Pegasus Bridge CGI AAR

Kihmbar

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Talloaf assault limped over here and we finished Night III today. The scenario ended on British turn 6 (fortunately for the Germans). We completed the RePh and are setup to play Dawn next week (barring any unforeseen complications).

German Turn 4 saw the German player remove three British squads from the bridge (which returned in the RePh as Walking Wounded). The British responded by breaking and ELRing several German squads, generally clearing the area west of the bridge. The Germans moved the few remaining unbroken units in to defend the bridge.

Turn 5 Prep Fire broke most of the German units remaining around the bridge, allowing the British to get onto and through the bridge (to hex Y18). The German tank fire was ineffective (but left resid), so the Germans revealed a HIP squad in X17, destroying the British on the west bank. Instead of dancing through residual firepower, the British decided to slowly and methodically press forward one hex at a time. The British had broken almost every German squad on the board and burned one of the two remaining tanks.

British Turn 6 saw the continuation of the British creeping forward one hex at a time. Again, the German tank fire did not deter the British advance nor did the 3 MMGs in KK13. The British advanced a small force (one squad, one leader, one hero) across to Y18. The Scenario ended there.

A few oddities occurred in this last part of Night III. The Germans were not able to dig many Foxholes during Night III (although did get some adjacent to the schoolhouse complex). The high rolls went mostly to the British on the bridge while making MC DRs, resulting in lots of broken British on the bridge. Also the German tanks landed several duds on the bridge toward the end of the Scenario. There is something cursed about that bridge.

Here is the situation at the end of Night III:
View attachment 30499
In the aftermath, the British lost six squads and had three return as Walking Wounded. The Germans lost 10 squads and had many ELR to conscripts. The British now have 20 squads and two guns in their setup area and (I believe) will try to expand the bridgehead before the German reinforcements arrive. The Germans have 12 squads and one tank remaining to hold the British until reinforcements arrive. If the reinforcements CX with a leader, they can make it to the schoolhouse in three turns. Join us next week to see if the remaining Germans can hold on for three turns.

The Germans purchased one PzGrenadier Coy, one PzGrenadier Pltn, one AAtr Pltn, and two Fortifications [I4, I5, V11, and 2x M1]. This adds 16 squads and four vehicles to the German OB. The Germans were lucky in that all RGs were Full Strength, but unlucky with regards to leaders (nothing better than the 8-1s he already has). The PzGrenadier Coy did receive the HMG, giving the reinforcements some good firepower. The Germans will use their fortification points for a SAN increase, some HIP units, some "?" dummies, and some Foxholes. I believe the British used their fortification points for a SAN increase and Foxholes. [There are not any other fortification purchases that would make much sense given his position.]
 

Talloaf

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Do newly purchased foxholes extend my setup area for this CG date? If not, it's going to change a couple things, but I already know the changes I wish to make if it is the case.
 

Kihmbar

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Do newly purchased foxholes extend my setup area for this CG date?
I don't think they count for the Setup Area of the CG date about to be played [Dawn in our case]. We determine setup area in Q9.605 and don't purchase new fortifications until Q9.619. There is no redefining of Setup Area after the purchase of fortifications (within a single RePh).

That being said, they do count for next CG's setup area [Day I in our case] (which is why I've been trying to dig foxholes along the far west side of the map). You can buy foxholes now and expand your setup area for the next scenario (provided you keep them). If the foxholes are dug during the scenario, then they preceed Q9.605 and do count toward the Setup Area.

If not, it's going to change a couple things, but I already know the changes I wish to make if it is the case.
Not a problem. I'm still trying to figure out the fastest way to bring my reinforcements into the action, especially the trucks. Four MP to go across open ground makes 23MP seem very small - Roads? Where we're going, we definitely need roads.
 

Bob Miller

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Foxholes purchased with fortification points (1 CP) can only be placed within your existing set-up area. Thus you could place them at your set-up area perimeter edge and you will extend your next set-up area two hexes out without having to dig during the scenario. Pretty much like Kihmbar said.

Go Brits. They are behind the eight ball here but if they play their cards right during the Dawn mission, may get themselves in a position to make future German attacks a very costly affair.
 

