Wild and Wooly |
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The victory conditions in this scenario make for very "lose" play. The main way to score is by occupying hill hexes. Combine this with the fact that a good portion of the scenario is played at night, and you have a very interesting scramble. I added a house rule to make night movement unpredictable: on a 1-2 a unit cannot move, on a 3-4 it can move half its allowance, and on a 5-6 it can move full. This rule had units scattered. I also deemed that all hill hexes on maps 77 and 78 start German controlled, while those on map 79 start US controlled. This balances the numerical and quality advantage of the US. I also ruled that a unit can only take one hex per turn to slow things down a bit. The Germans had their Tiger and some infantry chase after the hex grabbing Yanks. With the movement restrictions and variable visibility, the Tiger would swat an occasional US vehicle, slow as it is. During the day turns, the game played more conventional, with the US concentrating against a German line on the long ridge in the south of Map 78. The result in the end was very close, with the Germans sneaking through and grabbing some hexes on map 79. I called it a draw. |
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