I think you did nearly everything right with the information I gave. In
hindsight, I did need to give you at least 1 more unit back to give your
forces some depth (your actual infantry casualties were light; but you didn't
have enough to keep Hudak's infantry off or do the necessary urban
legwork). There were also a lot of GMS/IAVRs flying around.
Including HQ, I had down immediate availability of 3 IFVs, 1 tank, 3 AFVs
(already in ambush) and 2 mortar AFVs. Certainly not enough to continue
forward momentum until field repairs (poss 1 tank and 1 IFV) or replacements
gave you more help (which wasn't far away, but you didn't know that).
I agree that I didn't give you enough forces as attacker (or accurate enough
intel to make the best use of your forces). Infantry vs
tanks/armoured cav is certainly a lot harder to balance than it looks,
esp. in an urban setting.
If I do this again, I'm going to need to put a lot more thought into the
scenario and tweaking available forces.
Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 10/9/06,
> Robertson, Brendan <Brendan.Robertson@dva.gov.au> wrote:
Bravo for taking on this challenge in the first place. There's always a
learning curve with these sorts of things.
Mk
> On 10/9/06, Robertson, Brendan <Brendan.Robertson@dva.gov.au> wrote:
> Including HQ, I had down immediate availability of 3 IFVs, 1
or
> replacements gave you more help (which wasn't far away, but you didn't
Here's part of the problem. I am not counting a scout platoon when
I'm figuring forces for a deliberate attack against dug-in infantry.
Just like while my mechanics have rifles to defend themselves, I don't
use them for house-clearing. Specialized units are there to perform a
specific job (with scouts, that job is find the enemy and report back), not do
Light Brigade impressions.
> I agree that I didn't give you enough forces as attacker (or
Well, the old 3:1 rule is a pretty good rule of thumb. Just count maneuver
platoons. If he has six, and I have two, I should not also have to attack into
his ideal terrain.
Maneuver platoons: Armor, infantry. That's it.
Another thought: A large number of subunits creates more options for
maneuvering and creativity.
There's a reason I set this unit up the way I did initially.
> If I do this again, I'm going to need to put a lot more thought into
A map that permits maneuver might also be nice.
For all my beef with this scenario, I like the format of the game and would be
interested in playing in your next one, if it's a little more balanced.
> Well, the old 3:1 rule is a pretty good rule of thumb. Just count
I suspect Brendan was thinking that at least some of the fighting would be out
between towns. And I did consider that, for several seconds. Mainly along the
lines of "John would never expect them there...because it's a stupid place to
put them. Would the surprise be worth it? Naaaaah."
I agree that the map needs a little work, though, particularly marking the
LOCs.
Next time, I think I'll structure it more like "The La Fayette Incident"
with fixed militia/defense forces and a mobile reserve component. I'll
also factor in SG campaign reinforcements (I have to find my SG rulebook
first; been missing since my last con demo game).
Gotten busy a bit at work, but looks like it will quieten down a bit towards
the end of the week, so I'll do some work on another scenario (with a bit more
structure!).
Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
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