Balanced but Flawed | ||||||||||||||
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This was a small-scale (15 units) and oddly-tedious, 15-game turn scenario that we finished in 4-sessions. Reconquista led the poorly-armed & angry, but playful & enthusiatic Cretan villagers, while I had a company-strength force of attacking German paratroopers. It took quite a while, but the paras had little trouble levering the Greeks out of Hex 98-0810 by the end of our 8th turn. Pushing them further away to create the security zone took until the middle of the 13th game turn, when the last of the Greek force was either eliminated or permanently demoralized. All the Greek platoons deployed in hidden mode at the start, but were rapidly in distress at the close approach of the Jerries, leading the Cretans insurgents to counter attack in piecemeal fashion, This misstep was unfortunately accompanied by very poor combat & morale recovery die rolling in 3 of our 4 sessions. A single step of German paras was eliminated during this play-through. All the Greek units were lost in very heavy - mostly close quarter and adjacent-hex fighting This was a marginal scenario that we decided gets a rating of 2, as it needs a rewrite, should be shortened to about 12 game turns, and was obviously not play tested properly. Try this one in SHARED mode only, so that the Greek peasants can set up in hiding. It is possible that it could go either way, but this time the Germans took it. |
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1 Comment |
Concur with my quick-thinking opponent's comments. This was a definitive, shaggy dog of a scenario.