ED. The AARS for this one keep piling up... Must be a good one! ;-)
The Saturday before the Super Bowl Don Holland returned to Milwaukee, and I talked our friend Kurt Litscher into joining us for several hours of mayhem[Ed. in a three-person scenario--cool!]. The three of us are all average minus players, skill-wise, so plenty of stumbling about was inevitable.
The scenario fun starts with choosing sides. [The scenario itself really starts with carefully studying the SSRs, which makes a BIG difference in side selection.] Side choice is done by secretly picking one's choices in order of preference; in case of tie, the loser(s) receive Balance compensation. We all picked the exact same order of side preference: Partisans, Axis Minors (ROA- Russ. Liberation Army), SS. Here's the reasons: Partisans- get to set up in the Victory building, 21I5; they have a 10-2+HMG; they receive a tankette +2 sqds on turn 3; they receive random reinforcements when the other sides leave buildings unoccupied (by Known GO MMC); and, they have "default" victory conditions, ie., they win if no one else does.
ROA- get plenty of fun tanks, incl. a JgPz 38(t), a SPW 251/16, and 2 T-34s (the only ordnance with guaranteed HE); they even get to use PF SS- don't get much- their ELR is ZERO, and the 2 Pz IV/70A TDs they get have only HE7 (but sN8), though their Infantry FP is about 4x the Partisans and almost 2x the ROA.
Skipping the usual round of set-ups and moves that AARs usually describe, I'll skip to the good stuff: what it was like to play this mess! As the SS, I got to enjoy my typical ability to beat the odds and blow easy MCs, which meant lots of dips into the 2nd-line squad/HS countertray. Don started out the game by talking me into using AP to fire ATT at concealed Partisans (to gain Acquisition!). Since the ROA and SS begin on opposite sides of the victory bldg, naturally Don shoots at my units first. The SS start with a Pz 38(t)E, which I didn't mention earlier because it didn't survive the 1st game turn. Don decided to make it a smoke generator instead. His guys, though, weren't doing much better. His T-34s spent a couple of turns trying to hit 21I5, while his FT ht wandered over to my side of the fight. Needless to say, although we had agreed to not beat each other up, when the FT Stopped next to one of my squads, I let him have it. That was the provocation Don must'a been looking for, because he proceeded to Overrun some SS "in retaliation."
All the while, Kurt's partisans are in fact not keeping my SS out of the Building, and I manage to break (with some minor help from the ROA's kill stack) several of his squads. Even the 10-2, who showed his experience by pushing his HMG out the window onto the enemy troops in the street below rather than firing it [malf/disable on turn 1]. However, partisans have "beamed down" into the ROA's rear area, and tie up a couple of squads - not to mention making the ROA's routing more interesting....
Since the SS and ROA SANs are identical, they can activate simultaneously. Fortunately, the partisan didn't roll many snake-eyes, but between Don and myself, our Snipers were hoppin' all over. Unfortunately, our Snipers almost always avoided the partisans and picked on each others' forces. This was probably the best part about being the partisan for Kurt: watching the other guys wipe each other out via Sniper, etc. I made a crucial error during this game, BTW. Late in the game (Turn 5, my player turn) I had the choice to either move my Sniper [SAN 2] or take an attack, and I refused to believe I'd get another shot, so I did not relocate the Sniper to the partisan 10-2's hex. This slimeball had taken 3 squads and run and hid in the Building where no one could reach him easily. Of course, my SAN comes up twice more before the game end! And one activation was a 1 - my best chance to get at the 10-2 and prevent the partisans' victory.
Unfortunately for Don, the "Away Teams" in his back area, along with the tankette that came on, totally wrecked his ability to assault the Building. Even though the tankette killed his Hetzer (talk about ego-boost for the crew!), Don's AFVs were almost enough to win just by counting towards victory. However, I wasn't about to let him sleaze a win that way, so my last fires were directed mostly at his vehicles, and it paid off: the partisan ended up winning.
I could have won, but the SS took such a beating that I didn't have enough at the end to win the "weight of numbers" victory condition... if Don would've just stopped attacking me, I might have prevented our loss! :] This scenario was a lot of fun, with much destruction and goofy turns of events. Of course, we didn't sit down for a serious game, rather we just wanted to have some fun and do some whining and good-natured ribbing. The number of toys, and the poor quality of the SS and ROA [ELR 1], plus the feature of being under attack by two opponents, give more than enough opportunity for both.
