Collated from a Vassal play a while back. I made a video of the game play but lets take a slightly closer look….
I’m thinking setup away from the zones he needs, and allow my Turn 4 reinforcements to “recapture” a hex. So rather than setting a up big gun fight for the Factory, we are going to secure the approaches and try and keep as much of his force out of the building, so that the US can assault into a hex and claim it on the last turn, or hold a hex near the end for the win.
The enemy swoops in on Choppers and nearly always lands in the same small handful of places. By leaving the VP location unguarded we also tempt them to not leave a blocking force in the Steepled building on my approach route for Turn 4-6. Soviets must capture ALL the building hexes to win!
We estimate accurately where he will land,
but fail to account for poor die rolling on our part.
Above the Soviet choppers light up men and generate heroes for the US, who are subsequently killed in a Su 25 bomber run!
Locked in Melee in Turn 3, we are blocking forces, but are not able to support the reinforcements in Turn 4. These fireteams would have been closer to the action downtown.
Depositing men in town, we look to secure the city once more.
We are sadly a bit exposed on the move due to poor range counting.
We shoot too soon. The M113 attempt to overun but is torn up by Soviet MG fire. The VP hex is under our control, but we have bad guys adjacent….
The Hind finishes us off.
This indirect strategy almost worked. If not for poor execution we had the enemy confused and unsure as to what our intent was. This caused some unforced errors on their part. But shoddy play prevented the US from taking advantage of the situation.