Cassidy's Battalion - or Why A-IE isn't the best introduction |
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The scenario rules state that before setting up, the Germans roll 1d6. On a result of 5 or 6, add 1xGren & 1x75mmIG. Well, the Germans didn't get the additional help so they were hunkered down in the two towns at 0604 & 0803 with one Gren in each and 3 leaders between the two. The Paras moved toward the towns. One officer ran over to 0407 to claim it for the US, but then headed toward the towns also. They came at the towns through the hedgerows, so it took several turns, but I don't think that had a big outcome on the game. On about turn 5 (out of 20), the US was on the outskirts of 0803 in two stacks (0804 & 0904). One of the US leaders had a +1 attack, so the stacks could be combined. Once the Germans were sure of which city was going to be the focus of the attack, they moved the second Gren unit in. So the game came down to 15 turns of 18DF firing into a town vs. 12 DF firing out. Round after round after round. The Germans focused on the hex that wasn't in the hedgerow, for maximizing damage. There were disruptions and an occasional demoralization, but no steps were lost and one German leader failed a demoralization recovery roll. No other step losses on either side and the only victory objective the Paras received was 0407. This officially went down as a German victory, but it was really just a stalemate where both sides kept shooting off their cap-guns at each other without doing any damage. |
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