Play-Tester Evaluations and Comments
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Click to see Summary of Results graphic.
Play-Tester Comments:
I'll defer comments until I play the US side coming up. My opponent made the fatal error of putting his units in platoon-strenght in the assault instead of coming on line with squads.
"The Americans' first three turn were as good as could be hoped for. High German rolls and and lucky American MC rolls meant his progress was very good (4 out of 5.)
The arrival of German reinforcements forced an American rush of the German's HMG position in P. None of the 3 assaulting squads remained in good order and other diversionary assault units suffered a similar fate.
GT4/AT5 found the Germans reinforcing L and the Americans launching a token cardboard-counter attack vs the German stronghold. the German position was cemented with a CC victory of a 467 over a 847 (TK4 v TK7.)
Balance Discussion
We’ll will switch sides and add 1 DC and push the German reinforcements to turn 4. We agree to evaluate re-enforcement strength and possible remove a squad or two. "
"1. Comment on Entrenchments- they are mentioned in WG109.5, but in the green box next to the turn chart, there is no mention of using entrenchment rules as an addition to the Scenario 2 rules along with Wheatfields and Bazookas.
2. Comment on scenario - the name is off. This scenario is not a recon. It is a dash to the buildings. A recon in force is a deliberate method to find out the German strength before the main body arrives. So maybe put the Germans in some Concealments and the American mission is to uncover the concealments in 6 x turns or so. "
"Game finished when Americans resigned after German def fire in US Turn 5. The results above given for balance rather reflect the choice of attack method by the Americans. The Americans chose a measured approach which left little time to carry out the tasks. As a consequence any set back allowed the Germans to consolidate rather easily, hence the German's had the advantage.
The Germans set up the hmg and 467 in the woods in o1, the 7-0 in n0 ..and even though the squad in o1 was (regularly) broken by fire from the two 3x666 stacks in x1 and x2 (made into woods hex), they were able to reinforce the woods in n0 by a squad scampering across from the building in o4...and rallying when necessary in n0. Thus the hmg effectively tied down 6 American squads for the whole scenario.
German delaying units in the wheatfields S4 467,lmg and S8 and T8 (9-1, 2x467,lmg) were able to fall back without too much pressure to the o4 and L6 buildings...and the reinforcements able to get into and near the building in L7 without hindrance from American fire.
Americans didn't make use of any smoke during the scenario either which I think might have helped in one or two cases.
The Germans are definitely favored here. The Germans need only delay the Americans a couple turns until the reinforcements arrive. The German 4-6-8's get to sit behind +2 cover and shoot on Americans in +0 Wheat. Lack of rout options also means the Americans are at a disadvantage. All in all, the scenario needs some work to achieve proper play balance
The challenge for the americans is the central building...to take the southern one is easy (germans leave it early..no reasons to resist there)...but you have to let one unit there...same way for the northern one...you have to let 2 units there which have no fire power against the central building....so if the germans succeeded in keeping this one until the reinforcement arrived...small chances for the americans to take the alamo.
"The Americans made slow but steady progress towards the 'alamo' but lost several squads due to them breaking and running for cover. Attempts to rally them up failed miserably each time. But a lone American Engineer and one 666 along with a leader managed to make a last ditch effort to take the farthest building. But this time the Germans were heavily reinforced and too many and the GI's too few to get the job done. It was simply ""A Building Too Far"".
What I'd suggest is:
- Lose the German reinforcements, add 1 (or maybe 2) german squads to the
At Start forces.
- Germans are dispersed not expecting a heavily armed recon force to attack, No more than 1 german squad per hex and not adjacent to another and no more than 1 per hex row.
- US may place up to 5 woods hexes but for every woods hex over 2 the German receives 1 additional Squad or 7-0 Leader."
The scenario is well-balanced, in my opinion, and the victor is clearly determined by the skill of the player, not by overwhelming (or underwhelming) odds.
"All-in-all, this was a very interesting and fun scenario.
The amount of units available to each side seemed well balanced. However, with the entry of German reinforcements during Turn 3, the Americans have little choice but to rush forward to try and gain positions from which they might hold off the German reinforcements. Because of this, German delaying tactics are far more effective than they might be if the reinforcements did not arrive until later.
One other possibility that occured to me was that with the Germans having the last fire and movement phases of the game, it would be possible for the Germans to 'hide' during the later turns and then mount a mass of firepower against one of the buildings to prevent the Americans from keeping an unbroken unit in that building. Since, for victory, the Americans must maintain an unbroken squad in each building which is not destroyed, but the Germans do not even have to have been the last side to move through a building, it seems that the Americans would fare better if they had a final chance to occupy the buildings.
I wasn't able to test that theory since this game was incomplete, but I think it is a concern worth consideration. If I were to try and balance the scenario I would likely begin by moving the German reinforcement to Turn 4 and lengthening the game to 6.5 Turns to allow the Americans a final assault attempt.
Though our game was incomplete, I think the Americans were in a good enough position to have a chance at victory. This may have been due to good American dice, however. For consideration, I include average dice rolls:
Rally & MC Attack
Dice Rolls | Snakes Boxcars Avg / # Avg / #
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American | 2 1 6.50 / 8 6.13 / 23
German | 1 1 7.54 / 13 6.71 / 14
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Germans historically have an advantage even with good play by the Americans.
I'm not certain how helpful my comments on the scenario balance will be, for two reasons. First, due to a slower than expected pace of PBEM (resulting from work and family demands on both sides) our team was unable to complete our game before the deadline.
Second, at the midgame point the German player commented that he felt his setup had been arguably less than optimal; the absence of a forward defence did allow the American units to maneuver quickly through the grain into assault positions which brought maximum firepower to bear on the objective buildings, including a CC attack on O4 in the first half of Turn 3.
I did think that having the Americans place units first (on attack) and Germans second (on defence) is unusual and gives the Germans a potential advantage, at least initially.
"Americans seem to be at a slight disadvantage here, though the german shortage of units can easily tip things the other way. The game is currently winnable as the americans but they have to rely on better dice than the germans in order to do so for evenly matched players.
Several possible scenario changes that might collectively or even individually help with balance are:
Force the germans to setup farther back
Set German reinforcements to arrive 1 turn later (possibly with or without additional forces).
Add 1 or 2 more american squads to the lineup
Provide 1 additional woods hex for the americans to place
Rules clarifications:
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Victory points: Do germans win if americans fail? or is it a draw?
Would various levels of victory be helpful?
Marginal vs Decisive victory?
e.g. 2-4 squads surviving for the americans (with American being last to own all buildings still standing, rather than sole surviving occupant) and no germans having entered any of the buildings since the americans for a marginal victory,
Decisive might be 5+ American squads surviving (and owning all buildings left standing) with no germans in or adjacent to the buildings.
Scenario special rules:
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Which rules were in play wasn't entirely clear. For example does DM apply to american GI's or should the rules on americans be applied as well?
Sole and (still current) ownership of the buildings at game end as a condition for victory was also not as explicit as it could have been/
Consider explicitly stating which rules sections are included."
"Due to the set up, The Germans have a significant balance in that they have set up, position and terrain in their favor. Home field advantage so to speak.
The American forces have a delay to move up and engage.
As I proved, Do some thing wrong and you can get hammered by a leader HMG and squad uniquely position on the top of the board.
By the time the American can mount a significant attack, he must hit hard and hope the dice roll in his favor. The German reinforcements are entering the fray and are poised to attack. If the Americans have not significantly dislodged the German defenders, he has a hard pressed fight ahead of him."