Back and forth and back again | ||||||||||||
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In this scenario a small force of U.S. paratroops are charged with quickly taking control of two objectives against a smaller defending force and keeping control of both of them until the end of play. The Germans have to roll to activate each units until an American unit is spotted and do their best to hold out until reinforcements arrive. In this case the Germans were lucky from the start and able to pass all but one of their activation rolls before spotting an American unit and were thus able to push ahead and engage the enemy at the central lock after leaving behind reduced units to hold down the other two objectives. What resulted in the first half of the battle was a long game of tug-of-war between the two forces. At first the Americans take the lock in hex 0711 and then split their forces in two; one detachment chasing down Germans fleeing south towards the bridge area and the other half advancing to take the town hex. Well, those fleeing Germans are not only able to rally but somehow managed to disrupt and demoralize their pursuers and then in turn take control of lock which had been abandoned. Then once the one non-para leader comes into play, the only one that can spot for OBA and friendly fire further aggravates the American attempt to retake the lock, demoralizing a whole stack along with a 1st LT. Now American forces had become split up into three groups spread out hoping that they could take and hold at least one of the three objectives. The town assault does not succeed in ejecting the lone, reduced HMG so another platoon is sent to reinforce that area while other forces backtrack and abort the attempt at the bridge to reinforce another attempt at taking back control of the lock again. Then at 09:30/turn 17,the German reinforcements arrive just in time to reinforce the town and bridge hexes before they can become seriously threatened and send more units towards the lock. From here on it looked as if the Germans would be able to control all three objective hexes but the fight for the lock kept swaying back and forth. German units also suffer demoralizations from friendly mortar fire just when they seem ready to take the lock again but recover soon enough to make one last assault before time runs out. It seemed likely they were going to pull it off after demoralizing the one defending para unit in another assault but the para is able to make a full recovery instead of abandoning the lock hex on the last turn and the Americans keep control of it at the conclusion of turn 28. In my solo play it seemed as if I was spending more time rallying and regrouping with both German and American forces and the last 4 or 5 turns really seemed to drag on. Neither side seemed to be able to accomplish much and when they did manage to gain control of units or the lock it was quickly lost, time and time again. I do believe the scenario balance was fair enough and that in a lot of cases German reinforcements may arrive later than they did in my play. The reinforcements arrived and advanced at the right moment just when the reduced German HMG and LT in the town were both both disrupted and got in before an American unit could do the same. The result of a draw was appropriate as neither side was able to get or keep much going on for too long without some sort of misfortune. I rated this one a '2' more from lack of enthusiasm, boredom and sometimes frustration with the course of the last few turns but sure others may have better luck and get more enjoyment out of this one then I did. |
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