Rush the machine guns, boys! |
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This is a very quick scenario. 9 turns and only a handful of units. In my playthrough, the Germans approached along the hill, and the Americans basically did nothing for about 5 turns until the Germans began the assault on the town. The M16 quickly killed 1 step with opportunity fire, but was not able to cause casualties on its second. On Turn 6 the Germans assaulted the M16 with little success, but pinning it freed units to move in on the 105mm. The M16 decided to withdraw from the assault to reinforce the 105mm, but lost a step and, worse, was demoralized for its troubles. The M16 had disrupted a German LT, which made it hard to organize an assault on the 105mm, especially since the German captain and last GREN platoon didn't enter until turn 7. However, a weaker assault was arranged on turn 8 which disrupted the US infantry, but didn't kill anything. The M16 failed to rally and fled the assault, leading to a final, stronger assault on turn 9. Unfortunately, both sides rolled terribly and the 105mm survived. However, the Germans occupied most of the town, so the Americans didn't achieve their goal, either. leading to a draw. Overall, I think the German victory conditions are easier to achieve than the American ones, and I also think that this will most often be a draw. |
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