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LnLT Play By Forum: Heroes Against the Red Star #9 Down Time (PLAYERS NEEDED)

Ty Snouffer

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Our Play by Forum exercise moves to West Germany, 1985 with Heroes Against the Red Star and its Down Time scenario.

I'll be running the Americans via the LnLT Solo AEO while you, the forum community, will run the Soviets. I'll also manage the map via VASSAL and keep things updated here on the forum.

Communication via forum can be difficult. If you're participating, please preface any order you actually want to execute with a [Order] tag (note the color and brackets) so I know you aren't just chatting with your fellow commanders. Provide enough details so I know what you are doing! If we get enough participants, I may put one in charge to coordinate everyone.

To see how it works see our recently completed play of Heroes of Normandy.

If you decide to lurk, that is great too. Maybe chime in from time to time with a question or comment and throw some likes our way so we know you're there. There's a button at the end of each comment to do that.

I'll publish VASSAL logs as we move along here.

Let's Roll . . .
 

Ty Snouffer

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Down Time

Niederjossa Gap, West Germany; 1500 GMT, May 14, 1985
Well into the afternoon of the first day of the war, both sides . . . (see Heroes Against the Red Star Module Rules & Scenarios)

ORDER OF BATTLE
US: Elements of Team Bravo
Soviets: Elements of the 33rd Motor Rifle

PLAYABLE AREA
See Vassal log and screenshot below

SCENARIO LENGTH
Five Turns. Roll for initiative on Turn 1. Ties go to the American players (assuming this means for Turn 1 only - ed.)

VICTORY CONDITIONS
Capture building hexes for VPs. Kill or save the American Hero for VPs. Tally VPs and margin difference to determin winner. See scenario write up for details.

SSR
1. Random Events are triggered the first time a unit enters the building initially controlled by an enemy. So each side could roll up to one times on the table.

2. The US can redeploy up to one hex worth of units after the Soviets set up.

The American Set up looks like this (only hexes within the border set by the stars are active):
image.png


Soviet set up
Soviets can set up in the hexes of buildings marked with a red "*." Assuming the 3-hex building is two stories per the TEC. The T-62 cannot set up in a building. Remember the Americans can redeploy one hex of units per SSR.

Soviets, how would you like to set up?
 

Barthheart

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This is a great scenario! Or at least the version I played in the Heroes of the Gap. So I'm not sure of any changes but that's ok.
Yes the tie init roll thing is only the first turn. And yes building Q9 is 2 story.

I'd suggest the T-62 starts in T11 pointing at hexspine S11-T12, buttoned.
Capt. Sarukin + 2 squads + PKM in R10, lower level
2 squads in R11, lower level
2 squads in Q9, lower level
2 squads in P10, lower level
 

Rydo

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This is a great scenario! Or at least the version I played in the Heroes of the Gap. So I'm not sure of any changes but that's ok.
Yes the tie init roll thing is only the first turn. And yes building Q9 is 2 story.

I'd suggest the T-62 starts in T11 pointing at hexspine S11-T12, buttoned.
Capt. Sarukin + 2 squads + PKM in R10, lower level
2 squads in R11, lower level
2 squads in Q9, lower level
2 squads in P10, lower level
Hi Barth! Ready for another adventure?

T62 in t11 as a great first shot if US gets initiative? Too risky comrade, we need to use that tank well.

I'd suggest the following :

- T-62 in T10 with hexspine S10-T11 buttoned.
- Cpt. Sarukin + 1 squad + PKM in R10 lower level
- 1x squad in R10 one level above the Captain
- 1x squad in R11
- 1x squad in S10
- 2x squads in Q9 lower level
- 2x squads in T12

I'll wait further discussions about set up!

Start giving likes boys!!
 

Barthheart

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Hey Rydo,

Sure let's go with your setup. I can't tell who has what for the Americans and don't have this new scenario, so your idea is probably better.
 

