gorkowskij
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Enjoyed playing SaP3 For the Fatherland today. Found it better than SaP1, where bad lines of sight for fickle OBA (roll for contact, draw a card, etc.) frustrated the Russians, and SaP2 where the VC are vulnerable to misinterpretation; does "Each of these four buildings is also worth 1 VP if unoccupied by any GO Russian unit" mean that the controlling Germans earn an extra point if the Russians fail to counterattack and regain a toe hold OR does it mean the Germans can earn a VP by blasting the Russians out without ever actually taking control, maybe both?
Anyway, back to SaP3, it has open flanks and a dense core for a mixed experience with crystal clear VC, no GO Russians within two hexes of target equals German win. Both sides have to consider what to do about the flanks. The German SP guns could dart down the road and pivot for easy shots at the Russian side, but then again the Russians might place an AT gun or mines out there to punish an overbold German. That reminds one of AP47 Insult to Injury. Both SaP3 sand AP47 have that "sweep" option that adds a lot of drama.
In our game, the Germans just drove right down the Russian middle - a mine field flanked by barbed wire - for some meat and potatoes ASL. Russians skulked and fired four-flat shots at sappers in the minefields. German overwatch fires, through debris, scored a few breaks, but not enough to speed up the advance. So the Stugs pressed forward to leave trail breaks and trade shots with T70s. A Russian squad wounded the German leader carrying the flamethrower and another laughed off a DC attack. But then the German 9-2 Armor Leader drove his Stug into rubble, and bogged, for shots at the T70s on the other side. They had no APCR and so lost that shoot out in short order.
When rain cleared the smoke that had defended the 9-2 Stug's flank, the 76L ART in the train station opened fire but missed. Another Stug plowed into the rail station. In reply, a T70 fired to get a critical hit, but it turned out to be a dud. Russian infantry got the better of the Germans in various IFT attacks around the train station.
After his turn 6, the German realized he just couldn't flush out the remaining defenders in time and so conceded. Maybe he should have tried that wild flanking maneuver?

Anyway, back to SaP3, it has open flanks and a dense core for a mixed experience with crystal clear VC, no GO Russians within two hexes of target equals German win. Both sides have to consider what to do about the flanks. The German SP guns could dart down the road and pivot for easy shots at the Russian side, but then again the Russians might place an AT gun or mines out there to punish an overbold German. That reminds one of AP47 Insult to Injury. Both SaP3 sand AP47 have that "sweep" option that adds a lot of drama.
In our game, the Germans just drove right down the Russian middle - a mine field flanked by barbed wire - for some meat and potatoes ASL. Russians skulked and fired four-flat shots at sappers in the minefields. German overwatch fires, through debris, scored a few breaks, but not enough to speed up the advance. So the Stugs pressed forward to leave trail breaks and trade shots with T70s. A Russian squad wounded the German leader carrying the flamethrower and another laughed off a DC attack. But then the German 9-2 Armor Leader drove his Stug into rubble, and bogged, for shots at the T70s on the other side. They had no APCR and so lost that shoot out in short order.
When rain cleared the smoke that had defended the 9-2 Stug's flank, the 76L ART in the train station opened fire but missed. Another Stug plowed into the rail station. In reply, a T70 fired to get a critical hit, but it turned out to be a dud. Russian infantry got the better of the Germans in various IFT attacks around the train station.
After his turn 6, the German realized he just couldn't flush out the remaining defenders in time and so conceded. Maybe he should have tried that wild flanking maneuver?
