
"Last Train to Fischhausen" Topic
4 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
Please don't call someone a Nazi unless they really are a Nazi.
For more information, see the TMP FAQ.
Back to the WWII Battle Reports Message Board Back to the WWII Scenarios Message Board Back to the 20mm WWII Message Board
Areas of InterestWorld War Two on the Land World War Two at Sea
Featured Hobby News Article
Featured Link
Top-Rated Ruleset
Featured Showcase Article
Featured Profile Article For the time being, the last in our series of articles on the gates of Old Jerusalem.
|
Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
7dot62mm | 17 Dec 2023 2:01 p.m. PST |
Last Train to Fischhausen is a scenario which appeared in the TooFatLardies 2014 Christmas Special. We're playing this using Chain of Command rules on a 6x4 table and 20mm figures.
Here is our AAR: link
|
79thPA  | 17 Dec 2023 6:50 p.m. PST |
Nice table. I like it when trains can be incorporated into a game. |
Mark 1  | 19 Dec 2023 6:19 p.m. PST |
A stirring AAR. Thanks for posting it. Really nice looking table, models and figures. The description of the game gave a great narrative to go along with the generous quantity of photos. All in all a top quality read for anyone interested in WW2 miniatures gaming. The scenario appears well constructed, giving a good gaming match to my own ideas of what combat in the Courland must have been like. The CoC rules also seem to play well. But for me … I just can't get with the idea that some critically important unit just magically appears at some point mid-game. I mean, I can agree with a game mechanic that provides for me to get surprised when my opponent has a previously un-identified unit that has been waiting in ambush. But I can't get with a game mechanic that provides that I don't have to commit my units in ambush positions … that I can just somehow teleport them to my choice of multiple possible positions whenever I decide to start to spring my ambush. Feels like it only works for half of the equation for me. Still, it seems to be a very popular ruleset. So maybe I'm missing something. Or maybe I'm just too picky. Not sure. Still makes for a compelling read. -Mark (aka: Mk 1) |
7dot62mm | 27 Dec 2023 10:40 a.m. PST |
Mark, What you describe here is the main grumble many people have about CoC. I have friends who refuse to play the game because of it. The Jump-Off Points are a mechanism to get the two sides into more or less immediate combat, without having to document the place of troops or give the other player knowldege where your troops are initially placed. They represent the places where you can first spot the enemy. But as you say, it is not by any means an ideal mechanism. |
|