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Entry # Time Turn Player Title Entry
99 12/10/2018 1:38:00 AM Turn 1 Dave Message Pz Lehr activates:

11-8-9 1611>1110+F
6-4-9 1412>0815+F
11-8-9 1313>0514+F

Over to you
98 12/10/2018 1:27:00 AM Turn 1 Dave Die roll request Request: 9-sided die x 1

4


Message from Dave:
1. Extra move
2. Combat
3. 116th
4. Lehr
5. Lehr
6. 2nd Pz
7. 2nd Pz
8. 9th Pz
9. FB
97 12/10/2018 1:25:00 AM Turn 1 Dave Message Glad we got the Extra Move thing straight! My move coming!
96 12/9/2018 4:35:00 PM Turn 1 Simon Message combat vs. 0611 is a */*
You take a loss on the 2 PZR
I have to elim the 2 ARM unit in 0511 (the active unit)

US 2 ARM 6-5-9 1709 > 1107F
US 2 ARM 15-12-9 2008 > 0911F

Over to you

95 12/9/2018 4:22:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 1

2


Message from Simon:
combat vs. 0611 is 3-1 with +1drm

94 12/9/2018 4:22:00 PM Turn 1 Simon Message Iíll use my extra move chit first to activate:
BR 29 ARM 8-6-9 0213 > 0612F

Activate US2ARM #1
US 2 ARM 15-12-9 0806 > 0610F
US (2 ARM) 8-6-9 1310 > 0712F
US (2 ARM) 8-6-9 0510 > 0511 + 6MPs for medium attack vs. 0612
24-8, +1drm (Allied day attack), 0drm (terrain), 0drm (med attack), no chits for you
combat vs. 0611 is 3-1 with +1drm

93 12/9/2018 3:57:00 PM Turn 1 Simon Die roll request Request: 8-sided die x 1

7


Message from Simon:
1. combat
2. day replacement
3. allied air
4. BR29ARM
5. 84INF
6. 4CAV
7. US2ARM #1
8. US2ARM #2

92 12/9/2018 3:55:00 PM Turn 1 Simon Die roll request Request: 9-sided die x 1

2


Message from Simon:
1. combat
2. extra move
3. day replacement
4. allied air
5. BR29ARM
6. 84INF
7. 4CAV
8. US2ARM #1
9. US2ARM #2

91 12/9/2018 3:52:00 PM Turn 1 Simon Message OK, after all that, I've decided to keep things going, and I'll go first in 25 Dec day.
Chit pulls coming...
90 12/9/2018 12:02:00 PM Turn 1 Simon Message >>> US 2 ARM 15-12-9 1007 > 0611F
I'm not sure if you can do that. He's flipped, no? Reading the activation rules, it says only units from that formation are flipped, so I think the US 2 ARM units remains flipped.
It says "all units of the formation named on the chit are activated.... flipped to their unused sides... " (later on). That's how I read it.<<<

* I guess my reasoning is that the Extra Move chit can be used to "activate one additional chit of any formation" (13.2) and "When a formation is activated all of it's units are flipped to their unused sides if not already on their unused sides. The same is true if only an individual unit is activated; it is flipped to it's unused side" (2nd para 7.0).

I think I consider the Extra Move chit to be a Wild Card activation chit for a single unit, with just about the only restriction being that a unit can't be activated for a 2nd time in a single action phase.

>>> The individual unit activated gets flipped (in lieu of the formation). I get that, but I'm wondering about the tactical chit.
Oh well, I know I'm not going to win the argument so let's move on! I'm finally done grading and want to move things around! <<<

* yeah, I guess I can get a bit intransigent sometimes (sorry about that).
I haven't run any of your moves yet, so I'd be happy to re-set the game to my move and re-run things? Let me know.
(I'd still move the unit to 0611, but would forgo the attack against 1311, and would move one of the INF units with my Extra Move chit instead)
89 12/9/2018 3:00:00 AM Turn 1 Dave Message Over to you!
88 12/9/2018 3:00:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 2

