Decided to stop at Turn 12. British ships that had been standing off the port waiting to evacuate commandos had been destroyed, the demolition teams had, for the most part, expended all their charges, and the German reaction forces were sealing off any other VP targets. So, I blew up the Campbeltown and called it quits.
The tempo of the game really picked up with fewer targets and lower to hit DR for Harbor Defensive Fire.
Took turn-by-turn photos, but all they depict is the pummeling of MTBs by Harbor Defensive Fire, and gunfights between reaction forces and commandos. The highlight was the Turn 8 destruction of the Northern Caisson by Purdon’s commando using their last charge, after being attacked. They needed a D6 roll of “1” to do it, and they did. That was 12 VPs! On the other hand, Woodcock’s commando couldn’t destroy even one of the three storage tanks in Sector 1. Each tank was 3 VPs, and would have put me in range of a decisive victory.
I’m going to play it again. Here’s an overview of lessons learned and rules I need to pay more attention to.
- Destroy searchlights and guns, or at least, hit the Power Station. The illumination effects make the already murderous Harbor Defensive Fire even worse. Grenade attacks on guns/searchlights are an excellent use of assault teams.
- Do a better job of getting demolition teams to their historical targets. I just whiffed on this one and if they attack their assigned target, it’s a +1 DRM for demolition attacks.
- Pay attention to the rules on ammunition depletion when a commando loses a strength point. This effects grenade/demolition capabilities.
- Try to get the Wynn to accomplish its historical mission of destroying lock gates. I had to use other boats for this.
- Don’t assume that the German reaction will be as slow and weak as the last game. Lots of D6 rolls of “6” really restricted reaction movement, and low rolls for activation reduced the number of German units.