Close call - AAR ready! |
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Played solo in 3 sessions. The Americans on board 9 were doomed from the start and were despatched in quick succession within a few hours. All was going according to plan for the Germans but they already had lost 2 steps doing so. To avoid an American 'Truck Trick' (driving all remaining American trucks around on board 9 playing hide and seek in order to deny the Germans their win), the Germans had to seal of board 9, shoo-ing off a few Ami trucks while doing so. They luckily succeeded before dawn and preparations were made for the grand finale. The Germans set up their forces and waited till 20:00 to make a night attack on the town. Oh, the tank? Well I'm afraid it made no impression at all on the Germans, hiding in the woods. It made a feeble attack on the southern reinforcement group, but that was it. It lost control to the Germans only once, 1 turn after its only attack en 2 turns before it had to go. Now how to assault a town without loosing too much troops, during the night. It can't be done, well at least not in my scenario. You always have to have troops adjacent to the enemy in order to land the artillery shells. I think sending a forward observer and a lot of patience could've done the trick for the Germans, after all Leaders don't count towards the VC's, you can lose a lot. I did not have the patience and assaulted from all sides. By then the Americans already had lost half their troops, so the idea was to reduce their troops as quickly as possible, so no harm could be done. The Germans almost succeeded.. Loosing the sixth step freed up the troops from board 9. In despair the Americans started to bombard assault hexes. It would be a close call indeed, 2 hours before the end, the Germans lost their 10th step. After that an eery silence hung over the town, no Americans to defend, nor any of their leaders to guide the artillery.. Despite the win/loss stats, this scenario is pretty balanced. One step extra and the Americans would've won. Worth playing for sure. |
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