|
Post by ross633 on May 3, 2019 12:46:51 GMT
Hi guys. I really appreciate Nuts, so I thought to write an AAR to help me to grasp the rules. The setting is a very short mission on Normandy with a small squad of airborne unit against some german troop scattered around the map. The leader of the squad is J. Constance (Rep 6), then the NCO S. Ross (my star - Rep 5), then one rifleman with a G-launcher (R. Geller - Rep 4), and in the end another rifleman (S. Mendes - Rep 5). On the other hand the Germans have five elements(everyone has a rep of 4): The officer and the NCO with a rifleman are in cover around the building, while a Lmg and his assistant are in a forest in the sector 3 of the map. The map at the start of the game. Turn 1 Rolling the iniziative dice the US scored a 3, while the Germans scored a 6. Then I started because the enemy can’t move (His die was too high, right?). My first move was to put Constance and Geller behind a tree on the right, then I rolled the dice for the in sight test (I rolled 5d6 (-1 cause the LMG and assistant are concelead) and scored 3 success, while the LGM rolled 4d6 and scored 2 success. So after winning my first reaction test Geller use is grenade launcher to throw a grenade against the LGM. It Passed two dice, and rolling a 4 and a 3 on the damage table he put the LGM out of combat while the assistant was put on duck back. Then Constance concentrated is fire against the assistant, scored a two 4s and a 3, so He scored 2 success (4 + Rep 6), and on the damage table I rolled another 4, so the assistant was put out of combat. In the end I moved Ross and Mendes behind a rock avoid to make contact with the German officer and his men. The end of the First turn So I did everything right? Attachments:
|
|
|
Post by walt on May 3, 2019 13:05:43 GMT
I don't know if you did everything correct but certainly appreciate you posting as I'm a few weeks behind you in the learning curve still building my game board and trying to grasp the rules.
Look forward to hearing the breakdown of how your turn worked out.
I will likely do something similar as you when I get a game or two under my belt.
|
|
|
Post by ross633 on May 3, 2019 16:11:13 GMT
Understanding the basic it's not to difficult. Start small then grow your play, try one or two things at a time, then add something new. The first time, I tried everything at once and i can’t feel the game, now this time I'm really enjoying it even if probably i'll lose, and I take the opportunity to learn something new here in the forum.
Any advice are welcomed
|
|
|
Post by Ed the Two Hour Wargames Guy on May 3, 2019 19:39:29 GMT
Sounds right to me. I would have the enemy be PEFs instead of placing figures so you don't know what's out there. Gives you a more realistic feel. But mechanics wise it was good. Also starting small is perfect,
|
|
|
Post by ross633 on May 3, 2019 22:47:34 GMT
Next time I'll surely try it.
With PEFs I had with the impression is that the map is too crowded, but maybe with a bigger one this effect decrease.
|
|
|
Post by walt on May 3, 2019 22:49:32 GMT
I don't know if you did everything correct but certainly appreciate you posting as I'm a few weeks behind you in the learning curve still building my game board and trying to grasp the rules. Look forward to hearing the breakdown of how your turn worked out. I will likely do something similar as you when I get a game or two under my belt. I hope you will consider going through a few more turns? I learn a great deal with walk throughs! Are there any other play thrus using 4th edition rules?
