After a few false starts (one of which will be making me extol the virtues of Squad Leader over most other WWII rules fairly soon - watch this space - because I'm returning to Squad Leader in Miniature or one of Steve's variants - nothing else works for me...rant...rant)...we eventually got a game in.
Maurice of course, with the Brandywine scenario from the rule book (roughly, as I played about with some of the fords and had to use 3 base instead of 4 base units due to lack of figures painted).
What a game. I think I've finally learned how to defend!!! Pull back out of range when required (stay away from units which haven't taken 2x DISRs and cannister range), waste the attacker's resources as much as possible and wait for night (burn that card deck down as much as you can) and threaten the flanks, even if it means doing nothing (sneaky units can sit in the right place for the entire game and 'worry' an infantry flank - and send your opponent's focus elsewhere - which is the essence of defence).
Very tense, and as usual with Maurice of course, the action was focused on a few key areas, though here we noticed it did tend to move about more than in our other games, i.e. it concentrated on the fords and the delaying action on the flank. The greater focus actually was on the fords, rather than the flanking action, which made it more difficult for the British today I think.
It should also be noted that we had an exact turnaround in comparison with our version of Brandywine played with Volley & Bayonet in October. It could be random of course ;)
Still a great game, covering a great period and still tense - sound
resource management, simple systems and tense interaction with just right amount
of 'friction'. (Since everyone is jumping on the bloody 'friction'
bandwagon right now...*sigh*...more to follow on this and why I'm going
back to Squad Leader for WWII soon...I know, two periods in one blog
post...here's a pic to confuse things further):