Battle of The Bulge, scenario #6: Weiler | ||||||||||||
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*Since Battle of The Bulge 2: Elsenborn Ridge came along, I haven’t played many of the scenarios from the first Bulge and it’s been good long time, that I missed it and found a large list of scenarios I still want to play from it. I picked Weiler even though I thought it looked unbalanced but still very interesting. There are two different German Victory Condition Options; 1 or 2. Option #1 looked more challenging for the Germans but option #2 as written didn’t make too much sense and looked way too easy for the Germans, so I picked Option #1 for the game. *The Germans must control all the town hexes on both map boards 10 & 11 without losing more then 6 steps of units. The Germans also have about a 4 to 1 advantage counting reinforcements that come on board with different dice rolls throughout the game. They also have a large amount of off-board Artillery. The American have nothing but a road bump on map 10 and a little bit more on map 11 but not much more. But still this looks fun to play! *The Germans steam rolled the American infantry on map 10 and large amounts of their reinforcements came in early. They were then able to focus their full attention to map 11 and the one shot the Americans 57mm AT gun had at some German armor, failed to penetrate. The Germans brought their full force to bare on the town hexes on board #11. Never let a Wirbelwind accompanied by a few Infantry units get adjacent to your Infantry as the direct fire total is a real killer, no pun intended. The Germans were easily able to clear all the town hexes for a clear victory. I believe this scenario favors the Germans but hey, it was fun to move a Wirbelwind unit around and it’s a fun to play. |
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