David McKnight and I tackled this scenario FTF yesterday. This is one of those scenarios that I somehow avoided playing all these years. I played as the Germans and managed to hold David to 8.5 turns before he exited enough points to win. I used both 3rd level locations as machinegun nests. I'm using a different tactic with these. I put one squad and 2 SW in the hex, I put a back-up squad one-level lower with a leader close by for rally. This has proven effective except for the recovery. If the main squad breaks, I advance in and roll recovery. Problem is it takes 2 Rph to recover both guns. Anyway, managed a couple of real nice ROF runs and stalled his assault mid-board for 4 turns. I use the rubble to block all the major roads forcing his tanks into bypass hell to get back to the roadways. I chose a poor spot for the 20LL and it never fired a shot. I had it set up on hexrow GG in the woods set up to cover the bulk of the exit area. I thought that David would run the East board edge since it was the clearest run for the tanks and so I set up heavily on that side. He chose to use the bypass options up the center of the Eastern board. He also noted quickly the absence of visible units on the West board and so put a couple strong firepoints on the West and managed to eliminate my meager resistance on that side. It was a fun scenario. I enjoyed playing this with David and look forward to our next go round. I would rate this 60-40 American. If the German comes up with a better plan than I did for delaying, he can win this one, but it will be tough to hold of those 23 squads and 3 tanks with only 12 squads. Brian "looking for the next one" Blad
This page last updated 2/20/00
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