Good Introduction or Quick Fight | ||||||||||||
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This scenario wasn't really that bad, just not good enough to warrent a three rating. It's a small battle with the sole goal being to control the entrenchment hex. Since there are no victory points for casualties it does put each player in the mind of a desparate struggle where they seek to take or hold the objective at any cost. The Germans are mostly on the defensive. The only real decision is how far forward to engage and what to hold back. I set up a picket line to slow the American advance. It got hit pretty hard and melted quickly, but I was able to get enough units back to hold the castle. The Americans caused a lot of casualties and were doing pretty well, but got slowed down advancing to the castle. Finally on the last turn the Americans won the initiative and got two activations. They had three stacks adjacent to the castle. The first activation was a combined fire that did an X result. A demoralized German INF flipped and then failed it's morale check by more than three to be eliminated, a German HMG took a Disrution result, the Major Demoralized and a LT was eliminated on a roll of three for leader casualty. This was about the best the Americans could have hoped for and they then launched and assault with an INF, 2 HMGs and two good officers. The Americans mostly survived first fire (one HMG was disrupted) and inflicted an M1 on the Germans. That left the Germans with one dem officer and HMG still holding the entrenchment. If they failed to rally they Americans would hold the hex and win. But, the Germans did rally and retained control of the entrenchment/castle. Technically this might be considered a draw since both sides had units in the objective hex, but since the objective was an entrenchment and the Germans were the ones inside I considered it a German victory. While not a great scenario the last turn battle for the castle was pretty exciting. |
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