Allied forces take a devistating blow up North this turn as German froces cross the gap and concentrat artillary, tanks and infantry. Destoying 2 Pershings 2 Dusters and a halftrack and successfully crossing the Valley of doom. In the Center another Pershing is taken out by a Panther and Kongtiger. In the south allied infantry are dieing everywhere the Southern Flank has been copletely stoped and should be cleaned up soon.
Note: The game has been brutal and fun. I few thing that I think might improve the mechanics would be to bring the reinforcements in faster and to have some VH in the central Vally of death that are valuable Per turn VH say 4 - 50 point per turn hexs in the north, middle, and south. Maybe make them appear like on round 5. That would be really cool and add more to the dynamic. I was able to push the good guys back originally but then I got stoped but his big tanks in overwatch and they just sat there. The per turns would map him do something.
Another thing would be to scale back the amount of Air Craft and provide more support tanks for each side. M4's for the Americans and Pz-IIIJ's for the Axis.
The way it is shaking out is that even if I do extreamly well and take the rest of the VH available I would not have enough points to get a minor victory. I think the way the scenario is designed will lend itself to Draws-This is why I suggested the Per Turn hexes in the middle.
What do you think Squirmer? PS you are leaving you tanks stationary again. Lets me target them with artillary. Just move them one or two hexes each turn and you can avoid this.