|
|
|
Post by ross633 on May 3, 2019 23:19:51 GMT
I don't know if you did everything correct but certainly appreciate you posting as I'm a few weeks behind you in the learning curve still building my game board and trying to grasp the rules. Look forward to hearing the breakdown of how your turn worked out. I will likely do something similar as you when I get a game or two under my belt. I hope you will consider going through a few more turns? I learn a great deal with walk throughs! Are there any other play thrus using 4th edition rules? Sure! Tomorrow I'll load the next turn. There is another AAR below on the forum set during the spanish civil war, and around the internet i found this one: medium.com/@pzrjager39/nuts-tank-patrol-aar-c991d5c0abd3
|
|
|
Post by walt on May 3, 2019 23:45:09 GMT
Awesome so appreciate it! Be as detailed as you can tolerate! Lol
|
|
|
Post by ross633 on May 4, 2019 17:32:38 GMT
Turn 2 The Activation dice are rolled resulting on a 6 for the Germans and a 1 for the Paratroopers, obviously the departure of the LMG team shaken so much the German officer that he tried to call reinforcements, and the HQ worried about the situation has sent one infantry squad (I rolled a 1 + 3 of investement level). So nine fresh soldiers (5 men + 4 I rolled) were eager to combat against the Americans and ready to enter on the map to support the officer in the house (I scored a 6 on the reinforcement entry table and I mirrored the map so the troops enter at the right of the Germans.) o simulate the troop inside the building i put them against the wall near the windows (There are 2 riflemen in the front, and un lmg and smg on the side) I was lucky that the German passed again on this turn due to high roll of the die, but now the airborne units were heavily outnumbered, and the mission was compromised. If they wanted a chance to survive, or even win the battle, they must take the abandoned mg42 in the forest to gain enough fire power to silence the enemy guns. The Junior NCO proposed himself for the task and started to move behind the rocks, cause he have the right attributes [as a star he rolled Stealthy and I pick up Nerves of steel] (unfortunately on the insight test against the officer covered behind the wall i lose badly rolling four 6 and a 5). At the exact moment Ross put his head up to sprint towards a new cover is sighted by the enemy officer who started shooting immediately with German precision hitting my poor man with three shots, (on the shooting damage instead he scored a 1, a 3 and a 5, so I choose to use the Star power to try to stay on the fight. I rolled 5d6 and I scored two 2, one 1, a 3 and a 6. In conclusion I'm just duck back instead of out of fight, and thanks to Nerves of Steel my man could carry on.). In his movements from cover to cover he caught the attention of another bunch of enemies located on the side of the house which started to fire (I failed another In sight test, this turn it's obviously not the best time for Ross), but from his position the junior NCO returned the fire with his smg hitting both men (the first soldier roll a 1, so he missed, Ross returned fire and score a 5 and a 6), the first one went down while the other sought cover behind the well. Meanwhile Constance and Geller were attempting to reach Mendes to use the grenade launcher against the yard of the farm (they scored a 2 and a 3 so both can reach the boulder). From this position Geller try to clean front of the house, and with a decent shot he menaged to kill the officer and force the rifleman and the junior office to duck back. After the man was killed the two rifleman at the windows started to shiver, a glimpse of panic in their eyes, but their training kicked in and they remained in position ready to fire. (I made a Man down reaction test, they are in cover so i rolled 3 dice, cause they are in cover and i obtained two 4 and a 5, the test is passed and theY can carry on.). At the end of the turn Mendes rejoined his officer Ross.
|
|
|
Post by walt on May 4, 2019 18:07:07 GMT
Amazing stuff.. I actually look forward to hearing how this works out!
It also shows me that I still have quite a bit of work yet learning the rules.. Ah well, all in due time!
|
|
|
Post by Ed the Two Hour Wargames Guy on May 4, 2019 23:47:08 GMT
Nicely done.
