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The Americans were set up with most of their forces in the town, but kept an infantry unit (along with a leader) and the M16 tucked away in the wooded crestline to the north. It was a good thing too... The German advance came from the southeast, using the woods as cover. Once they broke into the open, they rushed the town. They soon were engaging the Americans, and the STUs made quick work of the paper-thin armor in town. By 9:30, the only Americans left were in an assault with a stack of Germans (who strongly outpowered the Americans but still managed to roll 1's in assault). This holding of that last hex kept the Germans from being able to commit their forces north to the remaining units until after 10 AM. Just after clearing up the town, the Germans moved north. Then the American artillery did their duty, raining down pain time and time again on troops as they tried to cross the somewhat open territory (60 points of offboard artillery has a 3, a 2 and an 11 on 3 consecutive rolls). Then, just as the Germans found the relative safety of the woods, 3 Shermans appeared. Caught totally committed to the north, the German armor was quickly caught in a crossfire and eliminated. Soon, all that was left for the Americans was to mop up the stragglers. This was a fun scenario, and with a low counter density, a great scenario for teaching newer players. Artillery barrages, assaults with AFVs and ENGs, tank battles and coordinated attacks... this one has it all in a small package. It seems that German success depends on quickly dispatching the units in the town and praying that the Shermans are late in arriving. If they are, then the Germans should win. If they arrive early, the Germans will have trouble. This "luck" factor keeps me from rating this higher. |
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