Too Many Town Hexes, Not Enough Units | ||||||||||||||
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Played face-to-face with Matt W in about 2.5 hours. How do you prevent a bunch of speedy British armored vehicles from infiltrating my lines? I sure was not able to answer this question correctly. I set up some troops forward to stop the British infantry from easily moving into the largest town. While I was partially successful on that front, it left way too much room for the British armor to maneuver. Matt took several Cronwells on sight-seeing tours of my town, gaining 2 victory points per hex visited. My troops gave chase and while was successful in catching a rabbit or two, the bunnies were too many and too fast on this day. My troops did much better on board 27 where one of my 75/41 took 4 or 5 British armor steps all by itself and rallying every time the British artillery rattled it. It was the best performance by a AT Gun unit by either side in 30 or so matches! When my duck entered the board, I was so far behind in victory points that I tried to return the favor and have visit the British controlled town. I took a huge chance, and killed 2 tanks outright by rolling two 11s, but at the price of being caught in a crossfire. The duck took a hit and was eliminated a turn of two later. I also tried to run some infantry forward but again, they were stopped before they could find cover into the British town. The British OBA is a real menace to German troops in the open in this scenario. My Germans surrendered with one or two turns remaining with the British ahead by many, many points. British major victory. I rated this one a “3”. Not only was it fun to play a scenario in an urban area, it felt the main battle was fighting for city block after city block. But given how many points are awarded per town hex, I believe the fast British armor will win the day. |
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