Mareth Line from Tunisia II
Tags
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:
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.