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

Ty Snouffer

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TURN 1

Soviets decide no more OF. US ends move and impulse. Soviets pass.
US Q13 DFs on R11. NE but R11 marked with Slayer.

Slayer Skill Summary: If a unit moves in or adjacent to the hex marked with the "Fired Slayer" marker, the skill owning unit can OF on the mover if it passes a MC.

Soviet impulse. Orders?

Current State
image.png
 

Rydo

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Mmm...interesting...

I don't understand the skill, what is the advantage? This mean it can fire at X amount of units that pass in the hex marked by the skill even if they have already fired? Or the marker remain there for the rest of the game? Or...?

BTW i'm in for another pass.
 

Barthheart

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Agree

[Order] Pass

I believe it means that until the end of this turn any enemy that moves into the Fired Slayer hex or any adjacent hex in LOS can get fired on. It allows the firer to fire his machine gun multiple times.
 

Ty Snouffer

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Soviets pass. US Hero moves to the building. Two Soviet hexes may OF at the 1st floor where they hero is. Would either like to OF?

image.png
 

Rydo

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We may try to Op fire with the squad, the mg and the leader.

Soviets
2 + 2 + 1 + 1 = 6 FP + RUT of 3 = 9 total

Hero
4 + die ( almost a 4 ) = 8

We get a +1 DFT.

On average we barely scratch him. Let the other squad alone. We are going into a very bloody Melee in the next turns.

Since other US cant do much i would op fire the entire hex with N.2 ( squad, leader, mg ).
 

Barthheart

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I agree. Don't forget everyone else in that space could get blasted as well....

[Order] Op fire with lower level of R10.
 

Ty Snouffer

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R10 OFs at hex with US Hero. Leader in that hex is shaken. Otherwise, NE. Hero moves to 2nd floor capturing hex.

Log posted

Soviet impulse. Soviets have an MMC on 2nd floor of R10 and two MMCs in T12.

Orders?
image.png
 

Barthheart

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Interesting....

At this point I'd suggest we activate T12.
First 1 squad takes a very low percentage shot at R13.
If that shakes the squad then move, same impulse, the 2nd squad to take them out S12-R13.
If it doesn't cause any damage then move, same impulse, 2nd squad T12-S13.
This will trigger a random event, capture a VP hex, and setup for shake and take if tank does it's job next turn.
 

Barthheart

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[Order] Activate hex T12.
Top squad fires at R13.
Bottom squad moves, same impulse, based on fire result.
- If squad in R13 shaken then move S12-R13.
- If squad in R13 not shaken then move T13-S13 and roll for random event.
 

Ty Snouffer

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TURN 1

Soviets activate T12. MMC fires at 13 for NE. Other MMC moces to S13. Triggering "Place Psyops Marker." Soviets, choose a GO MMC to place it on.
US Impulse - L10 fires at Q9. One Soviet MMC Shaken. The other NE.

Soviet Impulse. Orders? 2nd floor MMC of R10 still eligible.

Log posted.

Current State
image.png
 

Barthheart

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What does the Psy Ops counter do? Is the Go MMC ours or US? This is not in the original version of the scenario...
 

Ty Snouffer

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What does the Psy Ops counter do? Is the Go MMC ours or US? This is not in the original version of the scenario...
It reads "In any future when the MMC is eligible to activate (not market with Fired, Moved, etc.) the owner can remove the Psy Ops marker and mark on stake of enemy units within two hexes Ops Complete."

So you guys place it on one of your GO MMC units and use it against the enemy.
 

Rydo

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As i never played Heroes of the Gap i'm not understanding whats going on.

I presume this is one one random events, right? And it allows us basically to "block" enemy units as if they're under some sort of psychic influence?

I get this correctly? So we have supernatural powers? Let's place those powers on the MMC in R11 so that is can block both P10 and R13.

I suggest also to activate the last squad on the first floor and take a shot on the ground floor of P10. Maybe we can wound Sgt.York!
 

Ty Snouffer

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Yes, it is a random event. Psychological warfare. Not psychic or supernatural.

All the 1st floor Soviets have fired. All that is left is the 2nd floor unit.
 

Barthheart

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I would suggest putting the Psy Ops marker on the GO squad in Q9. This might help protect them against an assault from P10.

I would also suggest that we move the squad on upper level of R10 to lower level of Q9 to help protect against melee, and give a chance to melee P10 if given the chance.
 

Rydo

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I would suggest putting the Psy Ops marker on the GO squad in Q9. This might help protect them against an assault from P10.

I would also suggest that we move the squad on upper level of R10 to lower level of Q9 to help protect against melee, and give a chance to melee P10 if given the chance.
I'm ok with the squad move but not so much about the psy marker because i don't know how it works 100 %. I mean we can block just one unit or more then one?

If only one i'm fully ok with all you said.

If more it is better to block two hexes like i said. What do you think?
 

Barthheart

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Pretty sure you can only use it once and only one hex/stack of enemy units.
And we have to play it like taking a shot I think.... Ty is that correct?
 
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