Gamesmanship.
Do I go for a Minor Victory, risking Major Defeat? Or go for a Draw?
In the screenshot following:
[*]Syrian ATGs & RCLRs are positioned at Tel Fakhar and the two BunKer hexes in the orchard hexes to the southeast (blue circles).
[*]Units highlighted by turquoise or green circles are smoke firing. But only the green circled units are within range of Tel Fakhar or the two BunKer hexes. (I have selected the 120mm Tampella mortars at the hot spot hex. The ranGe display -- red hex outlines -- is toggled ON.) I need to hit Tel Fakhar etc. with smoke if I am to stand any chance of surviving the approach.
I only have four smoke rounds available. [:(]
[*]The yellow highlighted hexes west of Tel Fakhar are elevation 5, two elevations lower than Tel Fakhar's elevation 7. I believe it's the case, though I'm not certain, that the > 1 elevation difference precludes tanks assaulting Tel Fakhar from those hexes. Tel Fakhar can practically only be assaulted from the elevation 6 hexes to the north, south & east.
[*]The magenta highlighted hexes are visibile to both Tel Fakhar and the two bunker hexes, and the ATGs and RCLRs therein.
[*]The white circled hexes should not be visible to Tel Fakhar (because of LOS blocking orchards and forests intervening).
If I go for a win, I need to take Tel Fakhar, no question. See the Victory Dialog in
Post #47 above.
The problem is the lost SPs and units in the attempt. So many that I might still fall short of Minor Victory: +250 VPs for taking the Tel Fakhar objective hex, but subtracting VPs for the expected heavy losses. Or worse still, fail to take Tel Fakhar, and fall deeply back into Major Defeat.
Or I might give up any thought of taking Tel Fakhar. Instead, carefully staying out of LOS of Tel Fakhar and the two BunKers, attempting to kill as many Syrian units as I can -- the infantry SE of Tel Aziziat, the Btn HQ at Snir, and any other artillery and transports that might be lurking somewhere up north. Go for a Draw.
Go for a Minor Victory, risking Major Defeat? Recall the scenario title:
Blunder at Tel Fakhar.
Or go for a Draw?
I'm not sanguine about achieving victory here. Because of
blunders made on Turn 7, where I lost an entire platoon of Israeli infantry, my assault forces south of the BunKers are weakened. And delayed. I really should have taken out those ATGs and RCLRs there by now.
On the other hand, if I can strike simultaneously and quickly and hard from three different directions, maybe I can pull off a win here.
In Real Life, or if this were a tournament game against a human opponent, I might play it safe, go for the draw.
But as a learning experience, and for everyone's general amusement, I will go the win. It's only a game, right? [:'(]
Wish me luck!