Fire Team: Red Eclipse AAR King Kong

Discussion in 'Fire Team - Red Eclipse' started by Steve Overton, Nov 10, 2017.

  1. Steve Overton

    Steve Overton Moderator
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    Due to some time constraints I will be posting the King Kong AAR here for the time being.

    This is an AAR for the game Fire Team: Red Eclipse (FTRE). This AAR uses the most current graphics available for the game to demonstrate gameplay for FTRE.

    The scenario is 3 turns long. US vs Russian infantry forces in a Meeting Engagement (ME).

    Good Hunting.

    MR

    King Kong Cover_3.png
     
    #1 Steve Overton, Nov 10, 2017
    Last edited: Nov 10, 2017
  2. Steve Overton

    Steve Overton Moderator
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    The situation where we join the encounter of two patrols in the middle of a war zone...

    Good Hunting.

    MR

    1 King Kong 1.jpg
     
  3. Steve Overton

    Steve Overton Moderator
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    US forces per location are:

    G4 is a Veteran Fire Team.

    F5 is:

    1 US units 1.jpg

    E5 is:

    1 US units 2.jpg

    D5 is a Green Fire Team.

    Good Hunting.

    MR
     
  4. Steve Overton

    Steve Overton Moderator
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    Russian Forces are:

    I7:


    1 R units 1.jpg


    and in H8:

    1 R units 2.jpg

    Good Hunting.

    MR
     
  5. Steve Overton

    Steve Overton Moderator
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    US draws 3 objective value chits.

    These are an A3, B3 and B10.

    That means that if the US player was the last side to soley occupy Objective A they would get 3 points for it. If they were the last side to soley occupy Objective B they would get 13 points for it.

    Good Hunting.

    MR

    1 US Objs.jpg
     
  6. Steve Overton

    Steve Overton Moderator
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    Russian draws 3 objective chits.

    These are A2, A10 and C10.

    That means that if the Russian player was the last side to solely occupy Objective A they would get 12 points for it. If they were the last side to occupy Objective B they wouldn't get any points for it.

    There is no Objective C so the C10 doesn't count. It was put in the mix to get some random chaos.

    Good Hunting.

    MR

    1 R Objs.jpg
     
  7. Keith Tracton

    Keith Tracton Member
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  8. Steve Overton

    Steve Overton Moderator
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    The number of Command Points each side gets is determined by the training that nations forces get and the leadership situation on the map.

    The US player has two leaders on the map.

    US Leadership at Start.jpg

    Each leader gets a Command Point (CP) automatically, then each leadership value gives CP's equal to the leadership value.

    So, in this case the US player gets 4 CP's. 2 leaders = 2 CP's and 2 leadership values = 2 CP's. 2+2=4 CP's.

    Good Hunting.

    MR
     
  9. Steve Overton

    Steve Overton Moderator
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    The number of Command Points each side gets is determined by the training that nations forces get and the leadership situation on the map.

    The Russian player has two leaders on the map.


    R Leadership at Start.jpg



    Each leader gets a Command Point (CP) automatically, then each leadership value gives CP's equal to the leadership value.

    So, in this case the Russian player gets gets 4 CP's. 2 leaders = 2 CP's and 2 leadership values = 2 CP's. 2+2=4 CP's.

    Good Hunting.

    MR
     
  10. Steve Overton

    Steve Overton Moderator
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    Each side has 4 Command Points. Checking the Command Point Chart will show how many impulses a turn each side gets for those 4 Command Points.

    Command Points are determined by a unit's type of training, how rigidly they respond to orders from above or how flexible the choices they are in being able to make and implement their own response. The more rigid a units type of training the larger the group of orders they will give. The more flexible their training and doctrine the smaller the groups of orders are.

    Put simply, if a nation can give 3 orders but must give them all at one time they are not as flexible as a nation that can give those same 3 orders at three different times. The non-flexible nation would get a single impulse that turn to give 3 orders. The flexible nation would get 3 impulses that turn to give their 3 orders.

    EDITED:

    US CP.PNG

    As you can see the US player gets 2 - 1's and 1-2 orders, that create 3 impulses this turn.

    R CP.PNG

    The Russian player gets 1-1 and 1-3 orders that create 2 impulses this turn.

    Together they create 5 impulses that will define how long the turn will be.

    Good Hunting.

    MR
     
    #10 Steve Overton, Nov 12, 2017
    Last edited: Dec 22, 2017
  11. The Plodder

    The Plodder Member

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    Your saying that each side gets 4 CPs but you're reading from the 8 CP line. Do they get combined for finding the turn length?
     
  12. Steve Overton

    Steve Overton Moderator
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    You're right. No, they do not get combined. They are only 4 each.


    EDITED:

    I've corrected my mistake on the orders/impulses.

    Good Hunting.

    MR
     
    #12 Steve Overton, Nov 17, 2017
    Last edited: Dec 22, 2017
  13. Steve Overton

    Steve Overton Moderator
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    Here then is the correct set of orders broken down into impulses for turn 1.

    US has 4 orders that can be given in 3 impulses. 2 a single order at a time and 1 where two orders can be given at once.

    Russia also has 4 orders that can be given in 2 impulses. 1 impulse is a single order can be given and 1 is where 3 orders can be given at one time.

    1 CP Impuses.jpg

    Good Hunting.

    MR
     
  14. Steve Overton

    Steve Overton Moderator
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    The last thing to do is draw 4 Tactical Event Cards for each side.

    1 US TEC 1.jpg


    1 R TEC 1.jpg




    Good Hunting.

    MR
     
  15. Steve Overton

    Steve Overton Moderator
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    Now that the setup is finished we will draw the first impulse chit.

    Which happens to be a Russian 3.

    1a Impulse 1.jpg

    Good Hunting.

    MR
     
  16. Steve Overton

    Steve Overton Moderator
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    The Russian player may now give 3 orders to separate leaders for them to activate anyone within their Command Radius or individual units.
    Any order on the list.

    Order Matrix.PNG


    Good Hunting.

    MR
     
  17. Steve Overton

    Steve Overton Moderator
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    Kozlov advances from H8 to H7.



    1a Kozlov Moves 1a.jpg





    Good Hunting.

    MR
     
  18. Steve Overton

    Steve Overton Moderator
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    Semianov moves from I7 to L7.

    1a Semionov Moves 1a.jpg

    Good Hunting.

    MR
     
  19. Steve Overton

    Steve Overton Moderator
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    Sniper moves from I7 to J6. This seems to be a move that isn't all that smart. Why would you place a sniper farther forward than the main force?

    1a Sniper Moves 1a.jpg

    Good Hunting.

    MR
     
  20. Steve Overton

    Steve Overton Moderator
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    What I see is that the sniper can take a shot at any American units that may be moving to Objective A. The red lines show the coverage he gives for Opportunity Fire. Note that snipers may trigger Opportunity Fire for their entire range and not just 3 hexes. They also are not affected by terrain effects on their attacks.


    1a Sniper Coverage 1a.jpg

    Good Hunting.

    MR
     

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