Black SS, Scenario #6, The Tigers Roar | ||||||||||||
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Black SS, Scenario #6, The Tigers Roar. Short on time presently but still wanting to play a PG new scenario from Black SS, I picked this one. After all it had Tiger tanks, was 12 turns, one map board and low counter density. Victory points were dependent on two things for both sides; enemy steps eliminated and town hexes controlled. The major problem is, the Germans get to setup first on the southern part of the map board where most of the town hexes are, so the British are forced on to offensive when they arrive right away, or they will lose on town hex points right away. There is a small off board artillery support but not enough to move those German units out of town and those Tiger tanks can just wait in town, getting an additional -1 AT modifier against those poor Sherman Tanks. I tried to push my British Infantry in first with Halftrack support but even though they out number the German Infantry two to one, it’s not enough, as they get exposed rushing for the major town hexes and the German have 16 point of Mortar fire, 3 INF & and a nasty HMG unit combine with the Direct fire of two platoons of Tiger tanks. They were not able to tie the Tiger Tanks down long enough for the Shermans to take them out. The Firefly Sherman got knocked off first in fact, before it could fire a shot and I used the up gun version from the AP web-site below. I guess as the British player, one satisfying thing, they managed to knockout one step one of Tiger platoon, with the crossfire bonus but lost most of their Shermans in the process. The Final result was a German victory. Germans 50 points, British 16 points. Interesting note, when you mix the counters from Beyond Normandy, which are thin and those from Black SS, which are thick, the stacks have different sizes. I really wanted to play #11 Perrier Ridge, that looks very interesting and balanced and should be next on my play list! http://www.avalanchepress.com/pdf/UpgunnedFirefly_BN.pdf |
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