Tom Kassel - 02:26pm Jun 3, 2003 PST (#17025 of 17085) More on Lost Battalion Game's Battlelines: I've had a chance to do a bit of solo now. It looks pretty good. The main units are battalions, with company attachments, leader attachments and hq units. A unit deck has these units plus action, battlefield (mines/entrenchments/etc) and fortune cards. A mission is drawn randomly which specifies a location layout (between 5 and 9 locations with various connections) with half the locations used for each side's initial deployment. The rear-most location is base/objective - the place where you add new units and the place to capture. Also speficied in the mission is the number of units that you initially select. You have completely free choice of starting units but the mission also specifies that one or two of your starting cards are randomly discarded at the start of the mission. Each turn start with an orders check (flip your top card over and read how many orders you get (1-4 but mainly 1 or 2). An order is used to add a unit to the map, draw a card from your deck, play an action card but most often to activate the card text of a unit already in play. You can use as much or as little of the text as you wish. For example, a panzer battalion from 9th Pz div has the following text (explanations in parentheses): march 1 and advance 1 (move to friendly/unfriendly location) <4> flank (<4> is a chance check - flip a card and check the result - range is 1-7 arranged as a bell curve (loads of 4's) - perform the check and if successful move to the flank position on the location card (better cover and defence than frontal attack)) Combat (direct fire combat against the topmost unit at your location ) <3> Advance 1 (move to unfriendly location - only appropriate if combat just cleared the current space) Your unit deck is used for many random events:chance checks, order checks, combat strength and combat results. One of the cute features is a hq/leadership function that enables you to look at n cards from your deck and replace them in any desired order. Who says combat has to be random? Of course, it helps to remember the combat sequence properly. I kept arranging nice large fire effect numbers and forgetting that first I needed to draw a chance number to resolve who fired first. So what happened when I played? First mission was the baby of the bunch, just 5 locations (2 german/3 soviet) and four initial units each (with 1 randomly discarded). On the first turn the axis must have drawn about every action card available to gain extra orders, getting about a dozen and simply powering through the unprepared soviets. Objective captured before the soviets took a turn. Oops, didn't look so good. The second mission proved that a fluke. With more locations and initial units, it wasn't so easy. Having lost their initially selected arty battalion for the second mission running, this time the germans missed it. Without the extra orders of the first game, the soviet resistance increased substantially. The germans ground away, killing a couple of motorized infantry while one of their panzer battalions had an attack of nerves and withdraw from the action (just for the current mission - back healthy for the next unlike the dead russians). Eventually they ran out of time (card deck ran out). Missions finish either when a base/objective is seized or anyone's deck is depleted. This creates some pretty severe time pressure (defender gets the VP for his objective if he manages to hold it). The third mission was a real blood bath. With just a single path to the objective, the soviets piled a whole motorized infantry brigade and loads of artillery into the single covering location. A handy entrenchment helped too. They only forgot some anti-tank weapons. This time the german artillery arrived and in combination with the panzer regiment, they ground through the soviet hordes. Only not quite quick enough. With just the soviet brigade hq left holding the objective, the germans were just one card short of virtually certain victory. With two objectives held, the soviets nearly had the 100 vp needed for winning the operation, though their dead pile was building up and no germans had been permanently eliminated (a good thing for the germans because their high quality unit are worth far more vp than soviets). I was quite pleased with the game. I expect I've got a few rules wrong and have posted a few questions on the publishers forum. And I ordered the Streets of Stalingrad set too.