Maharajah training for Rich
Game 1:
Rich's Canadians defending HTL v. Jim's 21st Panzer Panzergrenadiers (MM)
2000 pts on 8x6 using same table as last Tuesday.
We tried the option of compensating for the larger table by making the objective zone 30cm from edges & centre instead of 20cm. It seemed to work - the attacker has further to go to get at the objectives to compensate for the defender's reserves having further to go to get to the front.
It was all over on the German's 4th turn - the novice Canadians being taught a few lessons by the wily old Krauts, including:
Not getting any reserves in the 1st 3 turns is Very Bad.
Scouts on motorcyles can get to an undefended rear objective very quickly and force you to waste a precious ambush to dispute it.
Panzergrenadiers with a Panzer platoon, a Tiger platoon & a double Rocket platoon in support take a lot of stopping.
When you drop your Sherman ambush in front of 5 MkIVs & 2 Tigers and miss - you are in Big Trouble.
HMGs attacked in flank by Panzergrenadiers are Dead Meat.
Airpower can be useless.
Game 2: Same armies, same table, but FFA.
Again the Krauts won convincingly giving the Canadians some more lessons, including:
Bugs can be a real pain for the enemy, but are they are no match for AA half tracks (the Krauts decided the bugs were a bigger threat than airpower).
Infantry should use the terrain to protect their advance.
Panzers & Tigers just love a central position with good fields of fire.
Heavy mortars are Dead Meat if Panzergrenadiers get up close.
Once again, when the Allied tin cans come out to play they had better not miss on their first shot - they may not get a second one.
Beware the firepower of the Panzergrenadiers (MG teams ROF 3).
Summary. Rich complemented inexperience with terrible dice to be defeated twice in 3 1/2 hours. Jim decided he likes the 21st Panzer Panzergrenadiers.
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