Gunner Scott
Forum Guru
Howdy-
Randy and I decided to give this CG a whirl over the labor day weekend with us getting to German turn 5 on the 24 AM date. I am the Germans and trying to defend against a strong British thrust to both the south and middle. So far we are both digging this CG, it has a very good RB feel to it, not overly complicated nor overly counter dense, mainly an Infantry vs Infantry affair. The Germans receive around 250 FFP's on the initial date, so I invested heavily in Forts and strong points in my upfront positions. With The 45 CP's given, I bought as much infantry as possible and arrayed them upfront to try and blunt Randy's attack.
During the first few turns, I did manage to hold back the brits, but one major mistake I mad was not having enough troops down south. For some strange reason I was under the impression that the Brits could only attack north in the initial CG but found out the hard way they are free to attack all along the west edge. Live and learn plus I really did not want to start over, so I'll just lose a little ground and try to shift units south during the game. Not a big deal. By turn 4, all my front line positions are now in brit hands along with a couple of valuable HMG's, I thought about trying to hold on to the point where my HMG's were, but if I did, I would end up losing a couple of squads and crews and decided to break and withdraw. To the North, I am having some success pushing Randy's brits back but the south is still a precarious situation but I think I can hold the key points possibly.
In retrospect, and having tried this CG for the first time, I think it might be better for the Germans to fight a delaying fallback action and have the forts and strong points more in back then in front. Reading some of the idiosyncrasy's of the CG rules is also important, they are not crazy insane like say FB or KGS but do require some reading and thought. The Snipers the Germans get are not tough rule at all and can be a real pain for the brits in the long run. Buy lots of boots for this CG if at all possible, only when all boots on ground are exhausted do you buy the toys.
All in all great CG.
Scott
Randy and I decided to give this CG a whirl over the labor day weekend with us getting to German turn 5 on the 24 AM date. I am the Germans and trying to defend against a strong British thrust to both the south and middle. So far we are both digging this CG, it has a very good RB feel to it, not overly complicated nor overly counter dense, mainly an Infantry vs Infantry affair. The Germans receive around 250 FFP's on the initial date, so I invested heavily in Forts and strong points in my upfront positions. With The 45 CP's given, I bought as much infantry as possible and arrayed them upfront to try and blunt Randy's attack.
During the first few turns, I did manage to hold back the brits, but one major mistake I mad was not having enough troops down south. For some strange reason I was under the impression that the Brits could only attack north in the initial CG but found out the hard way they are free to attack all along the west edge. Live and learn plus I really did not want to start over, so I'll just lose a little ground and try to shift units south during the game. Not a big deal. By turn 4, all my front line positions are now in brit hands along with a couple of valuable HMG's, I thought about trying to hold on to the point where my HMG's were, but if I did, I would end up losing a couple of squads and crews and decided to break and withdraw. To the North, I am having some success pushing Randy's brits back but the south is still a precarious situation but I think I can hold the key points possibly.
In retrospect, and having tried this CG for the first time, I think it might be better for the Germans to fight a delaying fallback action and have the forts and strong points more in back then in front. Reading some of the idiosyncrasy's of the CG rules is also important, they are not crazy insane like say FB or KGS but do require some reading and thought. The Snipers the Germans get are not tough rule at all and can be a real pain for the brits in the long run. Buy lots of boots for this CG if at all possible, only when all boots on ground are exhausted do you buy the toys.
All in all great CG.
Scott