Almost Doesn't Count in The Steppes | ||||||||||||||
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Fought this lengthy battle in 12 segmented sessions with the well-organized and frighteningly tenacious Treadasaurus, leading the Commies. I had the defending Germans in this giant firefight. The Nazis came very close to a draw in the lest 2 turns this frustrating battle. If we had persisted for just a few more turns, I think things would have turned out better for the depleted and badly shot up Germans side. We had only 4 turns that were shortened by the FOW, which helped the Soviet horde way more than the Nazis. Both sides had lousy leaders and there many useless combat 7-die rolls and blind artillery gunners on my side of the map board. My opponent was able to eliminate just about every weapon system that posed an armor piercing threat to his AFVs by the end of turn 19 at a very heavy cost. Still, when push came to shove, his morale recovery roles were far better than mine in spite of inferior morale. This factor was crucial in giving the Soviets the edge in assaults. He also had the initiative for most of the game, except for the last 3 turns, which is another reason why we nearly played to a bloody draw. This scenario ended as a red Army victory, but it was very close. We recommend this one for shared and solo play. I give this one a 3, but I intend to switch sides and play it again as the Russians to see if I can do better leading the attacking side. |
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1 Comment |
I am sure that your assessment is correct, a couple more turns and your battered Jerries would have won this bloody fight, as I was running out of Bolshevik troops to throw into the Teutonic lion's mouth. Oddly, the dice gods supported the attacking commies in most instances this time around.
Hmm, Proletariat running dogs with M-1891/30 Moisin-Nagants and fixed bayonets, Unite!
It's a wonder that we didn't end in a very costly draw