Kursk: Burning Tigers, scenario #2: Kempf II: Breakout | ||||||||||||
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Kursk: Burning Tigers, scenario #2: Kempf II: Breakout This scenario has a nice assortment of unit types on both sides with the Germans having many more, being the attacker. The Soviets have six entrenchments, seven minefields, one town and are dug-in and the Germans have 14 turns with three victory objective or levels depending on how many they achieve. They also have 5 Engineers, lots of tanks and a heavy dose of off-board artillery which they will need. I setup my Soviets across the board blocking the Germans path and supporting each other pretty well. The Germans can only spend a few turns softening up the Soviets before they just have to move into all those obstacles and do bloody combat as time will run out fast! I did use a few turns to fire the German armor at the Soviet armor. To make a long story short, after 14 turns the Germans clears a path four hexes wide on their far right flank and were able to exit more than 15 steps off the east edge of the map but could not clear all those entrenchments and town hex, so they achieved 2 out of 3 victory objectives for a minor victory. Fun to play but I think hard to get all three objectives for the Germans. |
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