Tom Mueller
Well, with all the discussion of Dogs of War, I thought an AAR of our game we played last week would be appropriate...
Tom Mueller, my regular FTF man, was able to get a third player, Keith, for the game. Tom had played it once before, and had noticed the slight pro-partisan tilt to the VC; he had discussed this with me and so in our bids for sides, both Tom and I listed the partisans first; Keith listed the SS first, so he got his choice. Tom won the dr for the Parts, and my second choice was the ROA, so I got them.
Based on our playing here's some of the pro's and con's of each side (as I see them, anyway):
Partisans: Pro's: VC favor you, get to start in victory building, ability to "grow" new squads in buildings not occupied by enemy MMC (this is a HUGE advantage, BTW). Con's: not very much FP compared to other two, no worthwhile vehicles (vehilces are valuable for VC purposes).
SS: Pro's: firepower comin' out of your ears, 3 tanks (two have 75LL guns to take care of any enemy AFV). Con's: 75LL tanks only have HE7 and third tank only has a 37L gun (but it does have 8FP mg's), ELR 0, only side without a -2 leader.
ROA: Pro's: adequate FP, 3 tanks (including two T-34's, the only tanks in the game with guaranteed HE), SPW 251/16 Flamehalftrack plus two 251/1's (vehicles are important for VC). Con's: ELR 1, fewest number of squads.
The VC that probably will matter most are #2 and #3 (they certainly did in our playing). Hang on to your vehicles!
Set-up: (Board 21; only hexrows A-P in play)
After Tom set up his Parts
in the Victory Building (VB), Keith set up his SS to the Southwest of the VB in
the few buildings in that area; his vehicles were set up on the road, facing
east. I set up my force mostly in/near building E5; all 3 HT's were in hexrow
C (to avoid losing them early); one T-34 in E7, one in E3, and the Hetzer in E1
behind the wall. I have a squad and a few HS's garrisoning the larger
buildings to prevent partisan "growth"
Turn 1: first shot of the game, Keith nails my Hetzer with a 75LL turret hit and Poof! I'm down one tank but the crew survives and goes on to provide valuable garrison duty. The rest of the entire turn is spent by the SS and the ROA blasting at the partisans, who are taking losses. My T-34 in E3 scores a CH to blow away another squad. We realise, though, that since the VB is not occupied by an enemy MMC, the partisans can grow squads in there, so Keith and I declare a truce until one of us is in the building. We both knew that NEITHER of us would win until one of us was in the VB. Tom grows some new squads in the NE corner of the board, an a squad and leader in I3
Turn 2: More blasting at partisans by the SS and my vehilces. During my player turn, I move infantry up to hexrow H; Tom's partisans are have been cleared out of the areas of the VB that had been blocking my advance. I drive my Flame HT to take care of another Partisan squad, but X the FT's on the first shot it takes, and suffer recall (that's two vehicles down for me, but I've avoided taking infantry casualties). I advance into the VB and clean up some more broken partisans in there. Tom still had 3 squads and the 10-2 in J4, level 2 however, and gets a few more "new" guys in a couple of buildings on the NE corner again.
Turns 3 and 4 see some jockeying for position on all parts; I drive up the two T-34's and the two 251/1's along with the rest of my infantry during these turns to within two hexes of I5, and actually attain VC level 2 to be in the lead with tons of squad-equivalents in the victory area (mobile, non-shocked vehilces with working MA are worth 2 each). Tom's reinforcements come on in P9 and move up the road towards the VB, taking rather ineffective fire the hole way (I do manage to break and pin a couple of squads in the area). I had decided not to try to root out the 3 partisan squads in level 2 of J4 since I had a very large number of squad-equivalents (16.5 to be exact) in the victory area (i.e. within two hexes of I5) and was comfortable to try to win with VC #2.
But then Turn 5...this is where the TRUE craziness of the scenario revealed itself. Keith's SS move first: he blasts a T-34 with one of his tanks and then jams most of his infantry into hexes K4, J3, and I3 to be within the victory area. He loses a tank to CC in J4, trying to "freeze" my infantry there. I'm still ahead at this point, since he doesn't have any vehicles in the victory area (his Pz38 had been recalled due to boxcars on an intensive fire shot) and I still have 3.
