009 Normandy Farm

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2 months 2 weeks ago #1609 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
You could make it a double mortar squad, but that kind of defeats the learning nature of the scenario. But sure, you could make it a veteran mortar squad or so and give it +1 or +2 firepower.

Nice to see it come down to a final assault! I had that happen quite often too!
The following user(s) said Thank You: Battiatu

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2 months 2 weeks ago #1610 by Battiatu
Replied by Battiatu on topic 009 Normandy Farm
Yes, I think German players have to onbligatorily occupy the objective hex at tje last round, and try to keep it.
Assault is a interesting combat move, but useful only if you have a numeric advantage.
Again thank you for your support, I think some little changes (1 round more, 1 flametrhrower) could be useful to improve scenario balancing.
It remains anyway a good learning scenario.

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2 months 2 weeks ago #1611 by boersma8
Replied by boersma8 on topic 009 Normandy Farm
Well, if the Germans don't occupy it on the last round, the Americans might just walk in, esp. should they have the critical objective card, which gives them extra movement. So a savvy German player will do that anyway, I feel.Remember, as you asked, the US win immediately the moment they occupy the objective hex, so no chance to counterattack. 

Funny you should mention the extra round. While designing the scenario I was indeed doubting between 4 and 5 rounds all the time. I wanted to keep the scenario as fast and furious as possibile and therefore went with 4 rounds in the end, but I might as well have gone with 5. I think that will often give the US just that extra bit of time they may sometimes need to pull off a win, esp. when they DON'T have the critical objective card in hand.

Thanks for playing! 

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