Three good games where we kept the same forces for all the games but had the chance for the attacker to choose edges. Shaun, from memory, had 4 M4 - one of them a 76mm with a few crew upgrades and I had a Jagdpanther, Panther and a StuG - Barkmann in the Panther and a precise gunner in the Jagdpanther which also had cammo netting.
|My baby cats!|
|A cat in the bush... bye bye Fury|
Again a tense game, felt a bit like Villiers Bocage in the end but I managed to eek out another victory. Although my Jagdpanther was out of the game for a long while with a broken track result which took a long time to clear! It came back in at the end and made sure that there was no chance for Shaun really.
|Barkmann claiming the objective|
|Engine fire eventually got the StuG !|
Again - very impressed with the rules - three good, close games in 2.5 hours of play, who can argue with that.
After re-reading some of the memoirs and accounts of tankers I like the way the rules cover stuff I am reading all the time. US tanks knowing they are not going to penetrate went for longer ranged HE and even WP ammo attacks on the Germans hoping to disrupt them enough to get around the side. In TANKS this is basically what is happening with the lucky crits that get through to give the optic/busted track/stunned crew effects.
Roll on OP season...