Remember the Alamo | ||||||||||||||
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The 40 and 60 meter hills are the objectives for both sides. The North Koreans want to keep them and the US Marines want possession. My set up was flawed. Prior playing wwith Bruce has him stack one squad and a MG or WPN in Marine parlance. Gives him 20 points of fire power and a leader. The Marine leaders are good. He puled 2 out of 14 with 0 - 0 ratings. Most have a value for both combat and morale. I set up along the 20 meter corners to cause him to fire up hill and get adjacent for OP fire. @#$%& 2 morale bonus on 6 leaders canceled that idea. The reason the Norks need to be on the 40 meters is compactness. I had 4 leaders with 1 combat rating. Pulling an 8 Commissar did not help. Putting my troops on the 40 meter hills will max my fire team potential. As I retreated to the higher elevation he got me his artillery. Most of my leaders lacked a morale modifier. Lost 2 with morale mods due to modified snake eyes on leader causality check. One bright spot was that Bruce forgot bout his planes. First four turns he gets one Navy aircraft for support. One each turn. With his 20 point fire power in each stack and forming a two hex team give him 40 pints. Down 2 columns for dug in and 3 hexes distance. Turn after turn he rolls. Something is going to give over 25 turns. Another reason to be farther back ion higher terrain. Eats up the clock. PZ GR is like US Football or basketball. One side can run out the "clock". Another solitaire scenario. |
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