A Frustrating Draw | ||||||||||||||
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We played this, 4-session scenario to a draw. The Soviets only got 9 steps off the south edge of the battle map before we ran out of time, but the Germans lost 22 steps trying to stop the slow, Red Army migration to the south. This resulted in a draw. Another turn or so, and the Reds would have managed to exit another 7 steps. We did not use the FOW, but did use the excess initiative and smoke optional rules. Both sides drew not very good leaders and had lots of bad die rolls. Step losses rapidly accumulated, especially in our 3rd and 4th sessions. The Treadasaurus displayed his usual skill at killing AT guns with Mortars, OBA or in adjacent-hex frights. All German towed AT guns were eliminated by the end of turn 9. The Russians did pay a heavy price for this as I have become much better at deploying my units in a "defense in depth" with "interlocking field of fire" pattern. All but one step of BT-7 and T-26 light tanks were destroyed along with 4 Soviet leaders. The German losses were also very heavy with 5 leaders killed or deserted, a decapitation and many units halved in their first baptisms by fire. This was a quicker than usual, fun-to-play-with-beer-and-chips, but poorly-written scenario that is near guaranteed to result in a draw with the victory conditions as written. Doesn't look like this battle was properly play tested against a real opponent. A rewrite of the VCs would do wonders for this game and make it a much better scenario to play with another person. I give this battle a generous 3. It is more suited to This one is best played as others has suggested - as a solo performance. |
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