Ty Snouffer

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"I'd suggest the following :

- T-62 in T10 with hexspine S10-T11 buttoned.
- Cpt. Sarukin + 1 squad + PKM in R10 lower level
- 1x squad in R10 one level above the Captain
- 1x squad in R11
- 1x squad in S10
- 2x squads in Q9 lower level
- 2x squads in T12"

With this set up, right now I have it so that the default is lower level unless you tell me otherwise (like you did with "1x squad in R10 one level above the Captain"). Some of the others are unclear so I am assuming lower level. Please confirm.
 

Rydo

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"I'd suggest the following :

- T-62 in T10 with hexspine S10-T11 buttoned.
- Cpt. Sarukin + 1 squad + PKM in R10 lower level
- 1x squad in R10 one level above the Captain
- 1x squad in R11
- 1x squad in S10
- 2x squads in Q9 lower level
- 2x squads in T12"

With this set up, right now I have it so that the default is lower level unless you tell me otherwise (like you did with "1x squad in R10 one level above the Captain"). Some of the others are unclear so I am assuming lower level. Please confirm.

Default = Lower level = level 0

[ Orders ] :
- T-62 in T10 with hexspine S10-T11 buttoned.
- Cpt. Sarukin + 1 squad + PKM in R10
- 1x squad in R10 - level one
- 1x squad in R11
- 1x squad in S10
- 2x squads in Q9
- 2x squads in T12

Sorry for the levels misunderstanding. I should have been more clear :)
 

Ty Snouffer

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Soviet set-up complete. Americans reposition one unit.

TURN 1
Rally Phase: Soviets win initiative
Orders?

Current situation
image.png
 

Barthheart

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Ummmm.... I don't think the hero is one that you can reposition... at least not in the last version....
The point of the scenario is he's out in the open....
 

Ty Snouffer

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Ummmm.... I don't think the hero is one that you can reposition... at least not in the last version....
The point of the scenario is he's out in the open....

The way it reads in this case is:
"2. After the Soviets set up the American player can choose one hex of American units to redeploy to any other eligible American set-up hex. This redeployment isn't mandatory."

I uncovered some editing issues on other scenarios in HAtRS, but not yet with this one. Let's go with as written above please.
 

Rydo

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Passing seem the most obvious choice or we can try this : activate the squad in S10 and attempt to spot R13.

Unlikely to happen but if by luck we spot it the tank could fire its 2 FP MG and his ordnance in a later impulse. Big advantage to me.

What do you guys think?
 

Barthheart

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Still say we pass and make the AI make the first move. We want everyone to be able to shoot if required.
 

Ty Snouffer

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Couple of different ways to resolve . . .
  1. I could choose
  2. I could roll for it
  3. One of you could give way and let the other guy have his way next time
  4. We could start alternating who gives the order starting with one of you this time

etc.

Just one of those things with group play. I kinda like #4.

JLMK
 

Ty Snouffer

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TURN 1
Soviets pass
US: Cpt Boone spots Soviets in T12. Resulting fire is NE

Soviet impulse. Orders?

Current State
image.png
 

Ty Snouffer

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Note: When I received the email notification that there was a new post the message had [Order] in front of it. Barth may have edited it to a suggestion. I'll try to do a better job of checking the forum directly. For now, I executed the T62 action.

TURN 1
Soviets - T62 fires main gun and hits Boone stack but with NE. 2FP MG also fires with NE. Tough rolling for the Soviets (again)
US - Passes

Soviet impulse. Orders?
Reminder, VASSAL logs are posted here
image.png
 

Barthheart

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Don't forget our Acquired marker for the tank main gun shot! :)

Yeah, sorry I did change that to a suggestion... trying not to take over the game....
 

Barthheart

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Suggest a pass again. Even if that forces and end to the turn. Next turn we can tank blast R13 again without spotting because of our Acquired marker.

Or throw smoke from R11 to R12. Blocks LOS so T12 can rush to melee R13.

PS what does the maneuver skill give to Boone?
 
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