The Hotness
Games|People|Company
Eclipse
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Wiz-War
Ora et Labora
Hawaii
Kairo
Rex: Final Days of an Empire
Star Wars: Battle of Hoth
Twilight Struggle
The Lord of the Rings: The Card Game
War of the Ring
7 Wonders
Dominion
Barbarian Prince
Agricola
Dixit 3
A Game of Thrones: The Board Game (second edition)
A Few Acres of Snow
Kingdoms
Arkham Horror
1812: The Invasion of Canada
7 Wonders: Cities
Through the Ages: A Story of Civilization
Agents of SMERSH
The Castles of Burgundy
D-Day Dice
Dominant Species
Race for the Galaxy
Core Worlds
Risk Legacy
Sherlock Holmes Consulting Detective
Sid Meier's Civilization: The Board Game
Le Havre
Mansions of Madness
Puerto Rico
Dungeon Petz
Star Trek: Fleet Captains
Power Grid
Kingdom Builder
Battlestar Galactica
Twilight Imperium (third edition)
Super Dungeon Explore
Elder Sign
Evo
Nexus Ops
Snowdonia
Cosmic Encounter
Thunderstone Advance: Towers of Ruin
Byron Collins
United States
Suffolk
Virginia
designer
publisher
Avatar
mbmbmbmbmb
Main Playtest Thread (Parent Thread)

Session Report - Solo Playtest 8 of Man vs. Beast (Spearpoint 1943 Situation IX)

Setup choices for intact buildings, ruins, and starting units are shown below:



Starting Units setup (US chooses to setup anywhere in the white or blue zones, Germany then chooses one of the two gray zones to enter the village).

US Starting Units
A6: Sniper with Veteran Soldiers CC
A3: 57mm AT Gun with Crew
C5: M1 Bazooka Team

German Starting Units
A9: Tiger I with Veteran Crew
C9: Rifle Squad

Reserves Decks (Infantry Only, 35 pts max)

Selected US Reserves Deck
3X Rifle Squad
2X 81mm Mortar Squad
1X M1 Bazooka Team
1X .30cal LMG Team

Selected German Reserves Deck
1X Sniper
2X MG-42
2X Rifle Squad
2X 8cm Mortar Squad

Starting Hands (1 Unit Card, 1 randomly drawn Command Card)

US Starting Hand
1X M1 Bazooka Team
1X Field Camouflage

German Starting Hand
1X 8cm Mortar Squad
1X Ambush!

Turn 1

No Commitment allowed (both sides)
No Movement allowed in Turn 1

Commitment Phase
US Plays Field Camouflage Command Card on 57mm AT Gun located in A3 Ruins.

Combat Phase

Targeting

German Tiger I targets Bazooka in C5.
German Rifle Squad targets 57mm AT Gun in A3.

US 57mm AT Gun targets German Rifle Squad in C9.
US Bazooka Team targets German Tiger in A9.
US Sniper targets Rifle Squad in C9.

Initiative: US wins 5 - 4.

Attack Resolution:

US fires 57mm Gun first. Hits Squad. 9 Damage. Draws Damage Effect "Casualty: No Attack with 1st listed weapon", which knocks out the rifles within the squad.

Ger fires Tiger I vs. Building in C5. Needs an 8 to hit. Rolled a 14. Building destroyed and converted to Ruins. Bazooka Team damaged immediately. Damage effect "Pinned: No attack for 2 Turns." Cannot attack this turn or next.

US fires Veteran Sniper at damaged Rifle Squad in C9 and misses.

Ger Rifle Squad fires at 57mm AT Gun. Uses MG-34 and MP-40 because of previous damage that knocked out the rifles. Needs an 8 vs. a fixed gun with the 34. First attack: Hit. Intensity is a 5 + 1 DI = 6 Raw Damage - 5 Defense = 1 pt through. Second attack: Hit. Intensity is a 1. All taken by Defense. Third attack: Hit. Intensity is a 7 + 1 DI = 8 Raw Damage - 5 Defense = 3 through on 4 remaining Endurance. Damaged. Gun Damage Effect "Damaged Beyond Repair. Crew destroys gun. Place Crew under Reserves Deck." 4pts Germany

Draw Phase (players may only draw 1 card of either type in this situation)

US draws 1 Unit Card: 8cm Mortar Squad
Ger draws 1 Unit Card: Rifle Squad


Turn 2

US may now commit new units. No Commitment allowed for Germany until Turn 3.

