Posts Tagged ‘boardgaming’

A Victory Denied

October 1, 2009

The night before and afternoon of PitCon ’09, #4 and I gave A Victory Denied a playing.  AVL follows up on A Victory Loss, using much the same system with some streamlining.  This takes us back earlier in the war where the Russian army is in a last ditch effort to keep the Wehrmacht from blowing through and taking Moscow.  I took the Germans and he took the Russians.

AVD uses the same chit pull headquarter(HQ) activation system as AVL.  There’s some additional chits in there though.  An air chit that replenishes a Luftwaffe attack for the German player and also enables a one game use German bomber attack.  An artillery chit which allows the Russian player to make a variable number of artillery attacks and also enables a one game use Russian rocket attack.  A supply chit for when supply is checked.  And a reinforcement chit that triggers the the first and sixth turn German reinforcements, first turn Timoshenko reinforcement group for the Russians, special Russian reinforcement buys, and German releases of Minsk Pocket infantry reserves.  As normal, there’s your normal crop of HQ’s that get placed in the draw cup.

A couple things are different for normal HQ activation.  The drawn active HQ also activates any HQ’s in range.  The German 9th army HQ pull allows any infantry HQ to be activated.  Panzer groups don’t have HQ’s on the map.  When their group is pulled, you pick one unit from each corp under the group, and can keep chaining to additional units from the same corp within 3 spaces of each other.  The Guiderian chit can be picked by the German and placed off to the side.  It can put any chit pull and immediately activate the 2nd Panzer Group.

The victory point cities are all randomly given VP point chits that neither player sees.  So you won’t know where you truly stand until the end of the game.  At the end of turn 6, the German player rolls a die to see if he must take Moscow by the end of turn 10, or panzer units are drawn away and the game ends after turn 8.

As par for the course, we got a few things wrong.

  • The Germans start with a cavalry unit next to the 2nd Panzer Group.  We weren’t sure about it, so just said it was part of the nearest Panzer Corp and moved it when they did.  This had pretty much no effect on our game.  From checking out the Geek, an infantry HQ needs to get within command range to activate it.
  • We were under the impression that if the Russian strung a series of HQ’s across the board within command range of each other, they could all activate when any of them activated.  While this super-massive activation never happened, I did purposefully overrun some HQ’s to make sure it didn’t.  I’m not sure if we had any extra activations that weren’t supposed to happen or not.  This probably didn’t have much impact on us other than maybe diverting some of my panzers to overrun HQ’s.
  • Retreating panzers that can retreat through a hex with friendly unit can ignore zone of control losses.  Overlooked this and it had some impact.
  • Probably the biggest thing we messed up was for some reason I was under the impression that when a German 9th Army chit was drawn, all German infantry HQ’s were activated.  In reality, you are supposed to pick one and then it can activate additional HQ’s just like the Russian activations.  You would think this would have had a huge impact on our game and enabled an easy march to victory for the Germans.  You would be wrong.

Let me just clear up the outcome and then give my excuses.  🙂

#4 and the Russians won by a 41-21 margin, an embarrassing huge defeat for my Germans.  We had the Hitler distracted roll and the game ended after 8 turns.

Things could have been a lot closer if I would’ve been a little more careful with some of my panzers, or remembered the retreating through hexes containing friendly units in enemy ZOC.  I lost 16 points from lost Panzers.  Remembering that rule might have saved me a couple, but I need to be a little more careful and not go for a complete encirclement.  Artillery causes bad things when I do that.

Late in the game, I left one of my captured cities totally undefended and it was taken back by a penetrating Russian.

The final excuse I have is my die rolling.  Messing up the 9th Army activations should’ve given me a tremendous advantage, but I look at it as play balancing out my horrific die rolling.  If we would have played that right, the Russians probably would’ve thrown me off the map.

To start the game, the 2nd Panzer Group gets to make free attacks.  My first two rolls were 1.  Things didn’t get much better from there and my free attacks did very little.  So little in fact, that I used my once per game bomber attack at my first opportunity and rolled, yep, 1.  I swear, I probably rolled 1 or 2 over 50% of the time.  #4 would have to attest to that.  It was the worst spat of die rolling I’ve ever had in my life.  If I would’ve been playing Advanced Squad Leader, I could’ve won any scenario with a single assault engineer, even PTO.  (In ASL, low rolling is good.)  If I needed to roll anything to cause a desired affect, I’d roll a 5 or 6.  If I needed anything but a 1 to cause an affect, I’d roll a 1.