8
8


Message from Dave:
Dec 25 Initiative (dr=10 is a 0)
1: German
2: Allied (+1)
87 12/9/2018 2:59:00 AM Turn 1 Dave Edit VPs Simon: from 0 to 0
Dave: from 0 to 1
86 12/9/2018 2:58:00 AM Turn 1 Dave Message I can't think of what to do with the 116 Pz crew, so I will instead activate the 2nd Pz in 0711>0508

That ends the turn, with 1 VP (yay!)
85 12/9/2018 2:51:00 AM Turn 1 Dave Die roll request Request: 2-sided die x 1

1


Message from Dave:
1. 116th
2. Lehr
84 12/9/2018 2:50:00 AM Turn 1 Dave Message I'll keep the last 2 Pz unit in place.

Last activation coming...
83 12/9/2018 2:50:00 AM Turn 1 Dave Message /*R - I think you lose a step and retreat to 0510
- I'll advance and flip into 0611
82 12/9/2018 2:48:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 1

7


Message from Dave:
0612 will Heavy attack 0611:
2:1 Odds (+2 DRM for night, Heavy attack)
81 12/9/2018 2:47:00 AM Turn 1 Dave Message Infiltrate is a success - flip in 0711

Now 11-8-9 in 0612 will Heavy attack 0611:
2:1 Odds (+2 DRM for night, Heavy attack)
80 12/9/2018 2:45:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 1

6


Message from Dave:
0712>Infiltrate (+3 DRM)>0711
79 12/9/2018 2:45:00 AM Turn 1 Dave Message OK 2nd PZ:

11-8-9 0815>0712>Infiltrate (+3 DRM)>0711
78 12/9/2018 2:42:00 AM Turn 1 Dave Die roll request Request: 3-sided die x 1

3


Message from Dave:
1. 116th
2. Lehr
3. 2nd Pz
77 12/9/2018 2:40:00 AM Turn 1 Dave Message The individual unit activated gets flipped (in lieu of the formation). I get that, but I'm wondering about the tactical chit.

Oh well, I know I'm not going to win the argument so let's move on! I'm finally done grading and want to move things around!


76 12/9/2018 2:37:00 AM Turn 1 Dave Message US 2 ARM 15-12-9 1007 > 0611F

I'm not sure if you can do that. He's flipped, no? Reading the activation rules, it says only units from that formation are flipped, so I think the US 2 ARM units remains flipped.

It says "all units of the formation named on the chit are activated.... flipped to their unused sides... " (later on). That's how I read it.
75 12/8/2018 12:53:00 PM Turn 1 Simon Message sorry, yet another typo, that should be:
no advance, (2ARM) stays in 1310 (NOT 1312)
74 12/8/2018 12:41:00 PM Turn 1 Simon Message a "2"! frickin' die roller is busted!
result vs. 1311 is a */*
PZR Lehr REC unit is offed
2ARM takes a hit, is now a 4-4-0
no advance, (2ARM) stays in 1312
over to you - I'm outta action chits, so you'll get 2 activations in a row
73 12/8/2018 12:36:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 1

2


Message from Simon:
combat vs. 1311
5-1 odds, 0drm
72 12/8/2018 12:36:00 PM Turn 1 Simon Message Extra move chit
US 2 ARM 15-12-9 1007 > 0611F

Iíll then use the 4CAV chit to activate:
US 2 ARM 15-12-9 1208 > 1310 + 6MPs for med attack vs. 1311
15-3, med attack (0), no terrain effects
5-1 odds, 0drm
no combat chits available for either side, so die roll coming....
71 12/8/2018 12:18:00 PM Turn 1 Simon Die roll request Request: 3-sided die x 1

3


Message from Simon:
next chit pull....
1. combat
2. 84INF
3. 4CAV

70 12/8/2018 12:16:00 PM Turn 1 Simon Die roll request Request: 4-sided die x 1

1


Message from Simon:
your move looks good, here's my chit pull...
1. extra move
2. combat
3. 84INF
4. 4CAV

69 12/8/2018 11:28:00 AM Turn 1 Dave Message 1. Extra move:
11-8-9 3311>2511

Now 2nd Pz:
7-5-9 2409>2113+F
11-8-9 1409>0612+F
11-8-9 1614>0815+F

Over to you!


