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Thread: Quiz Time!

  1. #11
    Shut up and play! SamB's Avatar
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    Quote Originally Posted by Sparafucil3
    That you could have an option where by it would be possible to view other peoples answer? Perhaps after posting your own. -- jim
    Good idea, I'll work on that.

  2. #12
    Forum Guru Sparafucil3's Avatar
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    Quote Originally Posted by Reepicheep
    I preferred to take two 6-3 shots with the squad, LMG and -1 ldr, plus a 2-2 shot from the HS. The two 6-3 shots alone give the beserker only a 48% chance to get into the building with average (DR=7) rolls, and anything less (Dr<=6) will result in CR for the berserker which ought to be enough to give good CC odds if it gets to that.
    Great minds think alike Andrew except I spray fired the second shot into the two point blank hexes and left RFP. While I agree the Zerker has to be the focus I can win even if the HS does not end up in CC with the remaining 447. I will take the RFP wall for an extra attack vs that guy too. I retained the HS's shots for that guy.
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  3. #13
    Forum Commando ChrisBuehler's Avatar
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    I would be inclined to take the two 6 FP -3 DRM shots with 4-6-7 squad, LMG, and -1 leader (first fire while beserker is in E2, then subsquent fire while he is in F2). Each of these shots require a 5 or less for KIA (28% chance on each roll). A roll of 6 on either of these shots will result in casulty reduction which will allow for better odds in CC. This still allows for a 2 FP -2 DRM first fire shot by the half squad at the beserker in F2. This shot requires roll of 3 or less for a KIA (8% chance). A roll of 4 will casulty reduce. Final protective fire remains if the beserker survives.

    This still leaves the remaining 4-4-7 squad, which I would expect to move to D3, E3, and then F3. The outcome of the above shots will determine what shots remain, but at a minimum, the half squad will have a 2 FP +3 DRM final protective fire shot with the best outcome being a PTC on a roll of 2 or 3 (8% chance).

    Since I'm a beginner at this, I'm looking forward to seeing how others address this situation.

    Chris

  4. #14
    Forum Commando ChrisBuehler's Avatar
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    I apologize for not mentioning this in my earlier post. I'm concerned about the non-beserk 4-4-7 because he could take a 4 FP +3 DRM advancing fire shot at the half squad. If the half squad breaks, the 4-4-7 would be free for CC with the 4-6-7. I realize these would be long odds, but still a possibility.

    Chris

  5. #15
    Forum Regular tommyl's Avatar
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    Don't forgot if you D1F in E2 and then SFF in F2, but fail to completely eliminate the beserker - you'll have to FPF at the survivor when he enters your hex and possibly pin or break on the roll.....

    I'd wait until he enters F2 and take the 12 FP -3 shot there, and then SFF when he enters the hex, hoping to get the ambush against any surviving beserker in CC as he will be lax/beserk and I'll have a -1 from the leader.....

  6. #16
    Panthera oncia Brien Martin's Avatar
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    Actually, that's pretty much what I posted, save for the options in CC.

    I'd drop the 12-3 shot adjacent (leaving 6RFP, as well, for the other 447 [6-2]), then for SFF, would drop another 8+1 (7x3/2, +3, -1ldr, -1NAM, and another 4RFP for the 447 [4+2]). That gives me two "penalty-free" shots ... and *if* I needed it, a FPF shot to try and finish the job.

    I'd save the HS to cover the road and drop another -2 shot at the Russian 447 that will be the next to move in the MPh.

    Forgot about the +1 in Ambush for the 'zerkers ... I was really focused on how to kill/break them before it ever came to that.

    Brien
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  7. #17
    Forum Guru RobZagnut's Avatar
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    >So what is the consensus solution to the problem. Clearly the focus has to be on the beserk squad.

    I had to re-evaluate this one, because in my mind I was thinking that the Berserk unit could go into the Stone Building in F3. So, my original answer haad that in mind. Oops!

    I went the other way. I think the focus should be on the other 4-4-7. There is nothing you can do with the beserk unit as it has only one way to go and you know exactly where it's going to go. So, I'm assuming that it acts like a typical berserker and shrugs off my attacks leaving me in CC with it.

    So, that leaves the other 4-4-7. The key hex is E3. You need to fire at the berserk unit in E3, leave a firelane and most importantly a 2 Residual FP and 1 FP firelane in E3.

    If you don't that 4-4-7 has a free path D3, E3, a 4+2 and 2+2 attack from the 2-4-7 in F3 and then into CC with the 2-4-7. Leaving a 2 Resid in E3 and a firelane forces that 4-4-7 into E4 taking a 2-2 attack from the 2-4-7 which gives me a much better chance to pin/break it than the other route.

  8. #18
    Forum Veteran jasperdog3329's Avatar
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    Quote Originally Posted by Robert Wolkey
    >So, that leaves the other 4-4-7. The key hex is E3. You need to fire at the berserk unit in E3, leave a firelane and most importantly a 2 Residual FP and 1 FP firelane in E3.
    But the quiz says the berseker's route never takes it to E3.

    I do like the contrariness of the thought that the focus should on the non-berserk squad. Even a pin result is critical.

  9. #19
    Forum Guru RobZagnut's Avatar
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    >But the quiz says the berseker's route never takes it to E3.

    Nevermind! I sure boned that one up.

    Sam, could you delete my response as I can't read simple instructions!

  10. #20
    Forum Veteran Hubbs5's Avatar
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    Only one problem with focusing on the other 4-4-7 and not the beserker. By rule the zerker has to move first and he has to enter your hex if possible. So he will end up in the hex with the leader, squad and the LMG before the other squads gets to move. Since you can't fire out of your own hex if an enemy unit is in there with you there is no way to fire on the other squad except with the HS. Is there something I am missing here?

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