Road to Berlin, Scenario #66, Highway to Hell | ||||||||||||
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I have two turns to try and get my German units dug-in, maybe their Air Force and armor can hold the Russian up, while everybody else, not in town hexes of forest digs in. As the Russians, I have to exit as many units off the West edge of the board, while clearing all road & town hexes, all with in 16 turns. No time to play around, just charge! It looks like it will be a two prong attack, as there are too many units for a one direction attack and the reinforcement are still waiting off the board to come on. Scenario notes; I did notice during setup, that besides the 25mm's, M3's & Trucks, I had to borrow from the regular Russian army counters, 1-82mm, 1-ATR, 1-SMG & 1-SU-122 to fill in for the Guard unit counters. This seems to be normal for the bigger scenarios, borrowing a few counters from either group of Russians, which is no problem for me, as they all in the same box anyway. Pretty cool scenario so far, I even have a captured Tiger I in the Russian arsenal. But after one turn, the Soviet have air superiority back, bad dice roll for the Germans, as this changes their morale one step lower as well but at least they got an "X" result on a load Soviet Halftrack on their only show of force for the game. About midway through and I was starting to get frustrated with my Soviet forced but things have turned around dramatically, as I my reinforcements have now entered, I took out another Tiger II step and with the Captured Russian Tiger I believe it or not and lastly, I have a big hole to the South, where units have started to exit the board. But I still have a lot of town hexes to clear and a pesky German 88mm in the woods not to mention a handful of other mixed German units to deal with. I need more Russian leaders, to bring those rear lagging troops forward! Yes, I am playing this scenario a little differently, as time is a factor and losses are not. I should blow that last 88mm AT gun out of the woods in the next couple of turns, with Artillery, combined with Infantry maybe Armor as well, That leaves a half step of Tiger II, one full strength StugIII, a 75mm AT gun and a bunch of mostly half step INF & Mortars to take care of or at least move from the road and town hexes. Soviet Cavalry &SU-76's are on there way as to reinforce this battle. Time is now the biggest factor. I must clear all the road hexes leading East to West and any connecting town hexes plus exit 40-60 steps, depending on the victory level. I believe I can do it but it will most likely go down to the last turn or two. Conclusion of the game with a Major Russian Victory! Very Cool game and enjoyable scenario. |
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