Our playing seems to have bogged down just like the real campaign. In this post I will try and articulate why we only got about three impulses completed in this latest session. At least we finished the October Turn.
With each impulse you have to make difficult decisions about which units to activate. This becomes harder as a turn goes on and Activation Points run low, you have to try and out guess your opponent who is going through the same process and your Divisions have become fragmented and/or worn out. A division represents three to six counters, so when you are down to a few Activation Points, you don't get to move much, but what you do have may well be critical to your campaign. Then there is weather, terrain and other activities to consider.
While basically an I Go You Go system,
during your go your opponent can take action.
In the above image the US have prepared for an attack,
only to be thwarted when the last unit gets into position
and is hit by a successful ground strike from the Luftwaffe.
Not only are units susceptible to airstrikes, but moving adjacent to enemy units can see them hit by surprise bombardments. Alternatively, some of the more nimble German units can decide to move away from a build up, or reinforce a key area. There are lots of player interactions during an impulse.
The Allied offensive has continued to be focused on the spine of Italy.
A furious German counterattack achieves little,
despite a massive four column shift (the roll of a six).
This was a bad weather impulse,
not much happened.
Both sides spent minimal activation points.
But the Allied offensive continued as the Germans pulled back.
The 1st Canadian has raced ahead,
while the US 3rd and 36th Divisions have out flanked the German troops on the Naples plane.
November reinforcements have been deployed.
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