Rush for the Locks | ||||||||||||
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A nice balanced scenario with a few SSR's that make it a challenge for the Germans. The Germans have the setup positions but are unaware of the Americans advancing, so they are limited with movement until the Americans are spotted. The Americans can race down to the objectives and, if lucky, can occupy them before the Germans. But the Germans get reinforcements so they can counter attack. In my play this is how it worked the Americans were able to rush down to 0412 and 0711 and occupy them before the Germans even knew that they were there. The game takes a lull until the reinforcements arrive as the on board units don't have the power to counter without them. At that point the Germans form assault groups to attack the town. American artillery pounds the German assault groups and they need to recover after a couple attempts. The Germans finally manage to get a GREN and the HMG into position to rush 0412. In the assault the Americans take casualties but reinforcements are shuffled in and they still hold. The Germans push more units into the assault with disruptions and demoralization result. Americans use their OBA to cut off further reinforcements. Continued assaults exchange disruptions until the Americans score a step kill with demoralizations in the subsequent morale checks. The German attack falls apart as the demoralized units run leaving a reduce HMG to fend for themselves. The next turn the HMG is forced out and killed on a "free" assault. At this point it is late in the scenario and the Germans have no more units to commit. So the Americans hold the hexes. I felt that this was a good scenario with one minor change, waiting until turn 15 for the German reinforcements. There is a long lull between the American rush and the Germans reinforcements. Pushing this up to turn 10 would be a better time frame and may give the German counter attack a better start. |
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