68 12/8/2018 1:43:00 AM Turn 1 Dave Die roll request Request: 4-sided die x 1

4


Message from Dave:
1. 116th
2. Lehr
3. 2nd Pz
4. 2nd Pz
67 12/8/2018 1:43:00 AM Turn 1 Dave Die roll request Request: 5-sided die x 1

1


Message from Dave:
1. EXTRA MOVE
2. 116th
3. Lehr
4. 2nd Pz
5. 2nd Pz

66 12/8/2018 1:32:00 AM Turn 1 Simon Message result vs. 2109 is a -/*
PZ2 7-5-9 elim
no advance after combat (2ARM stays in 2008)
over to you...

65 12/8/2018 1:30:00 AM Turn 1 Simon Die roll request Request: 10-sided die x 1

7


Message from Simon:
combat vs. 2109
at 3-1 and -1drm
64 12/8/2018 1:27:00 AM Turn 1 Dave Message All looks good!
63 12/8/2018 1:11:00 AM Turn 1 Simon Message sorry, had a typo there, corrected move is:
US 2 ARM 15-12-9 1900 > 0806
US 2 ARM 15-12-9 1900 > 1007 (NOT 1208)
US 2 ARM 6-5-9 1900 > 1709
US 2 ARM 15-12-9 1709 > 1208

US 2 ARM 15-12-9 2007 > 2008 + 6MPs for med attack vs. 2109
15-5, med attack (0), woods (-1 drm)
does 3-1 and -1drm sound right?

62 12/8/2018 1:02:00 AM Turn 1 Simon Message Thank goodness for that!

US 2 ARM 15-12-9 1900 > 0806
US 2 ARM 15-12-9 1900 > 1208
US 2 ARM 6-5-9 1900 > 1709
US 2 ARM 15-12-9 1709 > 1208

US 2 ARM 15-12-9 2007 > 2008 + 6MPs for med attack vs. 2109
15-5, med attack (0), woods (-1 drm)
does 3-1 and -1drm sound right?

61 12/8/2018 12:34:00 AM Turn 1 Simon Die roll request Request: 5-sided die x 1

3


Message from Simon:
I'm buggered if I don't get the 2ARM reinforcements sometime this turn...
1. extra move
2. combat
3. 2ARM
4. 84INF
5. 4CAV

60 12/8/2018 12:31:00 AM Turn 1 Dave Message >>* just to clarify, you now have:
PZ Lehr 6-5-0 in 1313
PZ Lehr 3-2-0 in 1412, is that right? >>

Yep
59 12/8/2018 12:28:00 AM Turn 1 Simon Message >>> */* result.
- I will advance the 3-2-0 unit into 1412 <<<

* just to clarify, you now have:
PZ Lehr 6-5-0 in 1313
PZ Lehr 3-2-0 in 1412, is that right?

58 12/8/2018 12:09:00 AM Turn 1 Dave Message */* result.
- I will advance the 3-2-0 unit into 1412

To finish up Lehrs turn:

7-5-9 2216>1311
11-8-9 2216>1611

Over to you!
57 12/8/2018 12:05:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 1

3


Message from Dave:
Medium Attack vs 1412
+1 Combat Chit
+ Night Attack
-1 River
-1 Woods

Thus 3:1 (+0 DRM)
56 12/8/2018 12:04:00 AM Turn 1 Simon Message >>> How about this then:
1611>1612>1613>1514>1414>1314>1313
That works doesn't it?<<<

* yes, that works - and a better move to boot!
go ahead with the combat, 3-1 with 0drm looks right
55 12/7/2018 11:59:00 PM Turn 1 Dave Message Ack! Forgot that rough and clear were different.

