The game of The Dark Sands, that started with a lot of promise ends with a sour note.
Next up, a Great Battles of the American Revolution game.
The game of The Dark Sands, that started with a lot of promise ends with a sour note.
Next up, a Great Battles of the American Revolution game.
Played Turns 13 and 14 today. Two turns done in three hours.
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| Start of turn 13. The Germans have the initiative and attack to the push the Allies back. |
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| End of turn 13. The Germans manage to push the Allies off of the center map and get a foot hold on the East map. |
The game started out very promising, handling the early part of the campaign well. Then the impossibility of taking Tobruk combined with there being no chance for the Axis to gain VP without it make the 1941 portion of the game almost meaningless. Rommel has no real incentive to push on to take the Allied base since there is no real chance of doing so. The best to hope for is by making the Allies fight for it they lose units. The instant 1942 comes along Tobruk is an instant death trap for the defenders (needing to retreat 4 hexes means losing two steps at least if defending the forts and losing more if overstacked). The map edge, auto DR sounds good in theory but in practice it makes it a slugging match if utilized as a defense point. Finally there is no incentive for Rommel to try and move off the center map, extra VP would be nice but even if the Allies managed to have a VP by now (they can get one if things work out well in the early game) the Allies would HAVE to retake Sollum to get a draw.
Played this one with Tycho. Got whipped. Could have been worse, the Tropical Storm that was off the coast could have hit this area...
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| The setup. The Germans had 5 turns to get 15+ CVP off the far edge. FT tanks are nice but they are slow and red MPs. At least FTs can be deadly in motion. |
Got in the last chit of turn 11 and all of turn 12 today. That took 3 hours to complete.
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| The starting point. The Germans just started a combat chit when power went out last time. |
Continued The Dark Sands turns 10 and part of 11. Near the end of the last chit the power went out (and I'm getting too lazy to post images). Tobruk fell easily after the Panzers came back. The front is a long line for both sides with neither having a huge advantage in chits (but the Germans having an advantage for a couple of turns). Holding onto gains is the name of the game now. Perhaps taking the Mersa Matruh for VP as well.
Getting lazy, and whiny, and tired. So no pictures. Played this one and got smacked for bad play. Interesting scenario and I recommend for either side. My Germans took the north flank through the orchards but then I turned south too quickly and ran into the very guns I was trying to avoid. Then I pushed to far forward with Infantry and Vehicles and lost too many of each.
Played the second campaign game day of Festung Budapest campaign 1. The Russians did not make headway on the first day due to heavy wind clearing away the needed smoke screen at the worst possible time (Russians were in the street adjacent to Germans in buildings and trenches and went from +5 smoke to none...). This day starts with overcast and rain possible with a 10+ on the WCDR.
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| The situation at game start. Wish I had noticed that sweet AT gun setup spot near the bottom right of the picture on the first day. |
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| End of Russian turn 1. The FIRST shot with the AT gun on the hill comes up boxcars. On the other hand the Russians get the worst of it over on the left flank and don't do very well elsewhere either. |
I would still like to give this another play through sometime but it is intense gaming. A Red Barricades style city fight with better tanks, Fausts, and host of special rules for Ammo shortage and Hungarian unit types.