Another go with this game at my Fathers tonight with scenario West Of Paderborn (which enticed us both as armour only and my Dad was stationed there in 70's with BAOR and I lived there throughout 1972 !). Another fun game with Artillery Barrages and Smoke new additions we had not tried before. Nasty one this for Germans as despite having 3 Tigers a JagdPzV and a Wirbelwind, they have a tough task stemming the flow of a US combat group without losing too many units themselves (Lost Hun =2 VP lost US = 1VP same if either side can exit units via opposite board edges). Tactical mistake by Germans (ie too far advanced and aggressive) saw them pounded by artillery and blinded by smoke whilst Yanks sneakily flanked them to exit several units. Biggest asset for US (and pain in the proverbial for Krauts) was the P47 that appeared in chit pull from turn 5. It managed to remain on patrol until the end destroying 2 Panzer units and Disrupting 2 others despite the attentions of the Wirbelwind.
Nazi armour advances prematurely
Yanks hiding
The joy of working out what to do late in the game LOL.
ReplyDeleteYou seem to be getting to grips with the rules though
Ian
Hi
ReplyDeleteYes after couple of turns (out of 10 total) we realised that far from trying to exit/advance troops the Germans really need to defend in the city and behind the river (ie out of sight of artillery obs) at least until US commits itself to point of attack/manouvre.
The rules are quite straight forward/simple (Only 16pgs in total) about on a par with old PanzerLeader. Combat works on dice to hit vs dice to save (bit like Blitzkrieg Cmdr minis rules) so very few tables to consult. Only real downside is the proliferation of counters used to show Disrupts, Out Of Cmd and Ops Complete.
Must resist, must resist....
ReplyDeleteGo on ya will ya will ya will...........
ReplyDeleteIt has a Vassal module too