How about this then:

1611>1612>1613>1514>1414>1314>1313

That works doesn't it?
54 12/7/2018 11:37:00 PM Turn 1 Simon Message >>> 11-8-9 1611>1512>1411 > 1311 > 1312 <<<

* I don't think you have the MPs for this?
Don't forget that you have to spend +2 MPs for infiltration(1512 > 1411), +1 MP when leaving a ZOC to non-ZOC hex (1411 > 1311), it's +2 MP to cross a minor river (1311 > 1312), and it's 3 MPs to enter rough (1312)
I make it that your move as written is 12 MPs?
(btw, I don't have a combat chit yet)
53 12/7/2018 11:29:00 PM Turn 1 Dave Message Infiltration succeeds, now 1411>1311 (+1 MP)>1312+F

Now 1811>1512 + Medium Attack vs 1412
+1 Combat Chit
+ Night Attack
-1 River
-1 Woods

Thus 3:1 (+0 DRM)

Will you spend your Combat Chit?
52 12/7/2018 11:26:00 PM Turn 1 Dave Die roll request Request: 10-sided die x 1

4


Message from Dave:
Infiltration (+3 DRM)

1512>1411
51 12/7/2018 11:25:00 PM Turn 1 Dave Message I'll play the NIGHT Replacement to bring the Pz Lehr 7-5-9 back to life and place him in 2216.

Now for my moves:
11-8-9 1611>1512>1411 (will roll for Infiltration)
50 12/7/2018 11:18:00 PM Turn 1 Dave Message Ah right. Forgot there are 2 turns per day... I thought that was weird since I don't have any FB units....
49 12/7/2018 10:54:00 PM Turn 1 Simon Message Just a reminder that for future chit pulls this turn, you shouldn't have the PZ9 or FB chits in the chit pool.
We're on turn 3, which is Dec 24 night, when you get:
1 x 116
2 x Lehr
2 x PZ2
You added all the chits for Dec 25 (inc. PZ9 and FB)
48 12/7/2018 9:17:00 PM Turn 1 Dave Message OK Lehr is up. Off to dinner first...
47 12/7/2018 9:17:00 PM Turn 1 Dave Die roll request Request: 8-sided die x 1

3


Message from Dave:
1. COMBAT +1/-1
1. EXTRA MOVE
2. 116th
3. Lehr
4. Lehr
5. 2nd Pz
6. 2nd Pz
7. 9th Pz
8. FB
46 12/7/2018 9:16:00 PM Turn 1 Dave Die roll request Request: 9-sided die x 1

2


Message from Dave:
Next chit:

1. EXTRA MOVE
2. NIGHT Replacement
3. 116th
4. Lehr
5. Lehr
6. 2nd Pz
7. 2nd Pz
8. 9th Pz
9. FB
45 12/7/2018 9:15:00 PM Turn 1 Dave Die roll request Request: 10-sided die x 1

1


Message from Dave:
Next chit:
1. COMBAT +1/-1
2. EXTRA MOVE
3. NIGHT Replacement
4. 116th
5. Lehr
6. Lehr
7. 2nd Pz
8. 2nd Pz
9. 9th Pz
10. FB
44 12/7/2018 6:27:00 PM Turn 1 Dave Message I'm all caught up. Over to you!
43 12/7/2018 6:21:00 PM Turn 1 Dave Message > a Q about my extra move chit - can I use this to move a 2 ARM unit? I'd then follow by playing the 2 ARM action chit, which could then move both 2 ARM units. I think it's OK, but wondered what you thought (of course, it's distinctly likely that you might be in a position to want to do the same thing in the future)

So you can move the same unit twice? I don't think that's the intent - is it? I thought you have to play the Chit WITH another Activation Chit, and thus once it moves it gets flipped.
42 12/7/2018 1:04:00 AM Turn 1 Dave Message Gotta finish grading and will dig into this!!
41 12/6/2018 9:15:00 PM Turn 1 Simon Message Allies win the initiate for Dec 24 night, but I'm going to let you go first.
I'm tempted to go first myself, but if I do that, you're going to have a SHEDLOAD of moves in a row that I won't be able to respond to.
Besides, I have to:
(1) go get a beer, and
(2) get some dinner
40 12/6/2018 9:12:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 2