Commitment Phase

Movement

US moves first (won initiative turn 1).

US Bazooka Team moves from C5 to C6.
Ger Tiger moves from A9 to B9.
Ger Rifle Squad moves from C9 to C7.

Commitment

US commits 81mm Mortar to A1, M1 Bazooka Team to B1.

Combat Phase

Targeting

US Sniper targets Rifle Squad in C7.
US Bazooka in C6 still cannot fire due to damage effect.
US Bazooka in B1 fires at Tiger I in B9.
US 81mm Mortar Squad in A1 fires at Tiger I in B9.

Ger Tiger I targets building containing sniper, A6.
Ger Rifle Squad in C7 fires at Bazooka Team in B1.

Initiative: Germany wins 3-2.

Attack Resolution:

Tiger I fires first at Intact Building containing sniper in A6. Because of range, the Tiger needs to roll an attack vs. auto-hitting buildings within 2 spaces. Needs an 8 to hit. Roll is a 13. Hit. Building destroyed and converted to ruins. Sniper immediately damaged. Drew "Additional Damage" infantry effect Damage Card. Roll 1D10 additional damage. Result is a 7. Sniper destroyed along with the building. 5pts Germany.

US Mortar fires at Tiger I. Needs an 11, rolls an 18 (double Intensity). 5 rolled x 2 = 10 pts + 7 DI = 17 pts. - 7 Defense = 10 pts through on 24 Full Endurance. Tiger 2 away from damage.

German Rifle Squad fires at Bazooka Team in B1. Rifles not available due to previous damage. Fires MG34 and MP40. After several hits, the team is destroyed. 3pts Germany.

Draw Phase (players may only draw 1 card of either type in this situation)

US draws 1 Unit Card: Rifle Squad
Ger draws 1 Command Card: Lay Smoke

Turn 3

Germany may now bring in reinforcements.
Bazooka Team in C6 no longer pinned (may attack this turn).

Commitment Phase

Movement

Germany moves first (won initiative turn 2).

Ger Tiger moves from B9 to B8.
Ger Rifle Squad moves from C7 to C6 (raids building).
US 81mm Mortar Squad moves from A1 to A3.

Commitment

US commits Rifle Squad to A1.
Germany does not commit any new units.

Combat Phase

Targeting

US Bazooka in C6 must fire at Rifle Squad raiding the building.
US 81mm Mortar Squad in A3 fires at Tiger I in B8.

Ger Tiger I targets Mortar Squad in A3.
Ger Rifle Squad raids Building C6, targets Bazooka Team inside.

Initiative: Germany wins 5-3.

Attack Resolution:

Tiger I fires main gun and MG-34 at Mortar Squad in A3. Main gun misses. MG34 first shot hits. Damaged. Damage Effect is "Casualty- no attack with 1st listed weapon (Mortar)". Second and third MG34 shots miss.

US can’t fire mortar, so fires Bazooka at raiding damaged German Rifle Squad. Bonus 3 to attack. Needs a 9, rolls a 9. Hit. 13 pts damage. Squad destroyed. US 5 pts.

Draw Phase (players may only draw 1 card of either type in this situation)

US draws 1 Unit Card: Rifle Squad
Ger draws 1 Unit Card: MG-42 Team

Turn 4

Commitment Phase

Movement

Germany moves first (won initiative turn 3).

Ger Tiger moves from B8 to B7.
US 81mm Mortar Squad moves from A3 to A5.
US Rifle Squad moves from A1 to A2.

Commitment

US commits another Rifle Squad to A1.
Germany does not commit any new units.

Combat Phase

Ger plays "Lay Smoke" on Tiger I.
Ger plays "Ambush!" and commits 8cm Mortar Squad to A9, Rifle Squad and MG-42 to B9.

Targeting

US Bazooka in C6 targets Mortar Squad in A9.
US 81mm Mortar Squad in A5 targets Rifle Squad in B9.
US Rifle Squad in A1 targets Rifle Squad in B9.
US Rifle Squad in A2 targets Rifle Squad in B9.

