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It is important to remember that the Commando bonus is only once per Melee roll and not +1 for each unit in the Melee. This would mean that his Guards SMG units (FP 6 (boxed)) would give him an 8FP for Melee (6FP base + +1 for boxed FP + +1 Commando bonus = 8FP). The one that got me was the +1 Commando bonus to Melee rolls. The Special Rules for the scenario also scared me a little bit. This would give him a VP lead of 15 points, which is very hard to overcome.
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I was also concerned about my chances of winning by Victory Points though, even with the doubled exit points, for two reasons, one was that the Russians start with 9VP in hand and two he was the Defender so would get a free VP at each Time Check, of which there were 6 in the game equating to a possible 6 additional free VP. The scenario had the infamous Open Objective W which reads “Exit points are doubled”, so with this Objective and the scenario summary, we knew that one of the goals of the Germans would be to attempt to exit the map. This was going to be difficult for my Germans but I was confident in my elite Pionier units and my Rifle units. The Russians would start with control of 3 Objectives (#1, #3 and #5) and the Germans controlled 2 (#2 and #4) and the Russians also started with 9VP’s, which led me to believe that it would be difficult to win by Victory Points alone. Those are some elite Russian units! And with the +1 Commando bonus for Melee from the Special Rules, this is going to be a tough one for the Germans. I felt that forcing them to start with these weapons really nullified their statistics until I could either use the weapons (in the case of the Satchel Charge as it is a one time use item) or give them to other units (at the cost of 1 Movement Point). The German units were also good (I finally was going to get to use the very elite Pionier units (FP 7 (boxed), Range 3 (boxed), Move 5 (boxed) and Morale 8) but the Pionier units had to start with the Flamethrower and Satchel Charge, which I am not a big fan of. I knew that I would have trouble rooting them out of their cover and would have to be very careful about my opening setup so as to avoid having my teams torn to shreds before I could get into cover to assault their positions. 50 cal MG (FP 9, Range 16 (boxed)) along with a Satchel Charge. They also had pretty good starting Firepower with that. The Surrender level was set at 7 for the Germans and only 6 for the Russians, and as I looked down through the unit manifest I could see that this was not your typical Russian mass of humanity but they had really good units with high statistics (Guards SMG – FP 6 (boxed), Range 3 (boxed), Move 5 and Morale 8 as well as Guards Rifle – FP 5, Range 5, Move 5 and Morale 8) as well as really good Leaders (Lt. I chose to play as the Germans and Alexander played the Russians, with me as the Attacker (6 cards) and Alexander the Defender (4 cards). Elements of the German 73rd Infantry Division quickly counterattacked in an attempt to roll up the flank and drive the invaders back into the sea. In order to protect the beachhead’s flank, the commandos hurriedly pushed into the town of Stanichka and holed up in a local university overlooking a man made lake. Novorossiysk, Russia, Febru– To aid in the success of the Soviet amphibious operation launched against Kleist’s Army Group A near Novorossiysk, a Black Sea Fleet Commando detachment landed a few miles further down along the Black Sea coast. German soldiers fighting in the streets of Novorossiysk, Russia in 1943.įrom the playbook, we read the following situation report for Scenario #10 Commando School:
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