|My lead platoons approach the Village and the Sawmill.|
Canadians (me) 3 infantry, a 3" mortar (arty), a Sherman and a Firefly and an HQ.
Germans (Ron) 2 Elite infantry, 2 1/2 tracks acting as MG armed Light Armour and 2 PzrIV and an HQ.
(We do actually randomly choose sides but the power of positive thinking seems to come through for me.)
His original thought was to use the 1/2 tracks to transport his Pzr Grenadiers then support them in battle but we could not find a transport rule nor remember back the several years to our last games with this system and the clock was ticking.
|The view from the other side. The 1/2 tracks have sped ahead to seize the town while I concentrated on deploying my slower force for a concentrated counter attack with fire support from my 3" mortars.|
|Last Call. The German HQ surveys the wreck of his force and watches as my last infantry platoon prepares to advance covered by the mortar and last remaining Firefly.|
(Note: we have doubled the ranges)
The problem had always been that the Grant scenarios we enjoy just don't squeeze well into the 3 zone. Especially the ones where opposing sides are moving on from multiple corners towards an objective in the centre. The 18 hex by 18 hex table size is a factor as well. So, the current plan is to try a scenario using the cards but ignoring the sector aspect, just using it to activate units and for the various special rules.
We'll see how that goes but not until mid-July.