Clearing the guns, maybe | ||||||||||||
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This scenario has a random setup of German units that can turn the balance in favor of the Americans. At the start there is a die roll where the Germans can loose troops, which happened in my play. This leaves the Germans with just 2 GREN units to try to take their victory hexes. At this point the Germans best bet is to stall for a draw by controlling the American victory hexes. I dislike draws in a game so I will have the Germans try to rush the GRENs into the towns. The Americans move first and get their paratroopers into position to rush the town at 0604 as well as defend 0509. Three paratroops move into 0607 which sets up a nice protection from the Germans running down the road as well as being able to move up to 0607 for an assault. The half para-platoon moves to 0609 to prepare to occupy 0509. The Germans run both GRENs down the road, but only get to 0508(no Forced March rule in play). The next turn the Americans with the initiative and fire on the Germans demoralizing them. After a rally they are back to disrupted and the Americans move into 0509. Continuing with the initiative, the Americans fire again at the Germans demoralizing them, which recover to disrupted. The next turn gets a step loss on the Germans and demoralization for the other unit. Rallying fails and the units start the run back to 0604. American units follow and assault the Germans in 0604, inflicting another step loss. The Germans run out of the town to 0803 and the Americans follow. In another American assault, the Germans loose another step and run again. At this point leader loss kicks in as the German Captain is lost. The American Lt. Col. is removed but is not a lose for the Americans. In the end an American victory. I am a little leary on this scenario as it is decided before it is fought. I have not tried with the extra German troops but I believe if the Germans get the reinforcements they can have a chance at their victory condition towns. |
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