Town? We don't need no steeking towns! |
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This is a 28 turn scenario. I called it after turn 18. Why would I do this? Because the Germans had achieved a minor victory with 6 step losses to the Americans and there was no way they were going to take 2 town hexes for a major victory...if, indeed, that's the major victory condition. I don't think it is, even though that's what the scenario book says. However, a minor victory is 6 US steps lost and controlling all town hexes. I suspect its supposed to be a minor is 6 US step losses and 2 town hexes, and a major is all town hexes. The Americans were mostly in the town, but had 3 Inf platoons on the flanks. This was essentially the entire game. The Germans had very poor luck with OBA, the Americans decent luck. Visibility was always 3 hexes or more on 1d6, which I think hurt the Germans. Essentially, though, once the Germans were able to close with the US forces on the wings and assault them, the game was over. Eliminating these 3 platoons was 6 step losses and the US had zero chance of victory. Meanwhile, murderous fire from the US HMGs and OBAs when it arrived kept the Germans at a respectable distance from the town. Of course, to win, the Germans never had to approach the town! This isn't a bad scenario, its just not a great one. The best strategy for the Americans is probably to just cram everyone into the town hexes and dare the Germans to come for them. If the Germans survive to get close, though, it will devolve into big assaults, and more likely than not the Americans will eventually lose the 6 steps. I think this is a very tough win for the Americans. The 3 rating I gave it may be a bit generous, its probably closer to a 2.5. |
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