So, after another play through I added a 2nd line MG42 team to the German setup pool, mostly because it was a very likely historical deployment. I’ve played through this three times now and I don’t see anything else obvious to take care of. Slowly, I’m learning not to overwork scenario designs, as different playstyles are essential for new perspectives.
I’ve tried full, medium, and minimal initial draws for the Germans. Each present different challenges for the US force. There is some advantage in feeding the fight as it develops and choosing the lane for your reinforcements. But, heck, it’s possible I’m overlooking something.
I like how the tank-infantry coordination rule cleaned up. Its easier to remember and makes for some interesting maneuver problems. Was gratified to find the Turreted Vehicles rule I wrote didn’t require refining. I’d forgotten whether I’d reduced firepower for tanks which do not change their facing to target. A vehicle counter with a turret ring may engage targets to its sides and flanks without changing orientation but suffers -2 to its firepower. While I respect the logic of the basic game, new terrain in FTGU cries out for some nuance here. I think mine is an acceptable compromise. All the counters in the module are marked accordingly.
Now I leave it up to you. Comment here or email me should you be interested in testing this or other parts of the module. Unfortunately, I can’t offer a physical playtest kit, but one can be printed (complete with counters) at reasonable cost. However, I’ll be updating the VASSAL module in the next few days and, of course, it will be available for free.