Switching sides as I continue to get my land legs. Goal this time: destroy at least one of curtm1911's units (which I failed to do in our last game...eek)
100 points, no year limit, formations allowed, setup 2 hexes from edge. I am setting up first, whoever has their army built first send it to a mod and then post here so that the other can post their army and we'll get started!
Ha fair point, I could have had a lucky parting shot. And yes, actual goal is objective control at turn 7 (or turn 10 if no one controls on 7) per rulebook.
Will put my army together and post under a spoiler!
Interesting build for a rookie, almost as if there was some behind the scenes coaching going on... I will post my build later on today, got things to do this morning while it isn't too hot to be outside.
Ha there were only 9 possible German formations in that link you pointed out from the resources page, so it wasn't hard to pick 2. But instead of looking for someone behind the scenes, give me some credit for learning from our last game!
You won the setup roll on our other thread, so once you post a build I will post a map with my setup!
You did learn from the first game for sure....but not a rookie by any stretch of the imagination...also, the formations were created before many units were introduced into the game. The US & USSR machine guns came after the formations, there are some formations I think would have MG's in them but then WotC did kind of a sloppy at times job designing the game....it has been discussed on the old forum & some here too. They could have done better as to what units they included for each country but I reckon they wanted to make more minor countries...lol...
Here is my build. It was made more for a learning game...but it appears the learning will be mine this time.
My set up: T34 1 with Maxim on board as Exposed Transport in J14 T34 2 with Guards on board as Exposed Transport in K15 NCO & 1x Guards in J14 Commissar & DP-27 in K15 1x Guard in I15 2x Mosin in J15 2x Mosin in K16
Roll for initiative is next. High roll wins, winner decides order of play.