Very good sceanrio, makes good use of special units while still being easy enough for new players. The US had a big blow out but then the Germans put up a hard fought defence to come back until the US found their lat 2 medals.
Found the combat cards really only to be of any use to the US right and German left as this is wgere the cluster of towns were. The other 4 FG didnt really have much use for the combat cards. |
Game 2
Hard fought game at The Wandering Dragon. Good gameplay balance but, scenario is a bit unbalanced from a filed commander perspective though. |
Hard fought game at The Wandering Dragon. Good gameplay balance but, scenario is a bit unbalanced from a filed commander perspective though. |
Tight game with a thrilling outcome. Excellent scenario and very well balanced, despite the US outnumbers the Jerries at the beggining of the game.
The Allies focused in their center-right and right flank, where most of the town tiles of Bruyeres are set. They managed to seize 3 town hexes and push out Germans of one more. That prevented Germans of keeping the 2 medals they are given at the start of the game.
The left flank was used mainly to carry out some decoy actions and forced the CiC to put some focus in that area of the map from time to time.
Final Score Allies 12 - Germans 10 |
This is a tight battle! Our game came down to a 10 to 12 nail-biter, and even though the US lost, they could have won it on the next turn if a unit could have survived one more turn. Germans lead the first half because the US dice were poor, but during the second half the US dice improved and the offensive to take the city hexes came together. Control of the most city hexes passed back and forth during the second half, and the Urban Combat Cards were flowing freely. After one play, I believe this one to be very well balanced and a lot of fun. Love all the new figures as well! |
Bataille jouée au club M44de Louvain-la-neuve avec Quit2 et contre Chris Harlem et mannet28 entre autres. La carte est plus équilibrée que ne le montre le score mais nous avons bien joué et avons été bien servit en carte (de combat urbain notamment). Pas Beaucoup de chance aux dés pour nos adversaires non plus. Et comme nous avons repris une majorité de villages aux allemands, nous leur avons encore enlevés 2 médailles objectif alourdissant ainsi encore plus le score! |
Allied CinC: Flemish_Havy
Left: bdgza*. Center: nemesszili. Right: JFKoski.
* Before turn 6, bdgza left and was replaced by Flemish_Havy.
Axis CinC: sdnative*
Right: Zalamence**. Center: Almilcar*/sdnative**. Left: sam1812
* Before turn 6, Almilcar left and was replaced by sdnative.
** Before turn 8, sdnative and Zalamence both left, and were replaced by sam1812.
After 5 turns, the Germans had a commanding 9-5 lead, including the destruction of several key Allied units: On a 2nd-turn TFH (where we got 9 orders, including 3 artilleries), I knocked out two full-strength tanks from the Allied Right, and Almilcar finished an infantry that he had Ambuscaded to within an inch of its life. Then, the following turn we got rid of the engineer, because we didn't like the way it was looking at us. Then, two more Allied tanks made it to the dead center of the board. It took a couple of turns, but Almilcar got rid of them on turn 5.
Meanwhile, the Allies had scattered 5 kills around the board. Three of them had been against my Axis Left, including my Panzer that had gotten too aggressive. But on turn 6, the Allies pushed us out of a couple of towns, taking away our majority and setting us bak.
On turn 6, sdnative took over in the center. He used Air Power to finish off one 1-fig infantry, and an artillery shot to finish off another. We now had 9 kills, and we reoccupied some town hexes. In the succeeding turns, much of the battle came to be over the turn-start town objective, as one side would gain the advantage and the other side would push it out or kill a unit.
Finally, we got our 10th kill on turn 8, but the Americans killed two infantries to tie that count. However, thanks to a 2-hit Ambush, I had a killable 2-fig infantry target in the center, along with one on my left. And some other possibilities, too, depending on the rolls of those dice. I charged out of a couple of towns, and I scored enough hits against the two 2-figs. Game over.
9 turns, Axis wins, 12-10 medals, 51-46 figures.
We had players from the USA (CA, NC, CT), Belgium (2), Finland, Romania, and Spain -- an interesting assortment of countries. Memoir sure does bring the world closer together.
The scenario wound up being very competitive toward the end, despite our early lead. The Combat cards figured heavily in this battle, contributing to several kills. Combat rules added a great dimension too, but unfortunately also slowed the game down, while we waited for each attack to be approved, and for each close assault to be approved in duplicate or triplicate. The Temporary Majority Turn Start town objective became a primary focus during the last 4 turns of the game.
Among special units, my halftrack contributed to a couple of kills, and then resupplied an infantry. Resupply actions were done one or two times by the Allied trucks, too. Among special units, my Tiger's stayed caged, because I didn't get an multi-section orders until the end. Its only action was occupying a town hex. My Nebelwerfer got a lot of action, but it only battled, because it never had the right moment to send up smoke shells. Nobody attacked it, either. By the end, the Allied mobile artillery advanced far enough to become strategically important.
Definitely a cool scenario! I look forward to trying it as Allies. |