Dig the US out of the Town | ||||||||||||||
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The NKPA have to either eliminate US Army steps or have te units demoralized at the end of the scenario. The five full strength t-34/85s can either go off the south end for VP or bunch or gang up on separate USA units that are reasonably isolated. I choose to go off the map for VP's. The scenario has 18 turns. That left my turn 12 reinforcements enter against most of Task Force Smith. I killed on unit out of the US Army. Do not forget the OBA. The first 2 turns the NKPA is approaching the US positions. Use the OBA. My opponent put a large portion of his troops in the town. There were scattered locations to me honest with my tanks. The dice gods did not favor me. He made some opportunity fire shots that I failed demoed 3 out of 4 units. The best he got was aM! and I had a 1 leader to help. 11's and the odd 12 will do wreck the best plans. My units for the most part have 1 & 2 DF hex range. Stayed 3 hexes away for the -1 DF shift at the end of my movement. Sent a sacrifcial unit to draw fire. Ran everyone up to be adjacent to the town hexes. The next 3 turns (14 - 16) I lost initative by one. He had a Major that activated his hex and the adjacent ones. No fire teams, not that theyt were needed. The Captain was a 10 morale w/a 2 morale modifier. -2 DF shift fot the town on some of my return fire. I should have gone in for assault asap. My morale was 8/7 and his 7/5. So I would stay on what ever columsn I started. Whe nhe countered he would lose 2. I would get 2: better moral and non Demoralized leader w/inf. Maybe I should have kept the tanks till later. Turn 15 tanks exit the assault hex to leave the map for VPs. Jay T is correct that this scenario is balanced. Would like a leader earlier to spot for the OBA. |
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