Crummy & Too Long, But The Jerries did Win in the End | ||||||||||||||
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This was a 6-session encounter with ACav leading the defending Soviets of the 363rd Rifle Division, and me playing the attacking Germans of the 6th Panzer Division. We played with the miserable FOW, as well as the strategic movement, excess initiative and smoke/illum optional rules. This scenario was yet nother penance for me as there was no armor on either side in this sluggish mess of a scenario that was brightened only by my opponent's playfulness & good humor. This too long scenario needs a rewrite, especially for the victory conditions. In action, we were actually grateful whenever the FOW artificially ended a game turn. Both sides drew poor leaders and maneuver was very limited by the snow. Engagements were also limited by the low visibility during the first ten or so game turns. Yes, the Jerries BARELY won out in the end as they controlled all 32 town hexes on the 4 maps, but they were only able to eliminate the last Soviet units on the very last turn! I guess that the exciting finish made this one worth playing, but only, JUST. All told, the Russians gave up 53 steps of combat units and all but one leader; the Germans lost 16 and 2 lieutenants. This poorly-balanced, conflict simulation deserves a rating of 1, but I give it a 2, since it was fun to play with a resolute and quite funny opponent. We recommend this one for SOLO play only, as it needs serious revision to qualify for shared, online play. The victory conditions should specify a number of Soviet COMBAT unit steps that must be eliminated, and the number of town hexes that the Axis must hold for the Germans to win. |
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1 Comment |
That senior Russian leader decapitation in the bottom of the 7th inning turned this battle into a German victory. Looking forward to a rewrite of the victory conditions for this dud.