5
10


Message from Simon:
initiative Dec 24 night
dr1 = Allied
dr2 = GE (+1 drm)
39 12/6/2018 9:11:00 PM Turn 1 Simon Message incidentally, in case you're wondering why I didn't use the extra move chits on a Brit, I can't activate the Brits until Dec 25
38 12/6/2018 9:10:00 PM Turn 1 Simon Message sorry, it's the supply phase before initiative.
I think everyone is in supply, inc. your PZR in 1409 as you don't need to trace supply along road & highway (i.e. you can trace through the woods southeast of 1409)
37 12/6/2018 9:08:00 PM Turn 1 Simon Message You lost your 3rd action chit to my air unit chit, so that's the end of action chits.
Remove all disrupted units, flip all units to unused sides.
Advance turn, to 24 Dec night, set action chits and tactical chits
initiative die roll coming....
36 12/6/2018 9:06:00 PM Turn 1 Simon Message why yes, I *HAVE* hacked the die roller, why do you ask?
combat its. 1709 is a -/*R
2 PZ unit is offed
I'll advance 2 ARM into 1709F
35 12/6/2018 9:03:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 1

9


Message from Simon:
combat vs. 1709 is 7-1 with -3 drm
34 12/6/2018 9:03:00 PM Turn 1 Simon Message second 2 ARM unit move/attack:
US 2 ARM 15-12-9 1604 > 1708, then 3MPs for a light attack vs. 1709
15-2 odds, light attack (-2), woods (-1). I donít get a day attack bonus until 25 Dec.
so combat is 7-1 with -3 drm

33 12/6/2018 9:00:00 PM Turn 1 Simon Message as ever, I'd rather be lucky than good
combat vs. 2007 is a -/RD
I'm guessing you'll retreat to 2109 (let me know if otherwise)
I'll advance the 2 ARM into 2007F
32 12/6/2018 8:57:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 1

8


Message from Simon:
combat vs. 2007 is 5-1 with -2 drm
31 12/6/2018 8:57:00 PM Turn 1 Simon Message PZ 2 unit in 1709 takes a hit, is now a 3-2-0 PZR

Next I play my extra move chit, and will activate one of the 5-7-3 units in 2710.
US 84 INF 5-7-3 2710 > 2509F

Next I play the 2 ARM action chit. first move/combat:
US 2 ARM 15-12-9 2506 > 2006, then 3MPs for a light attack vs. 2007
15-3 odds, Iíll use my combat chit (+1), light attack (-2), woods (-1). I donít get a day attack bonus until 25 Dec.
so combat is 5-1 with -2 drm


30 12/6/2018 8:46:00 PM Turn 1 Simon Die roll request Request: 10-sided die x 1

9


Message from Simon:
Air Attack on the PZ 2 unit in 1709, with a -2 drm as you're in woods
29 12/6/2018 8:46:00 PM Turn 1 Simon Message I'll play my Air chit, so you lose an action (i.e. no more actions for you this turn). I'll try an Air Attack on the PZ 2 unit in 1709, with a -2 drm as you're in woods
28 12/6/2018 8:30:00 PM Turn 1 Simon Message OK, as is often the case, I can answer my own Q, and I cannot use an extra move chit for a unit which also gets activated by the action chit. It's in the errata, copied below (I'll e-mail you a copy of the errata)

13.2 Replace second line of rule with: The Extra Move Chit must be played right after a Friendly Action Chit has been used to activate a formation or individual unit but before any units move or attack. The unit activated by the extra move is now part of the group of activated units and the player may move these activated units in any sequence he desires. The extra move tactical chit may not be used to activate a unit for a second time in the same action phase.
27 12/6/2018 8:24:00 PM Turn 1 Simon Message re: PZ 2 move - it's looking like a jail break!
OK, you're not going to believe my chit pulls, but I swear it's what I pulled.
chit 1: extra move
chit 2: day replacement
chit 3: allied air
chit 4: 2 ARM
I'll play the replacement chi to re-build a 5-7-3 INF in Ciney (1602)
a Q about my extra move chit - can I use this to move a 2 ARM unit? I'd then follow by playing the 2 ARM action chit, which could then move both 2 ARM units. I think it's OK, but wondered what you thought (of course, it's distinctly likely that you might be in a position to want to do the same thing in the future)

26 12/6/2018 1:52:00 AM Turn 1 Dave Message 1: 11-8-9 2110>1409F
2: 11-8-9 2409>1709F
3: 6-4-9 2611>2007F
4: 6-4-9 2212>2409F
5: 11-8-9 2112>1614F

Over to you...
25 12/6/2018 1:45:00 AM Turn 1 Dave Message OK - understood. I should read the rules!

