Now, it's been a difficult set of rules to wrap our heads around, but a few things worked well.
- Artillery is deadly if you stay still. Don't even try to hug cover - once you're zeroed in, you're getting hurt.
- We complicated things a little by simulating a night attack which played havoc with ranges and visibility.
- It's also easy to see how the system focuses on doctrinal difference to highlight flexibility between types of forces. Obviously, we'd see these differences more clearly in a NATO vs 'Pact game.
- Variations in morale and training makes a big difference - to finding cover and advancing under fire!
- You can cover the movement of an attacking force quite effectively.
Have to say though that the rules are less than intuitive, and there's a lot of things in there that could maybe do with a few extra examples, though there is a decent modern game lurking between the pages. It just needs more practice at our end.
'Miscellaneous' Ridge is a little like Wireless Ridge from the Falklands, but with obvious differences :)
It was a tough game for the British, and the rules make you pay for every inch of (open) ground. The flanking action did draw the enemy away from the southern objective, and tactics and good defensive decisions tend to work here. We need to try these again I think, then introduce some armour.
More to follow.