The situation near end of Turn 2. Whilst good novice advances were made, it is possible to be more bold. Plus we rolled for reinforcements incorrectly so I’d like to fix that and a myrid of other little errors.
There are layers of rules:
OCS series rules, primary functions that will drive game play
Module rules, those specific rules that give the battle flavor and replicate the situation historically, i.e. Tree Bark.
Then each scenario is going to have some key rules too. In this particular one, we must 1/2 supply as it is a smaller map and part of a larger operation, plus reinforcements randomly (1d6) are allocated to the map North of us, not in play1 Ouch. This affects both sides.
I think we did ok here, just not great.
In the north I try my hand at squeexing the line. While it is easy to defeat these 122-2 units, no real progress can be made as you have no where near enuff supply to affect a real break thru 2-4 hexes wide. As well you have no units that can move fast enuff to exploit that gap in the
The exploit then gives the 10th a shot at taking our an HQ which they do.
- GBII 5.2 5th October [Learning OCS Series] Turn 2/14 (meshtime.com)
- New Player Experiences with East Front OCS (meshtime.com)
- GBII 5.2 recap of Turn 1 [Learning OCS Series] Turn 1/14 (meshtime.com)
- OCS play example (meshtime.com)