Ger Tiger I targets building containing Bazooka Team in C6.
Ger Rifle Squad in B9 targets Mortar Squad in A5.
Ger MG-42 in B9 targets Mortar Squad in A5.
Ger 8cm Mortar Squad targets Rifle Squad in A1.

Initiative: US wins 6-3.

Attack Resolution:

US Bazooka fires and misses Mortar Squad in A9.

Ger Rifle Squad in B9 fires at Mortar and takes them out. Germany 6 pts.

US Rifle Squad in A2 fires at MG-42 in B9. Misses with Rifles, but hits with BAR. MG destroyed. US 4 pts.

Ger Mortar Squad fires at Rifle Squad in A1 and misses.

US Rifle Squad in A1 fires at Rifle Squad in B9. Rolls a 20. Auto-destroyed. US 5 pts.

Tiger I fires at building C6. Auto-hit due to close range. Building and Bazooka within destroyed (Bazooka was previously damaged). Germany 3 pts.

Draw Phase (players may only draw 1 card of either type in this situation)

US draws 1 Unit Card: Rifle Squad
Ger draws 1 Unit Card: MG-42 Team

Turn 5

Commitment Phase

Movement

US moves first (won initiative turn 4).

US Rifle Squad moves from A2 to A3.
US Rifle Squad moves from A1 to A2.
Ger Tiger moves from B7 to B6.

Commitment

US commits another Rifle Squad to A1.
Germany commits MG-42 to C9.

Combat Phase

Targeting

US Rifle Squad in A1, A2, and A3 target MG-42.

Ger Tiger I targets building containing Rifle Squad in A2.
Ger 8cm Mortar Squad targets Rifle Squad in A3.
Ger MG-42 targets Rifle Squad in A3.

Initiative: Germany wins 10-8.

Attack Resolution:

Tiger I fires at building from range. Needs an 8 to hit, rolls a 17. Building destroyed (converted to Ruins). Rifle Squad within is immediately damaged- Damage Effect drawn is "Wounded: Attack Penalty 2 (all)."

Rifle Squad in A3 fires at MG-42 in C9. Hit with rifles. MG destroyed. US 4 pts.

Ger Mortar in A9 fires at Rifle Squad in A3. Hit. 10 pts Raw damage - 3 Defense of the Ruins. 7 pts. Thru on 15 Full Endurance. Damaged. Damage Effect drawn is "Wounded: Attack Penalty 2 (all)."

Draw Phase (players may only draw 1 card of either type in this situation)

US draws 1 Unit Card: .30cal LMG Team
Ger draws 1 Unit Card: 8cm Mortar Squad

Turn 6

Commitment Phase

Movement

Germany moves first (won initiative in Turn 5).

Ger Tiger I moves from B6 to B5.
US Rifle Squad in A3 moves to A5.
US Rifle Squad in A2 moves to A4.
US Rifle Squad in A1 moves to A3.

Commitment

US commits .30cal LMG Team to A1.
Germany commits 8cm Mortar Squad to A9.

Combat Phase

Targeting

Ger Tiger I targets Rifle Squad in A5.
First Ger 8cm Mortar Squad in A9 targets Rifle Squad in A3.
Second Ger 8cm Mortar Squad in A9 targets Rifle Squad in A4.
US .30cal LMG targets Mortar 1 in A9.
Other US units do not have line of sight to the German squads and are not yet close enough to the Tiger to close assault.

Initiative: Germany wins 7-5.

Attack Resolution:

Tiger I fires at Rifle Squad in A5. Main gun misses, but MG-34 roll is a 19- auto-destroying the Squad. Ger 6 pts.

27 Pts. Germany. Game End

Final Score: Germany 27, US 18.

Playtest Session Thoughts:

That Tiger is tough.

Line of sight is not yet really a big factor. With no center-dot in the spaces, it can be a bit trivial- almost everything has line of sight. Maybe add center dots and force a check from center to center for targeting.

Crews of destroyed units should stay out and fight in this situation. They have no use in a Reserves Deck since they can’t be re-committed.

Overall, fun, though tough situation for the US. Very challenging, lots of tactical decisions. Buildings are working well. It’s just fun to blow them up with close-range rounds from a Tiger tank.
2 
 Thumb up
 tip
 Thumb up
  • Last edited Sat Jul 24, 2010 10:27 pm (Total Number of Edits: 1)
  • Posted Sat Jul 24, 2010 9:31 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.