1. OK, I would have the 8-1 stack fire PBF when the bezerk is
in F2. I would also state at that time I was laying down a fire lane with the
LMG from G3 to C3.
SAYING that the bezerker survives the fire (a sure bet given my dice) I also TBF
him when he enters G3 (actually, the shot is tripled and halved or 10.5 if you
use the IFT add 2)
OK, that leaves the evil 447 in C3 to move yet.
He has GOT to eat a minus 2 shot somehow, hence I did NOT fire the HS when the
bezerker moved.
No matter what the C2 squad does, he eats a shot that has FFNAM/MO that will hit
him.
Saying all that has gone on, and the soviets are STILL in my bldg with me, IF I
can win the CC ambush rolls in either hex, I'll take it, and skulk away. It's
not a brave way to win, but it wins.
2. I would spray fire the units in G3 into hexes F2 (when the
berserker enters) and F3.
That will be a 6-3 against the berserker in F2 (leaving 2 residual) and 1
residual in F3.
These units can still SFF when the berserker enters G3 (although the LMG is
sustained fire) for 8+1 (FFNAM, leader, building).
HS will hold fire until the 4-4-7 enters F3 (taking 2 shots after the residual
is resolved) or F4 (taking one shot 4-2 in MPh and Final Fire 2+0 in DFPh).
3. I would fire G3 stack at berserk PBF in F2 with residual
at -3. The 247 would fire at first squad entering F4 PBF with residual.
4. Wolkster says: Residual FP in E3 is essential. You MUST fire
upon the berserk unit in E3 with the 4-6-7, 8-1 (so it doesn't cower) leaving 2
residual FP in E3. This forces the non-berserk 4-4-7 to take a 2-2 in E3 or a
2-2 in E4 (from the 2-4-7). The 2-4-7 Sub Fires at the 4-4-7 (if not affected
previuosly) in F3 for a 2+2.
The LMG group waits until the Berserk unit is in it's hex (G3) to take it's Sub
Fire shot at 12+1. The LMG group DOES NOT also fire at the berserk unit in F3,
because this might force a Final Protect Fire in G3. If the 4-6-7 breaks during
FPF the Berserk unit moves into the 2-4-7's hex for the win.
5. You need to break that guy or he'll enter G3; then C3 can
move D3, E3, and advance into G4 which will likely win it for him.
Firing on E2 gives you a 6-3 shot in E2 and F2, (plus FPF in G3, which might not
be worth it)
Waiting and firing on F2 gives you a single 12-3 shot.
Better to take both shots - Therefore, G3 fires everyone at E2 then F2. Resid
doesn't make a difference cuz the C3 squad needs to take care of the hs.
6. I would assume I couldn't roll low enough for a KIA, so I
would hold my fire in E2. I would fire the squad, LMG, and 8-1 as spraying fire
into F2 and E3 so that I leave 1 resid in E3. The 2nd Russian squad will use E3
to enter F3 on his way to adancing in on the HS.
Doug K
7. When the Berseker enters E2, the 8-1/LMG/467 First Fire @
6-3, and lay a Firelane
If he survives and enters F2, the Firelane hits him again
If he survives, the 247 First Fires @ 2-2
If he survives the 8-1/LMG/467 use SFF and attack @ 8+1 [+3/TEM,-1/Ldr,-1/FFNAM]
8. I would fire at the berserker in E3 with the LMG setting a FL
thru F2/E3 and not have the FL leader directed. If the berserker makes it to F2
and survives the FL resids, I would fire the squad and leader at him there. If
he survives that I would use TPBF and Final fire at him with everything as he
entered G3. Even he survives all that he is going to be at a definite
disadvantage in CC and you also know that the other squad has to try to enter
into CC with the HS or otherwise the HS controls the building for the Germans. I
would definitely like my chances as the German as any breaking of either squad
or a pin on the non-beserk squad gives the German the game.
Greg H
9. I'd fire the lmg/467/8-1 when the Berserk unit enters F2.
This would give a 12-3 shot (using the IFT), leaving 6 RFP in the hex in case
the other 447 wants to follow in behind. I might consider leaving a Fire Lane
with the LMG, but it would be cancelled (IIRC) if the Berserker were to survive
the 12-3 shot.
The reason for waiting until F2 is that if the Berserk unit survives and enters
G3, the required TPBF attack would *not* also be a FPF attack. You'd attack at
8+1 (7x3 / 2 = 10.5 = 8 ... +3 stone, -1 ldr, -1 NAM). That would still leave
you with an 8+1 for FPF, if necessary.