I spend my player turn shooting ineffectually at Tom's partisan reinforcements in the road north of the VB...those missed shots would prove decisive...
Tom moves last on the last player turn: I still have several more squad equivalents than anyone else within 2 hexes of I5, so I'm still winning by VC #2, but then Tom PF's my other T-34 into a flaming wreck, needing a 3 TH. Ugh. THEN, he takes a 3+2 shot at my HT crew and gets a MC (another DR of 3), which I boxcar for another vehicle that doesn't count... At this point I'm down to exactly 2 more squad-equivalents than Keith, who is the next highest, and thus am still just barely winning with VC#2. But then Tom takes an 8+3 attack at 2 sqauds of mine in J5 and one of them dutifully breaks. At this point the game is essentially instanty over: I no longer can win by VC #2 over Keith, and neither Keith or I have 2 squad-equivalents more than Tom within hex I5 (we are all about equal with Keith: 8.5, me: 9.5, and Tom: 8) so Tom wins with VC #3 since he had the 3 squads in level 2 of J4.
A truely wicked and FUN scenario. Meeting a decent VC early on can be relatively easy, but hanging on to it is the tough part, since getting double teamed is nasty. This one really swung back and forth: for the first part, it looked like Tom would be out of the game pretty fast since he was getting the double-whammy from both the SS and the ROA. I got into the building with 5 squads, all my SW and both leaders right away, and I prepared to just sit back and "ride it out" Whoops. Some DR didn't go my way, but I could have done a better job of cleaning out enemey units. The last turn is really fun; eveyone makes the big push for the win... Don't expect much of anything to survive long in this one: the scenario starts with a total of 10 vehicles, and at the end of our game, only two were still alive. I'll definately play this scenario again; it was really fun.
Mike Licari
I attended the ASL Bebopp in Santa Cruz this past weekend. Many thanks to Michael O'Leary for organizing the event. I had opportunity to play only one scenario on Saturday and that was the Dogs of War.
Now that is an interesting scenario. For those of you who don't know, it is designed as a three player scenario. The Czech Partisans in Prag are repulsing the remnants of the German SS Das Reich division, while the Russian Liberation Army sweeps in and begins shooting everyone indiscriminantly. To make this scenario even more bizarre, the Partisans are ELR 5 while the SS are ELR 0. The Russians are using Axis Minor counters and driving Russian tanks converted by the Germans, as well as a few captured Hetzers. The Partisans can roll for Panzerfausts. The Partisans are also equipped with a French machine gun tank.
I was the Partisans, while Dave was the Germans and Chip was the Russians. I'm sorry, I forget your last names. As the partisans, I set up on the second floor in the big building on board 21 (I think that is what the board was). The Germans set up next. His infantry was set up in the cemetary for the most part. His armor was divided between the roads north and south of the cemetary. The russians set up to the west, about a block away from the building. His armor was also divided between north and south.
This event took place at least 4 days ago, so I am a little sketchy on the details, but this generally what happened.
The German began moving across the cemetary. My trigger happy partisans decided they couldn't wait. My 10-2 and 336 with the heavy machine gun opened up right away. I only managed to reduce and ELR a single squad. The german responded in advancing fire by peppering the 10-2 with fire from infantry and multiple 75mm guns. I was left with a wounded 10-2 and a berzerk half squad.
The Russian began crossing over to buildings directly across the street from the big building. He abandoned both halftracks for crews with machine guns. He also began firing some of his 76mm guns at my concealed troops and gaining aquisitions.
During my turn I got my first big break. For each building free of enemy units, I got to roll for reinforcements. I had two 336 squads appear on either side of one of the Germans tank destroyers. One broke while attempting to fire on the TD with a PF from a building. The other advanced into CC and destroyed the German tank.
By turn two, the Germans worked their way into the ground floor of the big building. The Russians continued their advance. Between the Russian and German tank fire, half my units in the building had lost their concealment. During my turn, I attempted to get into CC with the Germans coming up the stairs. Only my berzerk half squad made it. AT 12:1 odds, he was no match. On the plus side I managed to roll for reinforcements and get a 527 with a 8-1 leader flanking the Russian advance. The Russian couldn't restrain himself. He took a shot at a stack of germans and managed to break a couple.
