Stop the Allied Invaders in Their Tracks! | ||||||||||||||
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This was a 3-session play-through with the indomitable & rapidly learning, Capt. Chaos, leading a mixed force of attacking British & American troops. I led a scratch force of dug-in, German Paratroopers in a pair of defensive positions in hilly Northern Tunisia, just west of Medjez el Bab. We played with the FOW, consolidation and excess initiative optional rules. In addition, we experimentally used the following three house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes, 3) Dug In Units on Hill Slopes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. The initial session (game turns 1-2) featured the beginning of a deliberate, left flank & central movement to contact to the east for the Allies. This advance was coupled with pinning direct & bombardment fire in the south. Also in the south, the Germans launched a single paratrooper platoon on a probe across the trail and into the long-north-south wadi. Italian long-range AT fire eliminated a platoon of Bern Carriers in the open after they had disgorged their infantry & leader northwest of the northern Axis-held hill. Laszlo, the German paratrooper’s pet snail, escorted their Major on the south hill and helped rally a disrupted mortar outfit in the same hex. The second session (game turns 3-6) featured a good bit of maneuver action across the central basin and many decision points for both sides. His usual good luck with die rolling deserted the Allied commander in this play-through. Multiple morale recovery attempts failed, and a substantial number of hits by Axis AT and close-range direct fire found their marks. By the end of the session the step loss count stood and 0 for the defending Germans, and 8 for the advancing Allies. This resulted in the loss of initiative by the Allies during game turn 5. There were a combined SEVEN combat 7-die rolls in this 4-game turn session. Laszlo, the German mascot, was so excited during this session that he extended his eye stalks to their fullest extent while helping direct the bombardment fire of the mortar platoon. The third session (game turns 7-12 ) featured a seesaw struggle with some excellent Allied die rolling, and 5 turns with no Luftwaffe air support for the hapless Axis side. The one air strike that did get through was only able to disrupt the British mortar platoon. The final result was a bloody draw, as neither side was able to achieve their victory conditions. Corporal Laszlo was very disappointed at his paras for not being able to hold every hex on the two hills east of the trail. He extended one eye stalk in happiness that only a single German step was lost in combat, as compared with 9 steps lost by the Allied side. There were FIVE combat 7-die rolls in this frustrating session.. There were been 5 FOW-shortened game turns of 12 played. We agreed that this scenario is appropriate for both SOLO and SHARED play. This fun-filled play-through one merits an enthusiastic rating of: 5! |
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