This is a general discussion about this scenario (that has been "dubbed" Normandy 1944, that I prepared for publication in The Squad Leader Academy. It appeared in Volume 2, No. 5 along with a version of the scenario that is certainly playable, but due to the addition of an SSR #3, may not be as balanced as the original. In any event, should anyone choose to try playing the scenario, I recommend using the double- play victory conditions. Doing so is a very good way of better assuring balance between the two participants. BTW: This commentary was designed to give away very little in terms of tactics for better play of the scenario. OTOH, some of these tactics are likely to surface during the discussion on the AGWAV! ------- Forwarded Message Follows ------- The scenario published here was prepared for the second convention effort of the Springfield Gamers Association (Springfield, Illinois). This group was about four years old at the time and was continuing its efforts at keeping Boardgaming alive and active in central Illinois. A group of us had been involved with playtesting ASL, and another member ran an ASL tournament at the convention, but it was felt that a Squad Leader tournament (based only on the original game's rules) would be good for the many local gamers who were not doing ASL at the time. This scenario was the result. At most conventions, a typical gaming slot is three to four hours long, and often participants do not wish to play only one specific game throughout the convention. This creates a decided preference for short scenarios that can easily be played in the time frame allotted. The convention was, at the time, also a one-day event. The goal was to create a challenging Scenario that would effectively test the participant's knowledge and experience with the Squad Leader system of rules in a situation that was likely to be unfamiliar to most players. When played face-to-face, this scenario can be completed in one to one and a half hours. The scenario was tested by the ASL playtest group about five times and played six or eight times at the convention. My recollection is that the only change from the playtest process was the removal of a fifth German leader. The double-play victory conditions were used at the convention, as that method is best for testing the abilities of both players. I must, however, apologize for not remembering the name of the tournament winner. Balance is always a tough thing to measure, but the testing at the time discovered no imbalancing tactics. The scenario design derives its motivation from many descriptions of German assaults that fell upon American headquarters elements only to find that they were seriously outclassed, descriptions pulled from the "official" American combat history of the War. I expect that the observations owe much of their basis to the particular time in the Wehrmacht's history, as German troops were pulled together from any source to field some semblance of an OOB. The Americans, on the other hand did not face these exigencies, and would thus be expected to have more combat strength attached to their headquarters. The scenario presents both the offense and defense with some significant problems to overcome. Some of these are outlined, in brief below: DEFENSE: Any short scenario is going to be, above all else, a test of defensive deployment abilities, this scenario is no different. Four issues will be of particular concern to the defense: -- Good sight lines are not readily available, even though Board 4 is, ostensively the most open board. The major reason for this is the presence of wheatfields, something that was purposefully not listed on the scenario card, although sufficient date information is provided. In effect, the defender has a serious issue of where to start his forces! -- There are no machine guns on the defense. This is on purpose, as the Americans are forced to depend upon the forces that they have, primarily direct-fire artillery with a minor assist from squads and bazookas. -- Which leads to the next difficulty, effective use of artillery in a direct-fire role is not often familiar to Squad Leader players. -- And finally, as is often the case when dealing with American non-elite forces, the defense is best served if there is an understanding of how to maintain American unit cohesion in the face of enemy fire. OFFENSE: But the challenges are not all for the defender, a successful assault has its own complexities to overcome. Five are mentioned here: -- Lack of time. Simply put, four turns is not much time to complete a successful assault. Particularly since it takes two or three movement phases for a squad to simply move across the width of board 4. -- Combined advance and assault. The attacker must be able to figure out both HOW he is to get his squads across the board and HOW to get them into position to actually initiate an effective assault. Doing this well is much harder than preparing an assault from a deployed position. -- Mixed force. Although extremely valuable elite units, 8-3-8 squads are not particularly effective at projecting firepower across board 4 due to their limited range. A successful assault will be aided, however, by the elite abilities of these squads. This places a premium on the attacker's ability to deploy his two different types of squads to best assist his assault. -- Limited leadership. The Germans have a force that does not have an abundance of leaders. A leader-assisted advance across board 4 will require movement by platoons, a serious limitation to deployment flexibility, a problem when hauling the HMG and MMG's around, as well as an increased risk of exposure to defensive fire. A dispersed advance can be used, but a decision must be made as to the extent of dispersion. -- And finally, the establishment of effective fire bases against direct artillery fire is quite difficult. A rash attacker can easily find the battlefield littered with the same squads that he hoped would provide his fire support for the final assault! The German player is provided with machine guns, but their deployment will attract much fire from the American artillery and no single hex can accommodate, or single leader direct, all three heavy weapons. VICTORY CONDITIONS: The single-play victory condition of six points is demanding, but fewer points would not represent an effective rapid assault. One of the questions facing the attacker will be how many infantry units can he afford to allocate to the capture of those four victory-point buildings! The six point victory requirement requires the elimination of both artillery guns, or one gun and three of the four victory buildings; to win, a vigorous and successful assault must be mounted! The final twist to the scenario is the provision for the defender moving first. This is not often seen in Squad Leader, but it raises the question of whether the defender can effectively improve his chances by either moving outside of the initial set-up area or, alternatively, attempting to entrench in some critical location (clearly a double-edged sword if the attacker can sight the American artillery from an entrenchment hex). Both of these were tried during playtesting, with mixed results. Alan Yngve October 5, 1994