more interesting with balancing adjustments |
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Although significantly tilted to the Germans, this scenario has some redeeming qualities, especially if balancing mechanisms are introduced. I prefer what I call the ambitious officer approach. The Germans have 36 turns to accomplish their mission. Let's say the highest ranked officer here is bucking for a promotion, and promises his seniors he can win more quickly. It's entirely a defensive battle for the RKKA, but they have a chance to hold out for about 27 to 30 turns. My play had the Germans gradually move in and surround the town. Most Red Army infantry were in the town, or set up adjacent and dug in while the Germans moved east. As tanks were released they gradually also set up adjacent to the town. As RKKA forces were disrupted they fell back into the town. It was a long slog but by around turn 21 the Germans had captured three of the seven town hexes and were assaulting two others. There were 27 lost Red Army steps, so only a handful of defenders remained. The handwriting was clearly on the wall. Final victory by around turn 27 to 30 seemed likely. |
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