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This was really just an ode to firepower. The Soviets have sufficient morale to make a fight of it but with the Germans having ample engineer support many of the column disadvantages of attacking entrenchments, towns and maneuvering through minefields are substantially reduced. Once the Germans can close in on the town there really isn't much for the Soviets to do except hope for good assault and morale check rolls. The Germans will always be on some of the top assault columns. In my play the Germans all entered from one side of the field (the south) and used the fields to shield them from direct fire weaponry. Artillery, of course could still fire since the units were spotted from the town but there was no line of sight for DF or AT until they popped out of the field. My entrenchments in the field held well and the town was evenly split at the end of the game but the German firepower resulted in a substantial difference in step losses (17 to 4) which led to a major victory for the Germans (20-6 with two town hexes contested). There is a lot happening here with the Soviets using mines and entrenchments to funnel the Germans and the Germans using their engineer support to try to negate that. Everything has to happen fast for the Germans, however, since this is a short scenario (12 turns). There can be no delays. All in all a fast fun introduction to Kursk: South Flank. I give it a "4". |
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