The German didn't take kindly to this and moved his tanks to counter the Russian. He also continued to move troops into the East end of the building and directly upstairs. The Russian drew the fire of my 527 then proceeded to move his flamethrowing halftrack past them. This 527 was later broken and then encircled when it routed upstairs in its building. I took some PF shots at it with some units in the big building, managing to break my own guys. He responded by torching my guys, narrowly missing setting the building on fire. Fortunately, the halftrack broke his flamethrower when he got rate and had to head off the board. The Russian began to advance his tanks agressively. By this point, there were some tanks blazing on both sides. The russian also moved a stack of squads into the big building on the south west end. My reinforcements entered and came in behind the Russians. I was trying to support a close combat that was going on between one of my surprise squads and a Russian. I was also thinking about occupying the abandoned halftracks. Remember the squad that CC'ed the German tank? Well he CC'ed an SS squad and won suffering a casulty reduction as a result.
The Germans had firm control of the East end and upper floors of the building. In fact he moved to the West side on the second floor, to capture the HMG and to exchange fire with the Russians on the other side of the street. The Russian lost his patience and began closing in on the building with his remaining tanks. The German nailed one with a PF. Fire was heavy back and forth across the street. The Russian was trying to get troops close enough to the building to count for Victory Conditions. 2 hexes was the limit. I was eliminated from the building at this point. Actually, I had a stack of ?, but they knew it was just a dummy. I had been so trigger happy with my PF's that they knew this stack had to be a dummy stack. I tried to charge the German's remaining tank destroyer. A berzerk 527 was gunned down in the street. A second 527 managed to get behind the tank destroyer, but he was pinned when he checked for a PF during advancing fire. In frustration, I panzerschrecked one Russian halftrack, and used the machine gun tank on the other. I then moved the machine gun tank near the big building.
The German moved forward with his TD and killed my machine gun tank. If his TD had had enough MP he would have used it to overrun the Russians in the street on the West side of the building exchanging fire with the Germans upstairs. The German tried to close with the Russian stack in the building and managed to get two squads into close combat.
The German and the Russian remained in close combat for the remaining Russian and Partisan turns. In the meantime, the Russians across the street and the Germans on the second floor exchanged a furious fussilade of fire. They were desperately trying to break each other as they both had an equal number of forces in and around the building.
According to the victory conditions, whoever was the sole occupant was the winner, barring that, if I had three squads in the building I was the winner, barring that if the Russian or German had 2 good order squad equivalents more than the other within 2 hexes of the building, he was the winner, barring that, the Partisan was the winner.
With both sides having two squads each locked in close combat, neither set of squads counted towards a win. If both sides won the close combat, they would have equal number of squads, if the close combat remained a melee, they would have equal number of squads. If one side managed to win the close combat, they would win the game. So it came down to the last close combat of the game. The German and Russian both failed to eliminate the other enabling me to win by default.
You know you have an exciting match when it comes down to the last two dice rolls in the close combat phase of the last turn to determine the winner. Admittedly, I was more of an annoyance, than actual threat to the other players. I shouldn't have put all my guys on the 2nd level of the building. I essentially let the German player walk into the downstairs unopposed. I also made the mistake of not guarding the stairwells. It took us about 7 hours with a break for food.
One way to ensure that plenty of ASL is played over the holiday season is to invite your mate and his family to stay with you over Xmas. This I did and Duncan Spencer and his family turned up on 23 Dec for 6 days. The kids (5 in total!) had a great time and the wives were able to talk about wifely things while the men played ASL. In fact Santa was even kind enough to bring Duncan, a relative newcomer to the hobby, YANKS for his stocking.
But to play the Dogs of War from ToT you need 3 players and this was where my regular FTF partner, Dave came in. We determined sides randomly and I took the Germans, Dave the Partisans and Duncan the ROA troops.The Partisans set up in 21I5 building and I set up my Germans around the M9/O8 buildings with my two PzIV/70's in the orchards in N7 and O7. Duncan set up his forces in a semi-circle allowing him to go either right or left flanking. Turn 1 was pretty non-committal all round with lots of goading other players to do your dirty work for you. Dave proved particularly adept at this persuading both Duncan and I that we should be attacking each other. Duncan had a T-34 in E9 and I assault moved and advanced a PF toting HS into H9. He survived the ROA prep fire and torched the T-34 for the first blood of the bout; Dave cheering from the sidelines. Meanwhile the SS troops were advancing carefully through the graveyard towards the VC building trying to keep concealment. Duncan's Fire had also involved his 9-2 leader plus MMG up in E6L1 which took the first hits on the ELR 0 SS squads. The SS tanks manouevred into a position which soon made this position untenable for the ROA who evacuated. At this stage Duncan and I relaised that the VC entailed actually entering the building. Dave was sat there, still concealed, growing squads like billio, with a grin from ear to ear. We reached a tacit agreement that we had to enter the building so therefore we would not fire on each other for a little while.