|
|
|
Post by ross633 on May 5, 2019 12:11:31 GMT
TURN 3 Finally at the activation dice Us scored a 5 while the Axis 2, so good news we can receive some reinforcement, an entire squad plus an anti tank team (in this case very useful for collapsing building full of nazis). The bad news is that I can't activated my reinforcements due to the activation dice. My reinforcement Now it was time for Mendes to shine; while the enemies were crawling for cover and unable to see the american movements, he rushed to the abandoned mg42 (he had the athletic attribute, so I rolled 3d6 and chose the best two), then he picked up the gun, ending the American turn. The survived german officer tried to recover the ducked back riflemen without any success (the leader rolled a 5, and the other dice were a 1 and a 5, hence they mantained a low profile cause the half strength of the squad). The soldier behind the well, instead, recovered and he started a firefight with Ross, but he missed, so the junior officer could return the favor and put the man down. TURN 4 Again I rolled a 5 on the activation die, so the my reinforcement were at rest for another turn. Geller and Constance moved out from the cover of the boulder and started to approach the farm aiming at the frontal windows and taking out of combat another man, and spreading the panic inside the house. The scene was amazing, three men leaving the farm running for their lives exiting from the battlefield! (The Lmg, the SMG and the rifleman took the man down test and failed horribly with 0d6 passed), so they are leaving the battlefield. Meanwhile Mendes and his new toy was crossing the forest to reach the right fire position. The german officer tried once again to recover his man again without any success putting them hunker down instead. However he moved forward through the yard in a desperate attempt of killing Geller and Constance, unfortunately for him the Americans were more fast to pull the trigger (on the In sight test the Germans have rolled three success, as the Us, but the Germans have moved too, so they need one more than the Americans). Constance and his thompson hit both men taking down the officer and pulling the other man on duck back. The yard after the 4 turn, the two riflemen on the left were hunker down instead o duck back. Turn 5 It was amazing and a little bit irritating, for the third time I rolled a 5, while the Germans a 2. So no activation for my reinforcement even this turn. (I didn't bother to put another men in the map, cause if everything goes right this is the last turn) Mendez reach the right spot and start immediately to shoot against the only man remained around the side of the house putting him out of fight. The Germans were tired of fighting but not ready to surrender yet. On the front yard one rifleman has recovered his strength and raise his head from cover, just to returned on ducking a second later. There was obviously no chance for the axis to win this battle, so the poor guys raised their hands and surrendered at the airborne troops. The situation at the and of the battle This is the end of this first battle with Nuts! I'm happy to say that I've found an interesting system, easy to grasp, and very enjoyable. In the end I have one question: When an enemy is duck back is there a chance to hit him? Cause I passed the last three turns (There aren't in the AAR) chasing one single rifleman who stayed duck, recover, then returned duck back again, without the chance of finish him.
|
|
|
Post by walt on May 5, 2019 13:32:37 GMT
So cool! I was actually looking forward to Mendez tearing that house up! Lol. Looking forward to giving this a go myself.
If you have a mind to, perhaps consider continuing w the aars.
Walt
|
|
|
Post by jgregory on May 6, 2019 8:44:55 GMT
"HQ ... has sent one infantry squad (I rolled a 1 + 3 of investement level). So nine fresh soldiers (5 men + 4 I rolled) were eager to combat against the Americans..." I loved Nuts! the first time I read it (2nd Ed), but the reinforcement table put me off actually playing it for a long time because I didn't have the correct vehicles or enough infantry to do what it told me. If only I'd known then what I know now... You absolutely DO NOT need to solely use the Reinforcement table in the book: when playing with a small force like you are, it will likely lead to a unbalanced encounter as soon as someone (no matter whom) receives reinforcements. I write my own Re-o Table for each scenario, depending on how I think it would logically play out. So for a small skirmish like this one, a result of 4 could be a single soldier, hurrying back from a nature break in the woods, a 5 could be a two man patrol rushing back to the sound of gunfire, a 6 could be an LMG gunner, but he needs one of the existing soldiers to crew for him, etc.. You will not break the game by doing this. I fell in love with Nuts! the day I started making it my own.
|
|
|
Post by ross633 on May 6, 2019 13:52:39 GMT
You're totally right, I have this problem with the Pefs. In a scenario I made I used the russian with a 6 members squad, and I felt completely overwhelmed by the full squad of Germans I rolled, especially because was a map with many buildings, so I start to rewrite the reinforcement table to have a more fair situation. In the AAR case the arrive of reinforcement has created an interesting situation, and I didn't felt any balance issue.
|
|