Began the scenario with a bad decision to initially engage a stronghold in hex 0613 with a US Captain and 2 PARA units in close quarters combat (i.e., adjacent hex DF into the Stronghold). This initial decision proved to be the undoing of the US attack plan as the stronghold was a 4-4. Their initial attack caused my Captain and 2 PARA units to lose their morale checks and that fireteam spent many rounds trying to regain their morale while being adjacent to the stronghold. It took me until the 0715 turn to dislodge the stronghold. In the end, too much time was wasted on this unnecessary stronghold, and I feel that I should have just bypassed it and went directly to the objective hex and working on it instead. By the time I made it to the objective hex at 0412, the GER's were able to reinforce it and were ready for my 2 PARA units that had already lost a STEP in the failed initial strongpoint attack. In the end, the US side just ran out of time, and suffered from unlucky rolls for their reinforcement units that NEVER made it to the board. Ended in a DRAW with the US losing 1 step, and the GER losing 1 ENG step, 1 leader, and 1 strongpoint. OVERALL MUSINGS: I think this scenario is hard for the US to win w/o a Leader with a combat modifier. I randomly had a CAPT with NO combat modifier and was unable to bring to bear a fireteam from adjacent hexes because if it. Made it difficult to gain numbers during the DF assaults on the initial strongpoint. Also, I should have just avoided the initial strongpoint and went after the objective hex instead. I may try this plan of attack during a solo play at a later date and see if the outcome and/or observations are any different.
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