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The Big Push an after action report of the game in issue #11 of Against the Odds
by Lawrence Hung
ATO
magazine game Nr.11 "The
Big Push": the major British offensive in the
One
thing we tried to figure out initially was the use of the HQ for both
movement and combat. It is
because an HQ in command range and in command mode should be there for
assault commitments. At the same
time, they should be in supply mode when actual combat takes
place to avoid that nasty +2 DRM. Soon,
naturally we knew that the Brits had the advantage in the number of HQs
available! One HQ would allow
the Tommies to get close to assault. Another
HQ would supply them in combat.
There
are no tanks in this scenario, so we didn't get to see the tank breakdown. Replacement
is calculated by counting the number of assault steps lost and disordered
units. Most Allied units have
4-steps and the Germans have 3. Victory
points would go to the opposing side for each step replaced. Since
the Allied victory conditions hinge on territorial objectives and not VPs,
it is almost a wild spree for the German to get the replacements up and
running and sending 'em to the front via roads as soon as possible. Overall,
we liked the game system. The
number of units and low stacking limit on the one map is very manageable and
we got used to movement on the square map grid (a very nice one by Craig
Grando) without problem. The
treatment of counter-battery fire is also fun. There
are 4 shorter scenarios (4 to 7 turns each) to choose from, dissecting each
segment in the campaign very well. Along
with the 21-turn campaign game, we will definitely give it another spin
sometime soon. |