TLR

The Long Road Scenario #2 – Victory Conditions UPDATE!!

A quick game play update prior to me starting Scenario #2 Screening Force.

Was chatting with Mark via comments section and it was not clear to me that the Soviet bridges that can be laid also count for VPs.

This changes the planning dynamic a bit.

Now 32 VPS are at stake not 16. This forces both sides to consider options a little differently. Each side now has 16 VP in hand, except that the Soviets have to successfully deploy them and hold them at a time of their choosing.

 

Now, as I look at this it seems that the Right flank or Northern approach is still the correct one. It provides us now with a 24VP  potential. The two static bridges and the deployment of 1 more. With the option if we are smart for a run at a fourth at ‘just the right time’.

Very interesting.

Mark confirmed What my first play showed and what I suspect is the case that the US can kill Soviets 2:1. This puts the plan to not do ‘too much fighting’  to bed, and means the Soviet will need to get engaged, and get focussed on capture and protection of the bridges. Probably 1 company per bridge.

This might be beneficial to the US player. Who can potentially engage smaller forces piece meal, once the ranged picking off part of the battle is done.

All, right time to get busy.

This is the final setup of the Yanks. Evenly spread to guard all the approaches. With Bradleys and recon up front, to hit and fade when the time comes. I’m ok with giving up one bridge as the US player. The game play will determine how and where we fight for that balance of them. If the US cant get the right shots, and rack the kill count up, it will get ugly fast!

Note the US / WP cannot shoot into, out of or through civilian occupied hexes! It will cost ya VPs.

 

The grey looking patches are rolling terrain. I’ve boxed the US in. with poor LOS.. Dang.  Especially to the left and above the refugees on the left! I thought I had kill zones set up!!

They are in trouble. We are at end of turn 1.

No turning back. Adapt or die.

Where would you put your troopers, knowing range is top left #.