As we manouevred closer Dave's HMG tackled the SS because of their 6 CC firepower. SS squads and leaders were ELRing everywhere and the SS infantry assault ground to a halt. But the Partisan player cannot stop an assault from both sides of the building and the concentration on the Germans let the ROA player in. Duncan carefully manouevred his flamethrowing halftrack getting two good flame results on the building (one a dummy stack and another a large stack with only one squad) which opened up his way in. In went his 9-2 leader and 3 squads. I could see that the time was coming that our little agreement with the ROA would not be valid so I moved my Pz 38(t) into a position where he threatened the ROA player and used my Pz IV/70 for some smoke to get me into the building too. Duncan broke down first and fired at my infantry covering my Pz 38 so the war was now back on.
In the building Dave's 10-2 leader broke and routed upstairs. He did not rout for 3 or 4 player turns which really opened the situation. The SS were now in the building but were cleared up in CC by the ROA so now had to manouvre again to enter the place. Meanwhile the Pz 38(t) fired at the moving flamethrowing halftrack with its machine guns and got a K result. End of the flamethrower for the game. Dave finally rallied his leader and troops upstairs and moved back down to participate in the fun. Unfortunately for Duncan his stack of 3 squads and 9-2 was trapped downstairs and they then, despite being fanatic, all broke to a NMC and were eliminated for failure to rout. This effectively ended Duncan's chance of winning the scenario however his remaining units could still effect the outcome. Of course I was quick to point out at this stage to Duncan just who had been looking after both he and his family over the holiday season and who had been supplying him with food and wine of copious amounts for 4 or 5 days! :-) It did no good. His tank destroyer KO'd my Pz 38(t) and his T-34 moved behind for a rear shot at one of my Pz IV/70. An aggressive move which nearly paid off when he rolled a 5 on the dice looking for a 4 in the ensuing gun duel! This gave my PzIV/70 the opportunity to present its front armour and in the next player turn the second T-34 was knocked out. Meanwhile Dave had consolidated in the main VC building and cleared out all comers. Realising that I had to contest the building to prevent outright victory for the Partisan player the remaining good order German troops moved in. The game ended with the second German PzIV/70 immobilising on ESB trying to stop within two hexes of 21I5 which cost me two HS equivalents. :-( Anyway on the count up the building was contested so it went to VC#2. This proved indecisive too with the Partisan: German ratio as 11:8 on HS equivalents. So it was on to VC#3 and here the Partisans took it because they indeed had >= 3 good order squads in the building at game end. Well done Dave.
This really was a terrific scenario. Great fun to play with something for everyone. Throughout the game all 3 of us playing thought, at more than one point, that we each were in the driving seat before our hopes were dashed. Playing with 3 players is tremendous fun and it really was a great evening. The turn sequence worked a treat. Overall playing time 7-8 hours but some of this was because Duncan had never used AFVs before.
This is a must where three or more gather together ........
Neil Stevens
OK, noticing that there are already 4 AAR's for this scenario, I'll try to make this one unique. The end of the game produced the most interesting situation in ASL. And quite possibly the only time that it will ever happen! This appears at the end of the AAR,so bear with my bad writing skills.
First, the players: Erwin Lau, visiting the beautiful New York City on a business trip played the Russian Occupation Army. Louis "Sh_t Troops Rule" Manios took the not so sh_tty Partisans, and I, Carl "The One Man Chinese Human Wave" Fung, took the ELRless Das Reicher's.
