MajorDomo
DM? Chuck H2O in his face
Paul put 2.5 squads on board 57 to delay any attack into the town. He also put three squads and a -1 leader on/near the left hill to delay a German attack over the hill. A 9-1 and two 666/MMGs covered my attack through the orchards as described above.It seems more or less my same game. I suspect AP 110 is a little hard played as American against a seasoned German Player using this approach (polite euphemism to not say openly is an unbalanced dog). I'm unable to imagine a decent defensive setup avoiding the German to win in game turn 3 or even 2 (like I did). And if such a setup exists (note the Americans must be strong on both the far sides of the board) I suspect the German then have a paved road to win using the other set of VC (control of a building in the central area of the map) .
My thought was that a German attack into the village will not work as the Ami infantry turn two reinforcements and the four turn three Ami AFVs will get into town (probably with a fifth at start Ami AFV). The Panther will only eliminate one AFV per turn and the Amis will keep the village.
The attack over the Ami left hill is a problem as the Ami turn two infantry will line south edge of the stream with HS and squads, all concealed. The village Ami people can ascend to the 2nd level and pour fire into German infantry. The turn three AFVs can add additional firepower to stop the stream crossing. The Germans may survive and sneak a MMC across the stream, but I wouldn't put any money on it.
So, I agree with you, this scenario is a one play wonder.
Rich