Tedium of the Dnieper | ||||||||||||||
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Another over long scenario, in need of a rewrite. Led the Soviets in this 6-session play through of a not very interesting, probably not play tested scenario. The T-rex handled the disorganized, defending Slovak Horde in what should have been a relatively balanced scenario. Both sides drew middling leaders. We used the FOW, consolidation and excess initiative optional rules. We also used these 2 house rules: 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, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. We liked using these 2 house rules which added materially to ease of play, fun & simplicity, which made up for the awful, defense-favoring, FOW rule This was a straight forward infantry fight and a boring battle. Slovakian die rolling luck held nearly the entire game. As often happens, the Russians never recovered from a senior leader decapitation during game turn 9. I give this tedious historical simulation a 3, mostly because it was fun to play with an entertaining opponent. This one is probably better played in solitaire mode. It's not much fun in shared play with the victory conditions as written. |
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