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Really enjoying this thread so far, so much so that I've just started a solo game of CG1 (new AAR thread to follow).

The one question I did have relates to your playing of the Night II game, where the Germans counterattack against the bridge. Your AAR mentions a three pronged attack down the three roads leading to the bridge, which made it sound like they had attacked from Benouville as well as Le Port. Bearing in mind that units in Benouville are still under No Move restrictions for Night II, I wondered how they were able to do that (I may well have missed something admittedly).

Keep up the excellent work

Gerry
 

Kihmbar

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The one question I did have relates to your playing of the Night II game, where the Germans counterattack against the bridge. Your AAR mentions a three pronged attack down the three roads leading to the bridge, which made it sound like they had attacked from Benouville as well as Le Port. Bearing in mind that units in Benouville are still under No Move restrictions for Night II, I wondered how they were able to do that (I may well have missed something admittedly).
You are correct, the units in Benouville were still under No Move restrictions. The three-pronged attack was accomplished using units from Le Port (while the bridge garrison dug foxholes). Because the British had not seized Z13, the German setup areas of Benouville and Le Port were connected. Since Benouville and Le Port were within the same setup area, units from Le Port were able to setup in Benouville and launch the third prong of the attack. The Night I map should show the two towns in the same German setup area (Blue).

Really enjoying this thread so far, so much so that I've just started a solo game of CG1 (new AAR thread to follow).
I'm looking forward to that AAR. Let us know if you have any other questions, comments, or bad jokes. :)
 

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Thanks for the response btw, I'm not yet familiar with the strategic locations within the map, so I hadn't picked up on the importance of Z13. Your AAR shows just how key that location is if the Germans hope to successfully retake the bridge during Night II
 

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What I'm not clear about is who controls the strategic locations at the start of the game. For example, at the end of your Night I scenario, the Germans controlled the buildings U12-W12, yet these were outside of the German setup areas. Do they automatically fall under German control at the end of Night I, and if so, why? Or were they taken by a German unit during the course of the scenario, to ensure that they were indeed under German control by the end of the game?

Edit: NM, I just realised that they fall under A26.11 Location control. :paperbag:

I'll get my coat :whist:
 
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Talloaf

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Hey Gerry. The Germans control the whole map at CG start because the British come from offboard.

A26.11 GAINING CONTROL: At scenario start a side gains Control of all Locations/hexes/buildings within its set-up area [EXC: if within both sides' set-up areas], as well as all Locations/hexes/buildings on a board if that side is the only side which may set up on that board at scenario start.
 

Kihmbar

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We finished the Dawn scenario yesterday. Overall, the British took a beating getting over the bridge but they took a lot of Germans with them (and the British "respawn" as Walking Wounded). [The British inflicted 26 CVP on the Germans. The Germans inflicted 19 CVP on the British (5 squads/10 CVP came back as Walking Wounded).] Despite the fact that Dawn is supposed to be a German attack scenario (British setup first, Germans move first), the Germans gave up significant ground to the British during the Dawn scenario. The scenario ended on German turn 7 (top of the 7th).

Turn 1 - The Germans start by slamming the British 10-2 and accompanying three squads on the end of the bridge (the 1 KIA kills a squad and breaks everyone else). The British, now able to form multi-location firegroups (no longer at night), bust up the German defenses on the northwest side of the bridge. The southwest bridge defenses consist of one French tank (in the X18 building) and lots of dummies.

Turn 2 - The Germans continue to pound the bridge with two MMG in KK13 (exactly 12 hexes to Y19). The Germans also have a 3.7 Flak truck (IFE = 8) parked in Y1 to shoot down the Y hexrow (mostly at long range, IFE = 4). The British, while unable to get across the bridge, destroy the remaining bridge defenses (burning the tank and revealing the dummies). Also, Mr. Big (10-2) comes back and brings everyone else back with him. The British are now poised to cross the bridge with no German defenders immediately on the west bank.

