar 1, 2023 11:50:59 GMT -5
Beginning of the combat phase of turn 9. This could very well be the last turn of this game as at the end of the turn the German/Hungarian units in Pest must hold at least 7 areas or it's all over. They only hold 7 areas now with zones 58 and 59 hanging on by a thread. It would really take a string of bad rolls for the Soviets to not capture and control at least one zone by turns end. But should the Germans hang on the game will continue even if these areas become lost in turn 10. This is a one time chance for the Soviets to win a decisive victory.
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Post by mikeh on Mar 1, 2023 11:56:24 GMT -5
I should add area 54 is not in good shape either. Although zone 57 is unoccupied it is still under German control.
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Post by Whiterook on Mar 1, 2023 21:26:23 GMT -5
You’ve been playing some super awesome games, my friend! It’s awesome to see you playing a lot, and seeing AARs here! Retirement is wonderful, is t it!??!
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Post by mikeh on Mar 2, 2023 1:06:13 GMT -5
Retirement is indeed wonderful! As I expected the German/Hungarian units just couldn't hold all 7 zones losing zone 55. Surprising to me it was the strongest held zone and the last one of the seven activated. They survived the fire segment, assault segment but just could not withstand a last Artillery barrage. A truly fun game imo that solos very well. Will be back on the table soon.
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Post by Whiterook on Mar 2, 2023 9:21:51 GMT -5
Great AAR, Mike… loves seeing this game in action! Very tempted to pick this one up someday. It has some marvelous mechanics to it that keep the action tenuous and exciting. I really like it. You and I would have no problem finding games to play… I need a LearJet!
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Post by mikeh on Mar 2, 2023 13:22:01 GMT -5
It is a great game imo, I enjoyed it very much. I also have and enjoy their game Fortress Berlin and like that one very much also. I guess I just like those close quarters, slug fest, digging around the rubble of shattered city games. I forgot to mention while most area control games I have played have a sunset die roll where if your die roll is less then the turn number on your combat roll the turn automatically ends the turn, in HM that roll is done for battle in each zone so when you activate that zone it's possible you could end that zones battle on the first combat roll with up to a max of 11 rolls before combat could end. I think my max was 7 rounds of back and forth in one zone. So that is just one more mechanic that helps with solo play. A Lear would be nice!
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