As it happened the Cromwells did sod all, with only 1 coming on. Nathan pushed his forces up the road with one coming on his left flank in support, while Gus advanced quickly to the village.
With his flank secure Gus pushed on into the village, where he managed to take out Nathan's platoon commander with a shot across the river. Nathan pulled back at this point as he only had 2 Panzers on the table and he was facing 3 Shermans and a Cromwell, with more to come on.
After the game we had a discussion about the tank system, which we generally were not overly impressed with. Gus put it best when he pointed out that an obscured target shouldn't be harder to hurt, just harder to hit. The idea of simplifying the dice rolled is a good one, but it takes away the cover in our opinion. More discussion will take place, but not on here.
As an experiment we tried a quick game using the older version of the tank fire rules, where you rolled a dice to hit and, if you hit, you then rolled to damage using the gun vs armour dice as before. We found this to be much better and Nathans Panther held up the Allied Shermans until the Firefly managed to get a flank shot in. The Shermans were helped by Nathans amazing ability to roll 1's to hit. Four in a row I think it was.
Anyway, there it is, last weeks games have now been done. Tonight we are playing Zobs roleplay/skirmish pirate game. Hopefully I will get a days wargaming in too, but that depends on how the week goes. Catch you all later.
Interesting report. I have been following the developments on the play test list but have not had the opportunity to try these out yet.
ReplyDeleteExcellent batrep, thanks for sharing.
ReplyDeleteAnd don't miss today the post at the TFL blog with a replay of a battle in an open terrain table with CoC