The 247 holds its fire to allow for a 2-2 shot into F2 that follows the 6-2 that
the other 447 might have to take ... or, fires a 4+3 into G3, if needed to try
to avoid CC.
10. Hello Sam:
No expert here!
A. Fire all in G3 @ E3 (7-3 shot)
B. SFF all @ F2 (7-3 shot)
Let us know the right way!
Gerry
11. shoot in e3 laying a fire lane with ldr led: 6-3 in e3
then resid fl in f2 is 2-2, at that point you could sff in f2 with squad (not
sure but think that can be ldr led) for another 4-2. Hopefully all those -2/-3
shots will whittle down the serk boy. Only problem i see is possible alternate
route for serker from e3 to f3 bypass then g3. Going that route serk avoids the
firelane, but you can still get your digs in at f3 bypassing.
The best shot g4 will have is to break c3 447 so he waits to see if he can shoot
at him in e4
12. <This is along one!> The Russian squad in C3 will
almost certainly be able to avoid FFMO in E3 (since G3 will have fired on the
Berserkers), therefore will be able to move D3, E3, F3 for 4 MF and only face
Def. Fire in F3. This Def. Fire is unlikely to break him, therefore he can
advance into G4 in CC to attempt to prevent G4 ending the game in Good Order.
That means that all attention should be focussed on preventing the Berserker
entering G3 to deny Good Order Status to the Germans in that hex.
The German HS in G4 will obviously fire on the Berserker as he moves into F2
with a 2-2 shot. If necessary, he will also fire a 2+2 shot in G3 if the
Berserker is still not broken.
That leaves the question of the shots G3 will take. It is my opinion that laying
a Fire Lane is an undesirable option, since with a 10ML we need to maximise the
chances of requiring the Beserkers to undertake a MC high as possible. Also, a 1
FP FL only has a 42% chance of inflicting a NMC or better and the Beserker has
only a 8% chance of failing an NMC.
Equally undesirable is waiting until the Berserker enters G3; while FP is
tripled to 20 FP, the TEM benefits make this shot 20+1 (ldr directed) which is
only a 2MC on average. As we shall see, both of the other two options are more
preferable to this course of action.
That leaves two main options defensive fire open to us... firing in both E2 and
F2 with IFT 6-3 each shot, or firing in F2 with IFT 12-3.
Option 1 (fire in E2 and F2): The average roll (DR=7) for each shot will, on
average, produce a 2MC. Assuming two 2MC's, the Berserker has a 48% chance of
breaking from these shots alone.
If slightly better than average is rolled (DR<=6) then the news is even better.
Immediately we are looking at at least CR, and reducing the Berserker squad to a
HS will make the odds in CC highly desirable to the Germans.
If slightly worse is rolled (DR=8,9), the resulting 1MCs will still cause a 30%
chance of breaking Berserker.
Option 2 (PBF in F2): The average roll for this shot will result in a 3MC which
gives the berserker a 42% chance of breaking. But a slightly better than average
shot (DR<=6) has no better chance than the 6FP shots of causing CR or outright
KIA. A slightly worse than average shot will have similar results to the 6FP
shots.
Summary: It is in the Germans best interests to maximise the number of shots
that could possibly result in a K/# outcome, as well as maximising the number of
times the Berserker must take a MC. Therefore, taking 6 FP shots in E2 and F2 is
the better option. FPF is not recommended in G3, since CC odds are much better
for the Germans to risk than a potential MC from FPF (and that from a shot
unlikely to have any effect).
Conclusion: G3 fires (ldr directed) on E2 and F2 with 6FP-3. If the berserkers
are not already broken, G4 fires on F2 and G3 with 2FP-2 and 2FP+2.
13. E2 - 8-1, lmg & 4-6-7 FF 6-3 attack; F-2 SFF 6-3 attack;
2-4-7 FF 2-2 attack; G3 8-1, lmg, squad FPF 8+2.
Eric S
14. When the Zerker inters E2 I would fire the squad and LMG for
a 6 -3 and leave 2 RFP in E2. When he enters F2 I would spray fire into F2 and
F3. The net effect would be a 6 -3 on the mover leaving 2 RFP in F2 and F3. The
HS would be more tricky. To get to me he would have to move the remaining 447
afjacent. I would think that given the way I shot he would byp D2, enter E3 and
then into F3. If he survived the 2 +2 I would have to shoot the HS PB at 4 +2 on
entry into F3. If he survived with both guys (especially after 2 6 -3 shots to
get into melee with me then I would have to roll and hope for the best :)
15. Hi-
I would spray fire the 467/LMG into hexes E2 and F2, thus the berzerk dude has
to suffer through some resid. Then once the berzerk dude enters F2, fire the
247, then final fire the 467/lmg/ and leader.
