SSRs uber alles |
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I rarely find myself throwing in the towel early on a scenario. No matter how ridiculous there is usually some kind of "hail Mary" that I can throw for the losing side that makes continuing play at least worth the time. On this one, however,... The Americans, with a ton of armored support (a company of Stuarts, a company of Shermans and a slew of M3s enter the board and need to attack a German force located in the town immediately to the front. Unfortunately for the Americans, their vehicles can only be on the road given the muddy conditions which causes the tanks to stack up and the M3s to be held back. The StuG in the town along with the AT gun gets to fire at this tasty target for several turns as the Germans have craftily built up an entrenchment along the road which must be taken out before the Americans can enter the town. Much mangled metal later the American commander calls off the attack. In viewing the other AARs it would seem that a similar experience was had by many. The German defense is just too strong to have the relatively free set up for the Germans and immobility of the Americans. Given that, in reality, the Americans were successful I would suggest that the road be clear into the town meaning that no entrenchments could be on or adjacent to the toad entering the town and at least the first hex of the town be clear to permit an armored entry as happened in real life. I would also permit the vehicles to enter hexes adjacent to the town at a MP cost of 3, otherwise wrecks will prohibit the armor from participating in the battle. Without some adjustments in the SSRs the Americans simply have no chance. |
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