Yesterday, Lt. Hazel and I played our first game of T&T. We wanted to learn the game mechanics and played similar forces:
1 Hero
1 Leader with 10 Veteran Infantry with rifles & LMG
10 Regular Infantry
Hazles Hero had a hand grenade, pistol and sabre. He was an artillery specialist and drunkard.
My Hero had the driving skill and +1 Initiative. He was equipped with two Colt M1911 pistols.
We played a small scenario in a village of 4 small houses. Inside two crates where randomly hidden, one by each player, the locations kept secret. After entering a house you had to do a skill check. If succesful, the opposing player would tell you if there was a crate inside (obviously you didn't have to check for the crate you hid yourself). Picking up the crate required another action, and two men were needed to carry it, these men weren't able to shoot.
Entering the village from opposing sides, the veteran units faced each other in a fierce firefight. As both were in cover, casualties weren't that high at first, but mounted quick as we rolled amazing amounts of 9s and 10s.
Hazels regulars tried to sneak around one edge of the Village. My Hero and the regulars sped right through the center to a house on the opposite side of my deployment zone. This had two reasons - I knew a crate to be in the other house on that side of the village and entering a house on my side would have ment standing in the open for one or two turns.
#1 Rules question: My regulars got a Move & Action order while Hazel gave his veterans move and shoot. Both units had initiative 3 (as my hero was part of the regulars and he had the appropriate skill). The Veterans started behind a hedge and had to cross it to have line of sight to my regulars starting position. As both units Moved simultaneously and the regulars ended their move inside the house and out of LOS of the veterans, we decided the veterans couldn't shoot at them. Is this right?
I got lucky and found the crate hidden by Hazel in the House I entered.
#2 Rules Question: When a hero enters/leaves a unit, played it that you declare it when dealing the unit cards at the turns start. Right or wrong?
The veteran units continued their firefight. now in the open, the russian veterans seemed to be in real danger, but amazingly they killed of my veteran unit one by one. Meahwhile my regulars entered the second building to pick up the second crate. Here they were charged by Hazels regulars.
#3+4 Rules Question: As my guys were inside the building and the chargers outside, we decided that two models each could fight through the door. Do the defenders get any advantages? Could my hero use both his pistols in CC?
The fighting was quick and bloody, and Hazels chargers got mauled.
#5 Rules Question: When one side looses a HtH combat, it has to take a leadership test. What about supression? Is this the same test or a second? What if the unit passes the rout test but fails supression? As this was the case, we decided to keep them in combat, but removed them next turn as my side of the combat activated first and they got no chance to play a recovery.
Now my regulars tried to escape with the crates, while my hero started a firefight with Hazels veterans. For the first time in the game his hero left the unit to get the chance of throwing his grenade at my regulars, while his veterans fired at my hero. In the end my regulars made it of board with the crates, but my hero died in close combat with Hazels regulars.
Overall the game was fun, though we need to get deeper into the rules to have it more fluid. I like Price of Glory, and in my opinion it might be the better game for open warfare, but T&Ts great advantage are the Heroes. They enable you to play character-orientated scenarios in Hollywood-style and I think I may try to refight our last scenario for PoG with T&T with a few alterings. Another idea is pitting a small group of heroes against the might of a whole enemy force...