047 The Bridge at Chambois

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4 years 2 months ago - 3 years 2 months ago #383 by alecrespi
Last edit: 3 years 2 months ago by alecrespi.

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3 years 2 months ago #733 by alecrespi
Posting here some comments found online.
www.boardgamegeek.com/geeklist/37980/tid...1-player-comments-ba
  • Potential to be a really good scenario but the American firepower is pretty overwhelming.
  • Very fun scenario and it came down to the last turn (7) in which an amazing salvo (4 hits) of a double US mortar team secured victory for the US.
  • Though I also believe the scenario is very tough on the Germans, I do not think it's impossible for the Germans to win.
The following user(s) said Thank You: JVHillegas-Elting

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2 years 4 days ago #1009 by pino
Replied by pino on topic 047 The Bridge at Chambois
I've played this scenario few days ago with my friend Ale.
The firepower of the American is overwhelming:
3 mortars
3 MGs
2 antitank specializations
2 tank destroyers
A total of 18 figures/squads on the board
In addition the American player start the game with the "best selection" of cards from the "American Air Support" deck and the "Take Down The Beast" card already put in the American HQ (scare about "lack of firepower"?).
Also we must record the 3 starting American Victory Points controlled from the very first turn (the American player must setup almost a unit in the HEX with the VP) and the 3 Victory Points granted by the scenario special rules.
On the other side, the German player start the game with a really difficult task: gain the control of ALL 3 Victory Objective by the end of turn 7 with:
1 Mortar
2 MGs
2 PzIV
2 Tiger I
1 Sdkfz 251
A total of 11 figures/squads on the board
The German player also have the "Shattered Morale" Operating Card and the "German Reinforcements" deck and 7 Victory Points granted by the scenario special rules....probably the only points that the German player could imagine to use or gain along the game (the German 2 Victory Points is placed in a well guarded and difficult to reach position...board 4A, on the bridge, behind a trench!).
What else to say: German player must fight and run to gain the control of the 3 Victory Objectives, but the 2 MGs and a Mortar are usless in action like "Fire & Move" or "Assault"; The Sdkfz 251 is really vulnerable from antitank fire, the 3 American Mortars (with one that act as a DOUBLE mortar) are simply devastating against the German troops (shattered morale and only 2 officer?) pinning or disrupting the squads with no mercy, the PzIV and Tiger I are "uneffective" against the infantry (except if in the building) and useful only against the M10 (but the German player have too many targets to beat...and not so many gun to fire with!).
Also the American gain 3 Victory Points per round and German...no one until the bridge is captured....but in that case the game is probably over!
The German have only 7 points to use to maintain the Initiative or to put on the board some reinforcements...while the American player have the freedom to pay for powerful air strafing run or to gain the initiative (wanna talk about the 2 "Air Superiority" cards...!).
In my opinion this scenario is not well balanced at all, the German have no time, no firepower nor possibilities to gain the control of the 3 Victory Objectives in only 7 rounds with this choice.
The following user(s) said Thank You: alecrespi

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1 year 10 months ago #1049 by alecrespi
hjk (Feb 14, 2009)
The Tanks do a good job killing of infantry hiding i the buildings. Give up the initiative race and get lots of reinforcements instead. That worked for me. But I had some luck too, the artillery/bombers can do a lot of damage.

kmedlinnc (Mar 11, 2009)
I think that's the trick for this one actually. Luck definitely helps with bombers, etc. but without the reinforcements I don't think it can be done.

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