Turn 3 - Hex Y19 earns "Hex of Death" status. A rate tear from the previously mentioned MMGs and Flak truck kills (via double breaking) three British squads and a leader. [This is in addition to the 1 KIA and a few other double breaks in that hex.] The British do manage to get troops across the bridge and into the buildings. The Germans have rallied most of their initial bridge defense troops and have retreated them to Le Port. The British player changed dice after not rolling less than a nine on several NMCs (including multiple 12s).

Turn 4 - The German reinforcements are finally in position to counterattack, but the British are across the bridge and in stone buildings. [The German player gave the playbalance to the British - all British Airborne MMC are fanatic in stone buildings.] The Germans reinforced their lines while the British moved more troops across the bridge (with a few more casualties). Other than the Flak truck in Y1, all German vehicles have been destroyed. (Trucks don't stand up to small arms fire very well.)

Turn 5 - With only one definite movement phase left, the Germans decide to hold their positions. The British get most of their troops across the bridge and a pot-shot (in AFPh through SMOKE at 21 hexes) with one of the British AT guns burns the last German vehicle. The British regroup to recombine the many HS resulting from K/ and double break results.

Turn 6 - The Germans contain the British to the buildings along the Y hexrow and the Trench across the street. They prepare for the upcoming attack from the reorganized British troops. The British move Mr. Big and three squads into Z13 to deal some damage to the German defenders.

Turn 7 - The Germans mostly skulk, trying to avoid Mr. Big and the hammer he and three squads wield. A 12 on Mr. Big's attack saves the Germans some pain. The Germans gamble that the scenario will end and advance a HIP HS from BB16 in against a Walking Wounded British squad in AA17. Neither unit overcomes the other and melee ensues. The scenario ends after German turn seven.

RePh - The British win the melee in AA17. However, they failed to leave any units in Z15 where another HIP German HS is hiding upstairs. [That'll teach you to not go upstairs.] This means that Z15 is a German SLoc, isolating Mr. Big and 5 squads in Z13 and Z14. Mr. Big escapes, but two of the squads are CRed escaping. One British squad remains isolated for next scenario. The pesky German HS failed to escape and was eliminated. [We were in a hurry during the RePh and forgot to check for wounded leaders and special ammo replenishment.]

Some oddities (2's and 12's): The British player takes the prize for most boxcars (particularly early in the game). He Fated several guys trying to rally, malfunctioned LMGs at least four times, and rolled a dud on an "anything but a 12" TK shot. To make up for this, the dice rewarded him with several HOBs - one squad generated two or three heroes after going Fanatic (must have been recruiting the French underground as they went along) and he ended with three Fanatic squads (disregarding the playbalance fanaticism). I already mentioned the German player's MMG/Flak truck rate tear (weapons with a 2 ROF).

Here is the situation at the end of the Dawn scenario:
View attachment 30617

Next up, the Germans will attack during the Day I scenario. They get their largest number of CPPs (32) to buy a counterattack for this scenario. The British get 15 FPP, not much to hold on with.

Will the Germans "man up" and push for the bridge? Or will they sit tight and hope the British don't hurt them? Will the British make a local counterattack into Le Port to open it up for the Day II reinforcements? Or will they just wreak havoc on German troops stupid enough to setup in LOS of Mr. Big? Will the snipers find Mr. Big and the German kill stacks? Or will they find the French wine cellars? Be with us next week when we answer these questions and more!!
 
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Kihmbar

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Played Day I yesterday. Overall, the British took heavy losses and the Germans made a hard push for the bridge. The British player resigned half-way through the scenario. Even if the British could hold the bridge (denying the German victory conditions), they would be unable to protect the Day II reinforcements as they attempted to cross the bridge (Day II victory conditions).

First, the RePh stuff we forgot to do last time: Mr. 9-2 lost his limp and made a full recovery from wounded status. One of the ATGs replenished its HE, the other did not. And two Fanatic squads were generated from British heroes left over from Dawn. The Germans purchased I5 - PzGren Coy, V3 - Med Tank Pltn, V11 - AA tr Pltn, and two M1 - Fortifications. The Germans had bad luck on the RGs. The infantry came in at full strength but obtained the minimum SW allotment (and two 8-1 leaders - can't break the 8-1 curse). Both vehicular RGs were depleted with no armor leaders.

