He taught me the main points of the rules in about five minutes and then we got into it. I was commanding a bunch of Germans trying to escape the Falaise pocket towards Argentan. We had something like eight squads and two leaders with a couple of LMGs and another couple of Panzerfausts to share amongst them. On turn three or four a Tiger would arrive in support, and my objective was to get three squads off the opposite board edge.
Pat was coming in perpendicularly to cut off our retreat / breakout. He had three or four squads in halftracks and a small army of Shermans and M10s to interpose between the Germans and their hopes of (temporary) escape. It would be an interesting fight.
(Apologies: my photos have been ruined by glare from the window, but in person the board was very impressive.)
|First squads enter.|
|More follow up.|
|Field of play: lots of open ground to cross, and some good fire positions for both sides.|
I won't go into too much detail, but our Tiger and a particularly reckless Panzerfaust team did a scarcely believable amount of damage to the Allied armour. Terrified Sherman crews preferred to take shots on offer at infantry rather than the Tiger because the chances of doing any damage were so slim. There were close-assaults a-plenty, and lots of momentum swings. Things turned our way after a brilliantly executed ambush of the Tiger leading to shots from point blank range from both the flank and front failed to do any damage to the great beast. Once those two ambushers were smoking wrecks, the poor old Allies didn't have a lot left. Still, it would have been touch and go whether the Germans could get to their exit area before time ran out, so we called it a draw.
|All those wrecks were caused by that (unscathed) Tiger and a single suicidal Panzerfaust team!|
I thought the game itself was good fun. The board was a delight to play on, and there was enough there to convince me that it would be a system worth investing time into. I suppose you'd call it 'cinematic' WWII, with lots of swings of fortune and plenty of moments of high drama as you decide whether to take on the odds or not, and then, decision made, see what happens.
One quibble I did have was that the activation mechanism relies upon command points to do anything (even opportunity fire), and uses a low base rate + high variable system (I was on 4-14 CPs per turn; the US on 3-18). I would prefer a higher base rate and lower variables so that a good planner could avoid the situation where a low roll leaves one helpless. Perhaps a good planner can already, but I couldn't see how, except by hoping the enemy rolled badly with attacks. I generally want a positional advantage (good cover, clear firing lanes, etc.) to count, but at times a low CP roll meant that it effectively wouldn't: if one side had no CPs left the other could advance across open ground into a 50/50 close combat situation without fear of being shot up before getting there.
It's probably however just a beginner's reaction, and I'd certainly like more opportunities to enhance my understanding of the system!
Not only did Pat introduce me to Old School Tactical, but he also very kindly went to the considerable trouble of making up a board and set of figures for a jousting game for our kids. Our boy is already enjoying the game, and he wants to play it with his mum next. I'm not sure how lucky he'll be on that score, but we'll see!
|The two protagonists square off...|