I draw: 2 Pz.


24 12/6/2018 1:34:00 AM Turn 1 Simon Message chit 1: combat +/-1
chit 2: 4 CAV (duh)
US 4 CAV 4-4-9 2106 > 1412F
back over to you
23 12/6/2018 1:33:00 AM Turn 1 Simon Message >>> Oops - just noticed I was only supposed to put in 3 Chits - not all 5 that were available.
I suppose if I were to pick 3 I would choose 1xPz Lehr, and 2x2nd Pz.
Do you want me to start over, or just assume I picked Pz Lehr first and move on from there? <<<

* you do indeed get to put in 5 chits - the chits are listed in the GE Action chits per turn table, i.e. I think you did things right.
However, you'll only get to play 3 of the chits this turn
22 12/6/2018 1:30:00 AM Turn 1 Dave Message Oops - just noticed I was only supposed to put in 3 Chits - not all 5 that were available.

I suppose if I were to pick 3 I would choose 1xPz Lehr, and 2x2nd Pz.

Do you want me to start over, or just assume I picked Pz Lehr first and move on from there?
21 12/6/2018 1:24:00 AM Turn 1 Dave Message That's a */* or mutual destruction!

2. Move 11-8-9 from 2114>1611

3. Move 11-8-9 from 2216 (Reinforcement) > 1811

Over to you!
20 12/6/2018 1:21:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 1

4


Message from Dave:
1. I'll activate the 7-5-9 unit first and conduct a Heavy Attack on 2113

Odds now are 36-7, or 5:1 Odds
DRM's are +1 Heavy, -1 River, -2 Town = -2 DRM

Will roll right now...
19 12/6/2018 1:21:00 AM Turn 1 Dave Message That's me! I put in my chits and draw:

1: Pz Lehr - Handy!

1. I'll activate the 7-5-9 unit first and conduct a Heavy Attack on 2113

Odds now are 36-7, or 5:1 Odds
DRM's are +1 Heavy, -1 River, -2 Town = -2 DRM

Will roll right now...
18 12/6/2018 1:13:00 AM Turn 1 Simon Message I think my 84 INF in 2113 is now OOS (supply is checked in phase 2 of a game turn)
17 12/6/2018 1:10:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 2

2
6


Message from Dave:
1: Allied (+1 DRM since Day turn)
2: Germans

16 12/6/2018 1:09:00 AM Turn 1 Dave Message Nothing!

OK - now to finish the turn:
- I think everyone is in supply (I didn't actually check).
- flip all units back to their fresh sides
- I'll roll for initiative (I think you get +1 DRM)
15 12/6/2018 1:07:00 AM Turn 1 Dave Die roll request Request: 10-sided die x 1

4


Message from Dave:
Attack vs 2113
3:1 Odds = -2 DRM
14 12/6/2018 1:06:00 AM Turn 1 Dave Message >> * yes, this looks right except that it's 116 PZ? (not 2 PZ)

Right - my mistake!

