Author |
waynebaumber
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Method |
Solo |
Victor |
United States |
Play Date |
2011-07-26 |
Language |
English |
Scenario |
BaBu012
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Looking for a quick game to play solo and thus gain promotion this month I looked through the BotB scenario book and came across this gem. Only 9 turns but with a reasonable amount of units this one caught my eye.
Don't be confused by the title of this the US troops are unlikely to be attacking as a quick read of the VC and OOB will show. The VC state that the American player will win if all town hexes are American controlled at the end of the game. As the initial German forces start on the town board and are equal in strength to the US forces this aint going to happen.
However look at the German VC, In effect do not lose 6 steps, all reinforcing unit must cross the board and not lose 2 steps in so doing and control all town hexes. This will be a tall order, the VC's are not clear if trucks are included in the step loss total (I presumed not) nor does it say if neither side win then the result is a draw ( I would also presume that). I also gave the INF/GREN on both sides A/Tank weapons.
The battle started with an advance by the initial German forces towards the edge of the woods on board 9 where the US forces had set up. The idea was to pin then down in order that the reinforcing units could drive around the battle and exit the map. This worked after a fashion with US units disrupting but also cost the Germans 2 step losses.
By GT3 2 US steps had also been lost and the US OBDA had run out of ammo. The German commander decided to run his units around the south flank and moved all his reinforcing units in that direction, the US player responded in kind but could only disengage 2 platoons initially however he had kept his sole tank unit on the road to the rear of the battle line and that swiftly moved southwards as well. The next turn saw a further 2 Ger steps lost due to accurate opportunity fire, this was meant that the German initiative dropped to below the US. The US commander then waited until the German flanking units had moved he had seen that the GREN units were still embussed the Sherman platoon then drove out of cover and were in LOS of the half tracks carrying a company of Panzer Grenadiers. It would all now depend on the initiative roll, If the US won he would destroy both half track and their hapless cargo if German player won the Panther's accompanying the half tracks would pulverize the Sherman's before they had chance to fire. The US won the die roll,the Sherman's fired 2 SPW destroyed along with 4 steps of GREN. GAME OVER.
This is a very tough game for the German's to win and my FtF opponent would probaly not even have tried and gone for the draw digging his units in on the ridge and inviting the US player to attack. If the German player goes for it he needs to not make the mistake I did of leaving units on their transport in order to save 2 MP a turn, he will also need the best of the die rolls.
I have rated this a high three because its quick,fun and does present the German player with an interesting problem to solve. Well worth a look if you have only limited time for a game.
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