This training is a revision of previous training...
In my previous post on this simple, quick-playing scenario, I said that I found it difficult for the Germans to win [assuming average die-rolling all around]. I should qualify that by saying that:
1) die rolls can be a large factor in this small scenario. With only 5 German and 11 Commie squads on the table, it is easy for a lucky die roll to significantly impact winning this tight scenario, e.g. wipe out half a Side.
2) one or two player errors, especially with Line of Sight, can have a big impact, also. If one player thinks that a hex is out of LoS of the opponent's troops, and turns out it isn't, then suddenly a maneuver I thought was completely safe turns out to be a table 12 at -3 and I lose a stack [or two] of troops. This may mean the game, c.f. point (1) above.
I therefore decided to re-visit the Alpha version to see if I could find any additional ways for the Germans to win about half the games [with average rolling all around].
One approach that gets the Germans into play as fast as possible is for them to advance at full speed to hexes P3 / Q4. This allows them to interdict - with very modest Fire, it should be noted - the most direct path to exit the board, the road along G-H-I rows.
I tried a couple of playtests of this, and it does seem like it *could* work for either side, but probably the most competitive for both sides is to use the option to have the Germans move first.
I did a playtest as-is, with the Russians moving first, taking the long route and staying completely out of German range [12 with the plain squads and no support weapons]. They pretty much mobbed the exit point and easily held off the Germans since they were there first.
Remember, whoever is able to to Fire first - the defense if the attacker has to move into LoS - has a considerable advantage. While it is possible to whiff a roll or two, it is more likely to inflict an M or 1 result, weakening the interdiction force as it advances into position.
Also, without any support weapons, the Germans have no Penetration, and can only separate the Fire of their squads to hit more than one hex.
The below is a complete play-thru of Alpha-0. With the Sovs moving first, they were able to dash a significant part of their force to the exit area and "Death Meadow".
The Germans raced to get interdicting forces into play at M1-2, L0. They missed shots along the I3 - D4 line of fire. These weren't strong shots but should have caused a Morale check on a stack, maybe two.
German Turn 2, they got some forces into play, but the Sovs were tough as they were in place at the I1-I2 wall [+2 Fire penalty across it]. They broke a German stack which Routed to M1.
Sov Player Turn 3, the Germans recovered a squad. Sovs took K2 and began exiting at J0. With 9 squads near the exit point J0, occupying K2 put a base of fire in the German's face.
In the Advance Phase, the Sovs spread out in the face of some Broken Germans in M2, putting a lot of pressure on them [Fire doubled at 1 hex Range].
German Player Turn 3, they were only able to advance one measly squad to hold off the Eastern Hordes.
On Sov Player Turn 4, the Germans rallied a Leader and a squad. The Sovs blased away in the Prep Fire Phase. They then exited enough off the board to win, 6 squads needing only 5. Likely to get off another 3 at least.
Altho this particular play-thru didn't work out well for the Germans, they could easily have broken or eliminated up to 6 squads with long-range Fire, but failed to do so. That would certainly have changed the end game.
Overall, I feel like there are a few German strategies that may contest the scenario better, but they are certainly dependent on at least average to good rolls at the right time. The scenario - if Russkies get first Player Turn, I think are likely to win.
If the Germans get Player Turn 1, they are able to interdict the initial Sov advance to the road, and will likely knock out 2-4 squads. The leader then has to choose to rally them or stick with a stack to get it off the board, then fight hard to get the last 2-3 squads off.
My final word - for know, with the expertise of a 2nd Lieutenant... whoever gets to the Death Meadow first is likely to win.
A scenario that definitely has a lot of replay value in it!
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