Nathan W and I wrapped up our playing of the Cemetery Hill Platoon Leader mini CG. It had very high fun factor for both of us. I played the Allies and part of my fun was the continuous K/ and KIA I got on the drop, and subsequent attacks across loads of OG. The germans have a tough time getting where they need to go, with lots of potential for hellfire as they are forced to move in the open with little to no smoke and minimal long range fire to counter the Allied MGs in the rear of the village exectuting overwatch on the level one hills in the middle. In the 3 days we played, I think Nathan got 6 *-2 leaders, of whom only 1 was functioning (and one wounded) after the 3 days. While the Germans face a lot of exposed and risky movement to get to their objectives and probably will always get some guys wrecked, in all 3 days I was getting really timely rolls to make those tough moments ruinous. One the flip side. Nathan finally got a 9-2 with a MMG and HMG to give his guys a chance to move across the open and proceeded to never get rate or roll better than a 9 with them. The CVP lost were heavily skewed all 3 days (32-9, 31-17 & 16-8) in favor of my defenders. At first I thought that the CG must be unbalanced as Nathan's aggressive attacks kept me reeling through the first two days. The Germans do start with a nice numerical advantage. I figured with 4 days left, having captured the first two boards and having ~22 turns to grab half of about 30 stone buildings that I had no chance, even after the bloodbath I had given him. But Nathan more astutely saw that he had been bled dry and that my numbers were already tilted to a slight advantage that would only grow in the next days. After making little progress and losing several more units, we called it after day 3. I think a less lucky Allied player will have the Germans in the village more quickly and with greater numbers, then it may be need an Allied counterattack to decide the game. Even though my dice were a bit ridiculous, it was a fun time. Nathan bore the wrath of the dice gods with good humor. One high point for him was a surprise coup de main on the back of the graveyard on day one with a nutty glider attack that I was timid about trying to evict given the pressure from the other side. It forced me to abandon the graveyard on the refit phase which was a blow to me. Another interesting twist is that we played with the Refit rules where the ability to reshuffle units is limited. This creates lots of interesting challenges as the forces available to change the front may or may not be capable of getting there. This gave it a really different flavor from every other CG I have played and I highly recommend using it. It probably helps the defender a bit as their forces get compressed anyway as the game progresses, but it nonetheless changed the flavor in a positive way. I am looking forward to another one of these CGs. Manageable size and interesting layouts.