Scott
16. The lmg lays down a fire lane E2 and F2, taking the first
shot at 2-2. The firelane fires again in F2, 2-2. The squad with the help of the
leader fires at 8-3. The HS fires at F2 at 2-2. The beserk squad or whatever is
left enters G3. The squad will final fire with the lmg and lmg at 12+2.
The other 447 will move D3 to E4, to F3 and advance into G4 to tie him up.
The German has an approximate 28% chance of getting into G3 unscathed.
17. I want a KIA or a K/ as I must remove the Berserker. I
will 1st fire my squad and lmg leader directed laying a fire lanethrough F2 -E2.
Attack will be 6FP-3. In F2 the Berserk unit will eat a 2FP-2 from the fire
lane. The 2-4-7 will first fire at 2FP-2 at F2. If the Berserk unit is still
undamaged the squad will final fire 4FP-3(LDR directed) otherwise he will wait
for him to enter his hex if he was reduced.
Jimfer
18. 8-1/LMG/4-6-7 fire on the Berserk in F2 with PBF DFF to
leave RFP in F2 and with TPBF SFF when it enters G3. That encourages the 4-4-7
to use F3 to enter G3 whereupon the 2-4-7 can get PBF DFF. My guess is the 4-4-7
would move D3, E3, F3 and Advance into G3.
19. I think two 6 minus 3 shots are most likely to hurt the
berserkers, so I would shoot the 8-1 group when the berserker enters E2 or E3,
and again if/when it enters F2. Waiting until it enters F2 for a 12 minus 3
probably only gets one chance to realistically cause casualties before the
berserker enters the +3 TEM of my own building. I might fire the half squad at
the berserker in F2 also. It has the same chance of getting a K/ result on the
two column (needing to roll a 4) as it would for getting a NMC on the potential
4+2 shot at the other Russian squad as it enters F3.
20. At E2 the 8-1,lmg and 467 will fire. The LMG will declare a
firelane and the 467 will us spray fire for E2 and E3. The spray fire will
permit place a 1FP residual FP in E3. This is very important to prevent the
other 447 from getting a free pass into F3.
The beserker will take 4-3 in E2, and then 2-2 in F2 from the firelane. After
the beserker enters F2 the 8-1,467 will Final fire (need to check rules to see
if we must include LMG). Again we will spray fire F2 and F3 to place 1 resid in
F3.
The beserker will take a 2-3 and then we will be forced to FPF when the beserker
enters the hex (if he lived through those -3 and -2 shots).
The remaining 447 will have to take a 2-2 shot (either E4 from 247 or E3 2 resid)
and a 1+2 shot to get to F3 plus any other fire from the 247.
Adrian
21. I would go for a 3 -3 with the lmg in e2 then a 11 -3 in
F2.
Gord Reid
22. I would fire into e2 then fire into f2 with the 8-1 and
4-6-7 and lmg.
23. I would fire the LMG and LDR at F2 (6-3 has same kill
chance as 8-3) and, if the beserk survived then i would also fire the HS. Thus
keeping the 467 and (if i was lucky) the HS for fire at E3/4 to stop the normal
447.
24. I first fire at F2 with 247. and then if he passes, i'll
fire at the b'serkers in g3 with TPBR and then with the 247 again at G3 and then
again if they survive with SFF. and then pray alot! LOL
25. Have to stop the zerkers if possible.. 12-3 First Fire
from G3 in F2... Get a K or CR let him go G3...SFF 8 up 1 mandatory...No K or CR
HS would shoot HS 2-2 in F2...No K or CR, oh well, AFire and CC...No shots to be
taken at GO Red Squad... damn thing probably go ZERK too and cost one the game!!
Best shot he can get is 8 up 3 on G3 or 6 up 3 and 4 up 3 on HS... No breaks we
have a 1-2 zerk melee with -1 ldr, and 2-1 GO melee with no mod ambush
possible... Can not risk FPF with either Nazi allowing both Red MMC to melee one
stack after Nazi rolls 12 on FPF shot!
26. LMG fire lane G3 to C3. 4-6-7 PBF leader directed into F2,
2-4-7 also fires into F2. 4-6-7 TBF leader directed into G3.
27. First note that if the serk makes it to G3 any FL laid by
the LMG will be cancelled (A9.223). So the FL through F2/E3 idea does not
guarantee res in E3.
