Yes, I got my clock cleaned by the implacable & fast-on-the draw, Treadasaur, in 7 play-sessions (45 turns). This is a huge, relatively balanced scenario, in which I led the attacking Soviet side and managed to lose a ginormous number of steps trying to take a couple of stinking roads. My opponent had the Spanish and Germans, in what was supposed to be defense. I drew really awful leaders, and had equally awful luck with the dice, especially in OBA, initiative, close assault and morale recovery throws. Unexpectedly, the Soviet Guards performed poorly, and overall I lost more than 128 steps in this bloody fight. I was too aggressive with my armor and had trouble sustaining offensive momentum once engaged in close assaults and adjacent hex fire figths. My own artillery support ofen fell on my Soviet troops throughout this rout. Lost 12 leaders to boot. The ultimate outcome was a costly Axis victory stemming from a series of very effective Spanish counter attacks that started almost before the Red Army could get in range. This one was fun to play and I learned a lot about AT crossfires and moving combined arms groups. I give it a 4.
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In truth - as my esteemed opponent cleverly made happen - this was far closer than it should have been and the Spanish got lucky far more often that one would expect. The Axis did draw better leaders, but ended up losing 51 steps and 6 leaders in the fierce fighting that ensued. The result was in doubt up until the last 5 game turns, or so, in this very long scenario.
There were 26 FOW-shortened turns in this one -- and this factor clearly favored the defending Spanish & Germans, and helped to stymie the massive waves of godless Red Army attackers. There were also a combined 31 combat 7-die rolls thrown -- most frequently during artillery barrages, Soviet AT fire and in adjacent-hex fire fights. This one could have gone either way, but aggressive Spanish counter attacks were more successful and deadly than anyone would have expected.