Fog of War was not on the Germans side | ||||||||||||
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This is an interesting scenario for a few reasons. First, the Germans need to send a relief force to rescue two stranded companies holding on in two towns. Second, the Germans get quite a mix of troops for the relief columns. Tiger II, Panthers, Stug's, Volksgrenadiers and SS troops. So if you are looking to command a wide variety of German troops in a scenario this is the one. From the point of the scenario, it feels well balanced even though the Germans have quite a bit more troops than the Americans. The reason for this is that the Americans have slightly better morale than the Germans. The VG's and the SS both have a 1 point less morale and seeing that they make up the majority of the German troops this will make it tough to rally troops. The Americans are also on the defensive, even though they must reduce the strained German companies. I find American forces on the defensive in towns, hills and woods are very tough on attacking German troops. So for my play, it was a solo effort played over a weekend. The game went fast as every turn ended with a FoW roll some very short, only 4 or 5 rounds or longer between 10 and 20 rounds. This may seem long but for the volumne of German troops you will need 20 to 30 rounds to get them all moving. This is the biggest reason for the German loss. They just could not get all their troops moving. To start the German relief force moved onto board 22, to try to capture the shortest east-west road to satisfy there VC's. But the American company defending the towns on board 22 had other thoughts. They put up a stiff fight against the attacking Volksgrenadiers, disrupting and demoralizing them. Only after Tiger II's rolled up point blank fire into the towns did the Americans start to break. Even then it took most of the game to defeat the Americans in the towns. In the meantime, flanking forces north and south of the towns moved around the Americans and headed for board 23. These forces were able to make it around to the south and capture the southern side of 23 with the road and the hill. Halftrack mounted infantry raced passed the American defenses in the town 23/906,907,1006,1007,1106 but one halftrack is hit by American OP fire and destroyed but the others press on to the town 23/404,405,505. By this point the Germans in that town are destroyed, but the Germans must take the towns on board 23 to gain another VC. The northern group advance to the town 23/1106 but are drawn off by Americans in the light woods in 23/1003,1102,1103 and the Germans are forced to defeat them before moving against the town. The Americans also hit the northern group by long range AA fire and mortars slowing them even more. The SS advance on to board 25, but due to FoW rolls and the VG's and regular army getting the priority in the south, don't move very far. They engage the American outposts and capture the crossroads but can't get moving passed that. In the end the Germans are able to put a push on the towns on board 23 but fail to take all the hexes the Americans still hold on with reinforcing M4's and several reduce platoons. Several points help the Americans, one was an American Major that refused to give up the 20m hill on board 23. He held this position against a reinforced German company and repeated German OBA. After several assaults including Stug's he and the remaining troops fled back to the town. Single handed control of the hill kept the Germans from assaulting the town and getting more troops to town 23/404,405,505. I gave this a 4 more from my play than the balance and play. With every turn ending with FoW this I felt that this was not played to its full potential. |
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