Turn 1, German - German roll for wind change results in civilian interrogation. HIP units revealed = 338 and PIAT in W15. The Germans push around W15 with scouting HSs, but these are pinned by fire from X16. Germans draw fire from the 648 in Z13 and advance adjacent (concealed). British ATG with HE depletes its HE on a miss. German opportunity fire breaks all units in W15 (both concealed and revealed units). German sniper breaks a 648 in Z17 and pins the 648 in Z13. [A sniper check in Z17 rolls an original 12 - we couldn't find anything about that, so we figured it was like rolling a 12 on a PTC - you really fail to find the sniper.] Germans advance into Z13, no ambush, melee ensues. German advances into W15, claiming the SLoc.

Turn 1, British - British fail to rally any units (broken, wounded 8-0 in X15 fails to rally; 7-0 in Z15 fails to rally the 648). British units in X16 skulk. Walking Wounded (WW) status hampers British forward movement along the Z hexrow. German defensive fire eliminates most of the broken units in X15 (double breaks), including the wounded 8-0 leader. German defensive fire also breaks the fanatic 648 in BB15 (but keeps the leader in good order). German sniper breaks the 648 in Z13 melee. British rout remaining units from X15 to X16 and un-skulk back into the trench in X16 (being careful not to overstack). WW 648s advance into Z15 (advance vs difficult terrain) to slow the German advance.

Turn 2, German - British 9-2 fails to bring the 648 in BB15 back up but the 648 in Z17 comes back. Also the one unit which survived to rout to X16 comes back under HoB, bringing a hero and fanatic status to its HS. German PzIVH fires Smoke into the upper level of Z15, generally making a mess of the battlefield. Germans dig two new foxholes in the backfield (to prepare for Day II). German Prep Fire is otherwise ineffective and actually helps the British by turning the 9-2 in BB15 heroic. Germans move cautiously closer to the bridge (entering Z14 and beginning a run down the stream southwest of the bridge). British defensive fire is likewise ineffective (few targets to shoot at). German advancing fire breaks two of the WW 648s in Z15. A German 237 in AA15 forces the broken 338 (and heroic 9-2) in BB15 to rout to BB16 (marsh). Germans advance into Z15 and engage the remaining WW 648 in CC with two 467s and an 8-1 - melee ensues.

Turn 2, British - Mr. 9-2 still can't rally the 338 w/ PIAT he's with (in the marsh). All German units rally (two broken HS). With most folks in Good Order, the British player skulks to protect himself from the PzIVHs and German MGs. The German sniper pins the WW 648 in Z15 melee and kills Mr. heroic 9-2 (eliminating the 338 via a LLMC) - he must have been making a lot of noise in the marshes. The British advance troops into Z16 (claiming WA) to slow the German advance. The Germans win the Z15 melee with no casualties.

Turn 3, German - Everyone is in Good Order at the end of the Rally Phase. German smoke disperses, but still messes up most fire. German player commits his reserve forces to attacking the bridge. These, along with his reinforcements, make a sizable force which spread out to form large fire groups. The boys in Z15 shoot adjacent out of smoke for a 28, +5 shot and breaks or pins all three British 648s in Z16. The pinned 648 voluntarily breaks as to not be jumped in CC. A German 237 advances into BB15 to claim the SLoc. No Germans advance into the Z16 or AA16 woods.

At this point, the British player examined the facts of the battle. He had lost 14 CVP and inflicted none on the Germans. He had lost his second best leader. He had lost four SLocs and gained none. He was outnumbered 11.5 squads (3.5 were broken) to 25 squads (counting German squads within 7 hexes of Y19 - the Germans had another 9 further back). He was also reduced to 3 leaders (vs 10 German leaders, 7 of which were 8-1s). His best option for survival was to withdraw across the bridge while the smoke was still hindering LOS. However if he withdrew there would be little chance of being able to clear the bridge to allow the Day II reinforcements to get across. The British player resigned.