It was horrible and I hope I never experience such a lopsided bit of rolling again.

Given all that, I still really enjoyed the game.  I find things to move a lot quicker than in AVL.  The additional chits introduce some additional variability with not knowing when the supply phase or reinforcement phase will be triggered.  It plays faster than AVL.  It probably took us around 8 hours total, but that involved getting familiar with the rules, a lot of chit chat, and getting distracted.  Now that we’re pretty familiar with things, I think we could get it done in half that time or less if we stayed focused.

Probably the only thing I don’t like is the Russian artillery attacks.  These can be made by any unit against an enemy unit in an adjacent hex, or two hexes away if the unit is on a hill.  I think if the unit is out of supply they shouldn’t be able to act as the spotter.  I had units completely surrounded and still had artillery ruin my day.

#4 and I are planning to start another game of it Friday night.  I’m definitely going to have to rethink my strategy, but I’m looking forward to giving it another go.

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PitCon '09: Success

September 7, 2009

After a two year hiatus, a Pit gathering was held.  Stablemasters of The Toolbox, Clan Bloodwode, and Knightblades (former,current, future?) made the trek up to the great white north.

While plans included playing Warrior Knights, it was shelved in the too involved bin.  This game has a lot of interesting and cool mechanics, but as a quick casual game, it’s not going to work.  Shindo, #4, and myself played this years ago, and while fun, you need to be dedicated to play it.  We didn’t want to spend the whole night refiguring and teaching one game.

We started off with Munchkin.  We were all familiar with it so it just required some quick lookups here and there.  ClanB got off to a fast start, getting up to level 6 and making a lot of enemies, before he was blasted back to the lowest level character (which was still 1) by a monster.  After playing this for over an hour with no one close, we agreed to lower the target level to 5 from 10.  I was able to kill two monsters in one combat to take the win.

On to Modern Art.  I really find enjoyment in this game.  The first two seasons saw the same three artists grab the same positions.  I didn’t seem to be having good paintings to coincide with them.  Season 3 mixed things up a little bit.  Going into season 4, I felt like I really needed to make a move if I was going to have a chance.  I was dead wrong.  I tried to artificially pump up an unknown artist, having purchased three of his paintings.  But my other dealers didn’t feel as strongly and the season ended before another painting of his could get out.  My painter lost the tie breaker and all three were worthless.  Final tally saw Clan Bloodwode win with $375,000.  Surprisingly, I finished second at $345,000.  If I would have not bought anything in that last season, I may have won.

Next up was Citadels.  Another fun game that we haven’t played much of.  I love the shifting roles and the assassin and thief really keep everyone on their toes.  Knightblades and I took a dislike to each other from the get go, with him stealing my starting money on the first round, and me assassinated him on the second.  From there it seemed like the poor merchant could never do anything, always being a target.  Clan Bloodwode started off with a lot of nice buildings, before I took the warlord and destroyed his big money university.  I ended up completing my 8th building and destroying another Clan building for good measure and finished with the most value for the win.

To finish up the night, we had a go at Betrayal at House on the Hill.  Our four brave characters explored much of the house for a while.  I seemed to be the only one having to draw omen cards.  The omens turned out to good things for me and I was able to successfully make the required roll to avoid the traitor event happening.  I had a dog and a girl following me, and had a few items that I could use in a pinch.  I kept getting sanity boosts and was nearly off the chart.  Clan Bloodwode started with the scientist and kept getting knowldge boosts.  Eventually I failed an omen roll, I think I had drawn like 5 and one other player 1.  The betrayal turned out to be the Dark Fiddler playing music in ballroom, beckoning us to come to him.  No one started out as the betrayor.  Every turn we had to make a sanity check.  If we failed we had to move by the shortest route and at max speed to the ballroom.  To win, I had to take some item to a certain room and then make me and anybody else there had to make a combined four successful checks against something.  I was able to get there on the same turn the betrayal happened, getting lucky to get through two rooms that required me to do some check to exit.

Things were going well at first.  We had one check down, and another of my compatriats had arrived.  But then Knightblades was compelled to the ballroom (losing a check and moving there), and then failed his check in the ballroom, which turned him into a traitor.

I made one more check, failed one, and my other team member made one.  Putting us at three successful checks and needing one more.  Unfortunately, all Knightblades had to do to win was end his turn in a certain room, which he was able to do.

