A Real Shocker | ||||||||||||||
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Alan (campsawyer) wrote a good AAR so I will just give a brief overview of my (American) perspective of the flow of the game. The first few turns were spent determining where the Germans could hiding and taking defensive positions in two towns. Lots of tension. I then send a detachment towards the crossroad to establish a foothold on the east-west road (it's 10 VPs to the other side if you don't) and to threaten the south-east town. I quickly established a foothold on the road but one of my M4 suffered a demoralization to a lucky HMG shot and never recovered. I thought I could not lose at this point and would likely earn a victory. I advanced towards the SE using the east-west road but the advance was easily delayed by a SdKfz-234/2 and a few Grenadier platoons. Lesson learned no 1: Attacking along a road flanked by woods is not a good idea if you want to make quick progress. I broke off the attack when there was 5 or 6 turns left as I was not making quick enough progress, and expected the remaining hidden German units to assault my force as I got nearer to town. That's when Alan pulled a surprise on me and I found out the hidden units were in the one hex NE town. I never thought to investigate the town earlier in the scenario as I thought a small force there would be quickly overwhelmed forced to retreat. The game became very tense again. Lesson learned no 2: Check your assumptions. I was still in the lead at that point but it was now unclear whether Alan could pull a draw as my I could not bring enough reinforcement in time to retake whatever the Germans would gain with their initial assault. In the end, the Germans took just enough victory points away from my troops to earn the draw. I thought I was going to rate this scenario a "3" midway through the game but I increased my rating to "4" as the last few turns were really tense and interesting. |
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