Same armies as last game, terain tweaked, 5 players.
Germans: Jim& Chris.
Brits: Maike, Mark & SteveJ.
Mech War house rules v.2024.2 with simulatneous movement.
The Brits have concetrated theri armour on their right flank & begun an advnce there.
The Germans deplyed their armour on a wider front between their left centre. As the Brits advanced the MkIV's advance to the ridge line while the Pussies moved left to support them.Some of the Brit tanks were masked by the wood, & with bit of help from the dice gods, the MkIVs on the ridge more than held their own own until the Pussies arrived. The Germsn sent their infnatry to the two patches of woods. The brits attacked the far one, but after getting the worst in a firefight fell back. The fsailure of the Brits to take out the MkIVs before the pussies arrived was crucial & their AFVs were whitled away when the MkIVs & pussies counterattacked, despite the 2 Tigers both getting popped with the first shot they took.
Playing the game showed up a few details re simultaneous movement that needed clarifying, but we sorted them by discussion & overall it worked fine.
The run of 3 decsive German victories over the Brits with equal points might indicate that the points system needs looking at. Though the Soviets beat them in the game before & they were seriously favoured by the dice Gods in 2 of the games.
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