The game of The Dark Sands, that started with a lot of promise ends with a sour note.
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The map after the last Commonwealth attack of turn 15. At best the Commonwealth can attack 8 more times if the Chits always work out. Since there is no overrun mechanic in the game I setup the Axis Defense like so.
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| If all the combats on turn 16 end up with the defender eliminated that still leaves roughly 1 combat unit per defensive "line". Axis Reinforcements consist of two units on the next turn and 3 on the last turn. Just enough to plug all the lines enough to hold off the Commonwealth just long enough. End result would be 3 Axis VP for holding the VP spots to 0 Commonwealth VP. Even if the Commonwealth took a VP in the first turn (more than that is not really possible without insane luck) it would still be an Axis victory. The lack of an overrun mechanic along with Commonwealth tanks serving very little purpose (they are faster and stronger and the advantage ends there) makes the end game very WW1 like. Sadly the search for "the" game on the desert war continues on. |
Next up, a Great Battles of the American Revolution game.
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