Turn 4: June 15-17
1. Fighting continues around St. Lo as Americans try to break out.
2. British and Commonwealth troops take Falaise.
3. British armor continues to probe eastward toward Paris.
Turn 5: June 18-20
1. The Americans break out and head south in two prongs.
2. The British head east.
Turn 6: June 21-23
The front line has disintegrated; the Allies advance at will (except for one AA battery, the only remaining German troops are isolated units located at the extreme edges of the map, outside the screen shot).
1. Unopposed American columns head southwest toward Rennes (a) and south toward Le Mans (b).
2. An unopposed British column heads east toward Paris (a), while part will soon break off to head south toward Chartres (b).
Turns 7-17: June 24 - July 26
Paris quickly falls along with all other objectives, followed by a month of mopping up operations against isolated German units that sporadically popped up in reinforcement centers across France.
Game note: an odd thing, that last bit. The scenario's stated victory conditions were "control Paris OR control any three objectives." But apparently there's a glitch in the game because:
- I controlled three objectives in the first few turns – no victory;
- I controlled all objective hexes in Paris by end of June – no victory;
- I controlled all Paris hexes (objective or otherwise) in early July – no victory;
- I controlled all objective hexes and all controllable (i.e. reinforcement) hexes on the map by mid July – no victory;
- I destroyed the last German unit on the map on turn 17, end of July – finally VICTORY!
So it turns out the REAL victory conditions for the scenario are "control every controllable hex (objective or not) and destroy every German unit on the map." Still a fun game, although the mop-up operation did start to drag toward the end.
Somehow it escaped that you were into wargames like this. I play the hell out of the various Paradox tiles like Hearts of Iron 2 and Crusaders Kings 2. My favorite is the Operational Art of War.
ReplyDeletehttp://www.matrixgames.com/products/317/details/Norm.Kogers.The.Operational.Art.of.War.III
Heck yeah I am, though not as much as I used to be. I started in the pre-computer era with AH's Afrika Korps when I was 12, the same year I started D&D. I played a bunch of AH stuff in high school and college (esp. Panzer Leader and some Squad Leader). I had a long layoff during grad school, then started up after that in the late 90's with computer games, mostly low-complexity ones like Panzer General. I've been tempted by Kroger's Operational Art of War. I've heard tons of great things about it, though I've always hesitated since it seems a bit on the crunchy side and I'm not sure I'd be able to handle that with the brain drain from work life.
DeleteOops, "Koger's."
DeleteSame deal here, from when I was ten to 12 (76 to late 77), I played hex and counter wargames a lot with two of my elementary school friends. I don't think we were normal in that regard. The Christmas of 77 is when I think I got the Holmes D&D and that winter learned more about it from Scouts. Because we weren't aware of OD&D we thought Holmes was it and that AD&D was the thing to have. However we were limited to 3rd level until the summer of 79 when we got a hold of the DMG. It was then that we started playing RPGs more than wargames.
DeleteAs for TOAW, there are somethings that I don't have a handle on like air combat, but by and large terrain is works like how is supposed too. And 3 to 1 is the ratio to shoot for to have an effective attack. The scenarios vary in scope so there are plenty that can played completely in a few turns.
But then there are the monster ones like Barbarossa and Overlord where they have units down to the Brigade level. Frankly TOAW is the only general hex and counter wargames that is worth it. I will work up a blog post on it.
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