Here is the general situation during British turn 3:
View attachment 30658
Strategic locations are surrounded in blue (German) or red (British). Blue -2s are labor statuses for German foxholes. Striped shaded areas represent troops (German vehicles are marked accordingly). The (now dispersed) smoke and it's drift is shown in gray.

Aftermath - The German sniper played a heavy hand in this scenario. With a SAN of 4 (British SAN of 5), you wouldn't expect that much sniper fire (or at least more British than German). The sniper tipped the scales in CC twice (to give the Germans a better chance in CC) and killed the British 9-2 leader (not as big as killing Mr. 10-2, but Mr. 9-2 was heroic and would have been a 10-2 after the next RePh). Also, the civilian interrogation was significant. The first action of the game was to reveal a HIP British HS who was waiting to whack one of the German PzIVs.

Overall, I enjoyed the CG. I would play it again as either side. I like the aspect of a few Elite British troops up against superior numbers of lesser quality German troops. The PIATs help balance against German vehicles (especially with no backblast). I recommend it to anyone who wants a fairly easy CG to start with.
 

Talloaf

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Some thoughts from me. Overall, the British had complete success in Night 1, and lost too much ground and too many troops in Night 2 to ever recover. Night 3, Dawn, and Day 1 were just confirmation that the British weren't going to win this. I know I lost too many troops because I never had enough to launch an offensive into Le Port while still having a force that could hold the bridge.

Mistakes on my part. The most glaring mistake was to fail to go upstairs in that one building in Dawn. That forced me to set up too far back, and the Germans easily got a foothold into the bridgehead on Turn 1. Had I not made that mistake, then I could have held on a few more turns. The end result would have been the same, me resigning but it would have happened at the end of Day 1, not barely half-way through it.

Two, I had a scenario mentality rather than a CG mentality. As an attacker in a scenario, you rarely have to worry about pacing yourself. It's an all out dash to gain the VC. You don't have to manage your losses. Not true here. Pay attention to casualties, maybe spend a couple turns just prep firing, maybe do a lot of assault moving combined with infantry smoke. In Night 2, my guys held their ground until they died. I should have seen that things were going poorly, and that I was going to be overwhelmed, and that I needed to withdraw back across the bridge, to try and save some of them. I lost them all (3 came back walking wounded).

Third, I didn't have the energy to invest into the CG rules to try and get a good understanding of how the CG will play out. I went into scenarios barely aware of what my own reinforcements were much less what the Germans could potentially buy. I was only vaguely aware of whether I was going to be on the attack or defense in the next scenario. I honestly didn't even know what the VC were until Day 1 went so badly that I decided to see if a win was even a possibility.

Fourth, I played somebody who is a master of concealment, always knowing when and how to keep it and when not to keep it. Don't do that.
 

Bob Miller

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Obviously thank's for sharing. It's always great to read a CG from both sides points of view.

The glider assault didn't seem to go too bad but the Night 1 seemed to set the tone for the CG. Once you got behind the eight ball it was tough to get in the clear. Still, hats off to you Talloaf, you made an effort to turn it around.

I agree with your assessments. As you said, a CG player gotta think in CG terms. Know the specific AARs that have effects on strategy and tactics. Also don't ever lose the CG. You may not win every battle, but don't do something during any one battle that costs you the overall CG. Play to stay alive and let your opponent make the mistakes.

What's next? Maybe a little Orsha CG?
 

gamesmeister

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Just to echo what Bob said, thanks for sharing - it's been fascinating, educational, and enjoyable.

Having spent some time looking at this CG myself recently, I think in hindsight this one was lost in the first game. There are a number of strategic locations that need to be taken during the CG, and during Night I these include both Z13 and ideally the Town Hall/School House complex. The Germans need to try and hold the latter, possibly with the use of the KFZ squad and any survivors from the initial assault. In this particular CG, the British were not able to take any of these, and it allowed the Germans to overwhelm the defenders during Night II, pushing them back across the bridge. I'm not sure there's any way back from there, at least not without a lot of luck (which as we all know is always lacking whenever things are going badly! :( )

Whatever the outcome, I've learned a great deal from your AAR so thanks again

Gerry
 

Kihmbar

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A quick comment with regards to a CG mentality from the German side. I played the Germans with the intention of denying the British the Day II victory conditions (exit 8VP worth of reinforcement squads/HS without losing 20CVP of the same). I dug foxholes to expand my setup area so that I could setup Day II able to rain fire down on any of the entry locations. I intentionally purchased tanks on Day I so that I could set them up on Day II (with the hopes of knocking out that Sherman early to keep it from smoking up the field). I also made sure when I counterattacked the bridge in Day I that I left guys in Le Port "just in case" (6 of the 9 other squads in the final German OB). Just my two cents about CG strategy for this one.