In three playings, I believe that’s the first time the traitor won.  I almost find more enjoyment before the traitor is revealed, because then it’s more about exploring and such.  Once the betrayal happens it seems like its a quick ride to the end.  Not a whole lot of player interaction in this one, but I still find it fun.

I just want to thank everyone again for attending and I hope they had as good a time as I did.

Long road to

September 4, 2009

Here I am on the eve of possibly the only (or one of the few) game days I’ll have this year, and I’m sorely unprepared.  Usually, I’m cramming and refreshing on rules systems for the entirety of the prior week.  This week, I’ve pretty much looked at none.

I’ve been staying up too late already this week leading up to Saturday and am starting to drag.  Add in the normal late nights that gaming usually means for me (plus the fact that #4 and I may tackle A Victory Denied tonight) and this makes for a dangerous cocktail.

See you on the other side.

I never realize how dull my razor is until I start using a new one…

Wednesdays are for whining

July 3, 2009

Wednesday was a real good day for the most part.  I was on vacation for one, that’s always a plus.  I grilled, that always makes me happy.  We got an early start and went to the Botanical Gardens.  I’m not a sissy boy but walking around in a peaceful setting is pretty relaxing.  I’m looking forward to going back and sitting for a while reading or having a picnic.  I felt somewhat guilty.  The wifal-unit loves the flowers.  Her gardens at the old house were a site to see.  While she loved looking, I could tell it made her miss hers.  At the current place, we don’t have anything to compare to what she did at the old house.  As far as, beginning it up here, that takes some mula and we need to figure out where the sprinkler system runs before digging up anything.  So for the time being, that’s on hold.

The gardens are right nearby my old stomping grounds, Mind Games.  While over that way, I decided to stop by and take my normal browse.  I had last made a stop soon after we moved last year.  As I pulled into the little mini-shop building’s parking lot, I could tell something was wrong.  As I parked in front, my suspicions were confirmed.  Mind Games is no more.  The sign was gone, nothing but empty shelves pushed here and there were visible inside.  My mind struggled to put it all together.  Wishfulness had me thinking maybe they moved again.  After getting home, an internet search didn’t pull up much.  A link to Google maps made it seem like Mind Games now resided at someone’s residence in a Toledo subdivision.  The streetview didn’t make me agree with that.  I finally came across one tiny link that had someone posting in January that they were closing and having a big sale.  Then came the responses of people saying how that had been their store in the past and how they stopped whenever they were in town.

I guess I should be happy they lasted as long as they did.  I have a lot of good memories about that store.  The first time I ever went there was with my good bud Bill, when they were a much tinier store up farther on Reynolds Road.  In college I went there many an evening with Rich to browse what they had.  That’s where I bought my now silent Advanced Squad Leader rulebook.  They will be missed.

After finding out about that on the internet, I remembered it was the start of the NHL free agent market.  Looking through things, I saw what I had feared.  Hossa was no longer a Wing.  I had figured they wouldn’t be able able to resign him, but I hoped that maybe he had developed just a hint of loyalty to the Winged Wheel.  But nope, he moved on.  Money-wise, he’s not getting that much more than what I heard the Wings were offering, a little over a million a year more.  So that surprises me a little.  What really sucks is he went to the Blackhawks.  A team in our own division.

It was a joy to watch him during the regular season over this past season.  I’ve got no ill feelings toward him.  It will be tough watching him play against the Wings.  All I have to say is that I hope he has as much playoff success as he did for the Wings during the past playoffs.  And that the Wings eliminate the Hawks every season he plays.  🙂

A Victory Lost game update

December 24, 2008

Demons in the bedroom
Dogs are on the roof
I am in the basement
Looking for the truth

Tired of being patient
For the voice to come
If you want the answer
There is only one – only one
Goddess In The Doorway – Mick Jagger

Last weekend, the gaming nephews paid a visit for our only gaming get together of the year.  It’s been a crazy year and by far the most anemic gaming year since I started keeping track on BGG.  This marks like the fourth year now that we’ve found ourselves together around Christmas.  Those past exploits can be found within this very blog, going all the way back to 2005 before tags and categories were invented.  😉

Nephew #4 arrived Friday and since Nephew #2 wouldn’t arrive until Saturday we decided to dig into A Victory Lost again.  We’d played that last year and posted a turn by turn account here.  We had a few misunderstandings and were ready to give it another try with a firm grasp of things.  Nephew #4 (N4) wanted the Russians again, so I hunkered down to put on as good a fighting withdraw as I could.

