148 Kelly's Heroes

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4 years 10 months ago - 1 week 23 hours ago #252 by alecrespi
Last edit: 1 week 23 hours ago by alecrespi.

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4 years 2 months ago - 4 years 2 months ago #586 by alecrespi
Replied by alecrespi on topic 148 Kelly's Heroes
Kelly´s heroes (American Division 1) only have 3 squad bases but 4 specialization tokens. Is it supposed to be "player's choice" to decide which one to use?
Moreover there are 2 Machine Gun Crews units, so 1 or 2 squad bases cannot receive any specialization token...
Last edit: 4 years 2 months ago by alecrespi.

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1 week 23 hours ago #1504 by alecrespi
Replied by alecrespi on topic 148 Kelly's Heroes
Played this one yesteday.

Tank Ace and Elite Tank Crew for the Americans... are of little use when comparing 3 Shermans to 3 Tiger Is.
Tank Ace only serves to give the Germans 3 command points.
Tiger Is can wait for the enemies in the forest and exploit a defense of 7 + thick armor, rolling 13 dice while standing still.
Definitely too much of a 1:1 ratio with the Shermans.

If we add that with the Reinforcement Deck the Germans can call in 1 or 2 units each turn, I think it's highly unlikely the Americans will even get close to the objective building.

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1 week 15 hours ago #1505 by pino
Replied by pino on topic 148 Kelly's Heroes
A scenario I played last night left me perplexed. What's the point of the minefields next to the Americans' MANDATORY deployment zone? And what about the Americans' need to deploy on the road and place ALL their infantry on the transports? For the German player, it's easy to fire the Tigers' powerful guns at the fragile trucks, pulverizing both the transport and the two units inside.
What about strategic decks? Aside from the uselessness of the artillery deck (which I won't dwell on), the German's reinforcement deck is an absolute godsend for a player whose only concern is digging in and preventing the Americans from conquering the final objective (the bank!). The German doesn't care about initiative in the slightest; he cares about command points to throw reinforcements onto the battlefield every turn (and he does so with impressive regularity).
It should also be noted that, on a personal level, the Tank Ace and Elite Tank Crew abilities, pogo, add to the Shermans' meager capabilities against the mighty German Tigers (not to mention that, for the German player, the Sherman identified as Tank Ace is a tasty morsel...it easily brings 3 CP). Oh, and one last point... are 12 boards really necessary for a scenario that would have achieved the same goal with 6?

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