Leaders? We ain't got no leaders! We don't need no leaders! I don't have to show you no stinkin' leaders! | ||||||||||||||
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Note- first game in ages with my buddy Liverpool Dave, good times, good times! PregameLiverpool Dave just got back from... Liverpool. We met up in the local German bar to catch up over a few pints. Always keen for an opportunity for face to face play, I tossed my PG kit together and grabbed Airborne. Of the scenarios I'd yet to play, this one seemed perfect for a quick go at the pub. Offered choice of sides, Liverpool Dave took the Americans on account of how he woz a lil rustay an' woz goin laet mae du most tah the work, yah see? It made sense in context - the Americans are holed up in a one-hex town and have to hold out against the trickle of Germans for 18 turns. Opening MovesThe Germans start with only one officer and one unit (player's choice) on the board. I went with my CAPT and HMG, figuring those dudes are a bit slow so best to get them in place as early as I can. For each subsequent unit, on the start of every turn, the German player rolls 2D6 - if you're 9 or better that unit comes on. I did pretty well at this, save one of my LTs who never even showed up, I had most of my men in place by turn 4. PounceSome careless ultra-low odds fire from the Americans in the town left the Germans with an opening, and they dashed up to the edge of the town, arrayed across 3 adjacent hexes. Liverpool Dave won the next initiative roll and shot the crap out of one of my 2 x GREN stacks, but only one platoon hit the deck disrupted. The stack adjacent to the right was my Captain, HMG, and ENG spoiling for an assault. The stack adjacent to the left was 2 x GREN with no stinkin' leaders! They opened fire at point blank range and rolled snake-eyes. This slaughtered the 57mm AT, flipped one of the PARAs, and blew the forehead off a 10-1-1 Captain. Given an opening the size of Churchill's belly, the Captain, HMG, and ENG dove in to finish the job. ConclusionBy turn 9 it was all over. One German LT had failed to appear, and the Americans never got a chance to try and roll for their reinforcements. To my surprise, I'm recording the first German win for this scenario. Clearly the 2d6 = 2 helped a lot, but the Germans still have a pretty damn solid force advantage. I suppose others have had trouble getting them all into place? I rated this a 4 because it was perfectly suitable for the need - we wanted something small, quick, but still interesting to play while we enjoyed a few pints and shot the breeze. From set up to take down it took about an hour (and 2 pints). A PG Quickie! |
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