Lucky Charms Patton's Nightmare #6 |
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(Defender) United States | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Soviet Union | 9th "Bobriusko-Berlinskaya" Tank Division | |
United States | 67th Armored Regiment |
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Overall Rating, 2 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Patton's Nightmare |
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Historicity | Alt-History |
Date | 1947-08-28 |
Start Time | 04:00 |
Turn Count | 10 |
Visibility | Day & Night |
Counters | 38 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 25 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 150 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Road Control |
Conditions |
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Off-board Artillery |
Smoke |
Illumination |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Patton's Nightmare | Base Game |
Road to Berlin | Counters |
Introduction |
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A couple hours after the breakthrough toward Stendahl, Captain Brien and SSgt Foulkes had been discussing the relative merits of their lucky charms, a rabbit's foot and a four leaf clover respectively, as they waited for follow-on forces to catch up. They'd recently "brewed up" two enemy T34/85s in as many minutes with their M26, and were feeling pretty smug about the efficacy of their lucky charms when all hell broke loose. |
Conclusion |
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This blundering into the enemy in the dark is typical of wars in this period. Until the advent of night-vision devices and aerial surveillance that pierces the gloom, soldiers fighting at night need to rely on their wits and good tactics (or good lucky charms). The player who can use the darkness to greatest effect and score victory points will be the winner. |
Additional Notes |
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G2 note: The 67th Armored Regiment was always part of the 2nd Armored Division. It remained with the 2nd Armored after WW2 and would be unlikely to be transferred in an alternate history. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Patton’s Nightmare, scenario #6: Lucky Charms | ||||||||||||
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I love the Cold War material like: Iron Curtain, Secret Weapons & Polish Steel as a good side game within PG and Patton’s Nightmare just adds on this good sub-set of a game. Now for the bad part, on this scenario, the Soviets setup must be ERRATA or the map setup diagram must be off, as it is now, the Soviets setup right on the edge of their victory exit objective and could simply exit all their units on turn one and win! So as the scenario is written now, the Soviets win on turn one! So I played that the Soviets start setup anywhere within four hexes of the eastern edge of the map, as I still wanted to play this scenario in some way. The Soviet got hammered in the middle of the map in my alternative setup and game play and the Americans won 50 points to 12 points of various victory point objectives. For these two reasons, I have to rank this scenario only a 2.5 and I feel odd recording a Soviet victory based on the setup, as setup correctly, the Americans would most likely win the majority of plays. On a positive note, there looks to be many better scenarios in Patton’s Nightmare to enjoy and I will be playing more of these this year for sure! |
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