Assault on Singling victory conditions

By Cato_the_Elder, in Tide of Iron

Regarding the top 5 contest winner scenario, Assault on Singling, what are the victory conditions? The objective field says that the nation that controls at least 4 victory markers at the end of round 6 wins. There are only 4 victory markers. Does that mean that a player has to be in control of all 4? What if nobody controls all 4? The Introductory text says that the Americans can win if they control at least 3 victory hexes. That seems like a more accurate objective. If the Americans get 3, they win. If not, the Germans win. Is that how you guys play the scenario?

Thanks

Cato_the_Elder said:

Regarding the top 5 contest winner scenario, Assault on Singling, what are the victory conditions? The objective field says that the nation that controls at least 4 victory markers at the end of round 6 wins. There are only 4 victory markers. Does that mean that a player has to be in control of all 4? What if nobody controls all 4? The Introductory text says that the Americans can win if they control at least 3 victory hexes. That seems like a more accurate objective. If the Americans get 3, they win. If not, the Germans win. Is that how you guys play the scenario?

Thanks

Hey there,

I've put an updated File of the Scenario on www.boardgamegeek.com/filepage/63187/assault-on-singling-final-version , if You are still interested.

Cheers,

Aljoscha

This is a scenario I actually want to play. 6 shermans versus 4/5 panzers in a small area, with lots of building and forest to block line of sight :)

However, one question which obviusly must be an issue in this scenario is the concussive firepower, which I think is slightly to powerfull, cuz staying inside a house is almost counter-productive. A tank obvuisly has some nice firepower when attacking buildings, but not to the point that its better to be in the open than inside. Is this partly the reason why building got their cover increased to 4? Cato_the_Elde r , for this scenario, iis the concussive firepower too effective, or just as effective as you want it to be?


Grand Stone said:

but not to the point that its better to be in the open than inside

One of the reasons for Concussive Firepower is that AFVs with their limited vision have no problems locating a house or pillbox, but cannot easily pinpoint squads in the open. Once a tank crew knew that there were infantrymen in a building, all they had to do was blast the building to get some effect. Even spotted infantrymen in the open are not that easy to hit, especially since blasts dissipate. When a building is hit, people inside tend to get injured more by flying splinters and debris than the actual shot.

Remember the +3 in range. In the range 7-9 hexes the average number of hits is 3, subtracting 1 from cover and you get about 2 kills. In open fields the average number of kills is 1. Thats twice the effectiveness. Maybe you could argue thats ok at long range.

At point blank range you will find out that is being inside a house or being in the open gives approximatly the same protection (using average numbers you will get a half kill more if you are inside compared to standing in the streets). And that seems realy strange to me. At point blank range, being in a building hex should be benefitial.

+2 firepower and range would have been enough I think.

Grand Stone said:

This is a scenario I actually want to play. 6 shermans versus 4/5 panzers in a small area, with lots of building and forest to block line of sight :)

However, one question which obviusly must be an issue in this scenario is the concussive firepower, which I think is slightly to powerfull, cuz staying inside a house is almost counter-productive. A tank obvuisly has some nice firepower when attacking buildings, but not to the point that its better to be in the open than inside. Is this partly the reason why building got their cover increased to 4? Cato_the_Elde r , for this scenario, iis the concussive firepower too effective, or just as effective as you want it to be?


This was exactly the problem we encountered when playing "assault on the Siegfried line" from the Normandy expansion: whatever you do DO NOT go into a building or pillbox! The only alterantive they had was to run out into the open. In other words, the Germans were caught between a rock and a hard place. Dind't the Allies actually experience some problems breaking through the Siegfried line?... sorpresa.gif Consequently we didn't enjoy this scenario at all. To make matters worse units could combine fire. Just imagine 4 Sherman shooting at a building hex...Disallowing combined fire in this scenario would have gone a long way in re-balancing it. Don't know about this particular scenario you're referring to, but it all sounds eerily familiar....

To be fair, this is a completly different scenario, and since both sides have tanks, the issue does not at least upsett balance to much. Actually, in this scenario I susspect that for the most of the time it would be better to fire at enemy tanks than at infanteri (simply becasue it is a tank-heavy scenario) Lots of tanks with not much space...

Kingtiger: the scenario you are refering to has more issues, in addition to the concusive fire power. For example, the defenders could have gotten an AT gun or two.

Regarding the combined fire, a rule which I personaly think could be fun is to state that combined fire could only be done at half range. Then combined fire would be far more difficult. (normaly shermans needs to be within 3 hexes of target to combine fire and infateneri within 2 hexes target)

There is a card that disallows combined fire (massive confusion, if I'm not mistaken), which is why I emntyioned it. I agree the name would be a bit off, but any rule with the same or similar effect, so yours as well, would've gone a long way to making ": Assault on the Siegfried line" a more enjoyabale scenario.