Has anyone won this as defender? we played twice tonight, each playing attacker and both winning as attacker. it is very hard on the defender, but we think its possible with some good rolling and positioning.
Closing the Window
I think its just dice rolling for your case or maybe army building if youre not using just whats in your box. I've played every mission atleast 4 times and won and loss everyone. To determine if its your dice rolling trying playing Mission 3 General Assault in Blue Thunder if you loose on this the defender is doing something wrong. I've only seen this one win for the attacker once and I've prob played its 10+ times.
I don't have the scenario pack with me, but if it's not one of the first two, then I have won as defending Germans.
I beat the defending germans in general assault last night, but used the new artillery bot and Boss squad. Wee Liam beat Scott's defending Germans at G3 last week during the same scenario and that was basic box contents.
It just depends.
Redordead said:
I beat the defending germans in general assault last night, but used the new artillery bot and Boss squad. Wee Liam beat Scott's defending Germans at G3 last week during the same scenario and that was basic box contents.
It just depends.
beating the defenders wasn't the question. in our shop, no ones beat the attackers in that scenario.
This is all conjecture as I haven't played the mission, though I understand that you are limited by the slow arrival of reinforcements - I assume this is the problem: on turn two your 8 points of defence are facing up to 30 points of attack! Defender can bring on a maximum of 32 points if the game goes the full 8 turns.
My defence would be based on blocking the objective and taking pot shots from the objective once in position until time out. It takes a minimum of 4 rounds for attacker to win; defender can get a unit onto the square in three rounds, effectively denying the win until destroyed. Attacking anti tank units except for Pounder (Ludwig) are out ranged for 3 turns. I'd probably start with a Ludwig (or Manfred - Assault can get him to the objective on turn 2) as an Axis defender or a Mickey/BBQ squad as Allies. Some attackers are presumably going to have to run for the objective while others (pounders/ludwigs) hang back and sustained fire at the defence - they may come across line of sight problems as the corridor is only 5 squares wide for their minimum of 8 units to manoevure in.
I've won as the german defender, but then I had 8 walkers to choose from too. Next time I will also take the command unit and place it behind my walkers. Use it to just keep repairing and then bring a walker back on.
Metropolis Games said:
This is all conjecture as I haven't played the mission, though I understand that you are limited by the slow arrival of reinforcements - I assume this is the problem: on turn two your 8 points of defence are facing up to 30 points of attack! Defender can bring on a maximum of 32 points if the game goes the full 8 turns.
My defence would be based on blocking the objective and taking pot shots from the objective once in position until time out. It takes a minimum of 4 rounds for attacker to win; defender can get a unit onto the square in three rounds, effectively denying the win until destroyed. Attacking anti tank units except for Pounder (Ludwig) are out ranged for 3 turns. I'd probably start with a Ludwig (or Manfred - Assault can get him to the objective on turn 2) as an Axis defender or a Mickey/BBQ squad as Allies. Some attackers are presumably going to have to run for the objective while others (pounders/ludwigs) hang back and sustained fire at the defence - they may come across line of sight problems as the corridor is only 5 squares wide for their minimum of 8 units to manoevure in.
i like the ideas here. when i was attacker with Allies, the sheer speed of 2 BBQ squads and a Mickey were tough for him to deal with. On top of that, i chinced him a bit and split Joe and Rosie off on their own making him really think about where to target with 2 extra 'units' on the table.
Command squads can speed the timings up - good for defence if the attacker hasn't brought one! My idea was that even if the unit on the objective is destroyed you still get an activation to jump a unit onto the objective before the attacker gets a chance to win. There is no need to be conservative with your defending units as the scenario is win/lose; there are no victory point considerations. Defender still wins even if their last unit is destroyed as long as attacker cannot get onto the objective. Medic and Mechanic should have plenty of choice of units to bring back on!