Decisive Maori Counterattack stops the Afrika Korps Cold | ||||||||||||||
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It was refreshing to play on an actual board with real pieces. This one was too long and was not likely play tested properly, as it is very difficult for the Axis player to pull off a win. IMHO, it should be rewritten and shortened to about 30 game turns. We completed this marathon in only 5 sessions, thanks mostly to the growing PG-related skills of Old Pueblo, who led the attacking Germans in a valiant effort. I had the defending Commonwelth force, and we used the FOW, consolidation, smoke, extended assault, excess initiative optional rules. Foolishly, we only used a single house rule, and none of those that simplify movement: Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. This did improve play realism, but we should have used house rules governing movement. Others have described this one, which basically went as follows: the advancing Jerries maneuvered towards the middle of the battle map & away from the bulk of the Allied force. This approach branched into a pair of pincers that made straight for the airfield, taking it regardless of the rapidly mounting losses. After several repulses, the Wehrmacht attempted to maneuver around either flank, but were repeatedly stymied by heavy fire and miserable die rolls. A well-executed Maori-led counterattack, eventually liberated the airfield with very heavy German casualties and a senior leader loss that caused significant havoc & confusion I recommend this one for SHARED and SOLO play. The more experienced player should play the attacking Germans as it is a much tougher pull for that side. I give this unplaytested encounter a 3 in shared play. |
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