133 Dog Green Revised

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4 years 3 weeks ago - 1 year 5 months ago #237 by alecrespi
Last edit: 1 year 5 months ago by alecrespi.

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1 year 8 months ago #1079 by alecrespi
Replied by alecrespi on topic 133 Dog Green Revised
Scenario Overview by Evil Knivel @ BGG
boardgamegeek.com/filepage/64961/toi-scenario-overview

"Good scenario! It's balanced and funny!"
Time: 2 h
Favors: Balanced?
Fun Factor: *****
Strategy: Use the long range fire of the tanks to destroy at least two machine
guns. Use combined fire.

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1 year 5 months ago #1157 by alecrespi
Replied by alecrespi on topic 133 Dog Green Revised
I played this scenario last night and the Americans had little (if any) chance.
  • Game lenght (6 rounds) forces the US infantry to be above (if not beyond) the tank traps at the end of the 3rd game turn. This exposes them tremendously to OP fire from German machine guns.
  • 3 German machine guns inside 3 bunkers (which can therefore only be hit by the 2 Sherman tanks) seem too much for me.
  • Even if the Americans used the combined fire of the tanks, it would take at least 3 turns to destroy 2 out of 3 machine guns (excluding the first turn engaged in a fire and move action, they would have to eliminate one in turn 2 and one in turn 3). A lot of luck involved.
  • The 2 American OP cards seem useless (engineers don't have that much time to waste), furthermore there are already "corridors" that allow units to advance smoothly. Maybe adding Lay Smoke  card could help.
  • Once the line of entrenchments has been passed, the obstacle of the hill (level 2) and the final bunker to be "assaulted" remains. If the German manages to retreat by bringing 2 or 3 squads  (including a surviving machine gun) into the bunker then the job becomes almost impossible.
  • The 2 German mortar squads (which can be merged into a single double mortar squad) are in an unassailable position and roll 8 suppressive dice against infantry in open field. Between pinned and disrupted it was a disaster.

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