Mistake number one for me was kind of a mixed bag.  After the initial free Russian attack, my Rumanian HQ was activated.  I used it to withdraw my panzer division away from the front line holding the river.  But I also withdrew the other Rumanian units holding around it.  I should’ve left them there to force the Russians to waste more time and resources.  N4 attacked with ferocity this time around, now that we weren’t thinking Russian infantry were worth VP.  The Italians vaporized as did most of the Rumanians that were left.  Very differently from last game, the Hungarians did a decent job of slowing the Russians down.  With two turns left, they’ve just only breached the last river in their way to Karkhov.  I’ve lost a ton of German infantry in fighting the delaying action.  I’ve struggled profusely to keep the withdraw orderly but it’s been quite difficult.

My mistake number 2 came at the start of turn 5 and is the biggest and possibly will lose me the game.  I got the Manstein chit pulled first.  This allows me to activate any HQ I choose.  The Karkhov front was in quite dissarray after 3-4 Russian activations at the end of turn 4.  So I activated in the north, totally forgetting about the 1st Panzer divisions waiting to enter in the south.  If I had activated them, I could have rushed them up to bolster Rostov.  As things turned out, a few Russian activations in a row saw them rather too easily take Rostov from me.  1st Panzer began the counterattack but my forces on the other side of the river were too busy being pushed back to Stalino to help.

Turns 6-7 saw the Germans finally starting to get their teeth.  The drive to Stalino was stalled with three massive counterattacks that destroyed four Russian tank divisions and nearly destroying two more, causing them each a step loss but they were able to retreat.  A Russian break through in the north required me to rush support to defend Karkhov as turn 7 ended.

With two turns left the situation is this.  The Russian drive has stalled in the south, as they stack pile forces around Rostov to hold the city.  A German defensive perimeter sits around Stalino.  The Russians have just breached the last river to Karkhov and defenders are light, but the Russians are a bit disorganized.  I’ve lost three Panzer divisions and Rostov (which hurts the most with the 10 point swing).  The VP totals at the moment show me leading by 1 at 20-19.  The final two turns should be quite hectic.

I can’t wait for N4 to come back in January to finish up our game.  Hopefully, we can start getting together somewhat regularly to get some other wargames played.

Gaming Recap

December 31, 2007

So the normal bummer-feeling in the pit of my stomach is gone. Life is returning to normal as I sit and think about all the clean up I should be doing. Yes, the gaming days are over, 3 days of nothing but gaming capped with some 6 player action on Saturday (and winning the FA Cup playing soccer on the XBox later). The games have been put away and the sessions are now no more than a memory and numbers indicating what was played at BoardGameGeek.

I’m very happy with the amount of games that we played. For the most part, the only long games we played was A Victory Lost and Duel of Ages:Intensity. I think it was a good mix. But of course, I always wish we could have played more and got a few more unplayed games figured out. Hopefully everybody had a good time. It was good seeing everybody. It’s been quite a while since I’ve done this sort of thing with my nephews let alone some of the other gamers that occasionally take part. Let’s take a look at some of the notable games.

AVL delivered on another very enjoyable wargaming experience for Nephew #4 and I. As a follow up to last year’s The Mighty Endeavor, I think AVL surpassed TME for the wargame of choice at the moment. It doesn’t have as much figity supply rules as TME and while you could still ponder HQ placement it was a fast flowing game. I believe it’s supposed to play in 3-5 hours. We probably started actually playing it around 3pm on Thursday, after some rules review. We took a break after each turn, and also broke for the night after turn 5 for some other gaming. After a late morning start on Friday, we finished up around 4pm. So actual play time, I’m guessing would be maybe 6-7 hours, but we both agree that we could play it faster next time. The bad thing with playing games like this against one of my nephews is that our relationships are based upon ridicule and one-upsmanship, so losing is something you’ll hear about for a while. 🙂 We are both in therapy and are striving to reach that nirvana where we’ll just quickly process our turns and just enjoy the experience. I’m not there yet, but I think I’ve improved since TME. I made a huge blunder from the start for victory point determination. I was thinking that Russian infantry and armor casualties each counted as a German VP, but only the armor did. Nephew #4 is overly cautious to begin with, so when my Italians started holding back his early attacks causing him some infantry step losses, I’m sure he was a bit concerned with what this course of action meant for him VP-wise. We even went over all the rules to begin with. I really hate it when I muck up rules like that. Next time, we’ll get everything correct.

