|A German Assault card used primarily to bring reinforcements forward, is about to be counter attacked followed by an initiative flip and an all arms assault which will take out both German tanks and a unit of militia.|
The ranges and movement was left as per the rules but for each Grant scenario unit we placed 2 memoir units. To spice things up we drew an ordinary playing card each turn to determine who had the initiative and got to go first that turn (Red for the Reds).
The game played well but after a dozen turns and maybe 3 hours, we were barely half through the game and had barely half our units on table.
|An earlier overview shot. I entered along the road with the mission of capturing the 2 bridges. Ron started off with some units defending the town and others arriving later at various randomly selected turns at 1 of 3 randomly selected roads.|
After much debate we decided that we would go back to double ranges and double movement except that close assault still requires being adjacent. In addition, we decided to expand the zone size by 1 to allow more units to be activated by the cards affecting "all units in Sector X" etc.. This should allow us to often activate more units per turn.
Next game, (hopefully) in 2 weeks.