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Defend your castle all units die at end of round
Defend your castle all units die at end of round










defend your castle all units die at end of round

Getting the suppress tokens is your first step in using this powerful ability and you must obtain (and maintain) a good mix of the different colors.

defend your castle all units die at end of round

In fact, it is much more efficient as you are not using an immediate action to suppress but shooting at an SS Counter takes an Action and will keep your troops exhausted needing to be Recovered. Keeping the enemy off of the map by suppressing the SS Counters as they are being placed can be just as good as killing them on the assault tracks. I know that I have mentioned this already but it cannot be overstated. It can kind of be like a line of dominoes falling if you are not careful! There is nothing quite so bad as seeing a few Low Morale Rifleman break because another Unit is killed in their same Location. You will also want to place the Low Morale Rifleman Units with the Wehrmacht Officer Counters as much as possible in order to keep them from breaking when another Unit is destroyed. In future rounds, you will need to spread out your limited Commanders by placing one in each of the major Locations (North Terrace, Great Hall, South Terrace and Besotten Jenny) so that you can keep troops fresh to attack the SS Counters. Pollock has been placed in a dual color combat position in the North Terrace Location to utilize his good Attack and Suppress Values. You have a 66.6% chance of hitting and to start with one of those spaces clear is always a bonus. With the final placement in the first round, I like to look at the most commonly rolled numbers on 2d6, which seem to be 5-9 and place a Rifleman in a space that can take a pot shot at one of the SS Counters in this spot. With two placements remaining in the 1st turn I would also place one of the Commanders in this Location as well in order to keep Pollock fresh and able to fire and suppress. I would also recommend deploying Pollock with his 2 Attack Value and 3 Suppress Value into a dual Red/Purple or Purple/Yellow combat position in the North Terrace and also using his Suppress Value to generate 3 suppress tokens to be used to keep SS Counters off the board. I recommend that for the 1st turn you focus on getting at least 2 Tank Crew Counters placed in the Besotten Jenny, one to load the ammo for the large 76MM Cannon and the other to then fire it as a Suppress Action to gather those 6 suppress tokens. You will notice from the game board at setup that there is a Rifleman SS Counter placed in each of the 12 major circles on the assault tracks and they are at least 4-5 turns away from entering the castle and overrunning your defenses so there is time. My first suggestion regarding deployment is to focus on getting the Tank Crew Counters into their positions in the Gatehouse and Besotten Jenny as quickly as possible.

#Defend your castle all units die at end of round how to#

Now that you have a good understanding of how the different Defender Units in the game work and their Special Actions/Attributes, I think it is time to look at how to best deploy these Units onto the board and also give some other strategy insights I have picked up over nearly a dozen plays. Putting the Right People in the Right Places – Deploying Units onto the Game Board In this final Action Point, we will discus some points of strategy regarding deployment of your Defender Units on the board, actions that you should be taking and a general overview of my thoughts on how best to defend the castle. In Action Point 3, we looked at the various Defender Units, some of their Defender Actions and their Special Actions/Attributes. In Action Point 2, we examined the SS Card Deck and how the cards drive the assault and work against the player.

defend your castle all units die at end of round

In Action Point 1, we looked at the game board focusing on the locations, combat positions and assault tracks for the SS. The defender must simply last till the deck expires and move units around the board to various positions and eliminate units before they enter the castle. Castle Itter is a solitaire design with 2-player competitive or cooperative options that sees the SS units activated by cards and then advance on the Defender’s positions inside the castle along various tracks.












Defend your castle all units die at end of round