But I'll get to that later. This game saw a Russian infantry Battalion with some light tank and light assault gun support attempting to take a German position held by infantry with artillery support. A few observations off the bat?
The artillery delivered less than desirable results...
The close combat system still has bugs to be worked out.
Need overall force morale for when entire Combat Teams go bye-bye. I would have loved for the Russians to fight on with their last remaining company but in most cases I think they would have run for it (spoiler alert - the Russians lose).
I made this a late war battle and gave the Russians a little better morale/ initiative and gave the Germans slightly worse morale and initiative than they usually enjoy.
|Soviet troops at the start point.
|German Landsers in hasty fighting positions...
|Soviets move out!
|German infantry close assault and the only guys left are the command stand and the assault gun section!
|German assault! the SU-76 is knocked out
|Friendly Fire! THe FO screws up bigtime! the mortars land on friendly troops.
|upper right a German platoon bears down on the Russian flank.
|German infantry platoon (+) moves out.
|This Russian company is bugging out. All that's left are the tank platoon and MG section... The "2" on the dice means they are 2 above their breakpoint. Not good!
|Final dispositions. THe Germans hold out!
Rolling a 1D6 after the close combat really gets some wacky results. I am thinking about changing the close combat system to give more practical results from the combats.
As I see it, there are a few courses of action I can pursue here.
COA #1: The side who scores more "unsaved" hits is the absolute winner. Ties you roll a D6, higher roll wins the combat.
COA #2: There is a close combat table where hits are compared and the result cross-referenced for impacts to both sides / determine winner.
COA #3: Remain the same. Roll to hit, roll saves, compare ALL hits, add result to a 1D6 to determine winner.
What does everyone think?