Racing for Tunis
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Playing Germans against CC Allies.
I established a pretty good line early on, then took a bit of a risk by briefly taking Le Ket. Unfortunately, this thinned out my line a liitle too much and Allies took a couple of my units off the board. A fast regroup wasn't enough to firm up the line, had to start retreating by Nov 30.
Dec. 2 Germans could be in a lot of trouble really soon. The line forward of Bizerta needs to be pulled back.
Dec. 6, Germans breaking out to retake lost ground. Operationally, some of the Allied units are enveloped to the east.
Dec. 8, some break out by the Germans to recapture lost ground, but conceded as a decisive Allied Victory. The Germans just gave up too much ground early on attempt to maintain a defense of Tunis, and the Aliies had to catch a train back to Berkeley.
Here's what it looks like set up:
A few units may be a hex out of place as I had bumped the table attempting the first picture. But the overall deployment shows the general idea: the Germans in a defensive line around Tunis and Bizerta to control the ports and airfields.
Turn length and timing
The standard game has 18 turns. Given 10 minutes per side, that's a game length of 6 hours. However, as noted above, the game ended at roughly 15 turns as some of our middle turns went longer than shorter.
We went closer to 7.5 hours, having started around 3 pm, ending around 11:30, with an hour off for dinner. It felt like a lot longer. Two immediate reasons for this are 1. 11:30 pm is later than I usually like to stay up, and 7.5 hours is longer than I usually play. Writing this the following morning, I recall having to suck it up during the last few turns.
How to win as Germans
In short, I don't know. I'm pretty sure the Germans have to be played a lot more agressively than I was playing them though. We didn't play with the optional supply rules, and I think that would have made a difference in both side's play. Certainly the Germans would have attempted to cut off extreme eastern Allied advancement.