Fourth, I played somebody who is a master of concealment, always knowing when and how to keep it and when not to keep it. Don't do that.
I'll take that as a compliment. Does that mean we'll never play again? :( In case anyone wants to brush up on their concealment rules, View from the Trenches has a couple of articles worth reading over. In Issue 55/56 there is an article called "A Closer Look at Concealment" and in an older issue (Issue 19) an article called "A Dummies Guide to Dummies." Both can be found in .pdf format at the View from the Trenches website. There are other articles (Annual, General, and Journal articles), but these are free and easily accessible.

About concealment: My German conscript and 2nd line troops were outmatched in firepower, range, morale, and leadership, so I used concealment to try to balance it out. In this particular CG it was more valuable for me to keep concealment than to shoot at the British. Concealment was my ally until you got point blank. Even then, the two -2 leaders you got on Night III were pretty powerful and were able to make short work of my guys.
 

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So if I needed bare minimum of Z13 in Night 1 to win this CG, and Night 1 was a complete rout for the Germans, that tells me the CG is decided by what turn Night 1 ends. That is sorely disappointing.
 

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So if I needed bare minimum of Z13 in Night 1 to win this CG, and Night 1 was a complete rout for the Germans, that tells me the CG is decided by what turn Night 1 ends. That is sorely disappointing.
I wouldn't say so. I recall my Night 1 ending fairly early, I think around turn 6. I was playing the british and by then I had wipped out everything the germans had near the bridge and had taken the school house and its accompanying buildings. Oh, and I dug some foxholes.

Just my two cents,

- The Canadian Dude
 

Vinnie

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Caution is notthe British friend on the Night I scenario. You have to land right up on the bridge.
You have to assault the Gun crew and possibly the PB on the first turn if you can.
You have to rush across the bridge and damn the torpedoes while doing it.
There is no doubt that you will take casualties but in the lng run these will be less if you are firmly on both sides of the Canal than attempting to cross it at any other time.
 

Kihmbar

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So if I needed bare minimum of Z13 in Night 1 to win this CG, and Night 1 was a complete rout for the Germans, that tells me the CG is decided by what turn Night 1 ends. That is sorely disappointing.
Not necessarily. You saw how well the AT mines stopped the north prong's counterattack on Night II. If you had mixed some AP mines with them and put them on north and south roads my three pronged attack wouldn't have worked. I took a high-risk/high-reward chance and it paid off during Night II. From what I've read, Night II usually turns into a bloodbath regardless of positions.

Your counterattack at Dawn (when the Germans should have been attacking) worked in your favor. It took me 3+ turns to bring my reinforcements to bear on your guys and by then you had already established a good foothold on the west side of the bridge. You also knocked out all of my vehicles early in the Dawn scenario, denying me one of my few advantages. Not looking upstairs for HIPsters was your mistake at Dawn. Had you at least engaged them in CC you would have likely won (3:1 odds) and would have a solid setup area for Day I. From hexrow Z you could have launched a moderate attack toward Le Port (leaving the 8 WW squads to defend the bridge). You would not have enough to take the town, but enough to mess up my setup. With two -2 leaders leading that attack, it would have been rough on my defenders.

I don't think this one can be decided in one scenario (unless the British crash/lose multiple gliders). We had a bit of a roller-coaster during Night I and Night II, but after that things settled down. There were several points where things could have gone either way. I don't think this one was decidedly in my favor until Day I when I was able to counterattack the bridge with a great deal of success. (Again, just my two cents.)
 
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