Mareth Line from Tunisia II

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Started Mareth Line scenario in OCS Tunisia II with CC. Our goal was to get through at least 2 turns, we made it through 3 turns.

This isn't a bad learning scenario for combat and barrage rules. As it's a siege, there isn't a lot of movement necessary for the Axis defenders, at least early on.

I did some stupid stuff to demonstrate how combat works and how overrun works, lost some good units and we left the game with 21 Pz reduced and exposed.

2016-10-08

Picking up where we left off, we made it through the final 5 turns in about 8 hours. Here are some lessons I learned while playing the Axis:

  • Fueling whole divisions: don't do this when going second and not moving. I lost a whole SP fueling 15 Pz to put in Reserve for reaction, but as the second player, this was just a waste as I had no intention of moving it.

    • Check the sea cap reinforcement for supply, the scenario is ambiguous on this.

    • Does Allied air transport capacity in Tripoli imply Allies can fly in an extra 2 T per turn?

    • Seems to be key to use reserves to keep stack size a bit smaller in mareth line, with the reserves available to move into otherwise DG hexes for defending support.

    • I think the thing to do in this scenario is punch a hole in the line and encircle to cut off supply for Axis, as well as bomb the crap out of the port facilities to reduce incoming supply capacity.

    • On the Axis side, spening everything by the last turn allows using internal stores to finish the game.

Here's what it looked like at the end:

Tunisia II Mareth Line end of game

Good game.


Some light game to close out the evening

Zombie Dice, CC won with an 8 brain run. He liked it! Zombie Dice is almost as stupid as Pirateer, with the added benefit of being shorter.

Hive (XXVI), suggested by CC. I felt a bit ambivalent about this but agreed to play anyway. I took white and the win.


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