Lou set up his forces on the ground level and 1st level of the "Building from Hell," with forces that seemed to cover all possible axis (what the hell is plural for axis?) of attack. With plenty of concealment counters, he made sure Erwin and I would guess where his Fanatic 10-2 and HMG was. I set up next. My plan was to have two kill stacks on both flanks protected by the JpgPz IV/70's while the main assault force of Half squads would make there way through the cemetary to infiltrate the building. In addition, I left two HS to cover the extreme flanks to keep an eye on Erwin just in case he decided to backstab me... which he did right off the bat. Erwin's Russian wannabe Allied Minor who drive like Germans, set up his men a little further back than I did, with the T-34's on the H1 road and the Halftracks and Hetzer on the H8 road and the Infantry spread out in the middle. Interestingly, Erwin placed two HS in buildings B2 and B7, probably to ensure that if Lou got those special partisan rienforcements, these guys would pin them down.
With the possibility of being shot at in two PFph and DFph per turn, I wanted to get the building ASAP and rout or destroy the partisans and defend it before the Russians moved in and posed a threat or the Partisan rienforcements showed up. However, the fact that the German ELR is 0, don't make the 658's hold together well under fire. I tried my best to pin and break Lou's forces as I sent HS after HS into the building to spend Lou's fire and discover what his set up was.
Erwin, on the other hand, took a less aggressive approach. After the game Lou guessed that Erwin purposely held back b/c he wanted to see Lou and I wear down each other before he made his final assault on the building. This was confirmed by Erwin in an email. Erwin slowly moved his infantry forces forward while his T-34's danced around my HS flank protection. After Critical Hitting his Hetzer on the first turn, Erwin played more tentative with his vehicles, afraid of my now broken and reduced and ELR'ed HS with the mighty PF. A critical hit with a PF is nice, but not when you're in a building...
I managed to force my way into the building and tried bringing up the reserves, but his fanatic 10-2, HMG and 337 in I5 and his 337 w/ LMG in K4 held strong against all my firepower. Now I was hoping that when Erwin appeared in Lou's LOS that he would relieve some pressure off of my men. Erwin killed the 337 with HMG but the fanatic 10-2 took possession of the gun and still reaked hell on Erwin and me. Eventually with all guns pointed at the encircled 10-2, Erwin caused a MC and Lou boxcarred the MC. The HMG was finally silenced. By now, I had one squad who made it inside the building but broke, routed upstairs to 2nd Level J4 and sat there waiting to be self rallied so that someone would have to rout him out of there. At this time too, Erwin was inching men into the building as my men did the same on the other side.
While the fight for the building was going on Lou was playing Cat and Mouse with his "household" partisan unit that appeared in building B4. Erwin loosed his Halftracks and several squads after is as his T-34's made their way to the front of the building to finish off my tanks while his Flamethrower tried torching the building. By now, Lou's rienforcements came in and enter in Erwin's rear, and Erwin, trying to protect his rear, broke the FT HT.
By turn 4 I had enough men in the building to claim the 2nd VC. What I didn't expect were hammer blows from Lou and Erwin who seemed to have joined forces to evict me. What ended up was a dual CC in I5 and J4. In I5, I purposely sent a 447 into CC with Erwin's 347 w/ HMG to prevent his use of that powerful weapon. In J4, I sent three 658's against Lou's two puny 337's. But I rolled box cars and Lou side stepped into J5 to fire PF and anything else against my remaining JgdPz IV, the other one being immobilized as I tried ESBing into a nice defensive position.
Turn 5 found all three forces in the building shooting the hell out of each other. After failing the CC roll, I determined I couldn't win since the JgdPz got whacked by a PF. Erwin sent his T-34 that had just finished off the immobilized JpdPz and came crashing into the building at K4. He sent his remaining HT to overrun my broken troops and claim a two squad equivalent for being within two hexes of I5. In Lou's turn, He sent his French tank crashing into the building at I4 and advanced his two squads that survived my CC into I5.... And this folks right here, is ASL history... Drum roll please...
Yes, that's right, a THREE WAY CLOSE COMBAT! Erwin's 347, my 447 who were held in melee since lat run, and Lou's 2x337's. We said to hell with it since we already figured that Lou would win anyway, by way to VC #5. So we decided that Lou would attack me, I would attack Erwin and Erwin would in turn attack Lou. We all missed our CC roll, and the game ended with a three way Melee. Probably the first and only in ASL!
Besides the three way melee, there were other interesting facets about the game. There were quite a few encirclements, due to the nature of the setup and forces involved. Also, a lot of PF being shot from within buildings and penalties against them.
If there was ever a scenario specifically designed for three players, this one is it. Definitely replayable, fun, fast, and exciting... and it's got a beat I can dance to... try a menage-a-troi, you know you want to...
Carl