Author |
thomaso827
|
Method |
Solo |
Victor |
United States |
Play Date |
2015-02-14 |
Language |
English |
Scenario |
KWPP048
|
This very small scenario has US and NKPA troops racing for the bridges in the town, the US to blow at least 2 of them, the NKPA to take the bridges and stop the destruction. NKPA start closer but the US have 2 Jeeps to move 2 units and roads to move on. Choices for the US is to move engineers to the bridges but leave them usnupported for a few turns while the infantry catch up or transport troops to hold a central hex and fight while the rest of the troops and the engineers catch up. I chose the latter, and with the high speed jeeps, was able to take that central town hex and dismount, causing the NKPA to have to fight to get close to bridges, while the 2 stacks, an enginner and an infantry, the captain and sergeant, walked and got to the northern 2 hexes with bridges and started setting their charges. The infantry defending kept the NKPA busy but one NKPA SMG with the Sgt moved closer to one of the northern bridges, prompting one of the supporting infantry unts and SGT to move forward and defend their engineer platoon for a few turns. I used the minefield counters from 1 to 3 to keep track of progress for the enginners, and both northern bridges were prepped and ready to blow on turn 7. US troops at both bridges moved back and successfully blew both, while the other stack of US troops fought desperately. In the end, with the 2 bridges gone for a US victory, I had decided to try to withdraw the US to the east, and the 2 infantry with a good LT, demoralized finally in an NKPA assault, failed their morale tests, which actually worked to their advantage and fled out of assault, squeeking by without losing a unit, but the LT that had led so well was lost. Game ended at turn 11, only the US LT having been lost, and objecive achieved. Great game.
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