I’m looking forward to my next playing of AVL. In fact I’ve been thinking of setting up a solo match. I’m debating whether I should set it up in the basement or if I should get VASSAL set up on my MacBook to play when I have free time.  I like the idea of being able to look over the whole map and pushing physical counters around the board, but I don’t usually have a lot of time to disappear into the basement for long periods of time.  So I’m leaning toward setting it up in VASSAL.  It would be convenient to be able to make an HQ activation while watching TV or over lunch at work.

The other big game was Duel of Ages.  The nephews and I had played this at our last gaming session earlier in the year and thought it would be great to play with more people.  So we lined up a few other of our gamer associates and had some 5 and 6 player action.  Nephew #4 had received the Intensity expansion for Christmas which added bases, pets, and a bunch of other interesting things.  It was an exercise in patience for the most part as we continually realized that we were playing certain rules wrong.  All in all, I don’t know if we ever played one of the three games of it correctly.  But that’s the way most games are I think.  Until you play them a lot, you’re continually correcting things you were doing wrong.  I do think the rules kind of suck.  Reading the actual rules for combat didn’t really clue us in on the fact that once you hit you had to roll weapon penetration against armor.  We were just applying the damage.  From what I can see from quickly scanning the rules to find answers, this is only made apparent in an example, not the actual rules description.  Basically, I’m going to blame this whole fiasco on Nephew #4.  It was his game and he was supposed to have the rules down tight.  🙂

Early in the gaming days, we played a 3-player game of The Haunting House.  Run from this game!  While the setup and concept is cool, if played to win, you can constantly screw the other players to keep the game going.  The only hope is for a victory during the random segment, which means just hanging around a map corner during the normal phase and screwing everybody else.  We ended up calling this one.  The game has like three expansions.  I think I had heard the they added some better strategic possibilities, but I doubt I’ll find out.

Swap was a game my youngest girlywog got for Christmas.  It’s somewhat UNO like but some cards actually let you swap hands with other players.  The FloydWing’s like to play UNO as a family, and we have really liked playing Swap also.  This will be another game that will keep the girlywogs on the hook until they’re old enough to play something more in depth.  The eldest is pretty much already at that stage.

And finally, I’d like to mention NHL Ice Breaker.  This was a Christmas gift for me and a nice surprise.  I played this 3 times with Nephew # (one we had to cut short after 1 period to get some others involved).  This an almost regular deck of cards that have extra notations added them, plus jokers which are higher than aces.  Players fight over the puck by laying down cards.  Best poker hands wins.  So if I lay a 6 and you lay a 7, I can lay another 6 to improve.  As long as you don’t have another 7, I win the puck.  Each card has a direction and number of spaces that the puck will be moved if that card won it for you.  Special spaces on the board take you on a breakaway or cause special IceBreaker actions to happen.  If you can lay down a full five card power hand you automatically score.  This should be somewhat rare, though more on that later.  Each card has a shooting section and goaltending section that shows certain NHL and National teams.  If the team matches the team you declared at the beginning of the game, you can use it to trump it in a shooting zone situation.

Our initial play of this almost didn’t last 3 periods.  It started out quite dull and we just weren’t seeing any strategy to it other than what might be the card game War.  But as we kept with it, we started to see that there is a fair amount of decisions based on what cards you have.  “Do I let you win the face off in the hopes that you’ll waste bigger cards now, so I can stop you to near my net, freeze the puck, and get to draw more, possibly better, cards.”  “How long should I hold onto my high shooting trump card?  Can my other cards get me to the shooting zone to use it?”  Not a super deep game but it gives some fun nonetheless.  The last game we played was a very tense exciting game.

By the 3rd period of game 1, we had it figured out for the most part.  I was leading 8-3 going into it and nephew number 4 pulled his goalie to get an extra card.  All I had to do was get it into my shooting zone for an automatic score.  He preceded to come back and tie it at 8-8.  He ended up having like 2 or 3 5 card power hands.  That’s got to be quite rare.  I just couldn’t keep him out of my side of the ice.  He trumped and scored at will.  After he tied it up, he chose to leave his goalie pulled.  Can’t say I blame him as well as it was going, though quite unrealistic for real hockey.  We had our final card pull of the period.  I ended up pushing it into the shooting zone on my very last card of the period.  It took a moment before we realized that since he still had his goalie pulled, I scored automatically and won.

