Hold Monschau at All Costs, Colonel! | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This was an exciting, 2-session play-through with the dauntless and determined, Grognard Gunny, on offense leading elements of the US 9th Infantry Division (60th Infantry Regiment), while I defended with elements of the German 89th Infantry Division. Both sides drew decent sets of leaders, and we used the defense-favoring FOW, as well as the smoke optional rule in this 20-game turn infantry fight. In addition, we used this house rule: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units. The first session (game turns 1-5) featured a 2-pronged, left & right flank US movement to contact. The scrambling Boche quickly took over all but the last hex in the large town on Map 24, while the leading platoon of GIs liberated the westernmost town hex. The GIs on the left flank feinted going up the north-south will with the village on the south end, and then reversed course during game turn 3. The strength of the US attack shifted to the right flank and up the lightly wooded 20-meter hill that contained the Boche mortar company. Only a single American infantry unit was eliminated in this relatively bloodless scenario, so far. A combined SEVEN combat 7-die rolls were thrown this session. The victory points were now: 24 for the defending Germans and 2 for the scrambling US side. Our second session (game turns 6-8) was to be our last. By mutual agreement, we called it during the 8th game turn when it was apparent that a US victory was no longer possible. This was an unbalanced scenario that is very difficult for the Americans to win against a decent Axis opponent, so we can't recommend it for SHARED play. I give this one a rating of 2 in shared play and do not recommend it for SOLO play due to the number of minefields that the Jerry player gets to place on the map. |
||||||||||||||
0 Comments |