For the next scenario we played we tried the Soviets on defense. This would be no cake walk. After the last match I had some scores to settle!
You can read part one here
The Third Division ready to race to the rear of the Soviets. Massive Air and Arty support is allocated!
At the start of turn two it is clear that the US is taking a two prong approach, then merging into one road train. Can the Soviets race forces to cover the gaps behind screening forces? If they need to change mode they are hosed.
Breakthrus everywhere… damn I’m tired. The Triple Zone screen flexes and looks close to breaking.
Phew.. dinner time!
We had a few pints while playing. It was now 930 pm. That is the face of a hungry man, a jet lagged man!
He has the boxed edition! Daaaaamn… 🙂
Pressing for all they are worth on the right flank (bottom of map), The Soviets take battalions from their right and drop them back at key junctions, to prevent exploit if there is a break thru. At this point it is easy for either side to make mistakes….(see above Whiskey list)
Coat of arms for the club.
The US crank hard on the Soviet double/triple zone units and force breakthrus. These actually help the Soviets as they cost more to move thru…:). This combined with Interdiction markers fouls up the US movement and the advance stalls.
With many of the US team now at Fatigue level two the odds start to slide to the Soviets and attacks inflict heavier losses on the US!
End of Turn 4 my erstwhile opponent Michael concedes to the might of the defense, and the hour of the night. Its 1AM. We are both weary, and have been playing for about 11 hours.
One thing I will say about this game is the defense does have a bit of an easier time of it. In this scenario I think Soviets should be made to stay in position unless they spend point lots of command pts to change formation and hit admin mode. Being able to scoot across the map slowly in other modes freed up CSP for thwarting NATO movement. Making it harder to break the Soviet defense down.