350 Tigers lash out at Ladoga

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6 months 6 days ago #1568 by boersma8
I will still up some of the command objectives.  I agree the Russians should have the possibility to buy and use armored reinforcements, but I do want to retain the mechanism of the Russians initially trailing behind in command points.

Ideally I also want the  Russians not to be able to use combined fire whenever they want to, which costs them one available command each time they do so.

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6 months 4 days ago #1573 by boersma8
 It's only now that I've restarted playtesting this scenario myself that I've noticed that the Tigers CANNOT be placed on the 4 "R" hexes, as two of them are Swamp hexes, which vehicles can't enter. Therefore the two kegal "R" hexes are the clear hexes and the hexes containing the road.

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6 months 4 days ago #1574 by boersma8
I've upped the three neutral command objectives closest to the Russians to a value of 2. The one furthest away is still a value 1 command objective, as is the German command objective. 

The Russian one is currently a value "5" one.

The above retains the scenario flow of the the Russians having to play catch-up with the Germans while at the same time making it possible to buy armored reinforcements and use them.

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5 months 3 weeks ago #1581 by boersma8
After some more playtesting, which is still ongoing, the following changes should be made:

Victory conditions: The Russians receive two VP's for each squad exited off the board and one for each vehicle.

Deep snow: Trucks may not be bought.

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5 months 3 weeks ago #1582 by alecrespi

After some more playtesting, which is still ongoing, the following changes should be made:

Victory conditions: The Russians receive two VP's for each squad exited off the board and one for each vehicle.

Deep snow: Trucks may not be bought.
Roger that!

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5 months 3 weeks ago #1584 by boersma8
Two more changes after further playtesting:

1. The Germans get 3 Tigers, not 4.
2. Frozen marsh: Vehicles may enter marsh hexes by spending three movement points.
The following user(s) said Thank You: alecrespi

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5 months 3 weeks ago #1585 by boersma8
Clarification:

If the tank ace's crew bails out successfully after the ace becoming heavily damaged, the tank is now abandoned and cannot move nor fire. Place an immobilized as well as a pinned token next to it.

Place a national command marker on the crew's squad base for easy identification.

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5 months 3 weeks ago #1586 by boersma8
Contrary to what one might expect considering the Soviets start with ten T34's and both the armored and regular reinforcement decks, the scenario remains hard for the Soviets with competent German play. Not impossible, but hard! Therefore the Soviets now also score 2VPs if they successfully destroy the German tank ace. This includes the crew, if applicable!

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5 months 2 weeks ago #1587 by boersma8
After yet more playtesting, it turns out the Soviets can still use that tiny little bit of extra help: Replace one of the three Tigers with one Panzer IV.

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