Armored Feint, Scenario Design Part VIII

Turn 2, end. German has made a single initial unit draw with two more reinforcement draws. He is ahead by 7VP.
Turn 2, end. German has made a single initial unit draw with two more reinforcement draws. He is ahead by 7VP.

Hot washup after a few play throughs:

A. System Rule Change:

After a phase in which a vehicle moves or fires, no infantry or WT may move;

Will become:

Either tanks or infantry may move in the same player activation, but not both.

The original rule allows an unrealistic level of coordination. And I have evidence that 90ID did not undergo tank-infantry team training until the seizure of Gorges, just before their action at Sèves.

B. Scenario Changes

  1. The Mk IV, artillery mission, and elite infantry can only be drawn as reinforcements. A German player may opt to begin with no VP differential and have his complete force. Of course, this will mean less uncertainty for the US, who will only have to find a few real units and kill them to win. This may favor the German too strongly; this is a question for playtester.
  2. The US player gains 5 VP for each unoccupied building at the end of turn 5. This places a premium on pressuring the US flanks as well as making reinforcement draws potentially costly.
  3. German player must decide how many counters to draw before looking at any of them. While I like the granularity of looking at each as it’s drawn, I’m going to shelve the idea for another scenario. Germans are already sufficiently advantaged by the steep terrain and bocage.

C. Remaining Design/Balance Challenges
(Keeping in mind, on the historicity-balance spectrum, the former is more important to me.)

  1. The 105 artillery mission is potentially unbalancing, although its eventuality is somewhat ameliorated by having the players switch sides after turn 5. In Normandy, the Germans typically fired artillery in battalion, rather than battery missions to avoid the very good US counterbattery fire. I feel like I have to include at least its possibility, as this, and the advancing darkness, brought the US mission to a close. Additionally, it would be a relatively economical means to responding to a threat on a crossroads, which were likely preregistered. Very easy to imagine the German regimental commander (1050/77) dedicating a mission to disrupt a potential attack upon report of US armor.
  2. US forces. I’ve considered adding a fourth, first-line, reduced, US squad. My standard for FTGU’s cartography and rules is to try and get at least one standard deviation within history. The reason why I responded to BoB’s base design is that it seems to acknowledge that successful designs understand these limitations and doesn’t go chasing rabbits into a warren of special rules for special circumstances. Middleton is very explicit in his account that it was three teams of five men who attacked the crossroads. He specifies that it was the first sergeant who led the attack. It seems safe to assume that the 1SGT chose his men from the best remaining in the company, which was at least 30% understrength. Middleton is extremely detail oriented with a good memory, just like an excellent NCO. (Four years later, he can list exactly how much ammo he was carrying, certainly the product of a precisely calibrated order.) In short, it is easy to imagine he was one of the best soldiers in his company. Adding another maneuver element to counteract the increased difficulty of the terrain certainly seems within keeping to the one-deviation limit.


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