Game 3 was a very tense affair.  I think I lead 2-1 at the end of the first.  He lead like maybe 5-4 at the end of the second.  Then after our last card pull with my goalie pulled, I tied it at 5-5 with my trump shot.  I carried the momentum into overtime as I drove straight down and scored.  It was pretty cool.

I’m looking forward to get the wif-al unit into this, though I don’t think she’ll enjoy it as much as I think Nephew #4 did.  But I’m going to really try to get her into it.

Well, that’s the recap of the final big gaming days of 2007.  2007 wasn’t a very good year for gaming.  I think my normal nephew gaming weekends were cut down to only two and I didn’t have any gaming parties like I normally do.  I don’t really see 2008 changing much in this respect.  The wif-al unit always spoils her nephews way too much.  🙂  Plus when I do have the parties that I try to arrange so that she doesn’t need to do anything, she’ll still go out of her way to make a ton of stuff.  I try to keep from doing it but she loves to cook.  Bad thing is, I love to eat it.  Sunday morning I felt like a beached whale my stomach was so bloated.  She’s a wonderful woman.  I’m quite thankful that for the family I have and that we’ve made it through 2007 still somewhat healthy.  Here’s to a much healthier and happier 2008.  Cheers!

AVL – End of Game

December 28, 2007

The city defenses of Kharkov were never touched as the exterior defenders could not be moved.  A last ditch attempt to encircle and cut off supply from Kharkov and Rostov also failed to have the length needed.  Ending in a German victory.

Final VP’s: German 25 Russian 11

FloydWing’s Final Thoughts:  I feel lucky to have held out.  Our messing up some of the rules at the beginning (namely that only Russian mechanized units were worth VPs) probably added to the German ability to hold on.  Another turn or more and I would have been in serious trouble.  Saving my MOT and TOT saved the day.

Nephew #4’s Final Thoughts:   Our initial VP mess up made me too tentative at the beginning.  The Germans through up a good defense.  I didn’t even think I’d get close to Rostov.  Once again, throwing 1’s and 2’s at Kharkov makes it hard to win.  Also, never getting the command chits pulled when needed like the German was getting really stunk.

AVL – End of Turn 8

December 28, 2007

A lot of grinding of armies near Kharkov.  Lines starting to be stretched the length of the map.  A full last ditch push from the Russians is underway.

VPs: Germans 25 Russians 10

FloydWing’s thoughts:  Hang on just one more turn.  It’s never been a question of the umbrella collapsing, it’s a question of how slowly it collapses.

Nephew #4 thoughts:  1’s and 2’s don’t win a war.

AVL – End of Turn 7

December 28, 2007

Donets River near Kharkov starting to be crossed by Russians, though stiff German resistance is present.  Russians near the southern Donets River have grown frustrated at repeatedly being thrown back and have started to try an end around.  Middle has surprisingly been static but still mushy.

VPs: German 25 Russian 9

FloydWing’s thoughts:  I think I can.  I think I can.

Nephew #4’s thoughts:  The situation is bleak.  Turn 8 needs to see a massive thrust forward into Kharkov so I can attack on the last turn.  Rostov looks out of reach.

AVL – End of Turn 5

December 27, 2007

2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy infantry in the south.  They should have headed to the interior.  Northern Hungarian front totally collapses and is exploited by Russian armor.  Full German front begins retreat en-masse.  Germans rush units and reinforcements to protect Kharkov from Russian advance.

In the middle of all this, we realized that Russian infantry are worth no VPs, only mechanized Russian units.  So that made the 1st Panzer Army gambit and the earlier 4th Panzer Army actions were a waste of time.  Adjusting the VPs yields: German 25 Russian 3.

FloydWing’s thoughts:  Damn VP mess-up.  I should have been more conservative anyways, but for a moment I thought I could move to gain an early victory.  Now I’m in full retreat and trying to maintain line integrity.  I’m optimistic that I’ll be able to slowly give ground.  I’m starting to think I can maybe afford to give up one victory city.

Nephew #4 thoughts:  Breakthrough achieved.  Supply line is going to be an issue.  I’m happy with the new VP thing.  🙂