![]() On the otherhand, it can only turn it’s turret by paying NT penalties (we played it wrong: we played it as if it’s an NT), goes 9 MP per turn and that’s only if you pass the Mechanical Reliability DR. Its 152mm gun dishes 30 IFT / TK21 (AP9 & no IF). It spots an armor factor of 8 all around, 11 if you hit that turret from the front. It is big enough to give a -2 to any TH for size. ![]() The KV-2, on the hand, is a real monster. They will have to do 5 hexes per phase for 4 phases to put them in the vicinity of the 2 hex Wooden building on the left half of Board 17. These I would have to take and hold against the German counter attack. There are 13 building hexes below the water bodies on Board 17 (lower board). The Germans have some units onboard but they have 8 squads with 2 minus 1 leaders entering from the top on Turn 2, 4 PzIVDs on Turn 3 from the left. The Russian forces enter from the right on Turn 1. The second part means if I lose 1 KV-2, I have to kill all the German AFVs. The first part of the Victory Conditions means I have to take 9 building hexes and hold them til game end. ![]() The Russians win at game end by controlling 9 or more building hexes and/or by eliminating 3 or more AFVs than the Germans eliminated. Victory Conditions & Tactical Considerations
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