Attack coming up...
13 12/6/2018 12:34:00 AM Turn 1 Simon Message >>> so I think I can play the Extra move to activate the 7-5-9 from 2nd PZ 3211>2611 <<<

* yes, this looks right except that it's 116 PZ? (not 2 PZ)

everything else looks kosher: a 3-1 -2drm vs. 2113 it is
(and don't forget, a dr of 10 on the ACTS die roller is a zero. not that I'm telling you what to roll or anything)

12 12/6/2018 12:07:00 AM Turn 1 Dave Message German chit draw = Extra move
Last = Panzer Lehr

- so I think I can play the Extra move to activate the 7-5-9 from 2nd PZ

3211>2611

Now the Panzer Lehr units:
7-5-9 2216>2013 (via 2014)
11-8-9 2216>2114 (+6 MP for Medium Attack)

- I'll play the +1 DRM Tac Chit, I assume you will do the same which cancels things out
- I think the odds are 23-7 or 3:1 Odds
- DRMs are (-2 Town, -1 River, +1 German Night) = -2 DRM

Does this make sense to you?

11 12/5/2018 9:19:00 PM Turn 1 Simon Message chit 1 = combat +/-1
chit 2 = US 2 ARM
US 2 ARM units only get 6 MPs this turn

US 2 ARM 15-12-9 1900 > 1604F
US 2 ARM 15-12-9 1900 > 2506F

(the F means Flipped)
back over to you


10 12/5/2018 9:08:00 PM Turn 1 Simon Message >>> I'm not near the map now - but don't I get an extra +3 MP since it is a night turn? <<<

* aah, right you are - move looks good

9 12/5/2018 8:58:00 PM Turn 1 Simon Message >>> 11-8-9 3316>2110
11-8-9 3316>2409 <<<

* I don't think these fellahs have the juice to get there? (other moves look OK)
Highway has a Mot MP cost of 1/2, but road has a Mot MP cost of 1
btw, all units flip after movement
8 12/3/2018 9:16:00 PM Turn 1 Dave Message Over to you!
7 12/3/2018 9:15:00 PM Turn 1 Dave Message 2 PZ Activation

7-5-9 2611>2212
11-8-9 2712>2112

Reinf:

11-8-9 3316>2110
11-8-9 3316>2409
6-4-9 3316>2611

6 12/3/2018 7:36:00 PM Turn 1 Dave Message 1st Chit: Combat +/-1

That's more like it!

2nd Chit: Night Replacement

2nd Panzer: Move coming!
5 12/3/2018 7:34:00 PM Turn 1 Dave Message Oops. Mistake already! The two chits in the cup are supposed to be Panzer Lehr and 2nd PZ.

Do-over!
4 12/3/2018 7:29:00 PM Turn 1 Dave Message So I go first- and I place the 3 German white chits and 116 Pz and 2 Pz into the cup.

First one up - is 116 Panzer. Not what I had hoped... move coming up.
3 12/2/2018 12:44:00 PM Turn 1 Simon Message Just found a Q&A on boardgamegeek which indicates supply does NOT need to be traced over roads and highways only
2 12/2/2018 12:34:00 PM Turn 1 Simon Message >>> I think I move first, no? <<<
* yes, GE has initiative on turn 1, so you're up to start
my starting set up below, but first a Supply Q:
does a supply path need to be traced along roads and highways? the rules don't say so, but seems like maybe it should?
unless you feel otherwise, I'd suggest playing rules-as-written, i.e. supply path does not need to be traced just along roads and highways

BR ARM 8-6-9 0704
BR ARM 8-6-9 0213

US 3 ARM 0-4-0 3306
US 4 CAV 4-4-9 2106 (within 2 hexes 2305)

US 84 INF 5-7-3 2113

US 84 INF 5-7-3 2710 (within 2 hexes 2808)
US 84 INF 5-7-3 2710 (within 2 hexes 2808)
US 84 INF 5-7-3 2910 (within 2 hexes 2808)
US 84 INF 5-7-3 2808 (within 2 hexes 2808)


US 84 INF 5-7-3 2808 (within 1 hex of 3306, 2808, or highway between)
US 84 INF 5-7-3 3306 (within 1 hex of 3306, 2808, or highway between)
US 84 INF 5-7-3 3108 (within 1 hex of 3306, 2808, or highway between)

1 12/1/2018 8:20:00 PM Turn 1 Simon Message OK, I've set up a generic module for us to play Celles.
It has a 10-sided die roller - don't forget that a die roll of 10 equals a zero
I'll submit my Allied starting set-up soon (a few of my units have variable setups)

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