Leader must direct initial shot to make sure it doesn't cower. So:
G3 (8-1, 467/LMG) @ E2: 6-3, lays FL
FL residual @ F2: 2-2
G4 @ F2: 2-2 (if the serk dies here, we still have a shot @ E3)
G3 (8-1, 467) SFF @ F2: 4-3
Hopefully this at least CR's the serk. The 6-3 shot alone needs a 6 to CR, 5 to
outright KIA him. Other shots need 4's or 5's to CR, notwithstanding the
possibility of CR through a missed MC. Overall very good odds of at least
reducing the serk. The power of repeated iterations of negative modifiers is not
to be underestimated. Never give the charging unit the terrain, always shoot in
OG. Negative mods are more powerful than column shifts.
Assume the worst, the serk lives. Now the C3 unit walks up to G4 via D3-E3-F3,
suviving 2+2 SFF from G4. The AF shots will be +3 TEM, the non-serk subject to
cowering; lousy shots. Hopefully we survive this. Now if the (non-serk) engages
the HS in CC as he must, you have good odds on the G3 CC vs the lax, serk HS
(ambush followed by withdrawl).
28. 2 mistakes in yesterday's post :)
1) FL makes units ineligible for SFF except TBPF
2) Berserks did not *advance* into location, so no ambush possible (always
wondered about that one).
Well that'll teach me to open my big mouth...
Still:
G3 DFF @ E2: 6-3, no FL
G4 DFF @ F2: 2-2
G3 SFF @ F2 (w/sustained fire): 6-3
Tougher for Ge, but still the best bet IMO. There's no firing at the C3 unit
moving D3-E3-F3 unless the serk dies in the first two shots anyway (other than
G4's lousy 2+2 SFF shot... and a 4+2 from holding their fire 'gainst the serk
doesn't help much). So best bet is kill what you can when you can.
29. Once it has been established that you can't leave a
residual in E3, the question seems to boil down to
a) Should the LMG Group First Fire to E2 (and possibly leave a fire lane)
b) Should the half fire at the berzerks (in F2) or retain their fire to deal
with C3
Let's examine first question a
Fire in E2 with a fire lane F2-E2
First Fire 6 down 3 Break Cr KIA : 51,16%
FL in F2 : 2 down 2 Break Cr KIA : 22,22%
Final in F2 : 4 down 3 Break Cr KIA : 26,00 %
FPF in G3 : 8 up 1 Break Cr KIA :12,19%
Risk the 467 has 27,8% chances to break when the berserk (or its half squad)
reaches G3 (i.e a 28,11% probability). but the Zerks are alive and complete 24,7
times out of 100.
If you wait for 12 down 3 in F2 (58,10%)
followed by 8 up 1 in G3 (12,19%) there is no risk but the probability of a
Berserk complete and alive rise to 36,79%.
To shoot at E2 is more effective but somewhat riskier.
b)First let's check the effectiveness of the half Squad agains the Zerks
First at F2 2 down 2 :Break Cr KIA 22,22%
Final 2 up 2 at G3 : 0,93 %
Now their effectivity against C3
First 4 up 2 against F3 :Break Cr KIA 7,18% Pin : 7,87 %
Final 2 up 2 against F3 Break Cr KIA 3,47% Pin 3,70%
I think I would shoot the Zerks, but it's debatable.
Thanks to Gary Mei whose spreadsheet made this analysis feasible.
30. 6(-3)@E2 by G3 stack, followed by 2(-2)@F2 by 247, if
still coming then a 6(-3)@F2 by 8-1 stack(sustaining the light), then a 1 (flat)
SFF snap shot by the 247 as the zerker enters G3 (assuming good los to G2/F2/G3
CAFP), finally an 8(+1) FPF by the 8-1 stack (mandatory sustained fire of the
lmg), finally if the 447 is stupid enough to enter F4, I'd take the 2(-2) FPF,
but would pass on the 2(+2) vs. F3
-this maximizes the negative drm shots trying for a K/ or KIA results
- there's no way to leave resid in E3 (assuming the zerker survives to enter
G3)as a FL gets cancelled by the zerker and the snap shot resid is halved three
times (spray, area vs, empty hex, residual), so without 8 FP you can't leave 1
RFP.
- that means the C3 447 can go bypass D2, E3, F3 with only potential(lousy) 247
4+2 FF and 2+2 SFF shots into F3
- finally if the zerker survives into CC and the 447 advances, the 447 could
still lose the ambush
- unfortunately the germans also couldn't try to withdraw from melee in the
first round, although it's debatable if that would help them
- finally if the 247 were concealed, I wouldn't shoot it all all but keep ?,
hope for ambush and even if I didn't get it I wouldn't attack in CC, thereby
staying out of melee if the 447 doesn't get <=5 in CC.
Paul Sidhu