Ah, Patience is a Virtue, Tommy Atkins. | ||||||||||||||
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This was a 10-session play-though with the redoubtable and relentless Tambu handling the combined British & New Zealand side in this overlong, 44-game turn marathon that we began in March 2024. I led the defending Italian side in this poorly designed & nonplaytested scenario. We used the FOW, consolidation, excess initiative and smoke optional rules, plus 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 of 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 agreed that the house rules simplified and improved game play in this monsterous fight. Others have already reported on this one, which requires that the Commonwealth force capture 6 entrenchments by turn 12. Alas, the Brits failed to achieve this by game turn 12, and never took all 6 while taking far tooo many casualties in the process. The victory conditions are in need of a thorough rewrite, as Commonwealth step losses count double for British foot units and triple for tanks, making it surprisingly easy for the Italians to pull of a win in this muddled & frustrating scenario. As published, the Brits should simply wait for the reinforced Maori battalion to arrive before beginning their combined-arms, assault to be able to have a decent shot of at least gaining a marginal victory. This one needs serious revision and a shortened length to make it more suitable for SHARED and SOLO play. A generous 3, is my rating in shared play. |
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1 Comment |
Concur with the T-rex, but I think that this one is probably beyond fixing for shared play. With rewritten VCs it might be okay for solitaire play.