Tank Battles #18 | ||||||||||||
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This scenario is a combination of the prior 2 scenarios, mostly played sequentially. On paper, it should work out very similar, but in reality this one is a completely different animal. In the separate scenarios, the Soviets are on a very tight timeline and must rush forward without stopping for anything, and even then likely dont have enough time. This time, they have 30 turns and can patiently march through the woods to attack from cover, and pound the Germans to dust with their OBA and rocket artillery. They also finally rolled better than average for that arty and actually tore up the Germans early. Keeping the Rocket artillery alive still has to be a priority. They can hide behind the hill, and if the hill is fortified with the 45s which dont do much on the offensive, then they dont have to fear the PZIIIgs at least. With the Germans diminished from heavy artillery blasts, the Soviets methodically clear out the town and secure the win. There really isnt much narrative to add here. Of note is that the Soviet Reinforcements played no role, more troops were not needed vs Gred I and II, just the extra time, and average or better die rolls. There are errata concerns with this one, as aside from an obvious typo in the Soviet OOB, the Turn count and reinforcement schedule don't line up and leaves the scenario length ambiguous. The Soviets might have yet more time than they have listed, which was actually enough this time around. |
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